Homebrew Venomoid Species Details
Venomoid
The Venomoid is a symbiotic lifeform that bonds with a host to survive. This bond grants the host physical and mental enhancements while offering the Venomoid control and access to shared abilities. This relationship thrives on cooperation, but conflicts between the Venomoid and host can create unique challenges.
Traits
Creature Type. You are an Ooze.
Size. You are Tiny while unbonded. Your size matches your host's while bonded.
Speed. Your base walking speed is 5 feet.
Languages. You can speak, read, and write Common and Venomoid. When unbonded, you can communicate telepathically with creatures you are touching.
Ability Score Increase
Your Intelligence score increases by 2, and your Wisdom score increases by 1.
Innate Vulnerabilities
You are vulnerable to fire, cold, thunder, and psychic damage while unbonded. These vulnerabilities persist when bonded, but your host shares these vulnerabilities only if you are in control.
Shapeform
As an amorphous symbiote:
You can squeeze through spaces as small as 1 inch wide.
You do not bleed
You are water resistant and cannot get wet
Unbonded State
When unbonded, the Venomoid becomes highly vulnerable:
Limited Actions. You cannot take the attack action, wield weapons, or wear armor.
Restricted Communication. You can only communicate telepathically with creatures you touch.
Symbiotic Bond
Bonding with a host requires a long rest, during which both you and the host must be willing participants.
Attunement Slot: Both the Venomoid and the host must use an attunement slot to maintain the bond.
Enhancing the Host: While bonded, the host’s Strength, Dexterity, and Constitution scores are improved. For each score, add the square root of the Venomoid’s respective stat (rounded down). For example, a Venomoid with a Strength of 20 grants the host +4 Strength.
Shared Vitality: While bonded, you and your host share a single pool of hit points. The health pool is determined by the host’s total hit points, which includes the enhancements provided by the Venomoid's boosted physical ability scores, such as Constitution.
Enhanced Health Pool: The host’s Constitution score (as improved by the Venomoid’s presence) increases their maximum hit points, and this enhanced health pool becomes the shared resource. (For example, if the host's original maximum hit points are 30 and the Venomoid increases the host's Constitution score from 14 to 18, the host’s health pool increases accordingly.)
Damage Distribution: All damage taken while bonded applies to this shared pool, regardless of whether the Venomoid or the host is in control.
Shifting Control
Both the Venomoid and the host can assume control of their shared body. The active controller determines which mental scores (Intelligence, Wisdom, Charisma) are used and which abilities are available.
Symbiote in Control
Mental Ability Scores: Use the Venomoid’s Intelligence, Wisdom, and Charisma scores.
Class and Abilities: The Venomoid retains its racial abilities and gains access to the host’s class proficiencies, skills, and abilities.
Damage Resistance: The Venomoid gains resistance to non-magical bludgeoning, piercing, and slashing damage but retains all vulnerabilities (fire, cold, thunder, psychic).
Form Shift: While in control, your form becomes slightly larger, matching the host’s size.
Social Penalties: You have disadvantage on Charisma checks except for Intimidation, which you roll with advantage.
Host in Control
Mental Ability Scores: Use the host’s Intelligence, Wisdom, and Charisma scores.
Class and Abilities: The host retains all their own abilities, but the Venomoid’s racial abilities are unavailable.
Natural Form: The body reverts to the host’s natural state.
Changing Control
Shifting control requires a bonus action.
The Venomoid and host must agree to shift control.
Symbiotic Retreat
When reduced to half hit points or fewer, the Venomoid instinctively cedes control to the host. While in retreat:
The Venomoid cannot assume control until a long rest is completed.
The host retains full control over their body and abilities.
Forceful Bonding
When unbonded, you may forcibly bond with a creature if it meets these criteria:
Intelligence score of 10 or lower.
Wisdom score of 10 or lower.
Challenge Rating equal to or less than your level divided by 3 (rounded down).
Bonding Process:
The Venomoid must succeed on a Charisma (Persuasion) check contested by the creature’s Wisdom saving throw. The DC for the Wisdom save is 8 + your Intelligence modifier + your proficiency bonus.
Penalty for Failure: On a failed attempt, you suffer one level of exhaustion.
Breaking Free:
A bonded creature may attempt to break free at the end of each hour, rolling a Wisdom saving throw against the original DC.
If the creature is below half its maximum hit points, it gains advantage on the saving throw.
Scaling Forced Bond Mechanics
As your level increases, the maximum CR of creatures you can forcibly bond with scales accordingly:
Levels 1–3: CR 1 or lower
Levels 4–6: CR 2 or lower
Levels 7–9: CR 3 or lower
Levels 10–12: CR 4 or lower
Levels 13–15: CR 5 or lower
Levels 16–20: CR 6 or lower
Severing the Bond
Severing a bond can occur under these conditions:
One party initiates a separation. Both roll an unmodified d20. The higher roll determines whether the bond remains or is severed. No rerolls, advantage, or modifiers apply.
If the bond is severed, both the Venomoid and host suffer 3 levels of exhaustion.
Venomoid Traits
The Venomoid is a symbiotic lifeform, thriving through a unique bond with its host. It enhances the host's physical attributes while sharing control and abilities. Whether unbonded or bonded, the Venomoid is a versatile, adaptive race that offers both benefits and challenges in its cooperative existence.
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