Entomologist (5e Class)

This page was marked as abandoned on 12:12, 15 August 2020 (MDT) because: Issue(s) unaddressed for over a year. (discuss)

If you think you can improve this page please bring the page up to the level of other pages of its type, then remove this template. If this page is completely unusable as is and can't be improved upon based on the information given so far then replace this template with a {{delete}} template. If this page is not brought to playability within one year it will be proposed for deletion.

Edit this Page | All abandoned pages

This page is incomplete and/or lacking flavor. Reason: Incomplete. Missing subclasses.


You can help D&D Wiki by finishing and/or adding flavor to this page. When the flavor has been changed so that this template is no longer applicable please remove this template. If you do not understand the idea behind this page please leave comments on this page's talk page before making any edits.
Edit this Page | All stubs

Entomologist


Creating a Entomologist

Quick Build

You can make a Entomologist quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Charisma. Second, choose the Adventurer background. Third, choose any equipment below.

Class Features

As a Entomologist you gain the following class features.

Hit Points

Hit Dice: 1d8 per Entomologist level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Entomologist level after 1st

Proficiencies

Armor: Light Armour
Weapons: Staffs/Staves and Short Swords
Tools: Alchimist Kit, Entomology Kit
Saving Throws: Intelligence and Constitution
Skills: Nature, Investigation, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Explorer's Pack or (b) Dungeoneer's Pack
  • (a) Quaterstaff or (b) Short Sword
  • Bugnet
  • Vials (10)
  • Entomology Kit

Table: The Entomologist

LevelProficiency
Bonus
FeaturesInsects you can Summon
1st+2Summon Insect, Toxicologist, Inter-fusion Vials1
2nd+2Exoskeleton1
3rd+2Choose your Archtype, Extrovert or Introvert1
4th+2Ability Score Improvement1
5th+32
6th+3Disengage2
7th+32
8th+3Ability Score Improvement2
9th+4Sister Species2
10th+43
11th+43
12th+4Ability Score Improvement3
13th+53
14th+53
15th+5Locust Plague4
16th+5Ability Score Improvement4
17th+64
18th+64
19th+6Ability Score Improvement4
20th+6Bite of Death5

First Level

  • Summon Insect: Beginning at 1st level, you have gathered enough bugs through your travels to make an army! You've also created your own special vial, just like baking soda and vinegar you must combine your insect with a special solution(similar to enlarge person, but for bugs). You can throw your vial containing your insect and enlarge bug 20ft to summon one of the 5 different insects. Your insect will be enlarged for 1 hour before the solution wears off. Regain how many insects you can throw after a short or long rest. When you summon an insect that you already have spawned re-roll till you get a new insect.

01-20% will summon Bullet Ant
21-40% will summon Asain Giant Hornet
41-60% will summon Rhinoceros Beetle
61-80% will summon White Morpho Butterfly
81-100% will summon Funnel-web Spider

Insect chart at bottom.

  • Toxicologist: Also at 1st level, you've been bitten and stung by more insects then you've been living! You are now immune to poison damage and being poisoned!
  • Inter-fusion Vials: Lastly at 1st level, you've been collecting not just insect, but their poison and venom as well. All contained in your Entomologist Kit, you can store your insects toxins into a Inter-fusion Vial and throw them at will! List of Inter-fusions chart at bottom.

Second Level

  • Exoskeleton

--At 2nd level, you have harvested enough bugs to make yourself an armour. The new stats of your armour will be (12+Int Modifier and will weight only 7lb.)
--At 5th level you have worn your new armour long enough that you've grown fine hairs on your hands and feet! You can now climb vertically and upside down for 5 minutes, before gravity start to pull you off the ledge you've crawled on.
--At 10th level, you've now grown wings! But you can't fly, you glide down when falling. Just like the feather fall spell.

Fourth Level

  • Ability Score Improvement: 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.

Sixth Level

  • Disengage: At 6th level, as a bonus action, you've practiced some pretty snazzy tricks! You're able to use your (let's say grasshopper) legs to jump backwards 15ft. While you're in the air, if you were 5ft from a target you can throw your spider-bomb vial as well! Once/per short or long rest, and at level 12 you can now Disengage twice per short or long rest.

Ninth Level

  • Sister Species: At 9th level, after careful studies, you've watched the relatives of each species and are able to do something unique!

Whenever you summon the

Bullet Ant: You can now carry 3 times your weight, also you now have an ADV on Str checks and saves! While the ant is alive.
Asian Giant Hornet: With fast speed, but you're also a menace. You have +2 on Initiative and ADV on Intimidation.
Rhinoceros Beetle: Your skin becomes even tougher, like a beetle. AC is increased by 2 while the beetle is alive.
White Morpho Butterfly Elegance and beauty. You can roll ADV on your Persuasion, Nature and Medicine.
Funnel Web Spider: With many eyes and legs you are even more dextral. Your stealth and Slight of Hand are now rolled at ADV.

(You can have all 5 buff active at once, and they all stack)

Fifteenth Level

  • Locust Plague: One of your favourite insect is the Locust, after a full turn of concentration you can summon a Plague of Locust in a 15 ft radius, 30 ft from you. Everything in the area must make a Dexterity Saving Throw or take 10d6 Blundering damage. If failed you also get one Diseases (DM's choice). Once/per long rest.

Twentieth Level

  • Bite of Death: You have a gathered a lot of the most poisons you could ever imagine and have created a super toxin. You dip a needle into it and can puncture a humanoid. That humanoid has to make a Constitution Save or take 7d8+30Poison damage. On a failed save the humanoid cannot cure itself and keeps taking 15 poison damage each of its turns until it dies! Takes one full day to make another dose.

Bullet Ant

Medium beast, unaligned


Armor Class 11 + Proficiency Bonus. (Natural Armour)
Hit Points 1/2 Summoners Hp + Bullet Ants Strength and Constitution
Speed 30ft, 30ft climbing, 10ft swimming.


STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 10 (+0) 8 (-1) 5 (-3)

Skills Initiative +2, all other skills come from your Entomologist.
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities poisoned, prone
Senses passive Perception 11, darkvision 60 feet
Languages Can communicate the the Entomologistl


Level One. The Ant can carry three times it’s Str capacity. You have Adv on Strength Checks

Level Five. At level five you can attack twice once with bite and once with sting, level fifteen you can attack three times once with your bite and twice with your sting (the poison damage will not stack).

Level Ten. Every time you make a successful sting you have a 25% chance of causing the target to be poisoned

Level Fifteen. Your Ant can contract all its muscles causing him to explode! Everything 10ft from the ant, dealing 5d10 acid damage.

Level Twenty. Bacteria has taken control of your body, bringing you back to life (You become a Zombie Ant). Once you hit 0 HP you can come back to life with half the amount of your total HP, but you can only bite. (Can not come back to life if your Ant is fully killed or if you used your Ant to Explode itself.)

ACTIONS

Bite Melee Weapon Attack: +(Ant Str + Proficiency Bonus) to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage, and the target is grappled (escape DC 13). Until the grapple ends, the target is restrained and the ant can't bite another target.
At lvl 10,15, 20 add one dice increment to you damage. Example level ten (1d8).

Sting. Melee Weapon Attack: +(Ant Str + Proficiency Bonus) to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 2 (1d4) poison damage on a failed save, or half as much damage on a successful one.
At lvl 10,15, 20 add one dice increment to you damage. Example level ten (1d6) and (1d6) for the poison.


Giant Asian Hornet

Medium beast, unaligned


Armor Class 10 + Proficiency Bonus. (Natural Armour)
Hit Points 1/2 Summoners Hp + Giant Asian Hornets Constitution
Speed 20ft, 30ft flying.


STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 10 (+0) 10 (+0) 5 (-3)

Skills Initiative +3, all your other skills come from your Entomologist.
Damage Immunities Poison
Senses passive Perception 10, darkvision 60 feet
Languages Can communicate the the Entomologistl


Level One. The Hornet is able to do a Flyby allowing the Hornet to not provoke attacks of opportunity when it flies out of reach.

Level Five. At level five you can attack twice with your sting, level fifteen you can attack three times with your sting. (the poison damage will not stack).

Level Ten. Every time you make a successful sting you have a 25% chance of causing the target to be poisoned

Level Fifteen. The Hornet is able to vibrate his body violently, increasing its body temperature causing every creature 5ft of the Hornet to take 2d6 fire damage, the effect lasts 1d4 turns and can be used once per short rest.

Level Twenty. You have a love for killing and are way more lethal, you get Adv on your Att rolls and now crit from 18-20.

ACTIONS

Bite. Melee Weapon Attack: +(Hornets Dex + Proficiency Bonus) to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage.
At lvl 10,15, 20 add one dice increment to you damage. Example level ten (1d8).

Sting. Ranged Weapon Attack: +(Hornets Dex + Proficiency Bonus) to hit, reach 30 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 2 (1d4) poison damage on a failed save, or half as much damage on a successful one.
At lvl 10,15, 20 add one dice increment to you damage. Example level ten (1d6) and (1d6) for the poison.


Rhinoceros Beetle

Medium beast, unaligned


Armor Class 13 + Proficiency Bonus (Natural Armour)
Hit Points 1/2 Summoners Hp + Rhinoceros Beetles Str and Con
Speed 20ft, 10ft flying.


STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 16 (+3) 10 (+0) 8 (-1) 5 (-3)

Skills Initiative +0, all your other skills come from your Entomologist.
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities poisoned, prone
Senses passive Perception 10, darkvision 60 feet.
Languages Can communicate the the Entomologistl


Level One. The Beetle can Taunt 2 targets that it can see by hissing as them, the targets make a DC 13 Charisma saving throw or be forced to attack the Beetle it’s next turn.

Level Five. At level five you can attack twice, once with bash and once with wing slice, level fifteen you can attack three times, once with bash and twice with wing slash.

Level Ten. You can charge into battle while flapping your wings for more momentum. You charge in a straight line up to 30ft, hitting every target as you pass with your wings causing them to take (2d6) slashing damage, if a target impedes your movement that target will get rammed with your horn, causing them to take (4d6 + 6) bludgeoning damage, and the target must make a DC 16 Strength saving throw or be pushed back 10ft and be knocked prone. The Beetle also gets first level of exhaustion and can’t move it’s next turn. Can be used once per short rest.

Level Fifteen. You can spray a foul odour that can cause fear. You spray in a cone shape up to 15ft from your Beetle. The target/s must make a DC 13 Wisdom saving throw or be frightened for one turn. Once per short rest.

Level Twenty. As a bonus action. You now become very agitated, making chemicals inside of your Beetle to start boiling. Next turn as your action you spit a acidic fireball at a target, 30ft from you and they must make a Dexterity saving throw of 15 or take 5d6 acid and 5d6 fire damage, if the target fails it’s DC save it is also blinded. Once per short rest.

ACTIONS

Bash Melee Weapon Attack: +(Beetle Str + Proficiency Bonus) to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, and the target must make a DC 13 Strength saving throw or be knocked prone .
At lvl 10,15, 20 add one dice increment to you damage. Example level ten (1d10) level 15 (1d12) level 20 (2d8).

Wing Slice Melee Weapon Attack: +(Beetle Str + Proficiency Bonus) to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
At lvl 10,15, 20 add one dice increment to you damage. Example level ten (1d8)


White Morpho Butterfly

Medium beast, unaligned


Armor Class 10 + Proficiency Bonus (Natural Armour)
Hit Points 1/2 Summoners Hp
Speed 20ft, 30ft flying.


STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 9 (-1) 14 (+2) 14 (+2) 10 (+0)

Skills Perception +2 Initiative +1, all your other skills come from your Entomologist.
Damage Immunities Poison
Condition Immunities poisoned
Senses passive Perception 12, darkvision 60 feet
Languages Can communicate the the Entomologistl


Level One. The Butterfly is able to do a Flyby allowing the Butterfly to not provoke attacks of opportunity when it flies out of reach. It can also heal with its powder from its wings, it must fly above a friendly 10ft max, to heal them (1d4 + 2). Can be used three times per short rest. At 5,10,15,20 you can add one dice increment to your healing. Example at level five you now heal for (2d4 + 2).

Level Five. At level five you can attack twice, once with proboscis and once with wing slice, level fifteen you can attack three times, once with proboscis and twice with wing slash.

Level Ten. You can now fly above an enemy with your powdered wings, but this time causing harm. You sprinkle a paralizing powder on your enemy, they mus make a DC 13 Constitution or become poisoned for one hour, if they failed the save by 5 or more they become paralized . Can be used twice per short rest.

Level Fifteen. You can do a mass healing! You can fly in a 30ft straight line healing all friendlies you fly above for (3d10 + 10). Can be used once per short rest.

Level Twenty. You dash to a falling friendly that’s HP has hit 0, you sacrifice your butterfly to cocoon the fallen friendly. That friendly will emerge from the cocoon it’s next turn with half its HP. The cocoon has the HP and AC of the butterflies current HP and AC. Can be used as a Reaction. Once per day.

ACTIONS

Proboscis Melee Weapon Attack: +(Butterflies Dex + Proficiency Bonus) to hit, reach 5 ft., one target. Hit: 7 (1d10 + 1) piercing damage.
At lvl 10,15, 20 add one dice increment to you damage. Example level ten (1d12) level 15 (2d8) level 20 (2d10).

Wing Slice Melee Weapon Attack: +(Butterflies Dex + Proficiency Bonus) to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) slashing damage.
At lvl 10,15, 20 add one dice increment to you damage. Example level five (1d8)


Funnel Web Spider

Medium beast, unaligned


Armor Class 10 + Proficiency Bonus (Natural Armour)
Hit Points 1/2 Summoners Hp + Funnel Web Spiders Dexterity and Constitution
Speed 30ft, 30ft climbing, Ignores web movement restrictions.


STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 10 (+0) 8 (-1) 5 (-3)

Skills Perception +1, Initiative +3, all your other skills come from your Entomologist.
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities poisoned, prone
Senses passive Perception 11, darkvision 60 feet
Languages Can communicate the the Entomologistl


Level One. You shoot a web upwards (if possible, there must be a solid object above you and must be in webs range.) to allow the spider to repel up, as a bonus action you can repel back down in a 20ft radius from where you repelled up from. (Can not occupy a targets square) When repelling up/down you don't inspire any attacks of opportunities. (5 Charges/ per long rest/ When you cast Web it will use one of your Repel charges)

Level Five. You can make a decoy of itself out of web, the web has an AC of 10, HP of 5 and the spider can control it to walk 10ft. It can't attack, but when attack by a melee attack the target gets tangled in the webbing cause it to be restrained till broken with a DC 12 Strength check.

Level Ten. When ever you hit your Web attack you can lung at that target you hit without causing attacks of opportunity. Doubling your bite damage! Example your bite does (3d8) now you do (6d8)

Level Fifteen. You gain a spider sense, not being able to get sneak attacked upon, Adv on Dexterity checks, As well you Crit from 18-20.

Level Twenty. Harness all your venom into one bite, if you hit a target you can activate your lethal poison. If the target has 100 HP or less it is killed! Can be used once per 3 days. (If the target has more than 100 HP the bite doesn't effect the target.

ACTIONS

Bite Melee Weapon Attack: +(Spiders Dex + Proficiency Bonus) to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw or take (1d6) poison damage, half as much on a save. If the target fails the save by 3 it become poisoned for one hour. While poisoned the target is paralyzed.
At lvl 10,15, 20 add one dice increment to you damage. Example level ten (1d10) and for the poison (1d8) level 15 (1d12) (1d10) level 20 (2d8) (1d12).

Web (5 Charges/per long rest/ When you cast Repel it will use one of the charges for Web) Ranged Weapon Attack: +(Spiders Dex + Proficiency Bonus) to hit, reach 30/60ft,. one target. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).


Inter-fusion Vial Chart

All vials can be thrown 20ft. Can toss vials equal to your Prof + Int modifier per short or long rest. To make you must have your Entomologist kit and Vials. Must specify to your DM which vials you have created. (If they like to keep track of it, or they somehow trust you as a human.)

  • Level One: Acid Vial-You hurl a bubble of acid. Throw it at a location and the vial will smash into a 5ft radius. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.

This vials damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

  • Level Three: Spider Bomb- You toss a vial filled with webbing. Throw it at a location and the vial will smash into a 10ft radius, causing the ground to be covered in web making it a rough terrain. The target/s can make a Dexterity saving throw or become entangled in the webbing.
  • Level Seven: Stinger Gernade- You throw a vial filled with poisonous stingers. When thrown at the location it explodes like a grenade in a 10ft radius. All targets in the radius take 1d6 piercing damage and make a Constitution saving throw, if saved they take half damage otherwise they take 1d4 poison damage.

This vials damage increases by 1d6 and 1d4 when you reach 11th level (2d6) (2d4), 15th level (3d6) (3d4), and 19th level (4d6) and (4d4).

  • Level Eleven:

Extrovert

The Extrovert works in a team to help out his colony in any way shape or form.

Poison Antidote

At level 3, you have been stung enough not to endure poison but to also cure it. You can make an antidote once per short rest to remove any kind of poisoned ally. Once taken they're immune to poison damage as well for 8 hours!

Level 7 Feature

<!-Class feature game rule information->

Level 11 Feature

<!-Class feature game rule information->

Level 15 Feature

<!-Class feature game rule information->

Introvert

The Introvert is self absorbed to only help himself. Survival of the fittest.

Level 3 Feature

<!-Class feature game rule information->

Level 7 Feature

<!-Class feature game rule information->

Level 11 Feature

<!-Class feature game rule information->

Level 15 Feature

<!-Class feature game rule information->

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:


Back to Main Page 5e Homebrew Classes

gollark: I don't think this is a reasonable distinction. I can't technically disprove the invisible spy unicorns, but I'm not an invisible-spy-unicorn-in-wall agnostic.
gollark: Inevitably.
gollark: That isn't very much of an explanation of anything.
gollark: Doesn't matter, my walls are already full of *visible* spy unicorns.
gollark: There's no room.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.