Broodmaster (5e Class)
Broodmaster[edit]
<!-Introduction Leader->[edit]
Creating a Broodmaster[edit]
- Quick Build
You can make a Broodmaster quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->
Class Features
As a Broodmaster you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Broodmaster level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Broodmaster level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Simple Weapons
Tools: Weaver's tools
Saving Throws: Constituion and Wisdom
Skills: Choose two from: Animal Handling, Nature, Insight, Survival, Intimidation, Perception
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Spear or (b) Quarterstaff
- Leather Armor
- (a) explorer’s pack or (b) dungeoneer’s pack
- Weaver's Tools
Level | Proficiency Bonus |
Features | Spider Swarm Size |
---|---|---|---|
1st | +2 | Brood Summoning, Living Nest | Tiny |
2nd | +2 | Spider Sense | Tiny |
3rd | +2 | Brood Evolution, Subclasses | Tiny |
4th | +2 | Ability Score Improvement, | Small |
5th | +3 | Guardian Summoning | Small |
6th | +3 | Web Control | Small |
7th | +3 | Brood Evolution, Spider Climb | Small |
8th | +3 | Ability Score Improvement, | Medium |
9th | +4 | Cocooned Resilience | Medium |
10th | +4 | Brood Surge | Medium |
11th | +4 | Brood Evolution | Medium |
12th | +4 | Ability Score Improvement, | Large |
13th | +5 | Nest Convergence | Large |
14th | +5 | Defensive Webbing | Large |
15th | +5 | Brood Evolution | Large |
16th | +5 | Ability Score Improvement, | Huge |
17th | +6 | Spawn Broodstorm | Huge |
18th | +6 | Queen Within | Huge |
19th | +6 | Ability Score Improvement, | Huge |
20th | +6 | Brood Ascension | Gargantuan |
Level Features[edit]
Brood Summoning[edit]
At 1st level, you harbor a living colony of spiders within your body, bound to you symbiotically. As an action, you can summon a Spider Swarm that functions similarly to the Swarm of Insects (Spiders) in the Monster Manual, but its hit points become 5 × your Broodmaster level. The swarm’s size is Tiny at 1st level, then grows as shown in the “Spider Swarm Size” column. The swarm is friendly to you and your allies, and it takes its turn immediately after yours in combat. You can command it as a bonus action. Once you summon the swarm, you must finish a short rest before doing so again.
You also gain the ability to produce harmless tiny spiders from your hands, eyes, or mouth for dramatic effect. They can form letters, patterns, or deliver tiny objects (under 1 lb), but have no combat impact, without limit.
- Brood Swarm Stat Enhancements
Your Brood Swarm scales with your power and reflects your control over your hive. The swarm's stats are modified as follows:
Hit Points: Equal to 5 × your Broodmaster level
Any saves or attacks it makes is made with your Con mod.
You may resummon the swarm by expending an action once a short rest or using later class features that allow additional uses.
Living Nest[edit]
At 1st level, your body itself becomes a living hive for your brood. Whenever you take damage from a creature within 5 feet, you can use your reaction to unleash a burst of spiders at that attacker. The target must make a Dexterity saving throw against your Brood Save DC (8 + proficiency bonus + Constitution modifier). On a failed save, it takes poison damage equal to 1d4 per Broodmaster level, or half as much on a successful save. You can use this reactive burst once per short rest.
Additionally, when you are reduced to 0 HP, you are automatically encased in a cocoon of webbing. You become stable and restrained, and regain 1d4 HP per round until you reach half your maximum hit points or take damage again. This can only happen once per long rest.
Spider Sense[edit]
Starting at 2nd level, your brood’s enhanced senses grant you advantage on Initiative rolls and advantage on all Perception checks related to vibration or movement (such as detecting hidden creatures through faint tremors). You cannot be surprised while you are conscious.
Brood Evolution[edit]
At 3rd level, and again at 7th, 11th, and 15th level, your swarm mutates to overcome new threats. Choose one of the following evolutions each time. Once chosen, an evolution is permanent. You cannot take the same evolution more than once unless its text allows it.
- Toxic Brood: Your swarm’s attacks inflict the poisoned condition on a failed Constitution saving throw (Brood Save DC). The condition can be shaken off at the end of each affected creature’s turn with a successful repeat save.
- Web Slingers: Your swarm can use its action to make a ranged web attack (range 30 ft). On a hit, the target must succeed on a Dexterity saving throw or be restrained by webbing. The target can use its action to make a Strength check against your Brood Save DC to escape.
- Carapace Shells: Your swarm gains +2 AC and resistance to slashing damage.
- Exploding Spawn: When your swarm is reduced to 0 HP, it explodes in a 10-foot radius cloud of venom. Creatures in the area must make a Dexterity saving throw, taking 3d6 poison damage on a failure or half as much on a success.
- Silken Tethers: You can command the swarm to generate a 50-foot length of sturdy web rope once per short rest. You can also use the swarm’s movement to swing yourself up to 30 feet as part of your own movement, provided there is an appropriate anchor point for the web.
- Burrowing Hatchlings: The swarm can move through solid earth or wood at half speed and emerge in an unoccupied space within 30 feet, sensing vibrations through its path.
- Brood Link: You can telepathically communicate with all your summoned spiders within 300 feet, transmitting thoughts and commands instantly.
- Brood Subclasses
You gain access to 3 brood subclasses detailed at the end of the class, gaining a new feature at 3rd, 6th, 10th, and 14th.
Guardian Summoning[edit]
At 5th level, you learn to summon a powerful Spider Guardian as an action once per long rest. Initially, you may have one Guardian summoned at a time, with additional Guardians acquired at higher levels as listed in the “Guardian Type Access” column. A Guardian remains until reduced to 0 HP, dismissed, or replaced by a new summoning.
When summoning the Guardian, you choose one of three base types: Armored (high defense), Agile (greater mobility), or Trap-Door (ambush specialist). The Guardian rolls its own initiative and acts on its turn, though you can mentally command it as a bonus action. If it is ever more than 300 feet away from you, it disappears.
Web Control[edit]
Starting at 6th level, you can produce a 20-foot cube of dense webbing at a point you can see within 60 feet. This has the same effect as the web spell, requiring a Dexterity save (DC 8 + proficiency bonus + Constitution modifier) to avoid becoming restrained. Neither you, your swarm, nor your Guardians are hindered by your own webs. You may use this feature a number of times equal to your Constitution modifier (minimum 1) before needing a long rest to replenish uses.
In addition, you may create up to a number of thin web strands equal to your Constitution modifier (minimum 1). These nearly invisible threads require a successful DC 15 Perception check for anyone to notice them. While you remain connected to a strand, you become instantly aware of any creature that touches it and know the creature’s general size. You may continue creating strands beyond your Constitution modifier, but each new strand causes your oldest strand to disintegrate. Creating or placing these strands has no daily limit, aside from the maximum number that can exist at once.
Spider Climb[edit]
At 7th level, you gain your second Brood Evolution from the same list used at 3rd level. This reflects the continuing adaptation of your swarm.
In addition, your brood’s synergy now allows you to traverse walls and ceilings effortlessly. You gain the ability to climb as though under a permanent spider climb effect, moving across vertical surfaces and even upside down without needing to make ability checks. This adaptation reflects the brood’s influence over your musculature and equilibrium.
Cocooned Resilience[edit]
By 9th level, your brood helps shield you in compromised positions. You have resistance to all damage except fire while you are restrained or prone. Also, if you are hit by a critical hit, you may use your reaction to command your spiders to cocoon the impact site, turning that critical into a normal hit instead. Once you use this reaction, you cannot do so again until you complete a short rest.
Brood Surge[edit]
Upon reaching 10th level, you can swell the ranks of your swarm for a short burst of extra power. As a bonus action, you double the number of spiders in your current swarm for 1 minute. This grants the swarm advantage on all its attacks for the duration. Once this minute ends, the swarm returns to normal. You must finish a short rest before using Brood Surge again.
Nest Convergence[edit]
Beginning at 13th level, you can use your web network to teleport once per day. You and up to three willing creatures vanish, requiring you to spend an entire round concentrating (no movement or action during that round, though bonus actions and reactions remain possible). At the start of your next turn, you reappear at a chosen destination within one mile, which must be either a permanent webbed surface you have created or the location of one of your Spider Guardians.
You can create only three permanent webbed surfaces at a time by spending one hour weaving a special nest. Once woven, you may make a Stealth check, and that result becomes the DC for anyone trying to find or remove it. If you create a new permanent nest once you already have three, you must choose one of the existing nests to destroy.
Defensive Webbing[edit]
At 14th level, you can quickly summon a protective layer of web when struck. When you are hit by an attack, you can use your reaction to create a web wall between you and the attacker, granting you half cover against that attack and halving any damage it deals. The web wall remains until the start of your next turn or until destroyed (AC 10, 10 HP, vulnerability to fire). You may do this a number of times per long rest equal to your Constitution modifier (minimum 1).
Spawn Broodstorm[edit]
At 17th level, you can unleash a devastating wave of spiders once per long rest. As an action, you create a roiling mass of spiders in a 60-foot radius centered on yourself. Each enemy in that area must make a Constitution saving throw against your Brood Save DC. On a failed save, it takes 8d6 poison damage and becomes blinded by the crawling spiders until the end of its next turn. On a successful save, it takes half damage and is not blinded. Each ally in the area, including you, immediately gains temporary hit points equal to your Broodmaster level. The broodstorm lasts until the end of your next turn before dispersing.
Queen Within[edit]
By 18th level, you have transcended mortal limits, becoming the near-sovereign of arachnids. You are immune to poison damage and cannot be poisoned by any means. You also develop tremorsense out to 60 feet, letting you detect vibrations through solid surfaces. Each of your Spider Guardians is permanently enhanced, gaining +2 AC, +20 hit points, and making two attacks when it takes the Attack action.
Additionally, you radiate an aura of primal authority over spider-like creatures. Any natural spider or spider-like beast (not already under magical control) that encounters you recognizes you as its queen. Such creatures will not attack you unless you harm them or their brood, and you can communicate simple orders to them by empathic signals.
Brood Ascension[edit]
Upon achieving 20th level, you embody the pinnacle of the brood. Your swarm’s size becomes Gargantuan. Once per long rest, you can use an action to transform the battlefield into a spider-infested domain for one minute. A churning mass of spiders surrounds you in a 30-foot radius. Creatures of your choice in that area take 2d6 poison damage at the start of each of their turns, are considered flanked by you and your brood (granting advantage to melee attacks against them), and any attacks you make deal double the normal damage dice. For the duration, you also gain resistance to all damage and can command any number of spider creatures under your control without using a bonus action. After one minute, the effect ends, and your swarm returns to normal.
Guardian Stat Blocks[edit]
- Agile Guardian
Large Monstrosity (Spider), Neutral Armor Class: 12 + your proficiency bonus (natural agility)
Hit Points: 5 × your Broodmaster level
Speed: 50 ft., climb 50 ft.
STR 14 (+2) | DEX 16 (+3) | CON 14 (+2) | INT 3 (–4) | WIS 12 (+1) | CHA 5 (–3)
Skills: Acrobatics +3 + PB, Stealth +3 + PB, Perception +1 + PB
Senses: darkvision 60 ft., passive Perception 11 + PB
Condition Immunities: prone (optional; you could grant it advantage on checks against being knocked prone, reflecting spider-like balance)
Languages: Understands telepathic commands from you
Challenge: — (Companion)
Traits
Guardian Link. The Agile Guardian uses your proficiency bonus (PB) instead of its own.
Skittering Agility. If the Agile Guardian moves at least 20 feet in a straight line before attacking a creature, it has advantage on the first melee attack it makes this turn.
Actions
Multiattack (Level 11+). Starting when you reach 11th level in this class, the Agile Guardian can make two melee attacks on its turn.
Fang Strike. Melee Weapon Attack: + (PB + 3) to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage. On a hit, the target must succeed on a Dexterity saving throw (Brood Save DC) or become grappled (escape DC equals the Brood Save DC). While grappled, the creature is also restrained if the guardian chooses to cling to a wall or ceiling, effectively hanging the target off the ground.
Leaping Pounce (Recharge 5–6). The guardian leaps up to 20 feet in a straight line toward a target. If it lands within 5 feet, the target must make a Strength saving throw (Brood Save DC) or be knocked prone and take 2d6 bludgeoning damage. If the target is prone after this, the guardian can immediately make a Fang Strike against it as a bonus action.
- Armored Guardian
Large Monstrosity (Spider), Neutral
Armor Class: 15 + your proficiency bonus (natural armor)
Hit Points: 5 × your Broodmaster level (or 7 × your Broodmaster level, if you want a tougher version)
Speed: 30 ft., climb 30 ft.
STR 16 (+3) | DEX 10 (+0) | CON 16 (+3) | INT 3 (–4) | WIS 10 (+0) | CHA 5 (–3)
Skills: Athletics +3 + PB, Perception +0 + PB
Damage Resistances: Slashing, Piercing, and Bludgeoning damage
Senses: darkvision 60 ft., passive Perception 10 + PB
Condition Immunities: charmed (optional; you may decide it can’t be charmed by typical means)
Languages: Understands telepathic commands from you
Challenge: — (Companion)
Traits
Guardian Link. The Armored Guardian uses your proficiency bonus (PB) instead of its own.
Carapace Shield (Reaction). When the Armored Guardian is targeted by an attack or is forced to make a Dexterity saving throw, it can brace its carapace. It gains +2 AC against that one attack or advantage on that one Dexterity save. It can use this reaction a number of times per day equal to your PB, regaining all uses when you finish a long rest.
Mighty Frame. If the guardian attempts to shove a creature or break through physical obstacles (such as barricades, doors, etc.), it adds twice your PB to any Strength (Athletics) checks made for that attempt.
Actions
Multiattack (Level 11+). Starting when you reach 11th level in this class, the Armored Guardian can make two melee attacks on its turn.
Bite. Melee Weapon Attack: + (PB + 3) to hit, reach 5 ft., one target. Hit: 1d8 + 3 piercing damage. If the target is a creature, it must succeed on a Constitution saving throw (using your Brood Save DC) or take 1d6 additional poison damage.
Protective Roar (Recharge 5–6). The guardian emits a deep, chittering roar that attempts to dissuade foes. Each enemy within 10 feet of the guardian must succeed on a Wisdom saving throw (Brood Save DC) or have disadvantage on its next attack against any target other than the Armored Guardian.
- Trap-Door Guardian
Large Monstrosity (Spider), Neutral
Armor Class: 13 + your proficiency bonus (natural stealth)
Hit Points: 5 × your Broodmaster level
Speed: 30 ft., climb 30 ft., burrow 10 ft. (through loose earth only, at DM’s discretion)
STR 14 (+2) | DEX 14 (+2) | CON 14 (+2) | INT 3 (–4) | WIS 14 (+2) | CHA 5 (–3)
Skills: Stealth +2 + PB, Perception +2 + PB, Survival +2 + PB
Senses: blindsight 10 ft., darkvision 60 ft., tremorsense 10 ft., passive Perception 12 + PB
Languages: Understands telepathic commands from you
Challenge: — (Companion)
Traits
Guardian Link. The Trap-Door Guardian uses your proficiency bonus (PB) instead of its own.
Ambush Predator. The guardian has advantage on attack rolls against any creature it has surprised. Additionally, if the guardian has remained motionless for 1 minute while in natural terrain (such as loose earth or dense foliage), creatures have disadvantage on Perception checks to detect it.
Trap-Door Burrow. The guardian can spend 1 minute creating a hidden burrow or web-lined pit. A creature unaware of the burrow’s location who steps onto it must succeed on a Dexterity saving throw (Brood Save DC) or fall prone and be considered grappled by sticky webs at the bottom. The guardian typically hides beneath this trap door, ready to strike.
Actions
Multiattack (Level 11+). Starting when you reach 11th level in this class, the Trap-Door Guardian can make two melee attacks on its turn.
Venomous Bite. Melee Weapon Attack: + (PB + 2) to hit, reach 5 ft., one target. Hit: 1d8 + 2 piercing damage, plus 1d6 poison damage. The target must succeed on a Constitution saving throw (Brood Save DC) or be poisoned until the end of its next turn.
Ambush Strike (Recharge 5–6). If the Trap-Door Guardian is hidden from a target and hits it with a Venomous Bite on the same turn it emerges, the attack deals an extra 2d6 damage (type matching the bite’s poison damage). The guardian then immediately attempts to pull the target into the burrow if within 5 feet. The target makes a Strength saving throw (Brood Save DC). On a failure, it is pulled prone into the trap door space and becomes restrained by webbing until it escapes.
Subclasses[edit]
The Swarm Sovereign[edit]
You embrace the concept of overwhelming numbers and deep synergy with your spider swarm, amplifying its presence on the battlefield and gaining additional ways to command or multiply your brood.
- Swarm Overflow (Level 3)
When you choose this archetype at 3rd level, your spider colony learns to split and spread more effectively. You can maintain two active spider swarms at once, instead of only one. Summoning the second swarm requires the same action (and uses the same once-per-short-rest limitation) as your Brood Summoning feature, but you can do so one additional time per short rest. Each swarm has its own pool of hit points (5 × your Broodmaster level), and you can command them separately with a single bonus action (dividing the command as you see fit).
Additionally, you gain advantage on any Charisma (Intimidation) checks made against creatures who witness both swarms emerging from your body.
- Symbiotic Assault (Level 6)
Beginning at 6th level, when one of your swarms hits a creature with an attack, any allied swarm (your second swarm) that attacks the same target before the start of your next turn deals additional poison damage equal to your Constitution modifier. This synergistic effect only applies once per swarm’s turn, but can stack if multiple swarms target the same enemy in the same round.
- Hive Beacon (Level 10)
By 10th level, you can sense the location and condition of your swarms more precisely. You can telepathically perceive through any of your active swarms’ senses (sight, touch, tremorsense if they have it) as long as you are on the same plane of existence. While perceiving through a swarm, you are blind and deaf with regard to your own senses. Additionally, as an action, you can teleport to the space of any one of your swarms within 300 feet. This teleportation does not expend your movement and does not provoke opportunity attacks.
- Overwhelming Hive (Level 14)
At 14th level, you can sacrifice one of your active swarms to empower the other. As an action, you cause one of your swarms to dissolve into the other. The remaining swarm immediately regains a number of hit points equal to twice its current hit point maximum (effectively doubling its HP). For 1 minute, it also deals an extra 2d6 poison damage on hit. Once you use this feature, you cannot do so again until you finish a long rest.
If you have not summoned a second swarm yet, you may do so as part of the same action (if you still have a usage of Brood Summoning available), sacrificing it instantly to power the primary swarm.
The Nest Weaver[edit]
You specialize in the art of web creation, battlefield manipulation, and entrapping foes. Your webs become more versatile, resilient, and creatively used for illusions or stealth.
- Masterful Webbing (Level 3)
When you adopt this archetype at 3rd level, you gain enhanced control over your web strands. Whenever you use your Web Control feature (or any feature that creates webs, including permanent nests at 13th level), any webs you create have their escape DC increased by 2 (to a maximum of 8 + proficiency bonus + Constitution modifier + 2). Creatures that fail their initial saving throw against these webs also have disadvantage on their first attempt to break free.
In addition, you learn to create small illusions in your webs. By spending 1 minute weaving intricate patterns into an existing webbed area, you can cause it to appear slightly different (e.g., camouflaging the web as a dark corner or even weaving silhouettes that look like something else) to an untrained eye. Any creature that inspects the illusory portion of the web can make an Investigation check against your Brood Save DC to discern the trick.
- Silk Camouflage (Level 6)
Beginning at 6th level, you become adept at hiding yourself and your allies within dense webs. You gain advantage on Dexterity (Stealth) checks made while in a webbed area that you created. Allies who remain motionless in your webs also gain this advantage. Moreover, any strand or web you create can be woven to dampen sound, imposing a −5 penalty on Wisdom (Perception) checks that rely on hearing for creatures searching within 10 feet of the web.
- Cocoon Trap (Level 10)
At 10th level, you can attempt to instantly cocoon an unsuspecting foe. As an action, choose one creature that is surprised or grappled/restrained by your webs and within 15 feet of you. That creature must make a Strength saving throw against your Brood Save DC. On a failure, it becomes fully cocooned in dense webbing. While cocooned, the creature is restrained, blinded, and unable to speak or cast spells with verbal components. The cocoon has hit points equal to 20 + your Constitution score, and can be destroyed by damage (it is vulnerable to fire). A creature can also use its action to make a Strength (Athletics) check against your Brood Save DC to break free of the cocoon. Once you cocoon a creature in this way, you cannot do so again until you finish a short or long rest.
- Living Labyrinth (Level 14)
By 14th level, you have perfected the craft of weaving large-scale webs on the fly. When you use your Web Control feature (or any effect that generates an area of webbing at least 20 feet in dimension), you can choose to double each dimension of the webbed area (to a 40-foot cube, for example) without increasing the usage cost. You can also shape this massive area into multiple interconnected 10-foot cubes, as long as the total volume does not exceed the normal doubled size. Creatures that attempt to traverse this labyrinth of web must succeed on a Survival check against your Brood Save DC or become lost within it, treating the area as heavily obscured and difficult terrain until they exit.
Additionally, you can create small, hidden “pockets” in the labyrinth where you and your allies can stand without being hindered by webs. Creatures that do not know about these pockets must succeed on a Wisdom (Perception) check against your Brood Save DC to detect them.
The Venomheart[edit]
You delve into the toxic side of arachnid power, mastering potent venoms, debilitating poisons, and the ability to inflict more grievous harm on your enemies.
- Toxic Infusion (Level 3)
Upon selecting this archetype at 3rd level, your natural venom intensifies. Whenever you or your swarm deals poison damage, you can add your Constitution modifier (minimum +1) to that damage once per turn. Additionally, you learn to craft a basic venom from your brood. By spending 1 hour and using simple alchemical tools (no gold cost), you create a dose of spider venom that remains potent for 24 hours. A creature can apply this venom to a melee weapon or up to five pieces of ammunition. The first time each piece of ammunition (or weapon) hits and deals damage, it inflicts an extra 1d6 poison damage. If unused within 24 hours, the venom becomes inert.
- Venom Ward (Level 6)
At 6th level, your brood’s toxins make you increasingly resistant to external poisons. You gain resistance to poison damage. In addition, whenever a creature within 5 feet of you deals piercing or slashing damage to you, you can use your reaction (once per short rest) to force that creature to make a Constitution saving throw against your Brood Save DC. On a failed save, it becomes poisoned until the end of its next turn as residual venom seeps into its wound.
For roleplay flair, you can also alter the color, consistency, or minor supernatural effect of your venom (e.g., greenish glow, faint smoke, or sizzling droplets), reflecting your growing control over toxins.
- Paralyzing Bites (Level 10)
Beginning at 10th level, your venom can paralyze foes that fail to resist it. Whenever you (including your swarm or a Spider Guardian) deal poison damage to a creature, you can choose to force that creature to make a Constitution saving throw against your Brood Save DC. On a failure, the target becomes paralyzed until the end of its next turn. Once you use this feature, you cannot do so again until you finish a short or long rest.
When a creature becomes paralyzed by this effect, tiny spectral spiders briefly appear and skitter across its limbs, symbolizing the brood’s venomous power overwhelming the target’s nervous system.
- Deadly Neurotoxin (Level 14)
At 14th level, you develop a truly lethal strain of venom. Whenever you deal poison damage, you can treat any roll of 1 or 2 on the poison damage dice as a 3. If a creature is reduced to 0 hit points by your poison damage, you can choose to have the creature become stable but unconscious and cocooned instead of dying, at your discretion (the cocoon is identical to the Cocoon Trap described under the Nest Weaver’s feature, but breaks down after 1 hour).
Additionally, you can exude a concentrated toxic aura as an action once per long rest. For 1 minute, any hostile creature that starts its turn within 10 feet of you must make a Constitution saving throw or take 2d6 poison damage. On a success, it takes half damage and cannot be poisoned by this aura again until the start of its next turn.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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