User:Doriansword/Insect Breathing (5e Class)
Insect Breathing[edit]
Insect Breathing is a Breathing Style that mimics insects, specifically their lethal stings and movements, and replicates it with user's movements, techniques and abilities. Most, if not all, known techniques and forms include stabbing, thrusting, and making shallow cuts with a specially coated/made sword to inflict multiple wounds onto the intended target in order to inject various lethal Wisteria-based poisons into them. Users that have mastered Insect Breathing visualize themselves seemingly creating magical insects when unleashing its techniques.
Creating a Insect Breathing user.[edit]
- Quick Build
You can make a Insect Breathing user quickly by following these suggestions. First, Dexterity or Intelligence should be your highest ability score, followed by the ladder. Second, choose a finesse weapon through which to use your various Insect Breathing forms and poisons.
Class Features
As a Insect Breathing user you gain the following class features.
- Hit Points
Hit Dice: 1d(6) per Insect Breathing user level
Hit Points at 1st Level: (6) + Constitution modifier
Hit Points at Higher Levels: 1d(6) (or 4) + Constitution modifier per Insect Breathing user level after 1st
- Proficiencies
Armor: Light.
Weapons: Simple and Martial weapons.
Tools: Herbalism Kit and Poisoners Kit.
Saving Throws: Dexterity and Intelligence.
Skills:
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features | Breathing Points | Mantra Points |
---|---|---|---|---|
1st | +2 | Butterfly Dance: Caprice, Tonic Creation | 2 | 0 |
2nd | +2 | Dance of the Bee Sting: True Flutter | 3 | 0 |
3rd | +2 | Spirit Path | 3 | 0 |
4th | +2 | Ability Score Improvement, Mantra, Dance of the Dragonfly: Compound Eye Hexagon | 4 | 1 |
5th | +3 | — | 4 | 1 |
6th | +3 | Weapon Coating | 5 | 1 |
7th | +3 | Spirit Path, Divine Manifest | 5 | 1 |
8th | +3 | Ability Score Improvement, Mantra, Dance of the Centipede: Hundred-Legged Zigzag | 6 | 2 |
9th | +4 | — | 6 | 2 |
10th | +4 | Spirit Path, Sage Awakening | 7 | 2 |
11th | +4 | — | 7 | 2 |
12th | +4 | Ability Score Improvement, Mantra, Spirit Path, Channeling | 8 | 3 |
13th | +5 | — | 8 | 3 |
14th | +5 | — | 9 | 3 |
15th | +5 | Spirit Path, Coalescence of Seishin | 9 | 3 |
16th | +5 | Ability Score Improvement, Mantra | 10 | 4 |
17th | +6 | — | 10 | 4 |
18th | +6 | — | 11 | 4 |
19th | +6 | Ability Score Improvement | 11 | 4 |
20th | +6 | Mantra | 12 | 5 |
Butterfly Dance: Caprice[edit]
(Standard Action + Full Movement) The user leaps into the air and charges towards the opponent and stings them multiple times with their blade to inject poison. Target must be within 30ft. The user leaps and makes 3 attacks from an aerial position, this dance inflicts half weapon damage and causes 1d4 poison damage on a failed constitution save (DC 8 + Int mod + Proficiency Bonus) for every successful strike. This dance expends a single Breath point.
- Caprice can be used with increased potency.
By expending an additional Breath point, the user can add an additional two strikes to the dance.
Tonic Creation[edit]
Insect Breathing users possess a fundamental knowledge of various herbs. The following tonics can be produced and used as many times as the Insect Breathing user has doses. At the end of every long rest the Insect Breathing user must decide which tonics to create or dispose of in order to ensure that the maximum amount of tonics posed by the party never exceeds its limit. The amount of tonics the user can create per long rest, and have within their parties care at any given time is equal to their Herbalism (Nature) mod. Which tonics can be created is based upon a single herbalism check made after a long rest most insect breathers elect to simply take 10 on this check and are allowed to do so.
- Nelumbis Tonic (aka the Sacred Lotus Tonic)
The consumer regains 1d8 + Int mod hitpoints. This tonic's potency increases as the user becomes increasingly proficient at alchemy.
Require Herbalism Check: 10
- Leonuri Tonic (Motherwort herb)
The consumer regains 2d4 + int mod hitpoints over the next 4 rounds. This heal cannot stack with other healing effects. This heal over time is active even after the user falls unconscious.
Require Herbalism Check: 10
- Frillitaria Tonic (Spring Flower)
The consumer regains 1 or 1/4 of their breathing points (whichever is greater) as the tonic expels all mucus and toxins from their nasal track, lungs, and airways allowing for greater breath flow.
Require Herbalism Check: 15
- Greater Nelumbis Tonic (aka the Sacred Lotus Tonic)
The consumer regains 2d8 + Int mod hitpoints. This tonic's potency increases as the user becomes increasingly proficient at alchemy.
Require Herbalism Check: 20
- Greater Leonuri Tonic (Motherwort herb)
The consumer regains 4d4 + Int mod hitpoints over the next 4 rounds. This heal cannot stack with other healing effects. This heal over time is active even after the user falls unconscious.
Require Herbalism Check: 20
- Superb Nelumbis Tonic (aka the Sacred Lotus Tonic)
The consumer regains 3d8 + Int mod hitpoints. This tonic's potency increases as the user becomes increasingly proficient at alchemy.
Require Herbalism Check: 30
- Superb Leonuri Tonic (Motherwort herb)
The consumer regains 6d4 + Int mod hitpoints over the next 4 rounds. This heal cannot stack with other healing effects. This heal over time is active even after the user falls unconscious.
Require Herbalism Check: 30
Dance of the Bee Sting: True Flutter[edit]
(Standard Action + Full movement) The user dashes at their target at blinding speeds and uses the momentum of their speed to then strengthen a single thrust into their opponent and inject poison into them. Target must be in line of sight and within 30ft. This strike cannot be avoided or blocked, instead a constitution check must be passed DC (10 + Int Mod), on a failed save the target takes 2d6 poison damage. This dance costs two breath points.
- True Flutter can be used with increased potency.
By expending an additional Breath point, the user can add an additional 1d6 poison to the dance.
Spirit Path[edit]
As an Insect Breathing user you have a natural attunement to the spirits of insects, your spirit guide takes the form of one of the following insect spirits, providing an innate ability or increased ability. The spirit guide has no effect on the material world but acts as a conduit for the Insect Breathing user. The spirit guide has a 30ft movement speed and moves on the same round as the Insect breather, it can not phase through walls but can travel freely through any difficult terrain. However, the spirit cannot be further than 30ft away from the Insect Breather.
- Path of the Dragonfly
An ephemeral Dragonfly follows and acts in accordance with the Insect Breather's will. While the Dragonfly is your spirit guide you gain the ability to identify the exact poison or toxin within a persons blood stream on sight whether they are currently living or dead. An antidote can then be created, difficulty is based on the severity of the poison. In order to identify poisons through this ability the poison must be herb or plant based.
- Path of the Bee
An ephemeral Bee follows and acts in accordance with the Insect Breather's will. While the Bee is your spirit guide you gain your Dex mod in addition to your normal modifiers for Herbalism.
- Path of the Butterfly
An ephemeral Butterfly follows and acts in accordance with the Insect Breather's will. While the Butterfly is your spirit guide you gain the ability to glide short distances, you gain the ability to fly downward. This negates fall damage. You may not carry anyone or anything above your carry capacity while gliding, if the user is overweight they immediately sink and take fall damage as normal.
Dance of the Dragonfly: Compound Eye Hexagon[edit]
(Standard Action) A six strike attack with which the user aims to strike and inject their target with multiple doses of poison at the target's weak spots (such as the neck, heart, torso, etc.) in order to kill them with a large dose of poison. Target must be within melee range. On a failed Dexterity saving throw DC (10 + Dex Mod), the target is poisoned (A poisoned creature has disadvantage on Attack rolls and Ability Checks) and takes 3d6 poison damage over the course of 4 rounds. This dance costs three breath points.
- Compound Eye Hexagon can be used with increased potency.
By expending an additional Breath point, the user can add an additional 1d6 poison to the dance.
Weapon Coating[edit]
Insect Breathing user’s carry various herbs on hand that allow the use of various weapon coatings. The user can coat their own blade in poison or fill a compartment of the weapon with poison as a standard action, these coatings can not be successfully used by non-insect breathers. The coating applies its effects on the next successful strike. Coatings cannot be applied through the use of dances unless otherwise specified. The number of coatings must be prepared and applied after a long rest, the number of coatings per day are equal to the users Int Mod.
- Black Lotus Coating
Black Lotus Coating causes hysteria in the target, the victim must succeed on a Widom saving throw DC (8 + Int Mod + Proficiency Mod) or is incapacitated (An incapacitated creature can’t take Actions or Reactions) for 1 round.
- Aconitum Coating (Wolf's Bane)
Aconitum Coating causes the victim's internal organs to shutdown dealing 2d6 poison damage on a failed constitution saving throw DC (8 + Int Mod + Proficiency Mod). A critical failure on this save results in double damage.
- Doku Zeri Coating (Water Hemlock)
Doku Zeri Coating attacks the central nervous system causing convulsions, during these convulsions victims often suffer from asphyxia. On a failed constitution saving throw DC (8 + Int Mod + Proficiency Mod) the target is afflicted with Doku Zeri for the next 1d4 rounds. On the current round and each round following the initial contraction the target must succeed on an additional constitution saving throw or suffer from a state of convulsion reducing their speed to 0 and receive 1d6 poison damage. This check will be made every subsequent round, the poison runs its course after a successful saving throw.
- Wisteria Coating
Wisteria Coating boasts a myriad of effects depending on the strength of the demon it afflicts. The following table handles the results for various Hit Dice levels. On top of these effects the demon in question is unable to regenerate for 1 round. Hit Dice 1-2: Target must repeat a save versus Death. Hit Dice 3-7: Target’s constitution is reduced by its HD. Hit Dice 8-12: Target has disadvantage against all saving throws vs. poison. Hit Dice 13-19: Ineffective.
Spirit Path, Divine Manifest[edit]
As an Insect Breathing user of considerable strength, you can now manifest the powers of your spirit guide to greater affect. Once per day a manifestation of your spirit can be called upon.
- Path of the Dragonfly
The dragonfly spirit guide aligns itself perfectly with the users spine and produces a physical set of dragonfly wings seemingly protruding from their back. The user is given 30ft flight for the next 1d4 + 1 rounds. The duration of this ability is extended by a round for every round that a melee attack is made.
- Path of the Bee
The spirit guide flutters onto the shoulder of a designated ally and then a pupa begins to form around them, the strength of which is equal to (level * 6) and has an ac of 10. The shell renders them immobile and action-less but is able to protect them indefinitely if not destroyed.
- Path of the Butterfly
A swarm of phantasmal butterflies manifest from the spirit guide and from beneath the Haori of the Insect Breather. All friendlies and enemies within 10ft are enshrouded. They gain advantage on stealth and opponents who attempt to strike the user through this swarm have an innate 50% chance to miss all enshrouded targets. Attacks can be made from the edge of this swarm without it hampering them. For example, a creature within the swarm cannot sit in its center and attack enemies outside of it without it enshrouding them, creatures can only attack from its edges without penalty. However, enemies can enter the swarm and gain the same benefit. The swarm lasts for 1d4 rounds or can be dismissed by the user as a free action.
Dance of the Centipede: Hundred-Legged Zigzag[edit]
(Standard Action) An attack with which the user uses their full speed to run a zigzag pattern that confuses their opponent in order to create an opening for them to directly stab their opponent's neck and inject poison to kill them, with the stab's force and power being further enhanced by the momentum of their speed. Upon activation the user is given an additional 20ft movement for the round. This attack scales off of movement speed, for every 10ft traveled in the current round this attack gains an additional 1d8 poison damage. To deliver this attack the user must arrive in melee range, the attack is made as a normal attack roll with enhanced damage and applies Weapon Coating. This dance expends 6 breathing points.
- Hundred-Legged Zigzag cannot be used with increased potency.
Spirit Path, Sage Awakening[edit]
- Path of the Dragonfly
The Dragonfly sage no longer triggers attack of opportunities under any circumstances and can use dash as a bonus action.
- Path of the Bee
As a reaction to being struck, the Bee sage can swap locations with their spirit guide. This can occur no more than once per encounter.
- Path of the Butterfly
The Butterfly sage is naturally surrounded by a kaleidoscope of butterflies. The sage serves as the center point for the kaleidoscope and it is most dense within a 15ft radius. The sage can dismiss and recall them as a standard action. While within this kaleidoscope the sage can find virtually any herb necessary for antidotes and specific poisons, lowering the difficulty of herbalism checks by 5, including tonic checks. The sage is innately sensitive to every butterfly within the kaleidoscope. Any creature that enters the radius must be diligent and quiet as to not disturb them to have any chance of sneaking up on the sage, (DC 15 + Int Mod + Prof Mod) stealth check upon entering or alert the sage whether the sage is conscious or not.
Spirit Path, Channeling[edit]
After a short rest or long rest, you (or your party, whichever is denoted) gain the following.
- Path of the Dragonfly
You gain the visual prowess of a Dragonfly, you gain advantage on all Perception checks, 30ft of dark vision, and advantage on the next attack made from an aerial position.
- Path of the Bee
The party gains temporary hp equal to the Bee sage's level.
- Path of the Butterfly
Dexterity bonus to AC is doubled. This bonus is NOT multiplicative and lasts until the Butterfly Sage is rendered flat footed (prone, grappled, incapacitated, or otherwise unable to use their Dex to increase their AC).
Spirit Path, Coalescence of Seishin[edit]
The Insect sage’s connection to their spirit guide has afforded them the knowledge of a new dance exclusive to their spirit path.
- Dance of the true Dragonfly, Delayed Recourse
(Standard Action) The user launches an assault on the target's critical points. The barrage of pierces requires that the target pass a Dexterity saving throw in order to avoid half the damage inflicted. If the Dragonfly sage initiates this dance from an aerial position the target has disadvantage on their saving throw. On a failed save, the target takes 10d8 poison damage over the next two rounds. This dance expends six Breath points.
- Delayed Recourse cannot be used with increased potency.
- Dance of the true Bee, Siphoning Sting
(Standard Actione) The user attempts to land a single piercing attack aimed at the target's center mass. The attack is attempted as if it were a normal strike. Upon a successful strike, the target takes 5d8 poison damage, this damage is then applied as healing to the Bee sage. This dance expends six Breath points.
- Siphoning Sting cannot be used with increased potency.
- Dance of the true Butterfly, Flower Mimicry
(Standard Action, from melee range) The user attempts to . This dance expends six Breath points.
- Flower Mimicry cannot be used with increased potency.
Ability Score Improvement[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.
Mantra[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 20th level, you gain the ability to breathe deeply and meditate for a short period of time (1 action) regaining 1 breath point for each level of mantra you have unlocked (see class features table).