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Entomancer (By JackVoltaire) - GM Binder
Entomancer (By JackVoltaire) - GM Binder
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
Spellcasting Pherosense
By 2nd level, you have learned to utilize your pheromones, At 6th level you can discern a living creature's relative age
microscopic insects and your own mind to create Spells. (young, mature, old), gender if it has one and emotional
See Spells Rules for the general rules of spellcasting and state on a really broad scale (hostile, peaceful, calm)
the Spells Listing for the entomancer spell list at the end of through its pheromones.
this chapter.
The Entomancer table shows how many spell slots you Hemolymph
have to cast your spells of 1st level and higher. To cast one
Starting from the 9th level your blood becomes more
of these spells, you must expend a slot of the spell's level
similar to the hemolymph of arthropods, you can now
or higher. You regain all expended spell slots when you
upon taking a long rest choose a damage type to which
finish a long rest.
you become resistant until you use this feature again.
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.
Amplified Pherosense
Spells Known of 2nd Level and Higher At 14th level you now have a better comprehension of a
You know two 2nd-level spells of your choice from the creature's psyche and can now know, if you concentrate
entomancer spell list. The Spells Known column of the on a creature, its emotional state and vaguely its intention,
Entomancer table shows when you learn more you can also sense the general emotional state of a room
entomancer spells of your choice. Each of these spells of individuals.
must be of a level for which you have spell slots. For
instance, when you reach 5th level in this class, you can Insectoid Rebirth
learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can At 18th if you die what's left of your consciousness is
choose one of the entomancer spells you know and transfered to your swarm (if you have more than one,
replace it with another spell from the entomancer spell choose one) and you become that swarm, you can then
list, which also must be of a level for which you have spell form into a chrysalys and need 30 days to get back to your
slots. original form. You retain any curse you had but are cured
from any disease or madness. This excludes death from
old age.
Arthropod Knight Dragonfly Larvae
At 5th level you grow wings of an insect of your choosing,
Insect Companion but are still not too proficient with them, you can Hover for
At 1st level you can form a bond with a bigger and more a turn as a reaction if midair once per short rest.
powerful flying Insect Companion of your choice (one size
smaller than you), it can rest on your arm if you have a Dragonfly Prowess
free hand like a shield, as a bonus action you can send it in
At 13th Your wings are now fully formed and allow you to
a 60ft range to do basic actions like grab, push, pull or hit
fly, giving you a flying speed of 40ft, and the ability of
something, if using it to attack make a Melee Spell Attack,
hovering two times per short rest.
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
Hemophagic Companion
which point it becomes magical damage) and 11th level. At 15th level your companion can now sustain himself and
You can call the Insect Companion back without requiring you through its proboscis, when damaging and enemy you
an action. You are also now proficient with pole arm regain health equal to half the damage it dealt, rounded
martial weapons like the glaive. up.