The Entomancer (5e Class)

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Creating an Entomancer


Class Features

As a Entomancer you gain the following class features.

Hit Points

Hit Dice: 1d10 per Entomancer level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Entomancer level after 1st

Proficiencies

Armor: Light
Weapons: Simple weapons, Martial weapons.
Tools: Herbalism kit OR Poisoners kit
Saving Throws: Constitution
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:

    Table: The Entomancer

    LevelProficiency
    Bonus
    Features
    1st+2Subclass Feature
    2nd+2Summoning
    3rd+2Spider Climb
    4th+2Ability Score Improvement, N/A
    5th+3Infestation
    6th+3Subclass
    7th+3Giant Summoning
    8th+3Ability Score Improvement, N/A
    9th+4Acid Spit
    10th+4Subclass
    11th+4ExoSkeleton
    12th+4Ability Score Improvement, N/A
    13th+5Extra Attack
    14th+5Subclass
    15th+5Leech Life Insects
    16th+5Ability Score Improvement, N/A
    17th+6Swarm Form
    18th+6Subclass
    19th+6Ability Score Improvement, N/A
    20th+6Monster Summoning

    2nd level Summoning

    Starting at the 2nd level you may summon a swarm of "blank" as long as they go by land.

    At level 9 they may also go by air. Also you can now summon two swarms instead of one.

    At level 16 you may summon three swarms.


    5th level Infestation

    When you reach 5th level you gain the ability to infest enemies with your swarm. When you use your action to make an melee attack you can attempt to infest the target. When you do the target must succeed on a CON saving throw, they become infested on a failed save. When they are infested you can use a bonus action to deal Xd8 points of necrotic damage to that creature (Where X is your CON modifier) provided that creature is within 60ft of you. While infested, creatures suffer disadvantage on Constitution checks, saving throws, and attack rolls. The infestation lasts for a total number of days equal to your WIS modifier. This ability does not affect elementals or constructs.


    7th Giant Summoning

    Starting at 7th level you may summon a giant "blank" for ex. giant spider, giant scorpion.

    11th Exoskeleton

    You gain resistance to slashing and bludgeoning damage.

    13th Extra Attack

    You get an extra attack.

    17th Swarm Form

    At 17th level you can temporarily turn your body into a swarm of insects. Using an action you can transform yourself into a swarm of harmless insects. You still keep your stats, ability scores, and HP. However your AC becomes your constitution modifier. Any items, equipment, and armor that you had on your person also transform. While you are in your swarm form, any physical attack that deals slashing or piercing damage will only do 1 point of damage. However any spell or ability that would inflict Fire or Cold damage forces you take the max amount of damage of that type. Your swarm size is dependent on your hit points, when you reach 0 hp you are instantly killed, as the last insect in your swarm has died. This lasts for 1 minute or until dispelled with a bonus action, and recharges after a long rest.

    20th level Monster Summoning

    At the 20th level you can summon an Umber Hulk, a kruthik. or an ankheg.

    Subclasses


    1st level Hive Tyrant

    Once per long rest you may transform into an abomination. You have double your normal HP, if your size was Medium it is now Large, and if your size was small it is now Medium. Your height is an additional 1'6" and your weight is doubled. You have advantage on attacks against constructs.

    While transformed your CON modifier and STR modifier are swapped.
    AC Becomes 18.
    Actions
    Multiattack. make three attacks:
    Claw. Melee Weapon Attack: +Prof bonus to hit, reach 5 ft., one target. (1d8 + STR Modifier) slashing damage.
    Mandibles. Melee Weapon Attack: +Prof bonus to hit, reach 5 ft., one target. (2d8 + STR Modifier) slashing damage.
    prof in Strength and Con checks.
    Darkvision 120 ft.
    Burrow speed of 20ft.
    Also, when you run out of HP you go back to your original form with what ever HP you had when you transformed.
    Your racial abilities still work while transformed. Exo Skeleton does not work while transformed.

    6th level Enhancement of the Hive Mind / Increased movement speed / tough

    Enhancement of the Hive Mind - +1 to Claw and Mandibles attack. They are now treated as a magical weapon.
    Your movement speed is increased by 10. Burrowing speed increased by 5.
    You also give the tough feat even outside your abomination form.

    10th level Improved Reflexes / Flight

    Improved Reflexes - your swarm alerts you to danger allowing you to have sharper reflexes. You get advantage on Survival skill checks. You also gain advantage on Dexterity saving throws against effects that you can see.
    Flight- You now have grown wings and have a flight speed of 40 ft.
    You may now transform twice every long rest.

    14th level Enhanced Exoskeleton / Mantis Arms

    Enhanced Exoskeleton - You also gain a bonus to unarmed attacks equal to your STR mod. Your AC is now 19.
    Mantis arms - +Prof bonus to hit, attack that deals 1d8 + STR mod Piercing and grapple your opponent.

    18th level Fear / Stinger

    You have the ability to have an enemy that can see you make a WIS check against your Strength or be feared. Every turn they may reroll the check or continue being feared. If they fail again they take 1d4 psychic damage. Add a damage die each time after. This does not affect constructs.
    Stinger - Reach 10ft. +Prof bonus to hit, 2d10 poison damage, 1d6 piercing + Str mod
    Stinger Sweep - 10ft cone +Prof bonus to hit, 1d12 bludgeoning + Str mod

    1st level Equips

    You have the ability to call upon a sword and shield bug to equips to your arms. Sword bug does 1d6 slashing. Shield bug is +2 AC.

    6th level Whip

    You can call upon a whip bug to attach to one of your arm. You can make three attacks. Doing 1d4 poison damage. 15ft range.

    14th level Napalm Bug / Net Bug

    You can call upon a Napalm Bug which attaches to your arm to fires a napalm. Shoots up to 30ft. 60ft for disadvantage. 5 foot radius. on a hit the creature does a CON check. On failure take a Xd8 burning damage (Where X is your CON modifier). On a pass take half damage.

    You can call upon a Net Bug which attaches to your arm allowing you to throw a net at an enemy to prone them. Shoots up to 10ft.

    16th level

    All of your equip bugs do an extra die of damage. +2 to the Napalm bugs damage.

    18th level

    Staff Bug - Bo staff bug 2d6 bludgeoning.
    Claw Bug - Unarmed attack, on a success the enemy is grappled and take 1d4 piercing.
    Smoke Bug - Large stink bug, When used a gaseous cloud surrounds you in a 20ft radius. Everything inside except for you can not see.
    Glaive Bug - Requires both arms. 2d10 slashing damage.
    Maul Bug - Requires both arms. 3d6 bludgeoning.

    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.

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