Homebrew Klyntar Species Details
Symbiotes at their most basic form they are an intelligent species of slime like creatures. A symbiote can only go a day without dying from not finding a host to bond with. Once bonded with said host the symbiote can control the hosts actions. But the symbiote is not in full control it is two entities in one body. One ming being of the host the other of the symbiote. Appearance wise symbiotes can appear as the host they have bonded with, but they can change form by encasing the host in slime like substance that the symbiote is made of giving the host abilities such as height and strength growth, and shape shifting. Furthermore when the symbiote is in this change form they have a change in complexion as well. Most tend to be one solid color such as Black, or Red with a few accents in the color such as white or yellow. Also when the host is in the changed state while still being fully present and aware of all actions the host gives up full control towards the symbiote.
Klyntar Traits
Symbiotes can appear to be humanoid when bonded with a host, but please note that they are still two separate entities in one body.Klyntar Names
Symbiotes themselves don’t identify as a specific gender so they tend to name themselves simple yet crude concepts. Such as: Venom, carnage, riot, scream, agony, toxin, laser, etc.
Ability Score Increase
You gain a +2 in strength, and a +1 in constitution
Age
Klyntar tend to only live three days without a host, but when bonded they can survive until the host dies when the Klyntar must find a new host.
Alignment
Klyntars are parasitic entities that try to take over the host’s body. So generally they tend to fall towards the more evil alignments, but it is not uncommon for a Klyntar, if bonded with a creature of the good alignment, to move towards good or neutral.
Size
Klyntars take the size and weight of the host, but when in their changed state they grow to about 7 ft tall, and weigh around 260 lbs. You’re size is Medium
Speed
Your base walking speed is 40 ft. And with your sharp claws you gain a climbing speed of 30 ft.
Blindsight
Due to having a second entity within the host the Klyntar itself can see things that the host may not be able to. You can perceive its surroundings without relying on sight in a 60 ft radius
Bonding
A Klyntar generally tends to bond with humans, but can bond with any other playable race (e.g. dragonborn, elf) if necessary. Also note that the Klyntar and the host are two separate entities, and a Klyntar cannot bond with a deceased host.
Changed State
As a Bonus action you can change from their normal host appearance to the Klyntar's appearance. the host increases in height encased in the slime like substance the Klyntar is made of, and gains the complexion of a singular solid color with a few accents of a secondary color. While in this state you gain +1 to AC along with claws and extremely sharp teeth.
Claws
While in your changed state you are given sharp claws at the tips of your fingers. Besides being able to climb with these you can use them to deal a 1D4 + Str modifier amount of damage within a range of 5 ft. At Level 6 your claws deal 1d6 + Str modifier. At Level 10 your claws deal 1d8 + Str Modifier. At Level 15 your claws deal 1d10 + Str modifier.
Bite
As an action while in your changed state you gain sharp blade like teeth giving you the ability to deal 1D6 + Str modifier amount of damage within a range of 5 ft. At Level 6 you deal 1D8 + Str modifier. At Level 10 you deal 1D10 + Str Modifier. At Level 15 you deal 1D12 + Str Modifier.
Intimidating Appearance
If you change your form within 5 ft of any creature they must pass a (DC 8 + your proficiency bonus + your Strength modifier) or become frightened. They stop being frightened when you change back or when they pass the save. You also gain proficiency in intimidation.
True Form
When you die in combat your host dies the Klyntar however which you control still lives on you become a small blob of slime while in this state all your stats become 10, and your speed becomes 15 ft. You gain your stats back when you bond with a new host. Also unless you go back to your old host’s body and loot it while bonded with your new host you lose all your held items. You have a full day to find a new host to bond with or the Klyntar will also die. When you bond with a new host the Dm must pass a (DC 10 + your proficiency bonus + your constitution modifier) con save for the new host. If they pass you bond with the host successfully. If they fail you end up killing the host in the attempting bonding process and must find a new host. Also if you bond with any other playable race besides human you gain one of their traits, and language. Furthermore if you die and bond with a separate host you lose the trait, and language gained from that race.
Weakness
Sound sensitivity- Both in your normal and changed state you are susceptible to loud sounds. If you come within 10 ft of any loud sounds you become stunned.
Fire damage- while in your changed state you gain a weakness to fire damage.
Shape Shifting
At level 3 you can choose one melee weapon you are proficient with that is only one handed also note that you can choose a versatile weapon but you do not gain the additional damage you would when holding it with two hands. When you are in your changed state you can morph any hand that is not currently holding something into the shape of the melee weapon you first chose as an action.
Languages
You read, speak, write common and Klyntar. Along with any language your host knows
Symbiotic Link
When a Klyntar bonds to a Host, they are allowed free Telepathic communication with them. No Magic can prevent this unless it targets and shuts down both entities at once.
This trait also allows the Klyntar control of the Host body whenever they are unconscious. This is optional.
The Host and Klyntar are also resistant to being Charmed and to Psychic Damage.
If they are forcefully ripped apart, both the Host and Klyntar take 1/2 their total HP in Psychic damage, which ignores resistance and Immunity.
The Klyntar is forever changed by this link. The Klyntar's alignment is changed for each 2 Creatures it bonds to. If it bonds to a Chaotic Good while it is True Neutral, it becomes Chaotic Good. If is Lawful Evil, it becomes True Neutral. If it is Lawful Good and bonds to a Chaotic Evil, it becomes True Neutral.
Feeding
A Klyntar doesn’t require any food or water or sleep. However, it does require several chemicals to stay sane and function. These chemicals are most commonly found in Brain matter.
Symbiotic Strength
The Host gains Proficiency in Athletics and Acrobatics
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