Hives of the Termen are kept safe by the termidons and their combination of specialized combat tactics and spell effects. The fey magic that shaped Termen evolution, produced in the termidon a glandular system which allows them to produce spell effects through a form of auto-alchemy that changes their own metabolic products. 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 Termidon Spell List. You learn additional cantrip at 10th 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.
The Spells Known column of the Termidon Spellcasting table shows when you learn more termidon spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
Whenever you gain a level in this class, you can replace 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 produce spell effects from your own body. 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
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 somatic components and may be cast as long as this structure is undamaged.
At 3rd level, the termidon has advantage on attack rolls if at least one of its allies stands adjacent and the ally isn't incapacitated. In addition, if the termidon is flanked on the right by a shield-bearing ally, their +2 bonus to Armor Class derived from having a shield stacks with your own, for a +4 to AC.
At 7th level, when you use your action to cast a cantrip, you may make one weapon attack as a bonus action. You may use two-handed or heavy weapons with two hands, not four.
At 10th 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.
At 15th level, you gain the ability to cast a spell even when your spell slots have been exhausted. You automatically take 1d8 damage per level of spell you cast in this manner.
Improved War Casting.
At 18th level, when you use your action to cast a spell, you may make one weapon attack as a bonus action.
Credit: Modified from Wayne Reynolds sketches
|Level||Cantrips Known||Cantrips Known||Spells Known||1st||2nd||3rd||4th||5th|
|3rd||Frontal Gland, Phalanx||2||3||2||—||—||—||—|
|18th||Improved War Casting||3||11||4||3||3||3||—|
Termidon Spell List
This is a list of spell-effects. They are not equivalent to normal spells in that they require no somatic or verbal component and do not consume spell components. All spells derive from the metabolism of the termidon and require an intact frontal gland. Casting time, range, and duration are unchanged, but the type of damage will always be acid or poison.
Cantrips (0 Level)
- Acid Splash
- Poison Spray
- Resistance (Self Only)
- True Strike
- Absorb Elements (Acid or Poison)
- Chromatic Orb (Acid or Poison)
- Cure Wounds (self)
- Detect Poison and Disease
- Ensnaring Strike (Acid not piercing damage)
- Fog Cloud
- Hellish Rebuke (Range touch, acid damage)
- Heroism (self)
- Anagazzar’s Scorcher (Acid not fire damage)
- Alter Self
- Barkskin (Chitin)
- Darkvision (self)
- Enhance Ability (self)
- Enlarge/Reduce (self)
- Lesser restoration (self)
- Protection from Poison
- Elemental Weapon (Acid)
- Feign Death
- Haste (Self)
- Protection from Energy (Acid or Poison)
- Death Ward
- Elemental bane (acid)
- Freedom of movement
- Vitriolic Sphere