Barbarian
Base Class: Barbarian

The symbionts are strange, mimic-like entities. Many scholars believe they came from the Far Realm to Insectopia, but they do not know why. Alone they are mere specks, barely
noticeable for most creatures. However, when they find a worthy host, the symbionts unleash their true and terrifying potential.

Barbarians of the Path of the Symbiont draw their power from connecting with exactly those alien creatures. When entering a rage, the symbiont takes over and turns the host into a violent, bloodthirsty monster, wielding the symbiont as a tangible weapon with deadly precision. The symbiont hungers, and its primal fury affects its host. A symbiont may not always be evil, but with a need to feed and an appetite for conflict, a benign host is rare to find, much less a symbiont.

Eldritch Connection

Beginning at 6th level, your Symbiont gains the thrown(20/60) property.

You can use a bonus action to call the weapon back to an unoccupied hand while it is within 60 feet of you. If you do so, the weapon spins back through the air towards you. Each creature in a straight line between yourself and the symbiotic weapon, must succeed on a Dexterity saving throw or take 2d6 necrotic damage, or half as much on a successful one.

Assimilation

At 10th level, the bond with the symbiont slumbering inside you grows even stronger, making you a master at pursuing and slaying your prey. You can manifest your symbiotic weapon as a bonus action while you aren't raging.

Additionally, whenever you finish a long rest, you can allow your symbiont to assimilate a magic weapon in your possession. You can only assimilate a melee weapon you are proficient with. Your symbiotic weapon gains any bonus to attack and damage rolls and any properties of the assimilated weapon, but maintains its damage die. If the weapon required attunement for any of its abilities, you can use them as if you were attuned to it. You can only have one weapon assimilated at a time. You can replace the assimilated weapon with another whenever you finish a long rest.

Symbiotic Rage

At 14th level, you can release the beast inside you and let the symbiont take over. When you are raging, you can use a bonus action to enter a symbiotic rage. While you are in this
form, you gain the following benefits:

- You gain blindsight in a range of 15 ft.
- You regenerate hit points equal to your constitution modifier at the start of each of your turns. If you take fire or thunder damage, this benefit doesn't function at the start of your next turn. Additionally, this regenerate only works while you are in combat.
- Your symbiotic weapon gains a reach of 10 ft.
- The bonus to AC from your symbiotic weapon increases to +2.
- You gain resistance to necrotic, poison, and psychic damage.

If your turn ends and you haven't hit and damaged a creature since your last turn, your symbiotic rage ends. You can take 1d12 necrotic damage to prolong the duration for one
additional round. The damage you take from this ability can't be reduced by any means.

Symbiotic Blade

Beginning at 3rd level, you bonded with a symbiont, an alien creature that takes the shape of various weapons. When you enter a rage, the symbiont empowers you granting you the following benefits:

- You manifest your symbiotic weapon. You decide on the weapon's appearance. The weapon has the versatile property and deals 1d10 + your Strength modifier, or 1d12 + your Strength modifier if wielded with two hands, necrotic damage.
- Your symbiotic weapon cannot be disarmed.
- You gain a +1 bonus to your AC.

The benefits last for the duration of your rage. Additionally, when your features from this subclass subject a creature to a saving throw, the DC is equal to 8 + your Proficiency bonus + your Strength modifier.

Apex Predator

Starting at 3rd level, the symbiont begins to further alter your physique. You gain darkvision with a range of 120 feet and a Climbing Speed equal to your Walking speed. While raging, you ignore the drawbacks imposed by difficult terrain.

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