Vermin (Roguish Archetype) | Feat | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vermin (Roguish Archetype)

Minute Wild Shaping. When you choose this archetype at 3rd level, you can use your bonus action to magically assume the shape of a CR 1 or less tiny beast that you have seen before. Your rogue level determines the beasts you can transform into, as shown in the Vermin Beast Shapes table. You can revert to your normal form by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.   While you are transformed, the following rules apply:   Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies and expertises, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.   When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.   You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.   You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.   You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.   Bonus Proficiencies. Starting at 3rd level, you gain proficiency in Survival. When you reach certain levels in this class, you gain advantage in certain forms of wisdom checks: smell based at 9th, hearing at 13th, sight at 17th.   Pests Escape. Starting at 9th level, when immediately after you use your uncanny dodge you turn into one of your beast shapes and move your full movement in that shape without provoking attacks of opportunity then you turn back immediately after.   Singular Swarm. Starting at 9th level, when you use your wild shape you can instead turn into two separate but identical creatures, you experience and control both creatures simultaneously. When you use a bonus action to revert you can appear in any of their spaces, if you automatically revert you appear in the space of the one that forced the reversion, if it happens to both simultaneously you can choose which one. When you reach certain levels in this class, the number of creatures you can become increases to: 3 at 13th level and 4 at 17th   Shared Swarm. Starting at 13th level, you can spread your wild shape among others, as an action you can transform into one of your beast shapes whilst also transforming up to two other willing creatures your touching into the same beast. When you reach certain levels in this class, the number of other creatures you can transform increases to: 3 at 17th.   Varied Swarm. Starting at 13th level, when you transform into multiple beast shapes you can make each creature a different beast.   Enhanced Swarm. Starting at 17th level, when you use Shared Swarm you can transform each creature into a different beast.   Connected Forms. Starting at 17th level, your connection to your beast shapes grows stronger, when transformed you retain your hit points and hit dice, you gain a bonus to your AC equal to half your proficiency bonus. At the start and end of your turns you can transform into or revert from your beast shape.


LevelAbilitiesImprovements
3Minute Wild Shaping, Bonus Proficiencies
9Pests Escape, Singular SwarmMinute Wild Shaping, Bonus Proficiencies
13Shared Swarm, Varied SwarmMinute Wild Shaping, Bonus Proficiencies, Singular Swarm
17Enhanced Swarm, Connected FormsBonus Proficiencies, Singular Swarm, Shared Swarm

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Noble 7.

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