Warlock - Monster Horde

by kingstarman

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The Monster Horde

The bloody tide, the thundering army, the monster horde is the original reason that adventuring is considered to be a profession. As a warlock that draws power from the horde you have special privileges its commander. Summoning treasures and soldiers to do your bidding, in exchange for leading the horde to its next target.

Expanded Spell List

The Monster Horde lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Monster Horde Spells
Spell Level Spells
1 earth tremor, longstrider
2 enlarge/reduce, summon beast
3 conjure animals, conjure barrage
4 dominate beast, freedom of movement
5 skill empowerment, passwall

Padded Coffers

At 1st level, as part of the horde you have special access to the loot and treasures as well as the power to store items within it.

You can magically store and retrieve items from this space as a bonus action. The size of this space is identical to that of a Bag of Holding.

Voice of Many

Also at 1st level, you can as a bonus action, rally an ally that you can see within 30 feet of you. That ally can use its reaction to make a weapon attack or move up to 15 feet without provoking opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus and regain all uses upon finishing a long rest.

Call the Horde

At 6th level, an Olifant is added to your Padded Coffers which you can use as an action to call forth part of your horde. It uses the Monster Horde stat block and takes its turn on your initiative after you have acted, taking the dodge action if not commanded to take another action in its statblock using your bonus action.

Additionally, your horde draws from the eldritch power of the greater horde making their attacks magical for the purpose of overcoming resistance.

The horde remains for 1 hour before disappearing or until it is reduced to 0 hit points. You can use this feature once and regain all uses after finishing a short or long rest.

Rally the Horde

At 10th level, you can use your bonus action to rally and reinforce your horde restoring all of its hit points, this effect bypasses the Swarm feature of its statblock.

You can use this feature once and regain all uses after finishing a short or long rest. Additionally, your horde's ferocity is impossible to withstand, when your horde misses an attack roll against a creature they hit the creature regardless but deals half damage.

Retrieve my Sword

Also at 10th level, when you retrieve a magic item that requires attunement to use you can attune to it as part of the same action used to retrieve the item, this replaces the attunement of another item if you have no attunement slots left.

You can use this feature once and regain all uses after finishing a short or long rest.

We are Legion

At 14th level, as your power grows so does your authority over the horde granting you the following boons;

  • your horde swells to Huge in size when summoned by your Call the Horde feature
  • Your horde has hit points equal to 5 x Warlock level + Charisma modifier.
  • Your horde can attack twice when using the attack action.

Monster Horde

Large swarm of small monstrosities, unaligned


  • Armor Class 8 + PB
  • Hit Points 4 x Warlock level + Charisma modifier
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 10 (+0) 8 (-1) 8 (-1)

  • Damage Resistances Bludgeoning, Piercing, Slashing
  • Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Prone, Restrained, Stunned
  • Senses Darkvision 30 Ft., passive Perception 10

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Small creature. The swarm can't regain hit points or gain temporary hit points.

Actions

Trample (swarm has more than half HP). Melee Weapon Attack: your spell attack modifier to hit,, reach 0 ft., one target in the swarm's space. Hit: (2d6 +PB) bludgeoning damage.

Trample (swarm has half HP or less). Melee Weapon Attack: your spell attack modifier to hit,, reach 0 ft., one target in the swarm's space. Hit: (1d6 + PB) bludgeoning damage.

Eldritch Bombardment (Recharge 5–6). The horde bombards an 15 foot radius area within 30 feet with eldritch power. Each creature in range must make a Dexterity saving throw, taking 3d10 force damage on a failed save, or half as much damage on a successful one.

 

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