Circle of the Matriarch (5e Subclass)
Circle of the Matriarch[edit]
Druid Subclass
Druids of the Circle of the Matriarch embrace the interconnectedness of all living things, forging a deep bond with the natural world that transcends the traditional forms of life. These druids become symbiotic leaders of vast swarms of insects, drawing power from the buzzing colonies that call the earth their home. As they grow in power, they learn to command these swarms with the precision of a queen, using them to protect, defend, and even consume. Their connection with the swarm grants them dominion over the insect kingdom, allowing them to tap
- Matriarch
At 2nd level, you gain the ability to use an Action and spend a use of your Wild Shape to conjure a swarm of insects that becomes integrated with your very being. This swarm extends 10 feet outward, centered on you. Whenever a hostile creature enters the swarm's area or ends its turn within it, the creature takes 1d4 necrotic damage.
The necrotic damage increases as you progress in your journey. At 6th level, it becomes 1d6, at 10th level it becomes 1d8, and at 14th level it increases to 1d10. The swarm is magical and can be dismissed or re-conjured as a bonus action.
Additionally, you gain the ability to communicate with insectoid creatures.
- Leader of the Swarm
Also at 2nd level, your swarm obeys your commands and aids you in times of need. Once on each of your turns, you can take one action from the list below, known as the 'Swarm' Actions. You may use one of these abilities per turn.
Action Type | Command | Effect |
---|---|---|
Bonus Action | Relocate | You momentarily fuse with your swarm and reappear in an unoccupied space within the swarm’s area. |
Bonus Action | Sting | When you make an attack against a creature within your swarm, you can use your bonus action to deal the necrotic damage from your Matriarch feature to the same creature. |
Bonus Action | Grasp | Command your swarm to grapple a creature. The creature must succeed on a Strength saving throw against your spell save DC or be grappled until the end of your next turn. If the creature leaves the swarm’s area, the grapple ends. The grappled creature can be moved up to 10 feet per turn. |
Reaction | Consume | When a creature dies within your swarm, you can use your reaction to command the swarm to consume the creature’s life essence, granting you 10 temporary hit points. |
Reaction | Protect | You command your swarm to protect a creature within range who is targeted by an attack. The protected creature gains +5 AC until it is hit. |
- Parasyte
At 6th level, you can command your swarm to create a "humanoid of bees." This creature lasts until it is destroyed and uses the zombie stat block, but has a flying speed equal to its walking speed. Once you use this feature, you can't do it again until you finish a short or a long rest.
- Hivemind
At 10th level, you establish a telepathic connection with your swarm, allowing you to share its senses. As an action, you can spread your swarm over a range of 60 feet, centered on you. However, while your swarm is spread out, you no longer benefit from the other features of the Circle of the Matriarch. While using Hivemind, you gain truesight for 60 feet, seeing, hearing, smelling, and feeling all that your swarm perceives.
You can recall your swarm, ending Hivemind, using another Action.
- Wings of Unity
At 14th level, while the swarm is conjured, you gain a flying speed of 30 feet, as your swarm carries you through the air.
When you fly, you can carry with you any willing creature within the area of the swarm with you.
Back to Main Page → 5e Homebrew → Character Options → Subclasses