Insect Shaman (5e Class)

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Insect Shaman[edit]

A green blur flies at a dragon. The blur cuts into the dragon making it bleed. The blur circles back and lands on the arm of a skoros. The skoros runs up to the dragon and she mounts it. She raises her glaive and channels her rage through it. She plunges the glaive into the dragon, making it bleed further and causing it to shriek out. The skoros is an insect shaman. A warrior bonded to an insect in order to draw out both of their full potentials.

Creating an Insect Shaman[edit]

There are two main questions to ask when creating an insect shaman. The first is why did you take this power? Were you skoros ready for adventure? A traveler who wandered into skoros village? Did you meet a dying shaman who gave you made you a shaman? The second question is why do you have the royal bond that you have? Is your royal bond significant? Did you choose the Dust Wing Moth or Steel Shell Beetle to help people? Did you pick the Raging Drakefly because you wanted revenge? Understand that your queen insect is more than a weapon, she is a companion.


Quick Build

You can make an insect shaman quickly by following these suggestions. First, wisdom should be your highest ability score, followed by strength. Second, choose the folk hero background. Third, choose the glaive and hide armor.

Class Features

As a Insect Shaman you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light armor, medium armor
Weapons: Simple weapons, glaives, halberds, pikes, quarterstaffs
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Choose two from Acrobatics, Animal Handling, Nature, Survival

Equipment

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

  • (a) A glaive or (b) a pike or (c) a quarterstaff
  • (a) Leather armor or (b) hide armor
  • One simple weapon
  • Queen insect and a hive
  • If you are using starting wealth, you have 4d4 x 10 in funds.

Table: The Insect Shaman

Level Proficiency
Bonus
Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Skoron, Queen Insect, Royal Bond, Bond Ability
2nd +2 Spellcasting, Dexterous, Bond Ability 2
3rd +2 Bond Spells, Queen Casting 3
4th +2 Ability Score Improvement 3
5th +3 Extra Bite 4 2
6th +3 Bond Ability 4 2
7th +3 Enemy Essence 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Bond Ability 4 3 2
11th +4 Adept Shaman 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Swarm 4 3 3 1
15th +5 Spectral Queen 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 Bond Ability 4 3 3 3 1
18th +6 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Master Shaman, Planar Disconnect 4 3 3 3 2

Skoron[edit]

You can speak, read, and write skoron. Skoron is a language that resembles the chirps and clicks of an insect. It can be used to communicate with insects no matter what its intelligence is. If you already speak skoron, you learn any language of your choice.

Queen Insect[edit]

You are telepathically linked to a queen insect. She can be given commands like a familiar and will follow them to the best of her ability. As a bonus action, you can use your insect to make an attack. Depending on what insect you are linked to, her abilities will be different.

Royal Bond[edit]

At 1st level, you chose a royal bond. Choose between Steel Shell Beetle, Venom Piercer Wasp, Dust Wing Moth, or Raging Drakefly, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 2nd, 3rd, 6th, 10th, and 17th level.

Spellcasting[edit]

By 2nd level, you have learned to pull the essence from insects. Your hive collects insects produced or caught by your queen insect. These insects are then used to power your spells.

Preparing and Casting Spells

The Shaman table shows how many spell slots you have to cast your shaman spells. To cast one of your shaman spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + half your shaman level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon the energies from animals. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use your queen insect as a spellcasting focus for your shaman spells.

Dexterous[edit]

Starting at 2nd level, your speed increases by 5 feet. You climbing speed is equal to your walking speed. You can mount creatures larger than you using acrobatics. At the end of the creature’s turn, it can attempt to shake you off. You must make a Strength save to stay on. While mounted, you have advantage on attacks against the creature and it has disadvantage on attacks against you.

Bond Spells[edit]

Each bond has a list of associated spells. You gain access to these spells at the levels specified in the bond description. Once you gain access to a bond spell, you always have it prepared. Bond spells don’t count against the number of spells you can prepare each day.

Queen Casting[edit]

Starting at 3rd level, you do not need a free hand to cast spells. Your queen insect can cast spells for you.

Ability Score Increase[edit]

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.

Extra Bite[edit]

Beginning at 5th level, your queen insect can attack twice, instead of once, whenever you command her to attack on your turn.

Enemy Essence[edit]

Beginning at 7th level, attacks from your queen insect have a chance to harvest essence. Roll 1d4. If a 4 is rolled, recover 1d10 health.

Adept Shaman[edit]

Starting at 11th level, your training has improved your abilities. Polearms do +1 damage. Your queen insect has grown stronger. Her attacks cannot be resisted by enemies and they do more damage.

Swarm[edit]

Starting at 14th level, you can use a 4th level spell slot to create 5 duplicates of your queen insect which attack one enemy all at once. Your queen and the duplicates all attack with advantage. If a 5th level spell slot is used, 7 duplicates are made instead.

Spectral Queen[edit]

Starting at 15th level, your queen insect gains magical traits. If you are separated, she can teleport to you. She can plane shift to the astral plane. She can no longer die.

Master Shaman[edit]

At 20th level, you have mastered the skills of a shaman. Polearms do +2 damage. Your queen insect has grown to her full potential. She has turned gold and deals +2 damage to all of her offensive abilities.

Planar Disconnect[edit]

At 20th level, your body is loosely connected to any single plane. Your connection to your queen insect pulls you closer to the plane of the Skoroi. You age slower as if the temporal difference of the plane was affecting you. You can freely plane shift to the astral plane, just like your queen insect can.

Steel Shell Beetle[edit]

Bonded with the Steel Shell Beetle, you can boost your defense and protect others.

Hard Shell

Your queen insect has improved defense. On a hit, the enemy makes a Constitution save. On a fail, the enemy is stunned for one round.

Steel Shield

Starting at 2nd level, you can use a bonus action to shield yourself with your queen insect. As a bonus action, you can add +2 to your AC for one round.

Bond Spells

You gain bond spells at the shaman levels listed.

3rd Level

shield, shield of faith

5th Level

branding smite, warding bond

9th Level

magic circle, spirit guardians

13th Level

banishment, private sanctum

17th Level

arcane hand, wall of force

Flying Steel Shield

Starting at 6th level, your queen insect can protect your allies. If an ally within your queen insect’s range is being attacked, you can use your reaction to add +2 to their AC. This cancels Steel Shield if it is in use.

Damascus Shield

Starting at 10th level, Steel Shield and Flying Steel Shield adds +3 to AC instead of +2. Your AC is permanently +1.

Apex: Aegis

Starting at 17th level, you have access to Apex jelly, a jelly produced by your queen insect that can alter insects. As a bonus action, you can use all of your remaining spell slots (at least one 5th level) and create the Aegis. You create a beetle which can absorb any damage or spell. It can only have one attack or spell absorbed at a time. The attack or spell can then be released either to attack an enemy or cast a spell. Upon releasing anything, the Aegis dies and must be recreated.

Venom Piercer Wasp[edit]

Bonded with the Venom Piercer Wasp, you can weaken your enemies with poison and piercing attacks.

Sharp Piercer

Your queen insect has improved attack. On a hit, the enemy makes a Constitution save. On a fail, the enemy’s AC is lowered by -1 for one round.

Venom Dart

Starting at 2nd level, you can use your bonus action to command your queen insect to shoot an enemy with a venomous stinger. On a hit, the enemy makes a Constitution save. On a fail, the enemy is poisoned for one round.

Bond Spells

You gain bond spells at the shaman levels listed.

3rd Level

magic missile, thunderwave

5th Level

Moonbeam, scorching ray

9th Level

fireball, lightning bolt

13th Level

fire shield, wall of fire

17th Level

cone of cold, flame strike

Painful Venom Dart

Starting at 6th level, Venom Dart does 1d6+2 poison damage.

Devastating Piercer

Starting at 10th level, Sharp Piercer lowers enemy AC by -2 instead of -1. Sharp Piercer lasts 3 rounds instead of one.

Apex: Death Piercer

Starting at 17th level, you have access to Apex jelly, a jelly produced by your queen insect that can alter insects. As a bonus action, you can use all of your remaining spell slots (at least one 5th level) and create the Death Piercer. You create a wasp with a deadly stinger. It attaches itself to a weapon you own. The next attack you hit, the wasp stings as well. Roll 1d4. The enemy:

1) Takes 4 necrotic damage
2) Takes 4d10 necrotic damage
3) Takes 4d10 necrotic damage for 5 rounds
4) Takes 200 necrotic damage

After the attack, the Death Piercer dies and must be recreated.


Dust Wing Moth[edit]

Bonded with the Dust Wing Moth, you can inflict statuses upon your enemy and heal your allies.

Swift Wing

Your queen insect has improved speed. On a hit, the enemy makes a Dexterity save. On a fail, the enemy is knocked prone.

Dust Cloud

Starting at 2nd level, you can use your action to command your queen insect to dispense dust on an enemy. You must make an attack roll to see if the dust hits. If the dust hits, the enemy makes a Constitution save. On a fail, roll 1d4. The enemy is:

1) Poisoned for one round
2) Paralyzed for one round
3) Blinded for one round
4) Accumulates 1 level of Blast Dust
Bond Spells

You gain bond spells at the shaman levels listed.

3rd Level

cure wounds, healing word

5th Level

aid, prayer of healing

9th Level

beacon of hope, ass healing word

13th Level

confusion, polymorph

17th Level

mass cure wounds, reincarnate

Dust Spreader

Starting at 6th level, your queen insect spreads dust much more. Swift Wing applies dust on its target. Dust Cloud is now a 10 feet by 10 feet area of effect attack that applies dust on any targets within. Allies caught in Dust Cloud heal 1d10 health.

Clinging Dust

Starting at 10th level, dust from your queen insect is strengthened.

1) Poisoned for 3 rounds
2) Paralyzed for 3 rounds
3) Blinded for 3 rounds
4) Accumulates 3 levels of Blast Dust
Apex: Dust Cloak

Starting at 17th level, you have access to Apex jelly, a jelly produced by your queen insect that can alter insects. As a bonus action, you can use all of your remaining spell slots (at least one 5th level) and create the Dust Cloak. You create a giant moth that latches onto you. Its wings form a cloak around you. You can command it to explode with dust. All allies within 60 feet heal 10d10 health. All enemies within 60 feet accumulate 10 levels of Blast Dust and immediately explode. After the explosion, the Dust Cloak dies and must be recreated.

Raging Drakefly[edit]

Bonded with the Raging Drakefly, you can boost your offense with your spell slots. Only wise skoroi can bond with the Raging Drakefly.

Ripping Drakefly

Your insect has improved attack. On a hit, the enemy makes a Constitution save. On a fail, the enemy is afflicted with bleeding for one round.

Raging Strike

Starting at 2nd level, you can use spell slots to increase your melee damage by 1d4 per spell level.

Bond Spells

You gain bond spells at the shaman levels listed.

3rd Level

burning hands, hellish rebuke

5th Level

blindness/deafness, spike growth

9th Level

bestow curse, vampiric touch

13th Level

blight, phantasmal killer

17th Level

flame strike, geas

Bloody Raging Strike

Starting at 6th level, Raging Strike can afflict bleeding. Enemies hit make a constitution save. On a fail, the enemy is afflicted with bleeding for one round.

Ripping Expert

Starting at 10th level, bleeding afflictions last 3 rounds instead of one.

Apex: Great Drakefly

Starting at 17th level, you have access to Apex jelly, a jelly produced by your queen insect that can alter insects. As a bonus action, you can use all of your remaining spell slots (at least one 5th level) and create the Great Drakefly. You create an insectoid dragon identical to an adult green dragon in all but appearance. Its attacks cannot be resisted. It has its own turn and is controlled telepathically by you. If it is not killed, the Great Drakefly dies after one hour. After dying, the Great Drakefly must be recreated.

Insect Shaman Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

animal friendship, color spray, command, detect magic, disguise self, false life, inflict wounds

2nd Level

acid arrow, animal messenger, find traps, hold person, invisibility, misty step, shatter

3rd Level

blink, counterspell, dispel magic, fly, haste, plant growth, wind wall

4th Level

death ward, dimension door, divination, giant insect, greater invisibility, ice storm, locate creature

5th Level

animate objects, cloudkill, insect plague, mislead, modify memory, passwall, teleportation circle

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the insect shaman class, you must meet these prerequisites: Wisdom of 13 or higher and go through shaman ceremony

Proficiencies. When you multiclass into the insect shaman class, you gain the following proficiencies: Herbalist kit, medium armor



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