Warlock
Base Class: Warlock

Your power doesn't come from some unknown being of immense power or any random demon, but instead from the innumerable insects that hide in plain sight. The nature of your pact differs from other warlocks, in the sense that you draw your power not from one single being, but instead from many. Your patrons are rather simple, focusing on one single task: the exigency for feeding.

Expanded Spell List

The Entomancer lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Entomancer Expanded Spells
Spell Level Spells

1st

ray of sickness, zephyr strike

2nd

melf's acid arrow, web

3rd

blink, haste

4th

giant insect, vitriolic sphere

5th

insect plague, steel wind strike

Bonus Cantrips

At 1st level, you learn the infestation and poison spray cantrips. They don't count against your number of cantrips known.

The Swarm

Starting at 1st level, your pact gives you power over the vermin others so thoughtlessly ignore. You gain control over a small sized swarm of flying insects that, as a bonus action, you can use to harass your enemies. You can direct the swarm of insects to do the following:

Bite: You direct the swarm to bite your enemy. Make a melee spell attack against one creature that is within 5 feet of your swarm. On a hit, the target takes 1d6 piercing damage, and has to make a Constitution saving throw against your spell save DC. On a fail, the creature is poisoned until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d6.

Shield: You command your swarm to fly around you defensively. You gain a +1 while you are inside the swarm. While the swarm is guarding you, you can't direct them to take the bite attack. When you reach 10th level in this class, your AC increases by +2.

The swam has a movement speed of 25 feet, and its AC equals your spell save DC. Its hit points equal your warlock level plus your bonus proficiency, multiplied by 2 and is immune to poison damage. If the swarm is killed, you can perform a 1-hour ceremony to collect enough bugs to reform the swarm. All the insects in the swarm scatter when you die.

Arthropod Physique

Starting at 6th level, your body becomes more in tuned with those of your patrons. You gain resistance to poison damage and are immune to becoming poisoned.

In addition, you gain a climbing speed as your hands and feet start to secret a nature adhesive. In order to use your climbing speed, you must be able to touch the surface of the wall with the skin of your hands and feet. You gain a climbing speed of 10 feet when just using your hands, and 20 feet of movement when using both your hands and feet.

Hive Mind

Starting at 10th level, your power over insects becomes more absolute. As such, you can control a second swarm of insects. You can direct both swarms using the same bonus action, but only one swarm can shield you at a time.

In addition, you can command the two swarm to join together, forming a hive. The size of the hive is now medium, has a movement speed of 30 feet, and gains the swarm trait (see swarm of rats' state block). The hive deals 3d6 piercing and 1d4 poison damage when using the bite attack. The two swarms combine their remaining HP when they coalesce, and gain advantage on their bite attack if they're occupying the same space as the target. The hive can now also shield you and another creature, as long as they are standing within 5 feet of you.

Metamorphosis

At 14th level, you undergo a rapid metamorphosis that changes your physical form.

Your new form shares many features with your patrons. You gain the following benefits:

  • Hard chitin grows over your exposed skin, granting a +2 to your AC.
  • 4 large dragonfly wings sprout from your back, granting you a flight speed of 30 feet.
  • Your eyes become fragmented like that of a fly, enhancing your eyesight. You gain advantage on all perception checks that require sight and can't be blinded.
  • In addition to your set of wings, you also grow a large scorpion tail. As an action, you can make a melee spell attack against one creature within 10 feet of you with your tail. On a hit, the target takes 2d6 piercing and 1d6 poison damage. In addition, the target must make a Constitution saving throw against your spell save DC. On a fail, the target is paralyzed from the venom within your tail until the start of your next turn.

This form lasts for 1 minute, and once you use this feature you can't do so again until you finish a long rest.

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