Warden of the Swarm
Spell trait: InstinctBecome a master of insects and other things that creep, crawl, fly and swarm, eventually transforming into them yourself.
Summon Swarm: At the start of each session, place a number of Swarm Tokens equal to your Spellcast trait on this card. On your spotlight, you can summon, move, or dismiss a swarm of tiny creatures within Close range. The swarm extends out to Very Close range from the spot it occupies. When you succeed on an action roll against an adversary in your swarm, spend a token to make them temporarily Queasy: they gain disadvantage on their next action roll, then the condition is cleared. Mark a Stress to refill this card with tokens, up to your Spellcast trait. At the end of each session, clear unspent tokens.
Swarm Master: Your swarm can be summoned or moved anywhere within Far range and extends out to Close range. Adversaries that you make Queasy are Disgusted instead, gaining disadvantage on all their action rolls until the GM clears the condition.
Unnerving: When an adversary succeeds on an action roll against you, you can mark a Stress to force them to mark a Stress.
Become the Swarm: When you use your "Beastform" feature, spend a Hope to make your form comprised of a swarm of tiny creatures. You gain the following features:
You can fit through any space that could fit a single one of your component creatures.
You can spend a Swarm Token to gain resistance to an attack that deals physical damage.
Distract and Obscure: On your spotlight, choose one creature within your swarm's area. Their Evasion increases by 2 as long as they remain in the swarm.
