Rogue
Base Class: Rogue

You have formed a bond with a sentient symbiote that has given you powers that normally you wouldn't have. This can be in the form of some parasite or transfer of power by taking in a part of some creature or allowing it to take you as a host. 

Symiotic Defense

When you choose this archetype at 3rd level, you gain natural armor that is 12+ your Dexterity modifier.

Symbiotic Strike

Starting at 3rd level, your unarmed strikes now deal 1d4 piercing damage, and you can use your Dexterity modifier for attack and damage rolls with these strikes.

This damage increases to 1d6 when you reach 5th level, 1d8 when you reach 11th level, and 1d10 when you reach 17th level.

Living Weapon

Starting at 9th level, your connection to the symbiote deepens, allowing you to manifest simple weapons from the symbiote itself. As a bonus action, you can create a simple weapon of your choice, such as a sickle, dagger, or a shortbow, made from the symbiote. These weapons have the finesse property and deal additional 1d6 poison damage on a successful hit. The weapon disappears after one hour or if you dismiss it as a bonus action. You can use this feature a number of times equal to your Dexterity modifier, and you regain all expended uses after a short or long rest.

Symbiotic Camouflage

At 13th level, as an action, you can transform your clothing and appearance to mimic your surroundings. You gain advantage on Stealth checks, and creatures have disadvantage on Perception checks to detect you while in this state. This effect lasts for 1 minute, and you can use it a number of times equal to your Dexterity modifier before requiring a long rest.

True Symbiotic Form

Starting at 17th level, you can now fully embrace your symbiote, temporarily becoming a nightmarish, monstrous form. Once per long rest, you can activate this transformation as a bonus action. In this form, you gain the following benefits:

  • You gain temporary hit points equal to your rogue level.
  • Your unarmed strikes now deal an additional 2d6 poison damage, and you gain a +2 bonus to your attack and damage rolls.
  • You have resistance to poison damage, and you are immune to being frightened and charmed.
  • You can use your bonus action to make a grappling attack with advantage. If you succeed, the target is restrained and takes 2d6 poison damage at the start of each of its turns. This effect lasts for 1 minute.

Once the transformation ends, you suffer one level of exhaustion. The transformation lasts for 1 minute, and you can end it early as a bonus action.

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