Tuesday, December 1, 2015

Terman Alchemist


Terman Alchemist:  These are the most powerful spell casters of the termen.  The power of their spells comes from their intimate knowledge of the arcane power inherent in many species and substances. 
There are good homebrew alchemists out there, but if you play a wizard with a focus on conjoring and pick spells based on acid or manipulation of form like those I picked for the defender you can create a wizard with the right flavor.  I will eventually make up this class properly, but they often have Myconid Sprouts as familiars and make use of their spores to make zombies of recently dead corpses in a manner akin to necromancers.

Minions and Metal Smiths


Minion or Termen Worker:  This caste does most of the work within colonies and aids in defense. They are small in size and very good at blending into the shadows and making no vibrations when they desire not to be noticed by task masters from the other castes. There is no truly applicable archetype of rogue, but Thief will do.  Just remember they are sneaky, not criminal.

Metal Smiths: When dwarves first allied themselves with termen, they shared their knowledge of metalworking with termen who at the time had a stone-aged technology.  The minions who were assigned to work with and learn from the dwarves soon formed their own caste within terman society.  Much as the consumption of elven magic morphed the bodies of termen into humanoid form, metal smiths have come to mimic their dwarven companions in many ways.  Their bodies are broader and taller than a normal minion, and, unique among termen, they grow lush beards of hair-like bristles.

They are fighters, but many are known as Dwarf-friends and have been given Dwarven Combat Training.

Archons- Elite warriors of termen society


Archon or Royal Termen  are the elite of terman society.  Most will spend their lives in service to the nest they were born into, drawing power from the spirit of the colony to augment their considerable physical skills.  Others will leave their home nests to seek adventure, building their fame and retinue, in order to mount a challenge for the rule of another existing colony or start their own.  Although termen of any caste can mount such a challenge if they gain enough renown, archons, with their larger physical size and domineering personalities are most likely to be successful. Male and female archons are as similar as the two sexes of any caste are, showing only minor differences in color and hair-like bristle patterns. After a female becomes a queen, she undergoes metamorphosis, her middle limbs becoming legs to aid in supporting her large, egg-filled abdomen.

They are Paladins, but they primarily worship their own colony as an entity and expression of their chief god.  They focus on spells that aid in commanding minions and those used for single combat with their peers. Think of them a bit like Dark Sun Templars.

Slaver- provider of thralls to augment the colony labor force


Slaver: Through the application of poisons and fungal extracts, slavers bend the will of other creatures to serve the colony.  These may provide labor or be placed within warrens to defend the nest.
Use the assasin archetype with the following changes to reflect that they are not infiltrators:
 At 3rd level you gain the poisoner's kit.  In place of the disguise kit you gain the spell Charm Person 1/short rest.
 At 9th level you may use your fungal extracts to cast Geas 1/short rest
 At 13th level you may use your fungal extracts to cast Dominate Monster 1/short rest

Theros- hunter and scout


Theros:  Either Hunter or Beast Master Ranger will be applicable. Animal companions will be invertebrates such as giant ants, wasps, ankhegs, etc.



Tocsin: The college of valor is a good choice for a Tocsin.  Remember that their role is to moderate communication through the colony as well as inspire during battle or work. Their instruments are commonly flutes and horns used to alarm and inspire nest mates.  These instruments are built robustly so that they can double as drum sticks to send signals deep within the tunnel warren through vibrations in the walls.

Terrarch healer and warren builder


Terrarchs: Because they live underground, it should be no surprise that their clerics are focused on the Earth Domain.
There may be a better homebrew earth domain cleric out there, but try this:

Earth Domain Spells

Cleric Level                  Spells
      1st             Meld into Stone, Earth Tremor
      3rd            Erupting Earth, Stone Skin
      5th            Wall of Stone, Transmute Rock
      7th            Move Earth, Flesh to Stone
      9th            Disintegrate, Earthquake

Bonus Cantrip
At 1st level you automatically gain the Magic Stone and Mold Earth cantrips. 

Channel Divinity: Summon Earth Elemental
At 2nd level you may use your channel divinity to Conjure minor Elementals (earth) of a combines CR of 1/4 your level. Thus at 8th level you could conjure one earth elemental CR 2 or two CR 1, or four CR 1/2, etc.

Channel Divinity: Summon from the Plane of Earth
At 6th level when you use your Channel Divinity  to conjure minor earth elementals, you have a 10% chance of summoning a Galeb Duhr. This chance increases by 1% per level above 6th.

Crystal Carapace
At 8th level you grow a permanent crystaline layer to your flesh that provides advantage against non-magical Slashing (not bludgeoning or Piercing) damage.

Earth Walk
At 17th Level you may move through earth at your walking speed.

Swarm Lord- Master of vermin hordes

Swarm Lords

Swarm Lord: The Swarm Lord can be built fairly easily from a druid of the circle of the moon with the following changes:

 Circle of the Swarm

 As Circle of the Moon, with the following changes:

At 2nd level All Circle Forms you take must be invertebrates (Ex. Ants, wasps, crabs, centipedes, worms, octopus, etc.).

At 6th level and beyond, forms like Thri-Kreen, Ankhegs and Umber Hulks of appropriate CR level may be taken.

In place of Elemental Wild Shape-
Swarm: At 10th level you can expend two uses of Wild Shape to take on the form of an Insect Swarm of a chosen type.

In place of Thousand Forms-
Swarm Lord: At 14th level you gain Insect Plague as always prepared and it does not count against the number of prepared spells for the day.  When in Swarm form, you may take control of the Insect Plague, add its damage to your own form and eliminate the concentration requirement.

Termidon- the defender of terman warrens


The one class which is not easily adapted by tweeking another class is the Termidon or Termen Defender.  This is a build off of the Eldritch knight.

Termidons combine the martial mastery of fighters with an alchemical ability to alter their own bodies to produce spell-like effects. This limits their spell choice to those that focus on acid, poison, or alterations of their internal chemistry.


 When you reach 3rd level, you gain the ability to cast spells.

Cantrips. You learn two cantrips from the eldritch knight spell list. You learn additional Termidon cantrip at 9th level, and a fourth at 15th level.

Spell Slots. The Termidon Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.  For example, if you know the 1st-level spell chromatic orb (acid or poison) and have a 1st-level and a 2nd-level spell slot available, you can cast chromatic orb using either slot.

Spells Known of 1st-Level and Higher. You know two 1st-level spells of your choice from the Termidon spell list.  The Spells Known column of the Termidon Spellcasting table shows when you learn more Termidon spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 6th level in this class, you can learn one new spell of 1st or 2nd level.

 .. Additionally, when you gain a level in this class, you can choose one of the Termidon spells you know and replace it with another spell from the Termidon spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability. Constitution is your spellcasting ability for your Termidon spells, since you learn your spells through alterations to your own body through alchemy. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for an Termidon spell you cast and when making an attack roll with one.

 Spell save DC = 8 + your proficiency bonus + your Constitution modifier
 Spell attack modifier = 10 + your proficiency bonus + your Constitution modifier

Frontal Gland. At 3rd level, you develop a glandular pore in your forehead.  This will be the focus of the alchemical alterations of your body to produce spell effects.  Your spells do not require components and may be cast as long as this structure is undamaged.

War Alchemy. At 7th level, when you use your action to cast a cantrip, you may make one weapon attack as a bonus action.

Pack Tactics. At 10th level, you have advantage against a target if at least one of your allies is within  5 feet and is not incapacitated.

Vulnerable Strike. At 15th level, your strike damages a creature in a way that makes it vulnerable to acid or poison.  When you hit a creature, that creature has disadvantage on the next saving throw it makes against a spell you cast that causes acid or poison damage before the end of your next turn.

Improved War Alchemy. At 18th level, when you use your action to cast a spell, you may make one weapon attack as a bonus action.

Termidon Spellcasting
Fighter      Cantrips       Spells      —Spell Slots per Spell Level—
Level         Known         Known          1st 2nd 3rd  4th  5th
3rd               2                   3                 2   —   —   —   —
4th               2                   4                 3   —   —   —   —
5th               2                   4                 3   —   —   —   —
6th               2                   4                 3   —   —   —   —
7th               2                   5                 4   2    —   —   —
8th               2                   6                 4   2     1    —   —
9th               2                   6                 4   2     2    —   —
10th             3                   7                 4   3     3    —   —
11th             3                   8                 4   3     3    —   —
12th             3                   8                 4   3     3    —   —
13th             3                   9                 4   3     3     2    —
14th             3                 10                 4   3     3     2    —
15th             3                 10                 4   3     3     2    —
16th             3                 11                 4   3     3     3    —
17th             3                 11                 4   3     3     3    —
18th             3                 11                 4   3     3     3    —
19th             3                 12                 4   3     3     3     1
20th             3                 13                 4   3     3     3     1

Termidon Spell list
Some spells are limited to Acid or Poison damage.  Some spells require a shift to Acid damage from another type to reflect a different mode of action.  For example as switch to acid damage turns Aganazzar's Scorcher into a stream of acid like Black Dragon breath.  Many spells can only be cast upon your self to reflect the ability to use alchemy to heal or resist damage.

       Acid Splash
       Poison Spray

Level 1
       Chromatic Orb (Acid or Poison)
       Cure Wounds (self)
       Ensnaring Strike (Sticky glob causing Acid not piercing damage)
       False Life
       Fog Cloud
       Hellish Rebuke (Range touch, acid damage)
       Heroism (self)
       Absorb Elements (Acid or Poison)
       Ray of sickness

Level 2
       Anagazzar’s Scorcher (stream of Acid not fire damage)
       Alter Self
       Barkskin (Chitin)
       Darkvision (self)
       Enhance Ability (self)
       Enlarge/Reduce (self)
       Lesser restoration (self)
       Protection from Poison (self)

Level 3
       Elemental Weapon (Acid)
       Feign Death
       Haste (self only)
       Protection from Energy (Acid or Poison)

 Level 4
       Vitriolic Sphere
       Death Ward
       Elemental bane (acid)
       Freedom of movement

 Level 5
       Greater Restoration