Base Class: Druid
Druid's who choose the Path of the Entomancer are those who feel a strong connection to insect & arachnid creatures and their spirits. They Hail from all corners off the world and many even live together in large groups they refer to as colony/hive's in appreciation of their spirit kin. The leader of these colony/hive's is a Queen and very rarely a King as well. (Not often) These Queens also select a Royal Guard of 3-6 to protect her from among the strongest of her followers.
Entomancer's possess the ability to summon various insect creatures like Giant Mantis, Beetles, Centipedes, & Roaches. These insects will fight by the summoner's side on the battlefield under their command. Entomancer's can even use them to carry heavy goods while transporting them away from their current summoner's location.
When outside their colony/hive they have a tendency to lean towards making friends/family/bonds quickly in an attempt to simulate their colony/hive. They may even attempt starting their own colony/hive by naming themselves Queen/King and having children & teaching them the Circle's ways from birth.
Entomancer's are very rarely adventurer's and would need good reason to leave their colony/hive. Every time an Entomancer has been convinced to leave their colony/hive you can be sure one way or another there will be or is a new catastrophe or type of chaos will ensue. Except the time they brought the world honey but that is a story for another time...
Ento-Shaping
Starting at 2nd Level, You've learned to enhance your forms of Insect & Arachnid wildshape into something new.
This gives you the following when wildshaped into insect or arachnid forms:
- + 2 To the Wildshape AC (Not applicable if you Ento-Shape something other than yourself)
- + 10 Temp HP per 4 druid levels
- + 2 to damage and to hit, Increases by 2 every 8 druid Levels (Level 2 = +2, Level 10 = +4, & Level 18 = +6)
- You may choose to Instead of Ento-shaping yourself shape 1 natural made material/object (wood, rock, ice, crystal, ect) into the creature instead of yourself. The summoned creature is friendly to you and your companions. The Ento-Shaped creature has its own turn which it takes immediately after yours. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
Perfect Parasite
Starting at 3rd level: You can leech life &/or magical energy from those that fall victim to your attacks, when you hit with a melee attack you may trigger one of the following effects:
- Physical Drain: You can regain HP equal to your WIS modifier + Proficiency Bonus + 1/4 the damage dealt.
- Magical Drain: You can regain one spell slot of level 3 or less. Target must succeed a DC 8 + WIS Modifier constitution check or gain one level of exhaustion. (Only works on those capable of spellcasting)
May be used a number of times per day = to your PB, recharges after a long rest.
Creeping Companion
Starting at 6th level, you can call forth very rare Insects with special features to aid you in your endeavors. As a bonus action, you can magically summon two of the following creatures to a point you can see within 60 feet of you. The summoned creature are friendly to you and your companions.
- Exo-Shield: Shield shaped beetle that can effectively be used as a shield. (+3 Ac when equipped)
- Piercing Predator: Mantis that can be used as a sword, even being able to be thrown at enemies and fly back to its master. (Acts as a sword that uses your WIS modifier, 1d8 Piercing or Slashing damage, One handed, 5ft reach, Thrown [30/80], & will always return when thrown)
- Thousand-Legged Lash: The strongest weaponized insect that an Entomancer can summon. This insect is a giant centipede can grow to be longer than 10m, with blade-like teeth. This whip-like creature can move at high speeds causing lethal slashes when wielded & is like an extension of an Insect Master’s arm. It is a living creature that serves as a weapon for Entomancers to equip in battle and strikes in an unnatural way for a weapon. (Acts as a whip that uses your WIS modifier, Disadvantage at 5ft, 15 ft Reach that can't be increased past 20, DC 10 Grapple check (Note: The weapon is grappling not the PC) & 3d4 bludgeoning damage on hit, & cannot be used with Piercing Predator)
- Cackling Crickets: Cricket-like Insect that eats a victim's vocal cords and steals the voice, giving the ability to use the stolen voice to its current wearer/partner. (Advantage on all checks related to passing yourself off as the deceased person or someone other than yourself while equipped)
- The Beetle of Beauty: A tiny face-shaped beetle. An Entomancer can use them as masks, to cover their true face. (Advantage on passing yourself off as someone else, can change its appearance every night, & can copy any face seen before within reason)
The damage from these natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.
Hymn Of The Hive
Starting at 10th level: Your Ento-Shaping becomes almost perfected you may also now use new forms when Ento-Shaping yourself or natural objects. They are as follows:
- Black Belladonna Moth
- Cockroach Champion
- Precious Stone Scorpion
- Massacre Mosquito
You also gain the Mounted Combatant feat.
King/Queen of the Colony
Starting at 14th Level: You are now unequaled in Entomancy except by another head of a rival Hive/Colony.
- Wild Insects & Arachnids can no longer resist your commands (within reason) or disobey you willingly. (Advantage in all CHA rolls when talking to Thri-Kreen also Advantage & +10 to CHA rolls when talking to regular insect/arachnid-based animal/creatures)
- You may also now use a bonus action to give all your insect/arachnids advantage on all attacks until the end of their next turn. (If wielding a Creeping Companion, you may give yourself advantage on your next attack with your Creeping Companion & 3d8 extra poison damage) Number of uses per day is = your PB. Recharges on a long rest.
- When you are reduced to 0 hit points you may instead explode into two Swarm of Insects of any kind. One flees up to 60 ft and then immediately reform into your body, the other stays in the spot where you were and is under your control. 1 use that will recharge after a long rest. (Your choice for swarm types & they are friendly to you and your companions. Roll initiative for the swarm, which has its own turns. It will obey any verbal commands that you issue to them which requires no action by you. If you don't issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.)
- You may cast the Enlarge/Reduce Spell on your Ento-Shaped creatures choosing only the enlarge option. (When not Ento-shaped yourself) This does not require concentration. Two uses per day. Recharges on a long rest.
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