Fighter
Base Class: Fighter

An entity has bond itself to you. Whether out of necesity or the pursuit of power you accepted it. The entity has bound itself within your blood. The process was excruciatingly painful, and you are now filled with a constant burning, a low fire that pushes you towards the desires of the entity and yourself. The relationship isn't that of 2 people, but that of 1, for as the creature gains strength, its power can become your own, and in turn your lives have become entwined. Whatever the origin, whatever their motive, there is a new voice inside your head, and it seems to like its new home. It has bonded with you, for better or worse. Irrespective of that, one thing remains certain and constant: Neither of you will have an effect on the world alone. The two of you will only attain new heights of strength and power together… as a united front.

Dual Minds

Your telepathic link to your sybiote gives you resistance to negative mental effects such as being charmed or frightened, as well as advantage on seeing through deceptions or being intimidated. However this also makes it so you take an extra 1d4 psychic damage when hit by a psychic attack.

Aversion to Cold

The reason your symbiote requires a host, not because it feeds off of them, but because it requires warmth to survive, otherwise it hardens and dies. Because of this it hates the cold so you now take 1d4 psychic damage when hit by cold damage.

Metal Assimilation

As an action you can assimilate 1 lb. of metal, every pound of metal assimilated counts as 1 mass point. Mass points are used to create both armor and weapons, it can also be used to do special moves. Your maximum number of mass points is equal to you con. mod. × your level in this class.

Metal Symbiotes Hunger

Since your symbiote survives on a diet of metals, it burns through mass points equal to 1/2 your level (in this class) per day.

Symbiotic Weaponry

At level 3, you've learned to form your symbiote into natural weapons. As a bonus action you can form your choice of a slashing, piercing, or bludgeoning weapon at the cost of 5 mass points per weapon. If you have the duel wielder feat, you can form 2 at the same time. These weapons all deal 1d6 damage, which increases to 1d8 at 7th level and 2d4 at 10th. If you've assimilated at least 2 pounds of silver, you can make these weapons count as magical for overcoming resistances. When you create the weapon it starts off with either the light or heavy property (your choice). At level 7 you can, however, double the cost of making it and give 2 additional properties to the weapon. When doing so you can choose from these properties; finesse, reach, two-handed, or a special property that you would have to discuss with your DM. If you choose 2-handed, increase the damage die by 1 (d6 to d8, d8 to d10, etc.)

Sybiotic Shell

At level 7, you've learned to spread your sybiote across your body at varying levels of thickness and density forming a protective armor. You can create 3 levels of this; a light, a medium, and a heavy armor. From no armor to light, it takes 30 seconds (5 rounds) and 10 mass points. From light to medium, it takes another minute (10 rounds) and an additional 10 mass points. For medium to heavy, it takes another minute (10 rounds) and an additional 15 mass points.

Armor stats:

Light - ac of 13 + con. mod.

Medium - ac of 15 + con. mod.

Heavy - ac of 17 + con. mod.

At level 10, all of these increase by 2 to:

Light - 15 + con. mod.

Medium - 17 + con. mod.

Heavy - 19 + con. mod.

Symbiotic Binding

At level 15, you've learned to spread your symbiote out onto other creatures, when grappling a creature you can use a bonus action to spend the number of mass points on the chart below correlating to the creatures size. When doing so, you can bind the creature trapping its arms and legs in metal requiring it to make a strength check of 13 + your con. mod., you can also choose to cover its eyes and air ways blinding and suffocating it if it breathes, and sees with its eyes, if not, this does nothing.

Size chart:

Tiny - 1 mass points

Small - 2 mass points

Medium - 4 mass points

Large - 8 mass points

Huge - 16 mass points

Gargantuan - 20 mass points

Master of the Symbiote

At level 18, you've learned how to use your symbiote to both augment yourself, and strike fear in others. While you have at least 1/2 of your maximum mass points, you gain advantage on all strength and dexterity based checks and saving throws. While you are wearing the heavy level of your symbiotic shell and you reduce a target to 0 hit points you can choose one target that can see you, that target must make a wisdom save of 12 + your con. mod. or become frightened of you for 1 minute or until it succeeds the throw at the end of its turns, alternatively, if you score a critical hit against a creature, that creature must make that save.

Level 10 Filler

This is filler in order to be able make this subclass sharable, so ill let you know what you should have by now. Your Symbiotic Weaponry should deal 2d4 and be able to have 2 additional properties. Your symbiotic shell should still be at its base stats. Your symbiote should be consuming 5 of its mass points a day and you should (if your con. mod. is +5) be able to have mass points.

Previous Versions

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10/15/2020 3:28:42 AM
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10/15/2020 10:23:21 PM
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