Brood Kin (5e Class)
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What is a Brood Kin
A Brood Kin is a creature tainted by powerful evil insectoid fey. Brood Kin are either created by the vile tinkering of fey and thrown out into the world as used experiments or are created willingly by making a bargain with a powerful fey creature. As a Brood Kin gets stronger their body exudes more physical signs of tainted magic such as spider legs or wasp wings. The poor souls cursed to be Brood Kin are often exiled from society and brought to live with maggots, spiders, scorpions or other creatures of their brood. Brood Kin can be any alignment but tend to lean towards chaotic thoughts.
Creating a Brood Kin
- Quick Build
You can make a Brood Kin quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Acolyte background.
As a Brood Kin you gain the following class features.
- Hit Points
Armor: Light armor, shields
Weapons: Simple and Martial weapons
Saving Throws: Charisma, Wisdom
Skills: Choose two: Acrobatics, Intimidation, Nature, Survival, or Arcana
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Two martial weapon of your choice or (b) One martial weapon of your choice and a shield
- (a) Dungeoner's Pack or (b) Explorer's Pack
- (a) Leather Armor or (b) Longbow with 20 arrows
- If you are using starting wealth, you have you have 4d4x10 gp in funds.
|1st||+2||—||Fighting Style & Infectious Shield|
|4th||+2||1d6||Ability Score Improvement|
|7th||+3||2d6||Kindred Manifestation Feature|
|8th||+3||2d6||Ability Score Improvement|
|9th||+4||2d6||Acidic Sneak Attack Upgrade|
|12th||+4||3d6||Ability Score Improvement|
|13th||+5||3d6||Kindred Manifestation Feature|
|16th||+5||4d6||Ability Score Improvement|
|18th||+6||4d6||Kindred Manifestation Feature|
|19th||+6||4d6||Ability Score Improvement|
At 1st level, choose one of the following options.
- You gain a +2 bonus to attack rolls you make with ranged weapons.
- When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Two-Weapon Fighting
- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
- While you are wearing armor, you gain a +1 bonus to AC.
At 1st level, The insect curse placed upon you makes you immune to disease and the poisoned condition.
Beginning at 2nd level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage (acid) increases as you gain levels in this class, as shown in the Sneak Attack column of the Broodkin table.
At 3rd level, your Brood powers will manifest in one of three ways: Spider Brood, Maggot Brood, or Locust Brood all detailed below. You gain additional features from your choice at 7th, 13th, and 18th level.
Ability Score Increase
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.
Starting at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 6th level, As an action, you may launch a ball of Toxins at your enemies. Each creature in a 20-foot-radius sphere centered on a point within 40 ft of you must make a Dexterity saving throw. A target takes 3d8 Acid damage on a failed save, or half as much damage on a successful one. In addition depending on your Kindred Manifestation a additional effect applies, assuming the Dexterity saving throw failed. You may use this feature once and regain the uses of this feature on a short or long rest. At 18th level this damage increases 8D8 Acid damage.
- Spider Brood
- The targets become coated in webs causing them to lose 15ft of their movement. The targets can make an additional saving throw at the end of each of their turns to remove this effect.
- Maggot Brood
- The targets are swarmed by maggots or other vermin and are frightened of you. The targets can make an additional saving throw at the end of each of their turns to remove this effect.
- Locust Brood
- The targets are swarmed by locusts or other flying insects that deal an extra 2D6 acid damage to targets at the start of an effected creatures turn. The targets can make an additional saving throw at the end of each of their turn to remove this effect. This damage is increased to 4D6 at 18th Level.
Acidic Sneak Attack Upgrade
At 9th level your Sneak Attack feature increases as your body becomes more volatile. Sneak Attack now effects all attacks made in a turn and you may use Sneak Attacks any number of times in between rests.
Starting at 10th level as an action you can make all creatures within a 10ft radius of you make a Charisma saving throw with a DC= 8 + your proficiency bonus + your Charisma modifier or be frightened of you and knocked prone scratching themselves. The targets can make an additional saving throw at the end of each of their turn to remove this effect. You can use this feature once and regain the use of this feature on a long rest.
Starting at 11th level your poisoned blood gives you resistance to acid damage and poison damage.
Starting at 14th level Your bile is imbued with fey power allowing it to burn through even those who are resistant to it. Any acid damage you deal ignores resistance and does half damage to creatures immune to acid damage.
Starting at 15th level you gain the ability to sprout a pair of blighted wings from your back, gaining a flying speed equal to your current speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn. You can't manifest your wings while wearing medium or heavy armor.
At 17th level you may possess the dead with your brood. Whenever a creature within your sight dies, you may use your reaction to turn their body into an infected zombie. The infected zombie has the statistics of a regular zombie and acts on your initiative. However, the zombie follows all of your commands through a telepathic bond without the need of any action, adds your Charisma modifier to its attack roles and Armor Class, and you may add your acidic attack damage to its slam attack. Your infected zombie dies if 1 hour passes, it drops to 0 hit points, or you create a new infected zombie.
At 20th level you have reached an extreme affinity with your Kindred and have become a god among them. Your creature type is now Fey, you no longer age or can be aged magically, and you gain immunity to acid and poison damage. In addition no insect based creature will ever willingly attack you or your companions unless you first attack it or it is much more powerful then you. Now that you have mastery over the powers of your Kindred you can create new Brood Kin and strike deals with mortals in exchange for your power or forcibly convert helpless mortals to suffer as your servants.
Your curse has given you an affinity for spiders or scorpions and you manifest one or multiple physical representations of your curse. Know that this is purely for role-play and does not give you extra attacks or abilities. Examples: Spider arms/Scorpion stingers on the back of your body, Multiple eyes, or a abdomen with spider legs.
- Crawling Movement
At 3rd Level you gain the ability to climb up vertical surfaces and ceilings without falling. At 10th level you can see perfectly in non-magical & magical darkness.
- Poison Sting
At 7th level your strikes may attempt to poison your target. Once a turn, upon landing a successful Sneak Attack, the target must make a Constitution saving throw with a DC= 8 + your proficiency bonus + your Charisma modifier. On a failed save the target is poisoned for 1 minute. At the end of each of your turns after this one, the target can make an additional saving throw to remove this effect. At 13th level you have advantage on attack roles against poisoned creatures.
- Web Strike
At 13th level When you deal Sneak Attack damage to an enemy, that enemy cannot make opportunity attacks against you until the start of your next turn.
- Cocoon Attack
At 18th level After you deal Sneak Attack damage you may use your bonus action to attempt to wrap an enemy in a cocoon. The creature must succeed a Dexterity saving throw with a DC= 8 + your proficiency bonus + your Charisma modifier. On a failed saving throw the target is incapacitated. The target can make an additional saving throw at the end of each of their turns to remove this effect. A creature that succeeds its saving throw or escapes from being wrapped by this effect can't suffer from another Cocoon Attack again for 1 hour.
The lure of small crawling creatures such as Maggots, Worms, or Centipedes crawl inside of you. addition you manifest one or multiple physical representations of your curse. Note that this is purely for role-play and does not give you extra attacks or abilities. Examples: Green film covering your body, mandibles, extra pigmy limbs, or bug like eyes.
- Maggot's Burrow
At 3rd level you gain a burrow speed of 15ft. At 10th level this burrow speed increases to 30ft and you no longer provoke opportunity attacks moving this way.
- Dark Senses
At 7th level you have advantage on initiative checks and saving throws against being frightened.
- Squirming Charge
At 13th level as an action you can launch your body 40ft in a line. Targets in the line must make a Dexterity saving throw equal to 8 + your proficiency bonus + your Charisma modifier. This feature can be used while burrowing. Any creature that succeeds its saving throw moves out of the line successfully. If you charge while burrowing underneath a target, that target has disadvantage on their Dexterity saving throw. You stop traveling as soon as you hit a target who failed their save or you travel 40ft. If you hit a target they take 4D8 bludgeoning damage + your acidic attack damage and are grappled and knocked prone below you. Any attempt to get out of this grapple is made with disadvantage. You have one use of this feature. You regain expended uses of this feature on a short or long rest.
- Bile Lord
At 18th level You now have a natural bite attack that deals 2d6 + Charisma modifier necrotic damage and has the finesse property. In addition whenever you land an attack with this weapon you may attempt to grapple the target as a bonus action.
Your affinity for flying pests presents itself within you. You manifest one or multiple physical representations of your curse. Note this is purely for role-play and does not give you extra attacks or abilities. Examples: Locust Wings, Moth patterned skin, Horned face, or sacks filled with blood on your body.
- Moth Hover
At 3rd level you can fly up to 5ft in the air and can hover as long as you are conscious. At 15th level the fly speed you gain from your Blight Wings feature is doubled.
- Locust Frame
At 7th level due to your long bones and bug like features it's harder to damage your vital organs. You gain resistance to non-magical piercing damage. At 13th level you gain resistance to magical piercing damage as well.
- Infect Beast
At 13th level you can cast the spell Dominate Beast once. Your spell casting ability is Charisma. You regain the use of this feature on a short or long rest. In addition to the regular effects of the spell Dominate Beast you may add your Acidic Attack damage to the dominated creature's damage rolls as long as it is under your control.
- Lord of the flies
At 18th level you gain the ability to cast the spell Insect Plague as a 7th level spell that doesn't require concentration or material components. You can use this ability 2 times and your spell casting ability is Charisma. You regain expended uses of this feature on a long rest.
Prerequisites. To qualify for multiclassing into the Brood Kin class, you must meet these prerequisites: You must receive a curse from a Fey or undergo Fey experimentation.
Proficiencies. When you multiclass into the Brood Kin class, you gain the following proficiencies: light armor, shields, simple weapons, and martial weapons