Entomancer (5e Class)
Entomancer[edit]
The Wrath of the Swarm[edit]
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 exogotas, and the vampiric endogotas.
Creating an Entomancer[edit]
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.
Class Features
As a Entomancer you gain the following class features.
- Hit Points
Hit Dice: 1d6 per Entomancer level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Entomancer level after 1st
- Proficiencies
Armor: light armor, Shields
Weapons: Simple weapons
Tools: Herbalism kit OR Poisoners kit
Saving Throws: Constitution Dexterity
Skills: Choose three from Animal Handling, Arcana, Deception, Intimidation, Investigation, Medicine, Nature, Persuasion, and Survival
- Equipment
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 5GP in funds.
Level | Proficiency Bonus |
Features | —Spell Slots per Spell Level— | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||
1st | +2 | Subclass | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Spellcasting | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Incest ally Pheromone | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Poison Immunity | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Subclass Feature | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Insect Swarm Call | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | Subclass Feature | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Vampyric Swarms | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Debilitating Poisons | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Enhanced Swarm Call | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Chitinous Armor | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Stinger | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Subclass Feature | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Bug Sight | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Attack Pherimon | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Subclass[edit]
Pick a subclass
- Cantrips
At 1st level, you know a number of cantrips equal to your proficiency bonus. You are able to choose cantrips of your choice from the druid spell list. Once per long rest you can spend one hour attuning your inner broodkin to the forces of nature and swap one of your known cantrips for another cantrip from the druid spell list.
- Preparing and Casting Spells
The Entomancer table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these Entomancer 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.
Entomancers 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. Once per long rest you can spend one hour to swap out a number of spells equal to your Wisdom modifier. The hour you spend can also be used to change one of your cantrips as aforementioned.
- Spellcasting Ability
Constitution is your spellcasting ability for your Entomancer spells.
Spell save DC = 8 + proficiency bonus + CON mod.
Spell attack modifier = proficiency bonus + CON mod.
- Spellcasting Focus
As an Entomancer, your own population of bugs count as your arcane-focus. As a result, as long as the colony lives within you, you are able to cast spells. Even if your Population Points are reduced to 0, it is considered the colony is still alive.
Insect Ally Pheromones[edit]
All insectoid creatures within your movement speed of you treat you as an ally.
Ability Score Increase[edit]
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.
Poison Immunity[edit]
You can't be poisoned.
Insect Swarm Call[edit]
Call a swarm of flying insect to attack a target of your choice for 1d4 turns, dealing 2d6 Poison damage. Can use up to your proficiency bonus per long rest.
Vampyric Swarm[edit]
You heal for half the damage dealt by Insect Swarm Call
Debilitating Poison[edit]
Poison damage dealt by you or your insects are doubled
Enhanced Swarm call[edit]
Increases the damage dealt by Insect swarm Call to 2d8
Chitinous Armor[edit]
As long as your wearing light armor or no armor you gain +3 to your AC.
Stinger[edit]
Deal 10d6 poison damage to a target within punching range, you are proficient.
Bug Sight[edit]
You can see through the eyes(or however they see) of every bug within 300 ft of you
Attack Pheromone[edit]
All insect under ally pheromone or swarm call deal triple damage.
Hive Queen[edit]
Hive queens are filled with bugs.
- Flyight
At 1st level you gain the ability to fly, gain a fly speed equal to your walking speed.
- Larval Hatchling
6th level. During a long rest you can roll a d4, that many hatchlings are released from the hive. They have 8 HP and deal 1d4 Acid damage. They are loyal to you.
- Swarm Stream
9th level. You character designates a target and sends multiple bug swarms at them. roll 1d4 plus con mod for how many swarms. These do the same as swarm call swarms. can only be used once per long rest.
- hatchling Evolution
17th level. Hatchlings now grow into full centipedes. Large creature. 18AC 60HP Attacks Bite:2d6 poison barf:2d6 Acid Ingest: Strength saving throw or be consumed, consumed opponents take 10d6 poison and 10d6 acid damage. Can remake the saving throw once per their turn.
Insect Summoner[edit]
Summon bugs.
- Bugs nest
At 1st level you gain the ability to summon a swarm of bugs from the ground that holds a target in place for 1d4 turns.
- Bug Drop
6th level. Summon a very large dragonfly to carry away one medium or smaller creature you choose.
- Stealthy Scorpion
9th level. Summon a nearly invisible Giant scorpion behind your opponent, lasts for 1d6 turns.
- Bug collector
17th level. Summon any bug like creature that your have seen before.
Insect Tamer[edit]
Go find insects, and tame them.
- Pheromone Finder
At 1st level you can detect insects form farther away
- Bug Buff
6th level. Any bug affected by Ally Pheromone gain temp HP equal to your level plus con mod.
- marked for Death
9th level. Increase the damage your bugs deal by one die size. Can use it a number of times equal to your proficiency bonus.
- Undying Pheromone
17th level. Bugs within your ally pheromone range can't drop below one HP
Spell List[edit]
You know all of the spells on the basic Druid spell list.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Entomancer class, you must meet these prerequisites: 13 Constitution and Wisdom
Proficiencies. When you multiclass into the Entomancer class, you gain the following proficiencies:
Back to Main Page → 5e Homebrew → Classes