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Broodmother

fluff quote

character snippet a
character snippet b
character snippet c

in-universe style class description

An Army of One

(How many use their Brood)

d8How do you view your brood?
1The Greenmother gifts them their souls, as she gifted me the power to create their vessels.
2They are mindless dolls, and operate on command, but not intelligence.
3They are an extension of my body and my will, not separate from me.
4I don't worry about their mind or soul; they are tools.
5I'm uncertain about how close they are to true children, and so I shall treat them as if they were.
6They are my children, and I care for them deeply.
7They are my creations, and I will use them as I wish.
8I try not to think about it too much.

Chosen of the Greenmother

(role in society; healers, midwives, and protectors)


LevelProf. BonusSpecialBrood StockFP
1+2Brood Creation, Knit Flesh42
2+2Brood Modifications, Utility Brood45
3+2Mother's Calling47
4+2Resilience, ASI510
5+3Independent Actions, Knit Flesh +1d8512
6+3Call Feature515
7+3Mature Brood; ASI617
8+3Brood Tinkering (Improved)620
9+4Call Feature622
10+4ASI, Knit Flesh +2d8725
11+4Resilience (two uses), Extra Utility727
12+4Greater Brood Maturation730
13+5Brood Tinkering (Greater); ASI832
14+5Call Feature835
15+5Knit Flesh +3d8837
16+5ASI840
17+6Greater Independent Actions942
18+6Resilience (three uses)945
19+6Epic Boon, ASI947
20+6Factory of Life, Knit Flesh +4d8950

Health Die: d12

Hit points at 1st level: 12 + constitution score
Hit points each level beyond: 7 + constitution modifier

Focus Die: d4 (wisdom)

Proficiencies:

Armor: Unarmored Defense (Constitution)
Weapons: Choose three of Axes, Bows, Clubs, Daggers, Unarmed, Whips
Saving Throws: Constitution, Wisdom
Skills: Medicine and choose two of Athletics, Handle Animal, Intimidation, Nature, Survival
Tools: Healer's Kit, Midwife's Supplies

Starting Equipment:

  • a) A battle axe and 3 hand axes, or b) a Shortbow with 20 arrows
  • a) A quarterstaff, dagger, and sling with 10 bullets, or b) a whip and a wooden shield
  • a) An explorer's pack and simple clothes, or b) scholar's pack and fine clothes, or feral traveler's pack and body paint.
  • A healer's kit, midwife's supplies, a basic cleanliness kit, and 5 days rations.

Creating a Broodmother
The broodmother is a versatile utility class, able to fill different roles in a party as needed, depending on her children. While the Broodmother herself is a support-focused Defender, children can be birthed to fill other roles with a fair degree of competence. A Broodmother's subclass allow her to diversify even further, making her an attractive class choice for advanced players looking for a deep toolbox. Call of the Blood being a straightforward upgrade to her own combat abilities, Call of the Breast being both defensive and healing based to improve the survivability of herself and allies, Call of the Maw to increase her potent battlefield control, and finally Call of the Womb to further increase her adaptability by improving even her non-brood allies.








1st Level
Brood Creation
Through various means, a broodmother has learned how to create what are effectively puppets from her own flesh. Beginning the process of gestating a child requires no real action, though you choose the type of Child at the very start and cannot change this decision.

  • A Child usually takes 1 week to fully gestate into its base state (some may take more time or less time, as noted in its entry) and you may gestate multiple Childs simultaneously. You may birth a fully gestated Child as a full action, but it cannot take any actions until the start of your next turn.
  • A Child does not have its own intelligence, wisdom, or charisma; it itself is a mindless creature controlled by your psionic connection with rudimentary programming. A Child is immune to the charmed and frightened conditions, and has resistance against psychic damage. When attempting a saving throw using one of these scores, use your relevant ability score in its place.
  • A Child has a maximum range it may move from you; past which it cannot receive direction from you and attempts to return to the best of its ability, or simply falls over inert if it cannot do so within 1d4 rounds. This range is 20ft times your proficiency bonus.
  • Your maximum number of active Childs is shown above. If you would exceed this number by birthing a new Child, then you choose one to deactivate. You may also deactivate active Childs at-will (unless they have the independent brood or mental awakening tinkering abilities). You may choose to leave a corpse, or have the body melt when deactivating a Child.
  • Your limit on active and reserve Childs is separate. You may have a total number of Childs gestating or reserved based on your brood stock limit as shown above, and you may have a maximum number of active brood equal to your proficiency bonus.
  • Unless noted otherwise, a Child eats the normal amount of food for a creature of its size. Alternatively, you may feed a Child with your blood, suffering 2 points of HP burn to provide it nutrition as if it ate filling rations for a day.

A Child is only mildly autonomous, it will move as you command without requiring action from you but will only take the dodge or help action on its turn, unless commanded to take another action as a bonus action. You may make commands mentally or verbally; it will also obey verbal commands to move or Help from your allies if it has not received command from you otherwise. A Child has the normal amount of actions for a creature, one standard action, one swift action, one reaction, and one move action, and it cannot exceed this number of actions even if you have enough commands.

As a swift action, you may also mentally connect with a Child within your range, applying a "Focus" state to it that lasts as long as you concentrate (you only risk losing this concentration if you take damage, not if your brood does). While a Child has focus, it gains the following benefits.

  • It has access to its focus actions, which you must spend the listed action and focus points to command it to use.
  • It gains proficiency with all weapons with which you are proficient.
  • When it takes damage, you may choose to reduce the damage it takes by any amount, sacrificing an equal amount of your focus points or your own hit points instead. You may heal this hit point damage as normal.
  • You may spend a standard action to view through the Child's senses, losing your own while you do so. Ending this ability requires no action.

Focus Points
You have a pool of points known as focus points (FP) as shown on the chart above, adding your wisdom modifier at each level (similar to calculating hit points) . These focus points are used to activate the Focus abilities of your brood, as well as a few other class features. You may also expend your hit points in place of focus points (even if the ability does not specify this), reducing your maximum HP by an equal amount. This reduction to your maximum HP lasts until you complete a long rest and regain your FP as normal.
When taking a short rest, you may spend your hit dice to instead roll your focus die to recover focus points. This die is a d4, and you add your wisdom modifier to the roll to determine the amount recovered.

Knit Flesh:
You know a rudimentary version of the biomancy art mend flesh, allowing you to heal a creature with a touch using their own body's resources to close their wounds. As a standard action, you may touch a creature, allowing them to spend any number of hit dice (up to your proficiency bonus) and immediately heal the amount rolled. You add your wisdom modifier instead of the target's constitution modifier to determine the healing done. This ability counts as a black biomancy art.

Starting at 5th level, you may spend 2 FP when casting knit flesh to add an extra hit die of healing. The target does not need to spend any extra hit dice, and the die granted by spending FP is a d8. At 10th level, you may spend a further 2 FP to grant another extra hit die, and increasing the amount again at 15th and 20th levels.

Utility Brood. You gain an additional active brood slot that may only be used for maintaining a utility brood. These brood may have stripped down abilities compared to normal, or may only be used as utility brood. At 11th level, you may have one additional active utility brood.

4th, 7th, 10th, 13th, 16th, 19th Level
Ability Score Increase: You gain the Ability Score Improvement feat, or another feat of your choice for which you qualify.

4th Level
Resilience: If you fail a saving throw, you can re-roll it with a bonus equal to your proficiency bonus. You must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice before a long rest starting at level 11, and three times before a long rest starting at level 18.

5th Level
Independent Action: Your brood has some measure of independence, granting the following benefits.

  • Once per round, you may command one of your active Childs to take a standard action that does not require focus. This must still obey the limits on number of actions each of your childs has. You may use this twice per round at 11th level, and three times per round at 17th level.
  • As a standard action, you may command one of your active Childs to use one of its focus actions even if you do not have active focus on it. At 17th level, you may command up to two of your active Childs in this way.
  • You may command a Child you have Focus on to use one of its focus action by spending a swift action on your turn instead of a standard action. A child you have Focus on doubles the maximum distance from you that it can remain active. At 17th level, you do not need to spend any of your actions to command a Child you have Focus on.

7th Level
Matured Brood: You may improve a currently active Child over the course of a night's rest, improving it to its adolescent stage. An adolescent Child consumes more food, as appropriate for its size.

At 12th level, you may improve a currently active adolescent Child to its mature stage over the course of a night's rest. A matured Child also counts against your broodstock, effectively reducing it by 1 per matured Child.

19th Level
Epic Boon: You gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Fortitude, Recovery, or Speed are suggested.

20th Level
Factory of Life: You reduce the time it takes you to gestate a Child down to a single long rest (or a short rest for Childs with the Simple Creation trait). Your number of active and utility brood available increase by +2 each, and your maximum broodstock increases by +4.
Natural Body: Your ability score maximum is increased by +6, and you may increase any two of your ability scores of choice by +2 each, or one ability score of choice by +4. You may change the ability score increase from this ability after completing a week's rest.


Mother's Calling

At 3rd level, you receive your true calling, focusing on specific aspects of your nature as a broodmother.

Call of the Blood Your calling is one of war; you and your Childs are weapons first and foremost. You gain proficiency in four weapon groups of your choice, and you may use your constitution score in place of your strength score when making weapon attacks.
3rd Level

Combat Focus – Whenever you change Focus from one of your active Childs, you may choose to have it retain all the benefits of Focus for 1 round afterward. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.
Weapon Mastery – Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency. Whenever you finish a Long Rest, you can change the kinds of weapons you chose.

6th Level

Coordination – If at least one of your brood is adjacent to the same creature as you, you may spend a swift action to gain a +1d4 bonus to the next attack roll you or that Child makes against it.
Extra Attack – Whenever you take the Attack action, you may make two attacks. If you are commanding a Child to make attacks with its weapon-like features, it may make one additional attack with one of those features.

9th Level

Dual Focus – You may apply Focus to two of your Childs simultaneously, but may not take actions on your own while doing so, only actions to command your Childs or move.
Extended Focus – When using Combat Focus, its duration is increased by +1 round.

14th Level

Endless Focus – If you have no uses of Combat Focus available when you roll initiative, you regain 1 use.
Extended Focus – When using Combat Focus, its duration is increased by +1 round.

Call of the Maw Your calling is one of hunger unending, allowing you to devour other creatures whole in place of nurturing new life. You gain a bite natural attack at 1d8, and you may use your constitution modifier for attack and damage rolls with this bite.
3rd Level

Devour Prey – You may consume a creature you have grappled with your bite attack as a standard action, as the Carniphage's [consume] special rule. Instead of your consume improving based on number of powers gained, you instead use your proficiency bonus as your effective number of consume powers.

6th Level

Tentacles of the Boundary – As a standard action, you may summon a sticky, black tentacle to a space you can see. If a creature is in that space, it must make a dexterity saving throw or become grappled by the tentacle on a failure. If the saving throw is successful, the tentacle is instead summoned in a free adjacent space. You may command this tentacle to attempt to grapple a creature within 10 feet of it as a move action, using your constitution modifier as its strength modifier and it is treated as a medium creature. A creature grappled by this tentacle is treated as if it were consumed by a 1st rank consume, however it's actions are only restricted as if grappled and it does not count against your own limit. You may use this ability to summon a tentacle a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest.

9th Level

Expanded Stomach – You treat your broodstock as 4 higher to determine how many creatures you may have swallowed at one time.
Powerful Tentacles – Your tentacles of the boundary have advantage on all rolls made to grapple a creature, and its consume rank increases to 2.

14th Level

Pull into the Boundary – Creatures grappled by your tentacles of the boundary may, instead of being constricted, be pulled through space directly into your stomach as if you had swallowed them. To escape from your stomach, they must first escape the grapple by the tentacle (after which it dissipates) before they can attempt to escape from your stomach.

Call of the Womb Your calling is to produce young, even above other broodmothers' ability. Your broodstock maximum increases by 2 (this does not affect your amount of active Childs).
3rd Level

Biomancy Adept – You learn the art of biomancy, altering the bodies of others as you do your Childs. As a standard action, you may touch a creature to grant it the benefits of a minor brood tinkering ability for 10 minutes. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses after completing a long rest. A creature may attempt a constitution saving throw to avoid being affected by biomancy adept; the ability's use is still expended even on a successful saving throw. You may also create a permanent graft by having it instead count against your maximum broodstock; each permanent graft counts as a gestating Child, but you must touch the target creature again in order to remove the graft to reclaim the broodstock (if the target creature dies, you recover the broodstock after 1 day if you cannot touch it).

6th Level

Biomancy Talent – When using Brood Tinkering, you may apply an additional minor brood tinkering ability that is only active while that Child has Focus.
Return to the Womb – You may absorb a willing, unconscious, or recently deceased (as revivify) creature into your womb (etc. As hibernation, but cannot use sacrifice. A dead creature must become a Mearor, but a willing creature may also choose to become one to gain brood tinkering abilities, but they lose any previous species abilities they may have had before). You may change the selected effect from Biomancy Talent by reusing Return to the Womb on the subject again.

9th Level

Deepened Womb – Your broodstock maximum increases by +2 (this does not affect your amount of active Childs).
Emancipation – You may apply Independent Brood or Improved Digestive Tract or both to any of your Childs you choose without them otherwise counting against their brood tinkering abilities.

14th Level

Advanced Biomancy Talent – When using Biomancy Talent, you may instead apply an additional improved brood tinkering ability rather than a minor brood tinkering ability.

19th Level

Bottomless Womb – You may choose to gain the following epic boon: You increase one ability score by +1, to a maximum of 30. Your broodstock maximum doubles. When creating a permanent graft with biomancy adept, you may apply an improved brood tinkering ability, though it counts as 2 broodstock instead of 1.

Brood Tinkering

When you begin incubating a Child, you may select one ability from the following list and apply it to that Child. You also gain the Hibernation and Sacrifice Brood abilities.

Hibernation: You may return a Child to your body if you have broodstock available. It no longer needs milk to sustain it, and it is healed to full hit points if you complete a long rest while it is in hibernation (it also regrows any lost body parts and is cured of any non-magical poisons and diseases). You may birth it again at any point, though it only gains any benefit if you complete a rest. You may use Sacrifice Brood on a hibernating Child, treating its incubation time as 1 week regardless of its actual age.

Sacrifice Brood: You dissolve an incubating Child and repurpose its resources, either (a) healing yourself by rolling up to half of the sacrificed brood's hit dice (or 1 hit die if the brood is less than 50% incubated), or (b) altering it into another type of brood and applying half the incubation time to this new brood's development.

Minor Tinkering

  • Armored Brood: The Child increases its unarmored AC by +1, and may apply a maximum of +3 to AC from its dexterity modifier.
  • Hybrid Brood: If you have appropriate material to do so, you may grant features from another species to your brood, such as making it an entirely different species, or removing one of your species's traits and replacing it with one from the source material.
  • Infused Weapons: Choose cold-iron, silver, or magic. The Child's natural weapons overcome any damage resistance or immunities based on the selected option.
  • Limbless Brood: The Child has no limbs; is one size smaller, has a hampered movement speed, and cannot use traits or abilities that require limbs. You may apply two additional minor tinkering traits to a limbless brood. A limbless brood with the skilled brood (acrobatics) or (athletics) ability is capable of hopping at normal speed.
  • Limb-ed Brood: The Child is granted limbs if they normally would not have them, treated as basic prosthetics (walking speed of 30 feet, regular manipulators).
  • Quickened Brood: The Child fully gestates over a single long rest instead of a week, or a week instead of a month. You suffer one level of exhaustion after producing a quickened brood after a long rest.
  • Skilled Brood: The Child gains proficiency in one skill or tool of your choice; you use your mental ability scores in place of its own. This ability may be taken multiple times, each time applying to a different skill. As a Child only has your knowledge, certain skills may not be appropriate for this ability.
  • Squishy Brood: The Child can squeeze into a space as little as one inch, and share space with another creature one size smaller than it, or another Child with this ability.
  • Tough Brood: The Child increases its maximum hit points by +3, plus additional hit points equal to twice your proficiency bonus.
  • Virulent Poison: The Child's abilities that inflict the poisoned condition ignore immunity to that condition, and ignore resistance to acid or poison damage.

8th Level
You may now apply either two minor tinkering abilities or one improved tinkering ability.
Improved Tinkering

  • Agile Brood: The Child gains expertise in dexterity saving throws and increases all of its speeds by +10ft.
  • Altered Brood: You may swap an ability marked (A) with that of another Child's base form. This is not applicable on all Childs.
  • Flying Brood: The Child gains your choice of winged flight at its walking speed, or a non-winged flight at 20ft. A Child with winged flight must move at least 10ft each round it is flying, or it falls at the end of your turn.
  • Hardy Brood: The Child gains expertise in constitution saving throws, and you gain advantage to concentration checks to maintain Focus on it.
  • Independent Brood: The Child requires no significant action to command and has access to its focus actions, but you cannot spend your focus points or hit points on it (and cannot apply Focus to it at all), instead it draws from its own hit points to pay any focus point costs. It gains one additional hit die per 2 it possessed at base, but continues to use your proficiency bonus. Independent Brood requires the Child at least be Adolescent to apply, and may not be changed out except for Mental Awakening after it has been applied.
  • Limb Armor: The Child's limbs become extra armored. It gains a +2 bonus to AC, as if wielding a shield.
  • Networking Brood: You may determine the maximum range from yourself a Child may go from you as originating from a Child with this ability, so long as it is within range of you. If you are killed while you have a networking brood active, you may persist and command your brood as normally until the networking brood dies (either by starvation or other means).
  • Potent Brood: You increase the maximum FP you can spend on the Child's Focus abilities by +2.
  • Precocious Brood: The Child is born as an adolescent. This tinkering ability cannot be swapped by any means.
  • Strong Brood: The Child gains expertise in strength saving throws, deals +1d4 damage with its melee attacks, and doubles its carrying capacity.

13th Level
You may now apply tinkering abilities in one of the following ways. Three minor abilities, or one minor and one improved ability, or one greater tinkering ability.
Greater Tinkering

  • Augmented Brood: Choose strength, dexterity, or constitution. The Child gains a +2 increase to the selected ability score.
  • Adolescent Alteration: As Altered Brood, but may grant an Alter ability from an Adolescent form.
  • Greater Precocious Brood: The Child is born as an Adult. This tinkering ability cannot be swapped by any means.
  • Mental Awakening: The Child gains a mind of its own and does not count against your number of active Childs nor your broodstock. Distribute 14, 10, and 8 (or roll randomly) as you wish between its intelligence, wisdom, and charisma scores, and give it additional hit die until it has up to your level -2, and uses its new proficiency bonus based on its new hit dice. It can fully act on its own (with its own initiative), and has access to its Focus actions, but you cannot spend your focus points or hit points on it (nor can you apply Focus to it), instead it has four focus points per hit die and draws from its own focus points or hit points to pay any focus point costs. Upon maturing to an Adult, it becomes fully independent. This tinkering ability may not be changed out after it is applied.
  • Powerful Brood – Treat your proficiency bonus as +1 higher when determining all of the Child's parameters (such as hit dice, attacks, focus point limit). It requires twice the normal milk for nourishment.

Childs

A Child gains the type and minor traits from your own lineage (or, under certain circumstances, another lineage), such as movement speeds, senses, and other traits based on physical features. They do not gain traits that grant spells or other magical abilities. The base stats for a Child assume the mother is medium; if the mother is a different size, then Child's size is adjusted by the same relative degree.

Though you use your actions to command them, a Child still has the same number of actions possible in a turn. One action, one move action, one swift action, and one reaction. Unless otherwise noted, using a Child's reaction uses your own reaction. An action marked with an (I) after the name of the ability can be performed without requiring an action to command it, but does still count against that Child's number of actions.

A Child possesses a single attunement slot and may use magic items normally if commanded to. You may donate one of your attunement slots to a Child if you desire.

A base form Child requires only one serving of milk a day, while an adolescent requires two, and an adult requires three. If you are killed, any gestating brood you have inside you are also killed, even if you are later returned to life, but any active Childs remain so, and you are capable of commanding them for up to 1 minute after your body's death. Some Childs have special abilities that supersede this (such as Mearor's extra life or the Gebroon's parting gift.)

A full list of the available Childs and their statistics.

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Page last modified on August 02, 2026, at 04:42 PM