Barbarian
Base Class: Barbarian

While the rage of most barbarians comes from within, that of those who follow the Path of Symbiosis comes from the hunger of a creature bound to them from the astral sea. Not many people know about these creatures and even fewer know their purpose, goal, or abilities.

Symbiotic Relationship

3rd-level Path of Symbiosis feature

After each long rest you gain temporary hit points equal to your level plus your prof. bonus plus your Con modifier.

While raging you can choose to make a new attack which would replace your attack with your weapon, all of which use your Strength. You may choose only one option per turn.

Bite. Your head gets covered by the symbiote to bite your foes. The target takes 1d8 piercing damage on a hit and if the bite reduces the target to 0 hit points the symbiote bites the head off of the target unless it is a construct or undead. This recovers the temporary hit points by 1d4 plus the targets constitution modifier (min. 0)

Claw. Your symbiote covers your hands or held weapon becoming claws or scythes. The target takes 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tendrils. Multiple tendrils sprout from your back and act on both offense and defense. These deal 1d8 bludgeoning damage on a hit and have the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to swipe with one of your tendrils and roll a d8, applying a bonus to your AC equal to the number rolled.

Immediately after you take damage for the first time in a fight you must make a wisdom saving throw (DC 10 or half the damage taken), on a failure the symbiote takes over and you become under the DM’s control until the start of your next turn. This saving throw must be performed again once you fall below half of your maximum hp (rounded down).

Partial Assimilation

6th-level Path of Symbiosis feature

 Your symbiote gains enough vitality to temporarily separate from you to attach to another person to read their mind. You can spend one minute to attach your symbiote to another creature and cast the detect thoughts spell. This feature will only work if the target’s intelligence is more than three. This feature can be used a number of times equal to your Constitution modifier and resets after the next long rest.

The connection with your symbiote grows causing the natural weapons of your Symbiotic Relationship to count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Full Symbiosis

10th-level Path of the Symbiote feature

When you enter your rage, you can transform, allowing your symbiotic partner to cover you. Until the rage ends, you manifest your symbiote as a weapon and armor simultaneously. Your attacks are counted as martial weapons, and you add your Strength modifier to the attack and damage rolls when you attack with it, as normal.

You can choose which of these attacks you use as your action:

Bite. The symbiote’s mouth is full of jagged teeth. It deals 1d8 piercing damage on a hit. When you reduce a creature to 0 hit points with this attack you bite its head off and the symbiote’s hit points are restored by an amount equal to your level plus the creatures constitution modifier plus your proficiency bonus.

Claws. The symbiote covers your body turning each of your hands into a sharp scythe, claw, or it will cover the weapon you are holding. It deals 1d6 slashing damage on a hit. Once on each of your turns when you attack with a claw using the Attack action, you can make one additional claw attack as part of the same action.

Tendrils. A group of tendrils sprout from your back, which deal 1d8 bludgeoning damage on a hit and has the reach property. If a creature you can see within 10 feet of you hits you with an attack roll, you can use your reaction to gather your tendrils around yourself and roll a d8, applying a bonus to your AC equal to the number rolled, potentially causing the attack to miss you.

Devourer

14th-level Path of Symbiosis feature

While raging you can use the power of your symbiote to the best of its offensive capabilities. As an action you can choose to make one of the three attacks listed, or consult the DM about another idea for one.

Carnage. You sprout multiple tendrils from your back and pierce through any enemy in your path. As an action you move up to your movement and make up to 5 tendril attacks against up to 5 creatures you pass by, this movement does not provoke opportunity attacks. Each tendril attack made in this way deals 5d8 bludgeoning damage.

Mania. You unleash lots of hardened projectiles from all over your body into all creatures in your vicinity. As an action you can make all creatures in a 15 foot radius around you make a Dexterity saving throw or take 3d10 piercing damage. If there are multiple creatures in a line, the creatures farther in the line have advantage on the saving throw.

Riot. Your hands and anything in them become huge blades that you can use to hit many creatures in front of you. As an action you can make any creature in a 15 foot cone make a Dexterity saving throw or take 4d12 slashing damage. If a creature is reduced to 0 hit points by this attack they are decapitated.

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