Sorcerer
Base Class: Sorcerer

Another magical entity has bound itself to you – not only granting you the ability to sling spells, but also allows you to change your bodies’ structure to assist you in a fight. Is it alien? Abyssal? Cthonic? Divine? That is for you to find out...

Most symbiotes are entirely different beings to their host. How does your character view their symbiote? Do they have similar goals? Opposing goals? How does this influence their relationship? These are all fun things to consider when creating a Symbiotic Sorcerer. 

Symbiotic Spells

When you reach a Sorcerer level specified in the Symbiotic Spells table, you thereafter always have the listed spells prepared.

Symbiotic Spells

Sorcerer Level spells
3  shield, hunter's mark, alter self, ensnaring strike
5   meld into stone, protection from energy
7   conjure minor elementals, stoneskin
9   contagion, antilife shell

 

Symbiotic Form

Starting at level 3, your Symbiote gains the ability to temporarily transform your body to fit the dangerous situation you are in. When you use your Innate Sorcery, you transform. While under the effects of Innate Sorcery, while you are not wearing armor or wielding a shield, your AC is equivalent to 10 + Dexterity Modifier + Charisma Modifier. Additionally, when you transform, choose one of the following natural weapons. You can use it until your Innate Sorcery ends. They use your Charisma Modifier to calculate Hit and Damage rolls, and you are proficient with them:

Weapon Name Description Damage and Properties
Empowered Limbs  Your bare hands and feet are empowered by the symbiote, becoming impressive natural weapons. Melee Weapon Attack, 1d8 Force Damage, 5 ft. Reach.
Manifested Tendrils Two whip-like tendrils emerge from your shoulders, your bodies' natural electric charge flowing through it. They are considered natural weapons.  Melee Weapon Attack, 1d8 Lightning Damage, 10 ft. Reach.
Symbiotic Pulse A pod appears, covering one of your hands. This pod can launch the symbiosis' digestive fluids at long ranges.  Ranged Weapon Attack, range 60/120. 1d6 Acid Damage.

 At 6th level, the weapons gain a +1 bonus to hit and damage rolls. At 14th, the bonus increases to +2. At 18th, the bonus increases to +13.

Adapted Body

Starting at level 6, your Symbiote adapts to your body, allowing it’s power to grow substantially. When you take the attack action on your turn with a natural weapon, you may attack twice with that weapon instead of once. Additionally, each of your form’s weapons gain an extra effect.

Weapon Name Additional Property
Empowered Limbs You can empower your limbs with your innate magic to surge their power, making their strikes stronger than they already were. When you land an attack with an Empowered Limb, you may spend Sorcery Points up to your proficiency bonus to deal an extra 1d8 force damage per Sorcery Point spent.
Manifested Tendrils Whenever you land an attack on a creature with a Manifested Tendril, gain a Symbiotic Spark. You may have up to 6 Symbiotic Sparks at a time, and each lasts for a minute. Two Symbiotic Sparks can be used in place of 1 Sorcery Points for your Metamagic feature.
Symbiotic Pulse When a creature is hit by your Symbiotic Pulse twice in a turn, the next spell you cast on that target before the end of your next turn that requires them to roll a Saving Throw is rolled at disadvantage.

 

Hardened Carapace

Starting at level 14, your symbiote manifests a more protective carapace for you. When you enter your Symbiotic Form, you gain Temporary Hit Points equal to 5 times your Sorcerer Level.

 Additionally, whenever you enter your symbiotic form, you may choose one of the following abilities to have access to for the duration of the transformation:

Carapace Upgrade Additional Property
Adaptive Carapace When you transform, choose one type of damage. You become resistant to it. As a reaction when you take damage, you may spend a sorcery point to change this resistance to that of the damage you took.
Reflective Carapace When you succeed on a Saving Throw against Fire, Cold, Lightning, Necrotic, Radiant or Force Damage, you reduce any damage taken to zero. Additionally, you may use your reaction to force another creature within 30 ft. of you to roll a Saving Throw against the same effect, as if they were also targeted by it. That creature must not have already made a Saving Throw against the effect that triggered this reaction.
Camouflaged Carapace You have advantage on Stealth Checks, and may use your Charisma Modifier in place of your Dexterity Modifier for such checks. Additionally, as a reaction when you take damage, you may use two Sorcery Points to blink into the Astral Plane until the end of the current turn, where you return to your previous space (or the nearest unoccupied space). While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.

 

Ultimate Symbiosis

Starting at level 18, you have achieved perfect unison with your symbiotic partner. They are able to unleash some of their most powerful forms on you. When you transform into your symbiotic form, choose one of the following abilities to gain until your Symbiotic Form ends:

Ultimate Ability Additional Property
Perfected Muscles You may add your Charisma Modifier to Strength Checks and Saves. Additionally, when you take the attack action on your turn with a natural weapon, you may attack thrice with that weapon instead of twice.
Doubled Mind Whenever you make a Concentration Check to maintain concentration on a spell, add your Charisma Modifier to the save. Additionally, once per transformation, you may cast one level 3 or lower spell that requires concentration without concentration. That spell ends early if your Innate Sorcery ends before the spell does. The spell cast without concentration cannot be upcasted above 3rd level.
Absorbing Carapace You gain a bonus to your AC equal to your Constitution Modifier. At the end of each of your turns, gain Temporary Hit Points equal to your level * the number of times you landed an attack this turn. (You can only receive a maximum of 100 temporary hit points per turn from this feature).

 

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