Bug Collector

This is a 5e conversion of the Bug Collector from Arnold K.'s wonderful Goblinpunch blog: http://goblinpunch.blogspot.com/2015/05/new-class-bug-collector.html I won't go into lore or flavor because he does a much better job of it than I possibly could.

The Bug Collector
Level Proficiency Bonus Features Bug Badges Bugs Collected
1st +2 Bug Collection, Natural Philosopher - 1
2nd +2 Bug Badges 1 2
3rd +2 Specialty 1 2
4th +2 Ability Score Improvement 1 2
5th +3 Bug Buddy 2 3
6th +3 Specialty feature 2 3
7th +3 Speak With Bugs 2 3
8th +3 Ability Score Improvement 3 4
9th +4 Killing Jar 3 4
10th +4 Entomological Knowledge 3 4
11th +4 Greater Bug Buddy 4 5
12th +4 Ability Score Improvement 4 5
13th +5 4 5
14th +5 Specialty feature 5 6
15th +5 Improved Entomological Knowledge 5 6
16th +5 Ability Score Improvement 5 6
17th +6 6 7
18th +6 6 7
19th +6 Ability Score Improvement 6 7
20th +6 Arch-Bug Collector 7 8

Class Features

As a bug collector, you gain the following class features.

Hit Points

  • Hit Dice: 1d8 per bug collector level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (5) + your Constitution modifier per bug collector modifier after 1st

Proficiencies

  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Herbalism kit, poisoner's kit

  • Saving Throws: Constitution, Intelligence

  • Skills: Choose three from Animal Handling, Arcana, Athletics, Investigation, Medicine, Nature, Perception, and Survival

Equipment

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

  • Any simple weapon
  • A light crossbow and 20 bolts
  • (a) a dungeoneer's pack, (b) an explorer's pack, or (c) a scholar's pack
  • (a) an herbalism kit or (b) a poisoner's kit
  • A bug pouch, leather armor and a dagger

Alternatively, you can start with 5d4 x 10 gp and spend them on equipment instead of the equipment from this class and your background.

Bug Collection

Beginning at 1st level, you can collect bugs (insects, arachnids, and other various small arthropods and invertebrates), which you store in your bug pouch. Over the course of an hour, which can be included in either a short or long rest, you can collect a number of bugs equal to your Bugs Collected + your Intelligence modifier (a minimum of 1). Your Bugs Collected increases as you gain levels, as shown in the Bugs Collected column of the Bug Collector table. When you collect bugs, roll on the table at the end of this document matching your environment. If you already have bugs when you collect more bugs, you can either keep these bugs and collect a number of bugs equal to the number of your current bugs minus your maximum or release all your bugs and collect new ones. You can also release a bug at any time. All of your collected bugs die 24 hours after they were collected. These bugs have various uses, detailed at the end of this document.

Bug Collecting Ability

Intelligence is your bug collecting ability. It determines not only your skill at collecting bugs, but also your ability to use them correctly and usefully. You use your Intelligence whenever a bug refers to your bug collecting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a bug you use and when making an attack roll with one.

  • Bug save DC = 8 + your proficiency bonus + your Intelligence modifier
  • Bug attack modifier = your proficiency bonus + your Intelligence modifier

Natural Philosopher

If you have proficiency in the Nature or Survival skills, your proficiency bonus is doubled for any proficiency checks you make that using that skill that are related to bugs in some way.

Bug Badges

At 2nd level, you gain a bug badge. These badges are merely random items that have some relation to bugs, such as a discarded chrysalis or a leaf with a gall in it. There are 8 types of badges, which are detailed at the end of this document, each of which corresponds to a different environment. When you gain a bug badge, as shown in the Bug Badges column of the Bug Collector table, you gain the badge corresponding to your current environment, unless you already have the badge from this environment, in which case you gain a different badge, preferably but not necessarily from an environment you've already visited. You cannot benefit from the same badge twice. In addition, number of bug badges determines your standing with other bug collectors. You can a +1 to any Charisma check against other bug collectors for each bug badge you own.

Specialty

At 3rd level, you can choose between three types of arthropod to specialize in, detailed at the end of the class description: The Arachnid, the Crustacean, the Insect, and the Myriapod.

Ability Score Improvement

When you reach 4th leveI. and again at 8th, 12th, 16th, and 19th leveI, 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.

Bug Buddy

Starting at 5th level, when you finish a long rest, you can choose to gain a bug buddy, which is a mundane bug without any special powers, preferably found in your current environment, and without any ability that is venomous or otherwise dangerous to humanoids (no giant desert centipedes, bullet ants, or redback spiders). However, they can be toxic upon ingestion. The bug must be Tiny or smaller. It has an Int score of 3, and obeys your every command. It can understand any languages you understand, but cannot speak. If your bug buddy is killed, you have advantage on any attack rolls made against its slayer for the next 24 hours, and you can replace it whenever you take a long rest. Your bug buddy shares your initiative roll.

Speak with Bugs

Beginning at 7th level, you can speak with any Small or smaller invertebrate as well as some larger invertebrates (thri-kreen, purple worms) at DM's discretion. Bugs mostly know things related to food and predators. Poisonous insects are sarcastic. Shelled insects are gruff. Worms and caterpillars are naive. Grasshoppers and crickets are jokesters, and are intelligent to provide pleasant conversation partners. Ants are boring. You can also talk to purple worms, who have personalities like furious trucks.


Killing Jar

At 9th level, you gain a killing jar. This jar allows you store one bug in it, indefinitely maintaining that bug beyond the 24 hour time limit. It still counts towards your total of bugs collected.

Entomological Knowledge

Beginning at 10th level, when you collect bugs, you can collect one bug of your choice rather than rolling. This bug must still be from your current environment. At 15th level, this improves to two bugs

Greater Bug Buddy

Starting at 11th level, your bug buddy can be a maximum of Small, rather than Tiny, and can be venomous or otherwise dangerous.

Arch-Bug Collector

At 20th level, you have reached the pinnacle of bug collection. Your ability to find exactly the bugs you want defies logic. When you collect bugs, in addition to your Entomological Knowledge, you can choose a number of bugs equal to your Intelligence modifier to collect instead of rolling, and these bugs can be from any environment.

Specialty

Your specialty defines what type of arthropod you know the most about and prefer to collect and use. You can choose between the Arachnid, the Crustacean, the Insect, and the Myriapod.

The Arachnid

Arachnid specialists favor spiders and scorpions as well as harvestmen, mites, ticks, solifuges, pseudoscorpions, amblypygids, whip-scorpions, and a number of other groups.

Martial Prowess

Beginning at 3rd level when you take this subclass, you mirror the martial skills of the spider and scorpion. You gain proficiency in medium armor, shields, and martial weapons.

Venomous Strikes

Also beginning at 3rd level, whenever you hit a target with a melee weapon attack, you can choose to deal an additional 1d4 acid or poison damage, your choice. Once per short rest, when you hit a target with a melee weapon attack, you can use a bonus action to force them to make a Constitution saving throw against your bug save DC. On a failure, they are poisoned for 1 minute. At the end of each of their turns for the duration, they take 1 acid or poison damage, your choice, and make another Constitution save, ending the effect on a success.

Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Scuttling Mobility

Beginning at 14th level, you have a climbing speed equal to your movement speed, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check, and you can cast web as a 2nd level spell once per long rest without using a spell slot or material components, using Intelligence as your spellcasting ability. You ignore movement restrictions caused by webbing.

The Crustacean

Crustacean specialists prefer all kinds of crustaceans, including crabs, lobsters, crayfish, shrimp, isopods, and barnacles.

Armored Carapace

Beginning when you take this subclass at 3rd level, your skin mimics the durable shells of your favored arthropods. Your AC equals 13 + your Dexterity modifier when you're not wearing armor.

Aquatic Adaptation

Starting at 6th level, in order to better endure the favored environment of many crustaceans, you gain the ability to breathe underwater and gain a swimming speed equal to your movement speed.

14th level feature

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The Insect

Insect specialists favor insects of all kinds, including dragonflies, grasshoppers, stick insects, fleas, cockroaches, termites, beetles, flies, butterflies, ants, bees, and wasps, along with many others.

3rd level feature

6th level feature

Insectoid Wings

Beginning at 14th level, you grow four wings from your back. You gain a flying speed of 30 feet while you aren't wearing medium or heavy armor.

The Myriapod

Myriapod specialists prefer centipedes, millipedes, pseudocentipedes, and pauropods.

3rd level feature

Millipedal Mount

Beginning at 6th level, you can replace your usual Bug Buddy with an arthropleuridian, a type of giant millipede.


Arthropleuridian

Large beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 40 (4d10 + 18)
  • Speed 40ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 14 (+2) 2 (-4) 9 (-1) 2 (-4)

  • Senses blindsight 30 ft., passive Perception 9
  • Languages -
  • Challenge 1/4 (50 XP)

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage.

Centipedal Mount

Beginning at 14th level, you can replace your usual Bug Buddy with an extraordinarily large centipede.


Extraordinarily Large Centipede

Large annoyance, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 75 (7d10 + 37)
  • Speed 50ft., climb 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 10 (+0) 16 (+3) 2 (-4) 10 (+0) 2 (-4)

  • Senses blindsight 30 ft., passive Perception 10
  • Languages -
  • Challenge 1 (100 XP)

Actions

Stab. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hitpoints, the target is stable but poisoned for one hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Bug Badges

Arctic Badge

Your maximum hitpoints are increased by your Intelligence modifier.

Coast Badge

Desert Badge

You have advantage on saving throws against being blinded.

Forest Badge

You gain resistance to poison damage and have advantage on saving throws against being poisoned.

Grassland Badge

Your AC increases by one when you are wearing shorts (shorts are incompatible with medium and heavy armor).

Mountain Badge

Swamp Badge

Underdark Badge

You gain either darkvision within 30 feet or blindsight within 10 feet. As an action, you can switch between the two.

Bug Collection Tables

Arctic Bugs
d12 Bug Name
1 Curative Gall
2 Hibernation
3 Illusory Pseudoscorpion
4 Ice Breath
5 Water Breathing
6 Wolf Pack
7
8
9
10
11
12
Coast Bugs
d12 Bug Name
1 Firefly
2 Illusory Pseudoscorpion
3 Longlegs
4 Curative Gall
5 Wolf Pack
6
7
8
9
10
11 Psychedelic Isopod
12 Mantis Shrimp
Desert Bugs
d12 Bug Name
1 Illusory Pseudoscorpion
2 Curative Eggsac
3 Trapdoor
4 Abhorrent Spray
5 Wolf Pack
6 Leap
7
8
9
10 Forcipules
11
12 Tarantula Hawk
Forest Bugs
d12 Bug Name
1 Firefly
2 Illusory Pseudoscorpion
3 Scintillating Butterfly
4 Longlegs
5 Acid Slug
6 Web
7 Weave
8 Curative Gall
9 Mosquito Bite
10 Tick Bite
11 Thunder Bug
12 Cloaking Bug
Grassland Bugs
d12 Bug Name
1 Firefly
2 Illusory Pseudoscorpion
3 Scintillating Butterfly
4 Curative Gall
5 Mosquito Bite
6 Tick Bite
7 Termite Mound
8 Abhorrent Spray
9 Wolf Pack
10 Leap
11 Web
12 Thunder Bug
Mountain Bugs
d12 Bug Name
1 Spider Climb
2 Curative Gall
3 Wolf Pack
4 Web
5 Leap
6
7
8
9
10 Floating Maggot
11 Thunder Bug
12 Tarantula Hawk
Swamp Bugs
d12 Bug Name
1 Firefly
2 Illusory Pseudoscorpion
3 Longlegs
4 Acid Slug
5 Curative Eggsac
6 Mosquito Bite
7 Hideous Dance
8 Wolf Pack
9 Weave
10
11 Thunder Bug
12 Mantis Shrimp
Underdark Bugs
d12 Bug Name
1 Illusory Pseudoscorpion
2 Longlegs
3 Acid Slug
4 Spider Climb
5 Curative Eggsac
6 Hideous Dance
7 Leap
8 Web
9 Weave
10
11 Psychedelic Isopod
12 Cloaking Bug

Bug Descriptions

The bugs are presented in alphabetical order (not yet).

Illusory Pseudoscorpion

Illusion, arachnid (pseudoscorpion)


  • Usage Time: 1 action
  • Range: 30 feet
  • Duration: 1 minute

You use the innate illusory magic of an illusory pseudoscorpion to create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or use this bug again. lf you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. lf a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your bug save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

When you reach 5th level, 11th level, and 17th level, you can add one more sensory effect to the illusion beyond sight (i.e. at 5th level, an illusion can include both a visual effect and a sound). In addition, the range increases by 10 feet and the duration increases by 1 minute.

Firefly

Evocation, insect (beetle)


  • Usage Time: 1 action
  • Range: 60 feet
  • Duration: 1 hour

As an action, you can cause this insect to begin glowing with light. It sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. As a bonus action, you can end the effect, and, if you choose, throw the firefly at a target within 60 feet. The target must make a Dexterity saving throw, taking 1d8 radiant damage, 1d8 fire damage, and becoming blinded on a failure. It takes half damage and suffers no other effect on a success.

This bug's damage increases by 1d8 radiant and 1d8 fire when you reach 5th level (2d8 and 2d8), 11th level (3d8 and 3d8), and 17th level (4d8 and 4d8).

Cloaking Bug

Illusion, insect (assassin bug)


  • Usage Time: 1 action
  • Range: Touch
  • Duration: 1 minute

As an action, you touch this assassin bug to a creature or object within 5 feet. That object becomes invisible until it moves.

when you reach 5th level, the invisibility lasts for the entire duration regardless of the target's motion or actions taken.

Forcipules

Transmutation, myriapod (centipede)


  • Usage Time: 1 bonus action
  • Range: Self
  • Duration: 1 minute

As a bonus action, you can allow this centipede to bite you. You grow an extra pair of arms, which are pointed like stabbing implements. As an action, you can make a melee bug attack, dealing 1d10 piercing damage and 3d6 poison damage.

This bug's damage increases by 1d10 piercing damage and 1d6 poison damage when you reach 5th level, (2d10 and 4d6), 11th level (3d10 and 4d6), and 17th level (4d10 and 5d6).

Tarantula Hawk

Conjuration, insect (wasp)


  • Usage Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

As an action, you throw this large wasp at an enemy. Make a ranged bug attack. On a hit, the target takes 2d10 poison damage and must succeed on a Constitution saving throw or be paralyzed for one minute. While they are paralyzed, they can make another Constitution save if they take damage. If the attack misses, the target must succeed on a Wisdom saving throw or become frightened until the end of their next turn.

This bug's damage increases by 2d10 when you reach 5th level (4d10), 11th level (6d10), and 17th level (8d10).

Mantis Shrimp

Evocation, crustacean (shrimp)


  • Usage Time: 1 action
  • Range: 120 feet
  • Duration: Instantaneous

As an action, every creature within a 20-foot radius sphere must make a Dexterity saving throw as the mantis shrimp creates a massive ball of plasma. On a failure, they take 3d6 fire damage, taking half as much on a success. The fire spreads around corners and ignites flammable objects that aren't being worn or carried.

This bug's damage increases to 8d6 when you reach 5th level, to 11d6 when you reach 11th level, and to 14d6 when you reach 17th level.

Scintillating Butterfly

Illusion, insect (butterfly)

Thunder Bug

Evocation, insect (ant)

Longlegs

Transmutation, arachnid (harvestman)

Acid Slug

Conjuration, mollusc (gastropod)

Spider Climb

Transmutation, arachnid (spider)

Psychedelic Isopod

Divination, crustacean (isopod)

Floating Maggot

Transmutation, insect (fly)

Curative Gall

Evocation, insect (wasp)

Curative Eggsac

Evocation, arachnid (spider)

Trapdoor

Illusion, arachnid (spider)

Tick Bite

Necromancy, arachnid (tick)

Mosquito Bite

Necromancy, insect (fly)

Hibernation

Transmutation, insect (ice insect)

Termite Mound

Conjuration, insect (termite)

Hideous Dance

Enchantment, myriapod (millipede)

Ice Breath

Conjuration, arachnid (pseudoscorpion)

Abhorrent Spray

Conjuration, arachnid (whip-scorpion)

Wolf Pack

Enchantment, arachnid (spider)

Water Breathing

Transmutation, arachnid (sea spider)

Leap

Transmutation, insect (grasshopper) or arachnid (spider)

Web

Conjuration, arachnid (spider)

Weave

Conjuration, insect (moth)