Entomancer (5e Class)
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- 1 Entomancer
- 1.1 The Wrath of the Swarm
- 1.2 Creating an Entomancer
- 1.3 Class Features
- 1.4 Decomposers
- 1.5 Endo-Gotas
- 1.6 Exo-Gotas
- 1.7 Orthoptera
- 1.8 Spell List
- 1.9 Multiclassing
The Wrath of the Swarm
Entomancers are essentially spellcasters who make a pact with insects and bugs and in return for allowing the creatures to use them as a host, they may call upon the creatures powers. Entomancers can range from the necromantic decomposers, the physical manipulating endogotas, and the vampiric exogotas.
Creating an Entomancer
Entomancers can telepathically speak with their swarm, the issue is the voices can sometimes cause mental damage in the form of insanity. Play entomancers as somewhat of a loner with a twinge of crazy, an entomancer has no need for social interaction among humanoids and Entomancers in a party consider the party as a useful tool rather than an ally or friend. However some entomancers experience a close bond with those they consider friends, and think of them as a part of their swarm.
- Quick Build
You can make an entomancer quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom. Second, choose the Hermit background.
As a Entomancer you gain the following class features.
- Hit Points
Armor: light armor
Weapons: Simple weapons, Martial weapons.
Tools: Herbalism kit OR Poisoners kit
Saving Throws: Constitution, Intelligence
Skills: Choose three from Animal Handling, Arcana, Deception, Intimidation, Investigation, Medicine, Nature, Persuasion, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- Leather armor
- (a) a martial melee weapon or (b) a short Bow and 20 arrows
- (a) a simple weapon or (b) a shield or (c) explorer's Pack
- If you are using starting wealth, you have 5d4 x 10 gp in funds.
|Features||Population||—Spell Slots per Spell Level—|
|1st||+2||Entomancy, Entomancy Species, Population||1||—||—||—||—||—|
|4th||+2||Ability Score Improvement||4||3||—||—||—||—|
|8th||+3||Ability Score Improvement||8||4||3||—||—||—|
|12th||+4||Ability Score Improvement, Adaptation improvement||12||4||3||3||—||—|
|16th||+5||Ability Score Improvement||16||4||3||3||2||—|
|18th||+6||Adaptation Improvement, Species Evolution||18||4||3||3||3||1|
|19th||+6||Ability Score Improvement||19||4||3||3||3||2|
Entomancy is the controlling and casting of insects, arthropods, arachnids, etc. Most have never heard of it because it is so rare and quite frankly, most find it disgusting.
At first level, the type of insects living inside your body defines what type of Entomancer you are: Decomposers, Exogotas, Endogotas, or Orthoptera. As such you gain certain benefits from your distinct species at 1st, 10th, 14th, and 18th levels.
You can utilize the swarm living inside your body for certain abilities. When you use your swarm for these abilities it decreases in size. Your swarm's size is determined in Population Points. You regain lost Population Points at the end of a long rest but only if you have been provided with food during said rest. Having zero Population Points does not necessarily mean you have no swarm. Your population points are equal to your level.
Entomancers use bugs as their way of casting spells and are considered an arcane-focus. Thus their bodies must be durable enough to allow the bugs of their swarm to transmit the magical energy for them to use. At 2nd level these abilities are unlocked.
- Spellcasting ability
Constitution is your spellcasting ability for your Entomancer spells. SpellSave DC = 8 + proficiency bonus + CON mod. Spell Attack modifier = proficiency bonus + CON mod.
- Spell Entomancers can know all the spells from the Druid spell list. The amount of spells you can know are equal to your Maximum Population points and only if you have the required spell slot level for said spell. Entomancers can also know cantrips from the Druid spell list, the amount of cantrips you can know is equal to their Wis modifier.
At 3rd level choose a specific environment such as Dry or Humid, and Hot or Cold. This becomes the environment you are most suited for. When you are in your specific environment you cannot gain exhaustion points from the extreme conditions in said environment, and you have advantage on survival checks. However when you are in your opposite environment you permanently have one exhaustion point for as long as you are in that environment even if you aren't in extreme conditions. For Example: Choosing a Dry-Hot environment causes you to gain one exhaustion point in any Humid-Cold environment.
At 11th level this ability improves. If you chose a Dry Environment, you gain double proficiency in stealth (If you are not proficient in the stealth skill you become proficient in the stealth skill). If you chose a Humid Environment, you can move and attack in water without any hindrance, you can also walk on any liquid surface. If you chose a Hot Environment, you become resistant to Fire damage but are vulnerable to Cold damage. If you chose a Cold Environment you become resistant to Cold damage but you are vulnerable to Fire Damage.
At 18th level this ability improves further. If you chose a Dry Environment, you no longer require water to survive, and you have a burrowing speed equal to half your movement speed. If you chose a Humid Environment your movement speed is doubled in the water, you have advantage on attacks while in the water, and you can breathe underwater. You also lose any debuffs you would gain from this ability.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
When you reach 5th level you gain the ability to infest enemies with your swarm. When you use your action to make an melee attack you can spend X amount of population points to attempt to infest the target. When you do the target must succeed on a CON saving throw, they become infested on a failed save. When they are infested you can use a bonus action to deal Xd8 points of necrotic damage to that creature (Where X is the amount of population points you spent) provided that creature is within 60ft of you. While infested, creatures suffer disadvantage on Constitution checks, saving throws, and attack rolls. The infestation lasts for a total number of days equal to your WIS modifier. This ability does not affect elementals or constructs.
Having multiple entities in your body looking out for you has its benefits. At 7th level you get advantage on Perception and Insight checks and you can also sense invisible or hidden entities within 100ft of you. You do not know exactly where said entities are but you know they are there. Should such entities be detected, you can channel and focus your connection to your hive to seek out the precise location of any hidden entities that were originally detected within the 100 ft radius.
At 11th level a thick layer of chitin forms on some parts of your body. As a result you gain proficiency with medium armor and your AC increases by 1/2 your CON mod rounded down even while wearing light and medium armor, but not heavy.
At 13th level, your mind and the Hive's become one. As a result you become resistant to psychic damage and by expending 3 Population Points and your reaction, you gain advantage on a psychic attack that would cause you to make a saving throw, this choice must be made when you become targeted by a psychic attack. By using your bonus action and 2 Population Point, you can end any effect on yourself that is causing you to be charmed or frightened.
At 15th level your swarm can start feeding itself. You can let all the excess insects residing in your body leave to scavenge for food and new insects to force into their army. This depletes your remaining population points, if any, and requires you to be in one of your adapted environments. After an hour they return to you en mass, replenishing your population points by double the number you've spent, (if at zero points you receive 1). This can be done during a short rest, and you can do it again after a long rest when your swarm eats their slaves.
At 17th level you can temporarily turn your body into a swarm of insects. Using an action you can transform yourself into a swarm of harmless insects. You still keep your stats, ability scores, and HP. However your AC becomes your constitution modifier. Any items, equipment, and armor that you had on your person also transform. While you are in your swarm form, any physical attack that deals slashing or piercing damage will only do 1 point of damage. However any spell or ability that would inflict Fire or Cold damage forces you take the max amount of damage of that type. Your swarm size is dependent on your hit points, when you reach 0 hp you are instantly killed, as the last insect in your swarm has died. This lasts for 1 minute or until dispelled with a bonus action, and recharges after a long rest.
At 20th level you and your swarm become an entity to be feared. You can use your action and 3 Population points to become invisible for a total number of minutes equal to your WIS mod + CON mod. This effect is not concentration and is not broken by spell casting or attacking. You also gain every benefit from the Adaptation skill regardless of your chosen Environment.
Your Swarm Form is also not so harmless. while you are in your Swarm Form you can use your action to attempt to attack a target. Your bonus to attack is your CON mod + your WIS mod + your proficiency bonus and when you succeed on that attack you deal damage equal to your current HP to the target. You can use this attack action again after you finish a long rest.
Decomposers are a species of Entomancers who specialize in Necromancy and undeath. Their swarm usually consists of botflies, worms, and other nightcrawlers.
- Half Alive
Your swarm living inside you essentially makes you half alive. At 1st level if you have chosen this Archetype, you gain resistance to Necrotic Damage as you are constantly on the verge of death.
- Corpse Jacker
At 6th level special worms known as Corpse Jackers begin to grow and live inside your body. The worms are about 3 ft long and have very long mandibles. Using your action, and 2 Population points you can infest a corpse with a Corpse Jacker by touching it. If that corpse is a medium humanoid it becomes a zombie under your control, your DM has the statistics for a zombie. That zombie is under your control for a total number of days equal to your Wis modifier (minimum of 1), once those days are up that zombie dies. If a zombie under your control dies you cannot resurrect it with another Corpse Jacker. You can control a number of zombies equal to your Wis modifier (minimum of 1).
At 10th level you can use your swarm to devour corpses and regain population points. You can use your action to move your swarm to a corpse you can see within 30ft. You can keep your swarm on the corpse for a number of turns that depend on the corpse's size. Tiny corpses are too small to regain anything, small take 1 turn to devour, medium take 2 turns, large take 4 turns, and anything larger cannot be devoured. When you do this you lose all of your population points until your swarm returns to you, then you regain the population points you had plus the number of turns your swarm had spent in said corpse in population points. It is important to mention that the swarm devours all the flesh of the corpse leaving behind only the bones.
- Dead Man Walking
At 14th level, you and your swarm are so in-tune that they are the only reason you are still living. As a result some parts of your flesh are beginning to rot and fall off, you have no heartbeat, and you no longer need to eat (though your swarm still does) as you get all the energy you need from your swarm. Because of this you cannot be detected by a detect life or a detect undead spell. As well as when you are reduced to 0 HP you can spend 3 population points to instead go to 1hp. This can only be done once per long rest.
- Corpse Eater
At 18th level your swarm is now your life. Now whenever you utilize your Decomposition skill, you also gain HP equal to your CON modifier plus your Population Point maximum. Also, the size limit to the corpses that can become zombies is now Medium or Large and the cost to create a Corpse Jacker is now 1 Population Point.
Endo-Gotas are Entomancers who specialize in assassination, murder, stealth, life-stealing, and espionage. Their swarms usually consist of fleas, ticks, mosquitos, spiders and/or assassin bugs. Endo-Gotas are usually found in most cities.
- Hemo Vamprisis
When you choose this archetype as your species at 1st level, your swarm can leach off the life of a target. When you successfully grapple a creature, you can use a population point to have your swarm suck the blood of your opponent. Once your swarm has latched onto your target, they stay attached until your target is freed from your grapple. While grappled, your swarm damages the creature you are grappling at beginning of your turn for your CON mod + your proficiency bonus and heals you for the amount of damage dealt at the beginning of your turn. This ability has no effect on constructs, undead, elementals, or oozes.
- Vampiric Agility
At 6th level, your swarm begins to add to your strength to keep your target in your grasp. As a result, become proficient in the athletics skill if you already are not and you may add your CON modifier to any attempt to grapple a creature.
- Living Tick
At 10th level, your swarm helps even more by weakening your target and strengthening you even more so your swarm can stay latched. As a result you have advantage on grapple checks, and your opponent has disadvantage on Strength or Dexterity checks.
At 14th level, your swarm secretes saliva that contains a powerful neurotoxin that has the ability to paralyze your victim. When you use your Hemo-Vamprisis skill, they must succeed on a CON saving throw or be paralyzed. They can repeat the saving throw at the end of their turn to end this effect. Additionally, you damage your victim with your Hemo-Vampirisis skill at the end of their turn as well.
- Pure Terror
At 18th level, you and your swarm are a sight to be feared. When you latch onto someone with your Hemo-Vampirisis skill, you can use a population point to make your swarm visibly latch on to your target. All non-friendly creatures that can see you, including your target, must make a WIS saving throw. If they fail, they will be frightened of you for 5 minutes. If the creature you are grappling is frightened, you may double your proficiency bonus and add your Wis modifier to the damage you would deal with your Hemo-Vampirisis skill.
Words such as monstrosity, mutant, horror and abomination are perfect descriptions for the Exo-Gotas. Exo-Gotas are Entomancers who have exceeded the limits of their body to the point where their physical appearance has mutated to appear similar to that of the bugs that make up their swarm. Their swarm usually consists of Beetles of many varieties, Ants, and bees.
- Abnormal Size
At 1st level, your swarm makes your body swell to beyond its normal size. If your size was Medium it is now Large, and if your size was small it is now Medium. Your height is an additional 1'6" and your weight is doubled. You have advantage on attacks against constructs.
- Monstrous strength
At 6th level, your swarm increases your strength. You gain proficiency in the Athletics skill, if you already have proficiency in the Athletics skill, you gain double proficiency in that skill. Your movement speed, jumping distance, and carry capacity are also doubled. Additionally, when you make a melee weapon attack you can spend 2 population points to add +2 to your next attack and damage rolls.
- Improved Reflexes
At 10th level, your swarm alerts you to danger allowing you to have sharper reflexes. You get advantage on Survival skill checks. You also gain advantage on Dexterity saving throws against effects that you can see.
- Enhanced Exoskeleton
At 14th level, your swarm forms an exoskeleton on certain parts of your body. You gain proficiency in medium armor, and while wearing armor your AC increases by 1/2 your CON mod. You also gain a bonus to unarmed attacks equal to your CON mod.
At 18th level, your swarm forms a complete exoskeleton for you. You gain resistance to slashing and bludgeoning damage. You gain proficiency in Heavy armor. When wearing armor, your AC now increases by your Con modifier. Alternatively, while you are not wearing armor, your AC is equal to your current Entomancer level. Using 4 population points, you can temporarily gain resistance to all damage types except any type you are vulnerable to for 2 minutes.
Many bards can take inspiration for their songs from many aspects of nature. Some bards may find they adore the music some insects and bugs create and will go as far as to make a pact with those insects to become Orthoptera Entomancers. Orthoptera Entomancers are much more friendly than most other entomancers but often see most people as their "Audience". The swarms of most Orthoptera contain crickets, cicadas, or grasshoppers.
- Natural Savant
At 1st level you have drawn inspiration from the insects in your swarm to perform musical feats of wonder. You gain proficiency in one musical instrument of your choice. You can also add your WIS modifier to any ability check made with your instrument.
At 6th level you have learned to conduct your swarm and teach them to harmonize with each other to create a beautiful song. You can use an action to conduct your swarm to start "singing". While they are singing any friendly creature within a 30ft radius of you gets a bonus to their saving throw equal to your WIS modifier. You must refrain from moving or performing any other action else your swarm will stop singing. If you are dealt damage while your swarm is singing you must succeed on a concentration check in order to continue singing.
- Sonic Sonnet
At 10th level you have discovered that your swarm has the ability to emit subtle but dangerous sound waves while singing. While you are using your Harmonize ability, any hostile creature that starts its turn within range, must succeed on a WIS saving throw against your spellsave DC. On a failure they take psychic damage equal to your WIS mod + CON mod + proficiency bonus, on a success they take half damage, rounded down.
- Walking Orchestra
At 14th level your swarm has practiced enough so that they no longer require your instruction. After you use an action to activate your Harmonize ability, you no longer have to refrain from moving or performing any other action. The range of your Harmonize ability increases to 60ft.
- Soothing Serenade
At 18th level you have discovered a way to infuse healing magic within the song of your swarm. While you are using your Harmonize ability, friendly creatures within range regain hitpoints equal to your WIS modifier at the start of their turn provided they have at least 1 hit point and can hear.
You know all of the spells on the basic Druid spell list.
Prerequisites. Constitution 15 & wisdom 12