Base Class: Barbarian
Amidst the realm of untamed wilds and ancient civilizations, whispers echo of a clandestine tradition, a symbiotic pact forged between a warrior and an enigmatic lifeform known as the Symbiote. This elusive entity, fluid and malleable in nature possesses the extraordinary ability to seamlessly integrate with its host at a cellular level.
Tales speak of the transformative power this bond bestows upon the warrior, granting them an enhanced form that elevates their prowess in the heat of battle. The Symbiote, in turn, thrives on the potent surge of rage and intense emotions that emanate from its host, over time forging an unbreakable mental connection between the two.
Together, the warrior and the Symbiote embody the epitome of predatory dominance, their bond a testament to the boundless potential that arises when two distinct lifeforms unite, transcending their individual limitations to become a force to be reckoned with.
Bonding of the Symbiote
3rd-level Path of the Symbiote feature
When you enter your rage, you can transform, becoming more impressive and gaining advantageous features from the Symbiote. Until the rage ends, your Symbiote manifests a natural weapon. It counts as a simple melee weapon for you, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal. You choose the weapon’s form each time you rage:
Bite. Your mouth transforms into a cage-like maw of large teeth. It deals 1d8 piercing damage on a hit. Once on each of your turns when you damage a creature with this bite, you regain a number of hit points equal to your proficiency bonus, provided you have less than half your hit points when you hit.
Claws. Each of your hands transforms into a claw, which you can use as a weapon if it’s empty. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.
Tendril. You grow a lashing, spiny tendril, which deals 1d8 piercing damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe your tendril and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.
Malleable Anatomy
6th-level Path of the Symbiote feature
The feral power within you increases, causing the natural weapons of your Bonding of the Symbiote to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
You can also alter your form to help you adapt to your surroundings. When you finish a short or long rest, choose one of the following benefits, which lasts until you finish your next short or long rest:
Climbing
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Jumping
When you jump, you can make a Strength (Athletics) check and extend your jump by a number of feet equal to the check’s total. You can make this special check only once per turn.
Swimming
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Inflicting Fear
10th-level Path of the Symbiote feature
When you hit a creature with your natural weapons while you are raging, Your Symbiotic form can curse your target with illogical fear. The target must succeed on a Wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or suffer one of the following effects (your choice):
- The target must use its reaction to make a melee attack against another creature of your choice that you can see.
- The target takes 2d12 psychic damage.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Symbiotic Division
14th-level Path of the Symbiote feature
The growth of your Symbiotic form allows you to now split off parts of yourself to help bolster your allies with a taste of the power of two. When you enter your rage, you can choose a number of other willing creatures you can see within 30 feet of you equal to your Constitution modifier (minimum of one creature). You gain 5 temporary hit points for each creature that accepts this feature. Until the rage ends, the chosen creatures can each use the following benefit once on each of their turns: when the creature hits a target with an attack roll and deals damage to it, the creature can roll a d6 and gain a bonus to the damage equal to the number rolled.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Comments