Swampheart Quirks |
|
d6 |
Quirk |
1 |
Most call the swamp an area to avoid, whereas you call it home. |
2 |
You have webbed feet and hands, or a thick, waterproof coat of hair or fur. |
3 |
Don’t judge a place or the things residing in it by looks alone. |
4 |
You’re used to living frequently in both water and on land. |
5 |
Moss or vines grows on parts of your body. |
6 |
You’re used to eating small bugs, fish, and amphibians. |
Magic of the Swamps
Your familiarity with swamps gives you the option to learn
some spells that focus on fogs, acid, and nature. When your
Spellcasting feature lets you learn a sorcerer spell of 1st level
or higher, you gain an additional spell from the list below.
These spells do not count towards the total number of spells
you know, and the spells count as a sorcerer spells for you.
Sorcerer Level |
Spell |
1st |
fog cloud |
3rd |
melf's acid arrow |
5th |
stinking cloud |
7th |
grasping vine |
9th |
wrath of nature |
11th |
wall of thorns |
Life of the Marsh
Beginning at 1st level, the magic of the swamps has altered
your very being. You can breathe air and water, and you gain a
swimming speed equal to your walking speed. In addition,
you learn the shape water cantrip, which does not count
towards the total number of cantrips you know.
Breath Full of Mud
At 1st level, you have learned to use the mud from bogs to
help you. As an action, you spew forth viscid mud onto one
creature within 15 feet of you. If the target is Medium or
smaller, it must succeed on a Dexterity saving throw against
you spell save DC or be restrained for up to 1 minute. A
creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. At 14th level,
you can target creatures of Large or smaller.
One of the Fen
By 6th level, you have adapted more to bogs and fens. You
gain resistance to acid damage, and you ignore difficult
terrain caused by swamps, bogs, and fens.
Additionally, your familiarity with swamps has allowed you
additional benefits. You cannot become lost in a swamp, by
both magical and non-magical means, and you have
advantage on Wisdom (Survival) checks made while in
swamps or marsh.
Pests of the Wetlands
At 14th level, you have learned how to summon the pests of
the swamp to your aid. When you are hit by a melee attack,
you can use your reaction to summon a light green cloud
filled with a swarm of insects to the attacker as the insects
pierce into their skin. The attacker must also make a
Constitution saving throw against your sorcerer spell save
DC. On a failed save, the attacker takes acid damage equal to
half your sorcerer level.
Wrath of the Swamp
By 18th level, you know that the powers of the swamp can
always aid you, no matter where you are. You gain immunity
to acid damage.
In addition, as an action you can spend 6 sorcery points to
slam your hands into the ground, transforming the nearby
terrain to create a swamp that grows to a circle with a 30 foot
radius centered on you. You and a number of creatures up to
your Charisma modifier are immune to the swamp’s magic.
This swamp has the following effects:
- This land is difficult terrain.
- The swamp is filled with a dense fog, and each creature within the swamp has disadvantage on Wisdom (Perception) Checks that rely on sight or smell.
- Each creature who is in the swamp’s range when this effect is cast must make a Constitution saving throw against your spell save DC, or become poisoned. Creatures who cannot be poisoned are immune, and creatures who succeed the saving throw initially are immune to the swamp's poison. A creature who is poisoned can repeat the saving throw at the end of each of
- its turns.
- When a creature does not move on it’s turn while within range of this ability, it must make a Dexterity saving throw against your spell save DC, or begin to sink into the swamp and become grappled.
Once you use this feature, you cannot do so again until you
finish a long rest.
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