Fighter
Base Class: Fighter

You are the host of a stealth-adapted alien symbiote, a living weapon that thrives in darkness and silence. The Path of the Stalker empowers you with heightened senses, teleportation, and lethal ambush tactics. You become a predator of the shadows, manipulating fear and exploiting your prey’s weakness.

While other warriors rely on brute strength or martial discipline, you are something more... and less. You move without sound, strike from impossible angles, and vanish before retaliation is possible.

Symbiote Form- Red

As a bonus action, you can activate your Symbiote Form, which lasts for 1 minute. While in this form, you gain the following benefits:

• Your AC increases by 1.
• You gain temporary hit points equal to your Fighter level + your Symbiote Stat modifier.
• You grow natural weapons (claws, tendrils, or fangs) that deal 1d8 slashing or piercing damage (your choice) and count as magical for overcoming resistance and immunity.
• You have advantage on Stealth checks while in dim light or darkness.
• You do not provoke opportunity attacks while in dim light or darkness.

You can use this feature twice per short or long rest. You regain all expended uses when you finish a short or long rest.
• At level 10: 3 uses
• At level 18: 4 uses

Additionally, your symbiote grants you enhanced senses and stealth instincts:

• You gain proficiency in Stealth and Thieves’ Tools. If you already have either, you may choose a different tool or Dexterity-based skill instead.
• You gain darkvision out to 60 feet. If you already have darkvision, increase its range by 30 feet.

Level 7: Creeping Dread

Your symbiote radiates an eerie, unsettling aura that disturbs your enemies and protects your mind.

  • Creatures that are frightened and within 10 feet of you have disadvantage on attack rolls.

  • You have advantage on saving throws against being charmed or frightened.

  • While you are hidden, you cannot be detected by blindsight, tremorsense, or similar senses unless you attack or cast a spell.

Level 10: Shadow Dive

When you activate your Symbiote Surge, you may teleport up to 15 feet into an area of dim light or darkness. When you do, you become heavily obscured until the start of your next turn.

Your next melee weapon attack made within 1 round has advantage and deals an additional 3d6 psychic damage on a hit.

Level 15: Apex Ambusher

Your symbiote has learned to exploit fear and hesitation with surgical precision.

While in Symbiote Form:

  • Your melee and natural weapon attacks score a critical hit on a roll of 19–20 against creatures that are frightened or surprised.

  • At the start of each frightened creature’s turn within 10 feet of you, they must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Symbiote Stat modifier). On a failed save, they are paralyzed until the end of that turn.

  • When you reduce a creature to 0 hit points, you may move up to your speed without provoking opportunity attacks. You can do this once per turn.

Level 18: Death in Silence

You become a true master of the shadows, nearly impossible to track or contain.

  • While you are in darkness or while hidden, you are considered permanently invisible. This invisibility ends if you attack or cast a spell.

  • You can move through enemy spaces and cross trapped areas without triggering them.

Once per long rest, you can unleash a perfect ambush. Until the end of your turn, all of your attacks against surprised, frightened, or unaware creatures have advantage and deal maximum damage.

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