Entomancer (by JackVoltaire)

by JackVoltaire

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Entomancer

Overview on Creating

Entomancer
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Pheromonic Bond, Evolutionary Path
2nd +2 Path Feature, Spellcasting 3 2
3rd +2 Subsiding Infestation 4 3 1
4th +2 Ability Score Increase 5 3 1
5th +3 Path Feature (Evolution) 6 4 2 1
6th +3 Pherosense 7 4 2 1
7th +3 Flying Swarm 8 4 3 2 1
8th +3 Ability Score Increase 9 4 3 2 1
9th +4 Hemolymph 10 4 3 2 1 1
10th +4 Swarm Size 11 4 3 2 1 1
11th +4 Path Feature (Evolution) 11 4 3 3 2 1
12th +4 Ability Score Increase 12 4 3 3 2 1
13th +5 Path Feature 12 4 3 3 2 1
14th +5 Amplified Pherosense 13 4 3 3 2 1
15th +5 Path Feature 13 4 3 3 3 2
16th +5 Ability Score Increase 14 4 3 3 3 2
17th +6 Path Feature (Evolution) 14 4 3 3 3 2
18th +6 Insectoid Rebirth 15 4 3 3 3 2
19th +6 Ability Score Increase 15 4 3 3 3 2
20th +6 Path Feature 15 4 3 3 3 2

Class Features

Hit Points

Hit dice: 1d8 per entomancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per entomancer level after 1st

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: none
Saving Throws: Strenght, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Nature, Perception, Stealth and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) scale mail or (b) leather armor
  • (a) any simple melee weapon or (b) a light crossbow and 20 bolts
  • (a) a component pouch or (b) an entomatic focus
  • (a) a dungeoneer's pack or (b) an explorer's pack

Pheromonic Bond

Thanks to the natural pheromones produced by a special gene in your DNA you attract small insects and are capable of bonding and collaborating with them, at 1st level you can also sense groups of insects near you where they would otherwise be unseen or undetected. You can direct a harmless swarm of insects to move within a range scaling with the size of the swarm 60ft for a medium swarm and 120ft for a large swarm, allowing you to sense through the swarm blindsight. The size of the swarm you can control scales with your entomancer level, at 10th level you can control a large swarm or two medium swarms. at 5th level you can now control a flying swarm. The swarm can hide inside your body or under your clothes if you choose to do so. In case it was destroyed you can in 10 minutes in an area where insects could be present, reform your swarm.

Evolutionary Path

At 1st level you can choose a path that gives you benefits at 1st, 2nd, 5th, 11th, 13th, 15th, 17th and 20th level. You can choose between:

  • Arthropod Knight
  • Invertebrate Weaver

Spellcasting

By 2nd level, you have learned to utilize your pheromones, microscopic insects and your own mind to create Spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the entomancer spell list at the end of this chapter.
The Entomancer 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 Longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast Longstrider using either slot.

Spells Known of 2nd Level and Higher
You know two 2nd-level spells of your choice from the entomancer spell list. The Spells Known column of the Entomancer table shows when you learn more entomancer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th 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 entomancer spells you know and replace it with another spell from the entomancer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Wisdom is your spellcasting ability for your entomancer spells, since your magic draws on your attunement to insects. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a entomancer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Subsiding Infestation

At 3rd level, as a bonus action you can order your swarm to burrow under your target skin chewing away at their insides and resonating with your spells, the target has to make a CON saving throw against your spell save DC, if the target fails the saving throw it takes additional damage when you hit it with an attack it takes 1d8 additional damage and has disadvantages on saving throws made against your spells or entomatic powers for 1 minute, the target can also repeat the saving throw at the end of his turn. On a succes the target becomes immune to this effect for 24 hours. You can do this a number of times equal to your wisdom modifier (minimum 1) per long rest.

Pherosense

At 6th level you can discern a living creature's relative age (young, mature, old), gender if it has one and emotional state on a really broad scale (hostile, peaceful, calm) through its pheromones.

Hemolymph

Starting from the 9th level your blood becomes more similar to the hemolymph of arthropods, you can now upon taking a long rest choose a damage type to which you become resistant until you use this feature again.

Amplified Pherosense

At 14th level you now have a better comprehension of a creature's psyche and can now know, if you concentrate on a creature, its emotional state and vaguely its intention, you can also sense the general emotional state of a room of individuals.

Insectoid Rebirth

At 18th if you die what's left of your consciousness is transfered to your swarm (if you have more than one, choose one) and you become that swarm, you can then form into a chrysalys and need 30 days to get back to your original form. You retain any curse you had but are cured from any disease or madness. This excludes death from old age.

Arthropod Knight

Insect Companion

At 1st level you can form a bond with a bigger and more powerful flying Insect Companion of your choice (one size smaller than you), it can rest on your arm if you have a free hand like a shield, as a bonus action you can send it in a 60ft range to do basic actions like grab, push, pull or hit something, if using it to attack make a Melee Spell Attack, it hits for 1d6 + Wisdom modifier (Piercing, slashing or bludgeoning, you choose at level 1), the damage increases to 2d6 + 2 * WIS and then 3d6 + 3 * WIS, at 5th (from which point it becomes magical damage) and 11th level. You can call the Insect Companion back without requiring an action. You are also now proficient with pole arm martial weapons like the glaive.

Companion Evolutions

At 2nd level you can choose a Companion Evolution and can do so again at 11th, and 17th levels.

  • Unbreakable Companion while on your arm your Companion acts as a shield increasing your AC by 2 and also warns you thanks to its blindsight against attacks coming from unseen enemies, so that they don't make attacks with an advantage against you.
  • Leap of the Grasshopper after hitting with your Companion you can spend your movement for this turn making a CD 13 Athletics check to make a superhuman leap towards it. At level 13th you no longer require an ability check now that you have wings.
  • Unrelenting Exoskeleton when you attack with your Companion you can decide to make it shove the target instead, which has to make an Anthletics or Acrobathics check (the target chooses which) against your Melee Spell Attack, If you win the contest, the Companion either knocks the target prone or pushes it 5 feet away from it.
  • Bioluminescence Instead of hitting with your Companion you can make it flash in a radius of 5ft around it, creatures in that area must make a Dexterity Saving Throw against your spell save DC, if they fail they are unable to make attacks of opportunity until the start of your next turn.
  • Mounted Charge When dashing on your mount for at least 10ft you can use your Companion as a lance as it has evolved an horn-like part, and it functions as one for this turn, giving you +5 to your melee spell attack. This also expends your action.
  • Gastric Dart Instead of your normal Companion attack you can make it shoot a dart made out of its gastric juices, make a ranged spell attack, on a hit the target takes 2d6 + WIS acid damage or twice as much if its a construct. The damage increases to 3d6 + WIS at 11th level, and 4d6 + WIS at 17th level.

Dragonfly Larvae

At 5th level you grow wings of an insect of your choosing, but are still not too proficient with them, you can Hover for a turn as a reaction if midair once per short rest.

Dragonfly Prowess

At 13th Your wings are now fully formed and allow you to fly, giving you a flying speed of 40ft, and the ability of hovering two times per short rest.

Hemophagic Companion

At 15th level your companion can now sustain himself and you through its proboscis, when damaging and enemy you regain health equal to half the damage it dealt, rounded up.

Beetle Plating

At 20th level you can call forth a swarm of Insect Companions as an action, covering you and forming a magical full plate armor with which you are proficient, this armor doesnt give you disadvantage on stealth checks and after being hit with a melee attack you can as a reaction hit with your Companion. You can dismiss them without requiring an action.


Insect Companion

one Size smaller than owner, same Alignment as owner


  • Armor Class 16
  • Hit Points 1d6*(entomancer level)
  • Speed 30ft, fly 120ft.

STR DEX CON INT WIS CHA
same as entomancer wisdom 13 (+1) 10 (+0) 3 (-4) 7 (-2) 3 (-4)

  • Saving Throws Dex +3, Con +2, Wis +0, Cha -2
  • Skills Stealth +3
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities acid, poison
  • Condition Immunities poisoned
  • Senses blindsight 10ft, passive perception 10
  • Languages Understands owner's language but cannot speak
  • Challenge 00

Actions

Sting. Melee Spell Attack: +(Entomancer Wisdom Modifier), Reach 5ft, one target. Hit: 1d6 +(Entomancer Wisdom Modifier) piercing damage.

Invertebrate Weaver

Aggressive Swarm

At 1st level you can now control as a bonus action your swarm and make them attack (your DM has stats for the swarm of insects), its base damage is 2d4 for a medium sized swarm, 4d6 for a large sized swarm or 8d8 for a huge sized swarm, when a swarm attacks make a Melee Spell Attack.

Fly By

At 2nd level if your swarm makes an attack it doesnt provoke opportunity attacks until the start of your next turn.

Swarm Evolutions

At 5th level your swarm's damage is now magical, you can now choose a Swarm Evolution and can do so again at 11th and 17th levels.

  • Scythe of the Mantis commanding one of your swarms into formation choose 15ft line inside your pheromonic range, creatures in that area must make a Dexterity Saving Throw against your Spell Save CD, on a fail they take 2d8 slashing magic damage, this increases to 3d8 for a large swarm and to 6d8 for a huge swarm. You can only use this once per turn.
  • Cloaking of the Spider your swarm covers you completely and blends you with the environment giving you advantage on stealth, you also gain advantage on attacks on enemies that haven't yet attacked. The cloaking lasts for 10 turns and you can use it a number of times equal to your wisdom modifier (minimum 1) per long rest.
  • Burrowing of the Worm as an action you can swap places with one of your swarms, you can do this a number of times equal to your wisdom modifier (minimum 1) per long rest.
  • Flight of the Bumblebee as an action you can use your swarm to lift you in its cloud, gaining a flying speed of 60ft until you dismiss "Flight of the Bumblebee", if the swarm gets killed you start falling. You can do this once per long rest.
  • Charm of the Butterfly you can use an insect that places itself on your vocal chords, allowing you to perfectly simulate the voice of someone you heard talking for at least a minute, you also gain advantage on charisma checks against members of the opposite gender.
  • Connection of the Ant you can place an insect in someone's ear, that person can whisper messages that reach you and everyone that has the insect in their ear, you can also send messages mentally, without requiring to whisper or an insect. The insect can be removed and dies immediatly after.

Knowledge of the Hive

At 11th level the insects whisper to you, their knowledge is eerie but tempting, choose one 6th level spell from the entomancer spell list, you can cast your Hive Spells once each per long rest. You gain more knowledge on a 7th level spell at level 13, an 8th level spell at level 15 and a 9th level spell at level 17.

"We are Swarm"

At 20th you become the hive of your swarm, and now share all senses with your swarms constantly. You know refer to yourself as "we" or "the swarm", your swarm can now be of huge size (2 large swarms, or 3 medium ones).

Entomancer Spell List

All Entomancer spell are for the most part created using particular insects or insect byproducts (lymph, pheromones, poison) and a little touch of magic, but entomancer aren't particularly good with the arcane, so they can't achieve spells with that alone. Spells with a (^) next to it have their outcome modified, for example the spell "Find Steed" will summon a large insect like Giant Wasp, Giant Centipede or Giant Spider.

Level 1 spell slot

Charm Person - Color Spray - Disguise Self - False Life - Grease - Jump - Sleep - Cure Wounds - Detect Poison and Disease - Purify Food and Drink - Earth Tremor^ - Arms of Hadar^

level 2 spell slot

Acid Arrow - Blindness/Deafness - Blur - Darkvision - Gentle Repose - Hold Person - Magic Mouth^ - Spider Climb^ - Web - Protection from Poison - Spike Growth^ - Earth Bind - Flock of Familiars^ - Locate Animals or Plants - Find Steed^

level 3 spell slot

Lightning Bolt - Hynotic Pattern - Stinking Cloud - Water Breathing - Conjure Animals^ - Fear - Hunger of Hadar^ - Vampiric Touch^

level 4 spell slot

Arcane Eye^ - Blight - Evard's Black Tentacles^ - Locate Creature - Polymorph^ - Giant Insect(lasts one hour) - Stoneskin

level 5 spell slot

Cloud Kill^ - Dominate Person - Hold Monster - Modify Memory - Awaken^ - Contagion - Insect Plague - Greater Restoration

level 6 spell slot (Hive Spells Only)

Chain Lightning - Mass Suggestion - Transport Via Plants^(You can call a wurm that burrows to a destination you are familiar with on the same plane, if the two places are on or below the surface) - Move Earth^ - Wall of Thorns^

level 7 spell slot (Hive Spells Only)

Prismatic Spray - Simulacrum^ - Regenerate - Finger of Death^ (if the target is killed, eggs are laid in its corpse, instead of an undead a permanent medium swarm is created, this swarm is beyond your maximum number, but if it gets killed you return to your normal amount of maximum swarms)

level 8 spell slot (Hive Spells Only)

Dominate Monster - Incendiary Cloud - Animal Shapes^ - Antipathy/Sympathy

level 9 spell slot (Hive Spells Only)

Shape Change^ - Conjure Purple Worm (Casting Time: 1 action Range: 60 feet Components: V, S, M (food worth at least 100 gp, which the spell consumes) Duration: Concentration, up to 1 hour. You summon a Purple Worm that appears in an unoccupied space you can see within range. The Purple Worm disappears when it drops to 0 hit points or when the spell ends.

The Purple Worm’s attitude depends on the value of the food used as a material component for this spell. Roll initiative for the Purple Worm, which has its own turns. At the start of the Purple Worm’s turn, the DM makes a secret Charisma check on your behalf, with a bonus equal to the food’s value divided by 20. The check DC starts at 10 and increases by 2 each round. You can issue orders to the Purple Worm and have it obey you as long as you succeed on the Charisma check.

If the check fails, the spell no longer requires concentration and the monstrosity is no longer under your control. The Purple Worm then focuses on devouring any corpses it can see. If there are no such meals at hand, it attacks the nearest creatures and eats anything it kills. If its hit points are reduced to below half its hit point maximum, it returns to the Underdark.)

 

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