BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Swampheart

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.

Comments

Please Login in order to comment!