Base Class: Barbarian
The symboints are strange, mimic-like entities. Many scholars believe they came from the Far Realm to Insectopia, but why they do not know. Alone they are merely specks, barely noticeable for most creatures. However, when they find a worthy host, the symbionts unleash their true and they find potential. Barbadians of thePath of the Symbiont draw their power from a connection with exactly those alien creatures. When entering a rage, the Symbiont takes over and turns the barbarian into a violent bloodthirsty monster, wielding the symbiont as a tangible weapon with deadly precision. The symbiont hungers, and its primal fury affect its host. A symbiont may not always be evil but with a need to feed and an appetite for conflict, a benign host much less symbiont is rare to find.
Symbiotic Blade: Beginning at the 3rd level, you bond with Symbiont an alien creature that takes the shape of various weapons. When you enter a rage the symbiont takes the shape of the various weapons. When you enter a rage, the symbiont empowers you granting you the following benefits.
- You manifest your symbiotic weapon. You decide on the weapon's appearance. The weapon has the versatile property and deals 1d10 + Strength modifier, or 1d12+ your Strength modifier if wielded with two hands force damage.
- Your symbiotic weapon cannot be disarmed.
- You gain a +1 bonus to your AC
The benefits last for the duration of your rage. Additionally, when your features from this subclass subject a creature to a saving throw, the DC is equal to 8 + your Proficiency bonus + your Strength modifier.
Apex Predator: Staring at the 3rd level, the symbiont begins to further alter your body. You gain Darkvion with the range of 120ft and a Climbing Speed equal to your Walking speed. While raging you ignore the drawbacks imposed by difficult terrain
Eldritch Connection: Beginning at the 6th level, your Symbiont develops the Thrown (20/60) property. You use a bonus action called the weapon back to an unoccupied hand while it is within 60ft of you. If you do so the weapon spins back through the air towards you. Each creature in a straight line between yourself and the symbiotic weapon must succeed on a Dexterity saving throw or take 2d6 force damage, or half as much on a successful one. Additionally, attacks with your symbiotic weapon ignore resistance to necrotic damage when dealing necrotic damage to a creature.
Assimilation: At the 10th level, with the symbiont slumbering inside you grows even stronger, making you a master at pursuing and slaying your prey. You can manifest your symbiotic weapon as a bonus action while you can manifest your symbiotic weapon as a bonus action while you aren't raging. Additionally, whenever you long rest, you can allow possession. You can only assimilate a melee weapon you are proficient with. Your symbiotic weapon gains any bonus to attack and damage rolls and any of its abilities, you can use them as if you were attuned to it. You can replace the assimilated weapon with another whenever you finish a long rest.
Symbiotic Rage: At the 14th level, you can release the beast inside you and let the symbiont take over. When you are raging, you can use a bonus action to enter a symbiotic rage. While you are in this form you gain the following Benefits:
- You gain blndsight in a range of 15ft.
- You regenerate 1 hit point at the start of each of your turns.
- The bonus to AC from your symbiotic weapon increases to +2.
- You gain resistance to necrotic, poison, and psychic damage.
If your turn ends and you haven't hit and damaged a creature since your last turn, your symbiotic rage ends or you can take 1d12 necrotic damage to prolong the duration for one additional round. The damage you take from this ability can't be reduced by any means.
Symbiotic Blade
Beginning at the 3rd level, you bond with Symbiont an alien creature that takes the shape of various weapons. When you enter a rage the symbiont takes the shape of the various weapons. When you enter a rage, the symbiont empowers you granting you the following benefits.
- You manifest your symbiotic weapon. You decide on the weapon's appearance. The weapon has the versatile property and deals 1d10 + Strength modifier, or 1d12+ your Strength modifier if wielded with two hands force damage.
- Your symbiotic weapon cannot be disarmed.
- You gain a +1 bonus to your AC
The benefits last for the duration of your rage. Additionally, when your features from this subclass subject a creature to a saving throw, the DC is equal to 8 + your Proficiency bonus + your Strength modifier.
Apex Predator
Staring at the 3rd level, the symbiont begins to further alter your body. You gain Darkvion with the range of 120ft and a Climbing Speed equal to your Walking speed. While raging you ignore the drawbacks imposed by difficult terrain
Eldritch Connection
Beginning at the 6th level, your Symbiont develops the Thrown (20/60) property. You use a bonus action called the weapon back to an unoccupied hand while it is within 60ft of you. If you do so the weapon spins back through the air towards you. Each creature in a straight line between yourself and the symbiotic weapon must succeed on a Dexterity saving throw or take 2d6 force damage, or half as much on a successful one. Additionally, attacks with your symbiotic weapon ignore resistance to necrotic damage when dealing necrotic damage to a creature.
Assimilation
At the 10th level, with the symbiont slumbering inside you grows even stronger, making you a master at pursuing and slaying your prey. You can manifest your symbiotic weapon as a bonus action while you can manifest your symbiotic weapon as a bonus action while you aren't raging. Additionally, whenever you long rest, you can allow possession. You can only assimilate a melee weapon you are proficient with. Your symbiotic weapon gains any bonus to attack and damage rolls and any of its abilities, you can use them as if you were attuned to it. You can replace the assimilated weapon with another whenever you finish a long rest.
Symbiotic Rage
At the 14th level, you can release the beast inside you and let the symbiont take over. When you are raging, you can use a bonus action to enter a symbiotic rage. While you are in this form you gain the following Benefits:
- You gain blndsight in a range of 15ft.
- You regenerate 1 hit point at the start of each of your turns.
- The bonus to AC from your symbiotic weapon increases to +2.
- You gain resistance to necrotic, poison, and psychic damage.
If your turn ends and you haven't hit and damaged a creature since your last turn, your symbiotic rage ends or you can take 1d12 necrotic damage to prolong the duration for one additional round. The damage you take from this ability can't be reduced by any means.
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