Base Class: Monk
Through bonding with an otherworldly parasite, or arcane machinery, those set to the Way Of The Simbiote become dangerous killing machines often made pariah to society. Once bonded, the simbiote protects its host in earnest while the host strengthens both its own body, mind and the bond between the two. In turn, once the host is strong enough to survive without the simbiote's full power, it allows the simbiote to inhabit additional hosts on a path towards hopeful propagation.
Beware the wrath of the bonded warriors. One face conceals two minds, and an endless arsenal of killing techniques.
Bonus Proficiencies
When you choose this tradition at 3rd level, you gain proficiency in either the Perception or Survival skill if you do not already have it. You also gain proficiency in Alchemist's Supplies and Tinkerer's Tools if you do not already have them.
Protect The Host
At 3rd level, the symbiote you are bound with awakens, allowing it to assume momentary control of your motor functions when you are endangered. When you roll a Dexterity Saving Throw for the purposes of avoiding damage, roll with advantage. Additionally, when you are reduced to 0 hit points by any source, you may move your unconconcious self up to half your movement in any direction as the symbiote seeks to find a way to keep you alive.
Kill Drive
Starting at 6th level, the symbiote you are bound with awakens further, allowing you to identify and exploit a target's weaknesses with deft speed.
As a bonus action, choose one target creature you can see within 30 feet. You can move up to half of your movement speed towards that creature and make an attack roll against it. You have advantage on your first attack made against that creature after using this ability.
You can use this class feature a number of times per day equal to your proficiency modifier.
Transplant Simbiote
Starting at 11th level, your symbiote can enter the bodies of recently slain foes, granting it control of the body for a time. On your turn, as your bonus action, you can touch a recently slain large or smaller creature and expend 2 hit dice to grant your symbiote control of its corpse. The reanimated corpse has the AC of the living creature -2, half of its hitpoints, and all ability scores 12. The corpse maintains any proficiencies, movement, actions, bonus actions and reactions it had in life. The reanimated corpse cannot cast spells over 3rd level even if the corpse would have access to them. The reanimated corpse takes its turn after yours and uses its turn to follow a single telepathic command you issue at the end of your turn. For each turn after the first the corpse is reanimated you expend 1 hit dice as your vitality drains without your complete symbiote.
Obliterating Flurry
At 17th level, you gain the ability to lash out with your symbiote at all hostile creatures within a set range. When you use your flurry of blows ability you may expend additional ki points to make an attack against every creature within a range.
1 ki point- each creature within 5ft
3 ki point- each creature within 10ft
Using this ability replaces your normal two attacks from flurry of blows.
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