The Broodlord Patron
Command Your Patron's Swarms
You have been bestowed great powers by an ancient beast. You might make a deal with such a terrifying creature, such as: A Fate Weaver; Adragzzar, the Scorpion King; Sephira of the Feather Court; The Rat Mother, Plaguise; An extraterrestrial creature. Or other powerful creatures that you might have encountered. Your patron's goal is simple, to preserve their brood and expand. And your path is a journey to stop a great threat from destroying their broods.
Level 3: Broodlord Spells
The magic of your patron ensures you always have certain spells ready; when you reach a Warlock level specified in the Broodlord Spells table, you thereafter always have the listed spells prepared.
Warlock Level | Spells |
---|---|
3 | Blindness/Deafness, [ Ray of Sickness], Sleep, [ Web] |
5 | Slow, Stinking Cloud |
7 | Dominate Beast, Phantasmal Killer |
9 | Cloudkill, Dominate Person |
Level 3: Gathering Swarm
As an Action, choose an area you can see within 60 feet, your patron's brood gathers in the area in a 10-foot cube. You can move the swarm up to 30 feet during your turn (no action required). Whenever the Brood Swarm moves within a creature's space you can see and whenever a creature you can see enters the Brood Swarm's space or ends its turn there, you can force that creature to make a Dexterity saving throw. On a failed save, the creature takes 2d10 Poison damage or takes only half damage on a successful save. A creature makes this save only once per turn.
This feature lasts for 1 minute or until you end it early (no action required). you can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Level 6: Venomous Gift
Your patron's lethal poison courses through your magic. When you cast a spell that deals Poison damage, it ignores Resistance to Poison damage and you can add your Charisma modifier to one damage roll of that spell against one of its targets
Additionally, You have Resistance to Poison damage and you have Immunity to the Poisoned condition.
Level 10: Protect the Hive
You can command your swarm to protect you in dire situations. When you are the target of an attack or subjected to a Dexterity saving throw, you can expend one use of your Gathering Swarm feature to give yourself the benefit of half-cover until the start of your next turn.
Whenever you roll Initiative and have no uses of Gathering Swarm left, you regain one expended use of it.
Level 14: Brooding Transformation
You are always under the effect of the Spider Climb spell. As a Bonus Action, You can transform parts of your body to become a large horrifying creature that resembles your patron that lasts for 1 minute or until you end it early (No action required). While in this form, you gain the following benefits:
Monstrous Form You gain a bonus +2 to your AC and your size increases by one category. Your Strength and Dexterity score is equal to your Charisma score. You are also considered to be a Monstrosity for the purpose of gameplay mechanics and magical effects.
Natural Weapon You have natural weapons such as talons or stingers. As a Magic Action, You make a melee spell attack against one creature within 5 feet of you. On a hit, the target takes 1d10 Poison damage. After using this action, you can attack again with your Natural Weapon as a Bonus Action this turn.
Writhing Tide When you transform or use the Protect the Hive feature, you can gain Temporary Hit Points equal to your Warlock level.
Once you use this feature, you can't use it again until you finish a Long Rest unless you expend a Pact Magic spell slot (no action required) to restore your use of it.