Homebrew Symbiote Species Details

To wander alone, hungry, scared and useless is the fate of a symbiote in the early stages of it’s life. Until they find a suitable host, they travel from hopping from one to the next slowly devouring their flesh and that of whatever they can find for sustenance. This may go on for days, weeks or even years after arriving in their new environment. Once they find a suitable host, they might live in their body and hide control or maybe live out In the open and always show their true form. Some klyntar even decide to live as one with their host and let them live their life only coming out during battle. 

Otherworldly ooze

Symbiotes are descendants of an alien world where they lived in a constant chaotic state. When the recourses couldn’t accommodate this lifestyle, the majority of them decided they would not replicate this when they find a new planet. They called themselves the klyntar. Some however, did not want to give up these chaotic tendencies and remained feral. These are known as the ever black and tend to have dark colours with light accents while the klyntar are quite the opposite.

Parasitic life form

To survive, most symbiotes, especially the ever black, need hosts. The klyntar have developed some ways to stay without a host for longer extents of time and sometime even take a humanoid form without them but they never truly access their full power without a host. If they eventually do find one, they gain access to their memories and knowledge and sometimes retain some attributes after leaving it. Because of their thirst for connection, during the Great War, many tried to weaponize them for military benefit. As a result, some of the remaining symbiotes live in fear of the humanoids and others seek revenge.

Coming from an alien world, the only knowledge symbiotes have of their environment is that gained from hosts and exploration. Despite this, they tend to adapt very quickly to their new lifestyles and environment. They often stay in quiet and secluded places because of their vulnerability to sound but some integrate themselves Into society. Many of those living openly as symbiotes have it rough being constantly seen as barbaric or feral.

Symbiote Names

symbiotes often have names that were given to them by study or achievements. If this is not the case, their names can also reflect some of their attributes or personality like Purity or Carnage.

Symbiote Traits

Symbiotes gain a few attributes from their alien nature.

Ability Score Increase

Your Constitution score increases by 2, and your Dexterity score increases by 1.

Age

Symbiotes mature at the same rate as humans but can  live up to 300 years.

Alignment

Feral Symbiotes might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many symbiotes toward a chaotic alignment.

The klyntar tend to be more lawful good

Size

Symbiotes are about the same size and build as humans but some ever black go up to 8ft tall. Your size is Medium.

Speed

Your base walking speed is 30 feet.

Flesh Armour

Symbiotes are naturally hungry creatures. After having your fill of fresh flesh (10lbs), you become denser, more powerful, and add 1 to your armor class for 3 hours.

Sound Sensitivity

Your slime body is incredibly sensitive to vibration, allowing you to perceive things without the use of proper sight (blindsight) up to a distance of 30 feet, but this sensitivity also comes with a consequence. Loud noise or vibration can easily damage you and unstick you from your host. you are vulnerable to thunder damage and must succeed a Wisdom saving throw (DC 16) to stay bonded to your host after taking thunder damage.

Biological weapon

Much like warlocks have their pact weapons, you have a symbiotic extension. As a ritual, you can spend 3 minutes absorbing a single handed weapon into your body. After completion, you gain a proficiency with the weapon and can morph any of your arms into a version of it made of your biomass. It keeps any magical properties and if a 20 or above are rolled on an attack roll, the weapon deals an extra d4 acid damage.

Parasitic nature

To survive, you need to bond to a host. Without a host, your base movement speed and maximum health are halved but you can squeeze into any space as narrow as 1 inch.  in this state, you cannot wield weapons, cast spells, or wear armor. To bond, the host must be willing or succeed a Constitution saving throw against your Dc: 8 + your proficiency bonus + your Constitution modifier. If it succeeds, you take psychic damage equal to their constitution multiplier. When bonded, the creature takes acid damage equal to your constitution modifier, you and your host occupy the same space and you can communicate telepathically to it. In combat, you take control of their body until their next turn when they regain control. The person in control takes the damage unless it's thunder damage, in which case you and the host take it when they are in control. 

Languages

You can speak, read, and write Common and Deep speech.

Previous Versions

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