Sorcerer
Base Class: Sorcerer

You have never been alone, not really. From your earliest memories there has been another entity within you. Perhaps you considered it an imaginary friend, a guardian angel, or even a ghost. But it has always been there.

From very early on this creature sensed the endless wealth of magic and power within you, and wanted more. In return it helps to keep you alive, no matter the cost.

Symbiotic Spells

1st-level Symbiotic Shell feature

You learn additional spells when you reach certain levels in this class, as shown on the Symbiotic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a transmutation or a conjuration spell from the sorcerer, warlock, or wizard spell list.

Symbiotic Spells

Sorcerer Level Spells
1st mage hand, catapult, shield
3rd hold person, web
5th haste, vampiric touch
7th black tentacles, locate creature
9th arcane hand, hold monster

Living Armor

1st level Symbiotic Shell feature

By spending a spell slot you summon magical armor that takes whatever form you wish. It lasts for 1 hour, grants you a bonus to AC equal to 12 + the level of spell slot used, and temp hp equal to 5 x the level of spell slot used.

While the armor is active, you may conjure natural weapons as a bonus action that use your Cha modifier to hit, that deal 1d6 + Cha mod of that damage type. You may use hammers (bludgeoning), claws (slashing) or a tendril (piercing, has reach) and are proficient with these weapons.  When you unlock sorcery points, as part of the same bonus action to summon the weapons, you may spend sorcery points to deal additional damage equal to sorcery points spent. You may use your Cha mod instead of Str when rolling Athletics.

Claws may use your bonus action for a second attack. Hammers provide half cover while active. The Tendril allows for a pull attack to draw enemies closer.

Sharply Dressed

1st level Symbiotic Shell feature

As a bonus action, regardless of if the armor is active or not, the symbiote can alter your dress. The clothes are functional, allowing you to avoid damage from extreme heat or cold as environmental conditions.

Guarded Psyche

6th level Symbiotic Shell feature

The seperate consiousness of the armor helps protect you from invaders. While the symbiotic armor is active, you may not be charmed from a spell of a lesser spell slot used to summon the armor.

 

Improved Combat

6th level Symbiotic Shell feature

The Symbiotic Armor increases your combat prowess. While active, you may make a second attack as part of the Attack action. Additionally, your natural weapons are now considered magical for the purposes of overcoming resistances.

 At this level, the damage die of your natural weapons increases to 1d8. At 10th level it becomes 1d10, at 14th level it becomes 1d12, at 18th level it becomes 2d6.

Tendril Walk

14th level Symbiotic Shell feature

Sticky threads extend while the Symbiotic Armor, giving you a flying speed and climbing speed equal to your move speed. Flight speed only works when within 20 ft. of a solid surface.

Full Control

18th level Symbiotic Shell feature

You can opt to give the Symbiotic Armor full control, and become a passenger for 1 minute as an action. You may do this once per long rest. The armor uses 2 Sorcerer hit dice (which heal you in the moment) and 1 8th level spell slot (which gives you the AC and temp hp boost per normal) to accomplish this. Without these or greater resources this action is not available.

While the symbiotic armor is in control, you are immune to charmed and frightening affects, and cannot be put to sleep by magical means. You are resistant to magical damage and immune to Necrotic damage.

After 1 minute or when rendered unconscious you take 1 point of exhaustion.

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