Base Class: Sorcerer
Another magical entity has bound itself to you – not only granting you the ability to sling spells, but also allows you to change your bodies’ structure to assist you in a fight. Is it alien? Abyssal? Cthonic? Divine? That is for you to find out...
Most symbiotes are entirely different beings to their host. How does your character view their symbiote? Do they have similar goals? Opposing goals? How does this influence their relationship? These are all fun things to consider when creating a Symbiotic Sorcerer.
Symbiotic Spells
When you reach a Sorcerer level specified in the Symbiotic Spells table, you thereafter always have the listed spells prepared.
Symbiotic Spells
| Sorcerer Level | spells |
|---|---|
| 3 | shield, hunter's mark, alter self, ensnaring strike |
| 5 | meld into stone, protection from energy |
| 7 | spirit shroud, stoneskin |
| 9 | contagion, antilife shell |
Symbiotic Form
Starting at level 3, your Symbiote gains the ability to temporarily transform your body to fit the dangerous situation you are in. When you use your Innate Sorcery, you transform. While under the effects of Innate Sorcery, while you are not wearing armor or wielding a shield, your AC is equivalent to 10 + Dexterity Modifier + Charisma Modifier. Additionally, when you transform, choose one of the following natural weapons. You can use it until your Innate Sorcery ends. They use your Charisma Modifier to calculate Hit and Damage rolls, and you are proficient with them:
| Weapon Name | Description | Damage and Properties |
|---|---|---|
| Empowered Limbs | Your bare hands and feet are empowered by the symbiote, becoming impressive natural weapons. | Melee Weapon Attack, 1d8 Force Damage, 5 ft. Reach. |
| Manifested Tendrils | Two whip-like tendrils emerge from your shoulders, your bodies' natural electric charge flowing through it. They are considered natural weapons. | Melee Weapon Attack, 1d8 Lightning Damage, 10 ft. Reach. |
| Symbiotic Pulse | A pod appears, covering one of your hands. This pod can launch the symbiosis' digestive fluids at long ranges. | Ranged Weapon Attack, range 60/120. 1d6 Acid Damage. |
Starting at level 6, these weapons gain a +1 bonus to hit and damage rolls. This increases to +2 at level 14, and +3 at level 18.
Adapted Body
Starting at level 6, your Symbiote adapts to your body, allowing it’s power to grow substantially. When you take the attack action on your turn with a natural weapon, you may attack twice with that weapon instead of once. Additionally, each of your form’s weapons gain an extra effect.
| Weapon Name | Additional Property |
|---|---|
| Empowered Limbs | You can empower your limbs with your innate magic to surge their power, making their strikes stronger than they already were. When you land an attack with an Empowered Limb, you may spend Sorcery Points up to half of your proficiency bonus to deal an extra 1d8 force damage per Sorcery Point spent. |
| Manifested Tendrils | Whenever you land an attack on a creature with a Manifested Tendril, you may attempt to push the target away. The creature must make a Strength Saving Throw against your Sorcerer Spell DC, getting pushed back 10 ft. on a failure. If the creature fails the Strength Saving Throw, you may also spend a Sorcery point to sheath the target in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 2d8 thunder damage, and the spell ends. This damage is increased to 3d8 at level 11, and 4d8 at level 17. Either way, an audible boom is heard within 100 ft. |
| Symbiotic Pulse | When a creature is hit by Symbiotic Pulse, they get a stack of "Infection." The creature suffers a penalty to their Saving Throws against your sorcerer spells of 1 for each stack of Infection on them (Max 2). Stacks of Infection last 1 minute. The max is increased to 3 at level 11, and 4 at level 17. |
Hardened Carapace
Starting at level 14, your symbiote manifests a more protective carapace for you. When you enter your Symbiotic Form, you gain Temporary Hit Points equal to 3 times your Sorcerer Level.
Additionally, whenever you enter your symbiotic form, you may choose one of the following abilities to have access to for the duration of the transformation:
| Carapace Upgrade | Additional Property |
|---|---|
| Adaptive Carapace | When you transform, choose one type of damage. You become resistant to it. As a reaction when you take damage, you may spend a sorcery point to change this resistance to one of the types of the damage you took, after taking damage. |
| Reflective Carapace | When you transform, choose Fire, Cold, Lightning, Necrotic, Radiant or Force Damage. You can add your Charisma Bonus to saves against that type of damage. When you succeed a saving throw against that type of damage, you may use your reaction to force another creature within 30 ft. of you to take damage equal to the damage reduced by resistances, immunities, and succeeding the Saving Throw. |
| Camouflaged Carapace | You have advantage on Stealth Checks, and may use your Charisma Modifier in place of your Dexterity Modifier for such checks. Additionally, as a reaction when you take damage, you may use two Sorcery Points to blink into the Astral Plane until the end of the current turn, where you return to your previous space (or the nearest unoccupied space). While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so. |
Ultimate Symbiosis
Starting at level 18, you have achieved perfect unison with your symbiotic partner. They are able to unleash some of their most powerful forms on you. When you transform into your symbiotic form, choose one of the following abilities to gain until your Symbiotic Form ends:
| Ultimate Ability | Additional Property |
|---|---|
| Perfected Muscles | You may add your Charisma Modifier to Strength Checks and Saves. When you take the attack action with a natural weapon, you may attack thrice instead of twice. |
| Infectious Symbiote | If a creature is currently affected by a spell that you are concentrating on, your natural weapon attacks score a critical hit on a roll of 19 or 20. If you land a critical hit with a natural weapon, regain a sorcery point. |
| Absorbing Carapace | When you take a reaction to use a feature from your Hardened Carapace, Gain 50 Temporary Hit Points. |
Previous Versions
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