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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 Equipment


You start with the following equipment, in addition to the
Hit Points equipment granted by your background:
Hit dice: 1d8 per entomancer level
(a) scale mail or (b) leather armor
Hit Points at 1st Level: 8 + Constitution modifier
(a) any simple melee weapon or (b) a light crossbow
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution and 20 bolts
modifier per entomancer level after 1st
(a) a component pouch or (b) an entomatic focus
(a) a dungeoneer's pack or (b) an explorer's pack
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
Spellcasting Ability
Pheromonic Bond Wisdom is your spellcasting ability for your entomancer
Thanks to the natural pheromones produced by a special spells, since your magic draws on your attunement to
gene in your DNA you attract small insects and are capable insects. You use your Wisdom whenever a spell refers to
of bonding and collaborating with them, at 1st level you your spellcasting ability. In addition, you use your Wisdom
can also sense groups of insects near you where they modifier when setting the saving throw DC for a
would otherwise be unseen or undetected. You can direct entomancer spell you cast and when making an attack roll
a harmless swarm of insects to move within a range with one.
scaling with the size of the swarm 60ft for a medium Spell save DC = 8 + your proficiency bonus + your
swarm and 120ft for a large swarm, allowing you to sense Wisdom modifier
through the swarm blindsight. The size of the swarm you Spell attack modifier = your proficiency bonus + your
can control scales with your entomancer level, at 10th level Wisdom modifier
you can control a large swarm or two medium swarms. at
5th level you can now control a flying swarm. The swarm
Subsiding Infestation
can hide inside your body or under your clothes if you At 3rd level, as a bonus action you can order your swarm
choose to do so. In case it was destroyed you can in 10 to burrow under your target skin chewing away at their
minutes in an area where insects could be present, reform insides and resonating with your spells, the target has to
your swarm. make a CON saving throw against your spell save DC, if the
target fails the saving throw it takes additional damage
Evolutionary Path when you hit it with an attack it takes 1d8 additional
damage and has disadvantages on saving throws made
At 1st level you can choose a path that gives you benefits
against your spells or entomatic powers for 1 minute, the
at 1st, 2nd, 5th, 11th, 13th, 15th, 17th and 20th level. You
target can also repeat the saving throw at the end of his
can choose between:
turn. On a succes the target becomes immune to this
Arthropod Knight effect for 24 hours. You can do this a number of times
Invertebrate Weaver equal to your wisdom modifier (minimum 1) per long rest.

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.

Companion Evolutions Beetle Plating


At 2nd level you can choose a Companion Evolution and At 20th level you can call forth a swarm of Insect
can do so again at 11th, and 17th levels. Companions as an action, covering you and forming a
magical full plate armor with which you are proficient, this
Unbreakable Companion while on your arm your
armor doesnt give you disadvantage on stealth checks and
Companion acts as a shield increasing your AC by 2 and
after being hit with a melee attack you can as a reaction hit
also warns you thanks to its blindsight against attacks
with your Companion. You can dismiss them without
coming from unseen enemies, so that they don't make
requiring an action.
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.
Swarm Evolutions
Insect Companion At 5th level your swarm's damage is now magical, you can
now choose a Swarm Evolution and can do so again at
one Size smaller than owner, same Alignment
as owner 11th and 17th levels.

Scythe of the Mantis commanding one of your


Armor Class 16 swarms into formation choose 15ft line inside your
Hit Points 1d6*(entomancer level) pheromonic range, creatures in that area must make a
Speed 30ft, fly 120ft. 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.
STR DEX CON INT WIS CHA You can only use this once per turn.
same as entomancer 13 10 3 7 3 Cloaking of the Spider your swarm covers you
wisdom (+1) (+0) (-4) (-2) (-4) completely and blends you with the environment giving
you advantage on stealth, you also gain advantage on
Saving Throws Dex +3, Con +2, Wis +0, Cha -2 attacks on enemies that haven't yet attacked. The
Skills Stealth +3 cloaking lasts for 10 turns and you can use it a number
Damage Resistances bludgeoning, piercing, of times equal to your wisdom modifier (minimum 1)
and slashing from nonmagical attacks per long rest.
Damage Immunities acid, poison Burrowing of the Worm as an action you can swap
Condition Immunities poisoned places with one of your swarms, you can do this a
Senses blindsight 10ft, passive perception 10 number of times equal to your wisdom modifier
Languages Understands owner's language but (minimum 1) per long rest.
cannot speak Flight of the Bumblebee as an action you can use your
Challenge 00 swarm to lift you in its cloud, gaining a flying speed of
60ft until you dismiss "Flight of the Bumblebee", if the
Actions swarm gets killed you start falling. You can do this once
per long rest.
Sting. Melee Spell Attack: +(Entomancer Charm of the Butterfly you can use an insect that
Wisdom Modifier), Reach 5ft, one target. Hit: places itself on your vocal chords, allowing you to
1d6 +(Entomancer Wisdom Modifier) piercing
perfectly simulate the voice of someone you heard
damage.
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
Invertebrate Weaver someone's ear, that person can whisper messages that
reach you and everyone that has the insect in their ear,
Aggressive Swarm you can also send messages mentally, without
requiring to whisper or an insect. The insect can be
At 1st level you can now control as a bonus action your removed and dies immediatly after.
swarm and make them attack (your DM has stats for the
swarm of insects), its base damage is 2d4 for a medium Knowledge of the Hive
sized swarm, 4d6 for a large sized swarm or 8d8 for a huge
sized swarm, when a swarm attacks make a Melee Spell At 11th level the insects whisper to you, their knowledge is
Attack. eerie but tempting, choose one 6th level spell from the
entomancer spell list, you can cast your Hive Spells once
Fly By 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
At 2nd level if your swarm makes an attack it doesnt level spell at level 17.
provoke opportunity attacks until the start of your next
turn. "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 level 8 spell slot (Hive Spells Only)
All Entomancer spell are for the most part created using Dominate Monster - Incendiary Cloud - Animal Shapes^ -
particular insects or insect byproducts (lymph, Antipathy/Sympathy
pheromones, poison) and a little touch of magic, but
entomancer aren't particularly good with the arcane, so level 9 spell slot (Hive Spells Only)
they can't achieve spells with that alone. Spells with a (^)
Shape Change^ - Conjure Purple Worm (Casting Time: 1
next to it have their outcome modified, for example the
action Range: 60 feet Components: V, S, M (food worth at
spell "Find Steed" will summon a large insect like Giant
least 100 gp, which the spell consumes) Duration:
Wasp, Giant Centipede or Giant Spider.
Concentration, up to 1 hour. You summon a Purple Worm
that appears in an unoccupied space you can see within
Level 1 spell slot range. The Purple Worm disappears when it drops to 0 hit
Charm Person - Color Spray - Disguise Self - False Life - points or when the spell ends.
Grease - Jump - Sleep - Cure Wounds - Detect Poison and
The Purple Worm’s attitude depends on the value of the
Disease - Purify Food and Drink - Earth Tremor^ - Arms of food used as a material component for this spell. Roll
Hadar^
initiative for the Purple Worm, which has its own turns. At
the start of the Purple Worm’s turn, the DM makes a secret
level 2 spell slot Charisma check on your behalf, with a bonus equal to the
Acid Arrow - Blindness/Deafness - Blur - Darkvision - food’s value divided by 20. The check DC starts at 10 and
Gentle Repose - Hold Person - Magic Mouth^ - Spider increases by 2 each round. You can issue orders to the
Climb^ - Web - Protection from Poison - Spike Growth^ - Purple Worm and have it obey you as long as you succeed
Earth Bind - Flock of Familiars^ - Locate Animals or Plants - on the Charisma check.
Find Steed^ If the check fails, the spell no longer requires
concentration and the monstrosity is no longer under your
level 3 spell slot control. The Purple Worm then focuses on devouring any
Lightning Bolt - Hynotic Pattern - Stinking Cloud - Water corpses it can see. If there are no such meals at hand, it
Breathing - Conjure Animals^ - Fear - Hunger of Hadar^ - attacks the nearest creatures and eats anything it kills. If
Vampiric Touch^ its hit points are reduced to below half its hit point
maximum, it returns to the Underdark.)
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)
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