Fighter
Base Class: Fighter

You bond with an entity. This entity can be an alien parasite, living ooze, magical living force, a weakened eldritch patron, or anything else you can think up.

 

Symbiotic Presence

Upon choosing this subclass at 3rd level, you form a symbiotic bond with a sentient, foreign entity, granting you enhanced abilities. This entity is represented by a feature called "Symbiotic Presence." The creature depends on you to survive, and cannot be separated from a host for more than 1 minute without dying. It can speak any languages that you know, and can speak verbally or communicate telepathically with you. As a bonus action, you can command the symbiote to expand and cover your body for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. 

Once you use this feature a number of times equal to your proficiency bonus + your CON modifier, you must finish a short or long rest before you can use it again. While you are transformed, you gain the following features:

  • Symbiotic Might: You have advantage on Strength checks and Strength saving throws. You also get a bonus to your melee strikes equal to half of your con mod rounded up (minimum of one)

  • Enhanced Agility: You gain the effects of the <i>Jump</i> spell while your Symbiotic presence is active. As a bonus action, you can extend a pseudopod as an anchor within 30 feet from which to swing from. This pseudopod functions as a standard rope, unless you use your reaction to pull yourself up to 30 feet toward it. This can potentially pull you away from danger. Furthermore, you have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

  • Symbiotic Defenses: Your AC increases by a number equal to your proficiency bonus.

The Hunger

  • Vicious Bite: While your symbiotic form is active, you can make a special bite attack as a bonus action with your jaws, which become sharp-toothed and powerful. Your jaws are considered a natural melee weapon, and you may use your constitution modifier for the attack roll, dealing 1d8 + your Constitution modifier piercing damage, and regaining health equal to the piercing damage dealt.
  • Symbiotic Reaction: Your body becomes more adapted to the symbiote, linking your reflexes together as one. You can activate your Symbiotic Presence feature as a reaction when a creature targets you with an attack roll.
  • Consumption: You can consume the flesh of a creature that has died within the last 24 hours over the course of 10 minutes, regaining a number of Hit Dice equal to half the CR of the creature (Minimum of 1). Your hit dice are regained in ascending order, beginning with smaller dice. (For example, you would regain a d6 Hit Die before a d10).

Improved Symbiotic Presence

Your symbiote enhances your tactical acumen, allowing you to react swiftly to changing combat situations. While your Symbiotic Presence ability is active, you gain the following features;

Strengthened Body: Your melee attacks are considered magical for the sake of overcoming resistances. Additionally, when you hit a creature with a melee attack, you may expend and roll a hit die to cause the attack to deal extra Bludgeoning, Piercing, or Slashing damage (your choice) equal to the roll + your proficiency bonus.

Hungering Ferocity: When you hit a creature with an opportunity attack, you may move up to half of your speed without provoking opportunity attacks. If you end this movement within attack range of an enemy creature, you gain advantage on the next attack roll you make against that creature before the end of your next turn.

Symbiotic Infusion

At 15th level, your connection to the symbiote deepens, and you gain the ability to share its abilities. Once per long rest, as an action, you can imbue a willing creature that you touch with a portion of your symbiote's power. For the next minute, the target gains the benefits of your Symbiotic Presence feature, as well as temporary hit points equal to your fighter level + your CON modifier. At the end of the minute, the symbiotic energy recombines with your symbiote, returning to your body. This effect ends if the target is reduced to 0 hit points or falls unconscious. You can also end it early (no action required by you).

 

Perfect Synthesis

At 18th level, your symbiote melds with your physical form, working to heal your wounds and even regenerate missing limbs. At the start of each of your turns, you regain hit points equal to 1d4 + your Constitution modifier (minimum of 1) if you have no more than half of your hit points left. You don’t gain this benefit if you have 0 hit points.

Additionally, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on another creature’s turn, except your turn. You can use this special reaction only to make an opportunity attack, and you can’t use it on the same turn that you take your normal reaction.

Furthermore, if one of your limbs (not your head) is severed, it regenerates in 1d4+1 rounds, unless the wound specifies another manner in which it must be healed

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