

CircuitDruid

AlynSpiller Credit toCircuitDruidAlynSpiller Symbiont A man is backed into the dead end of a cave as his hunters close in before him. The man, once fleeing for his life, smiles and begins to laugh at his pursuers. Too late they realize that they have been lead into a trap as insects begin to encircle them and close off the mouth of the cave. The last thing that they see in this life is their former prey growing massive pincers and compound eyes; insects pouring from his mouth. A beautiful woman with fair, green skin and hot pink eyes beckons the shopkeeper closer. Her party rolls their eyes as a pink mist seeps from her lips with every word. The once stubborn dwarf miraculously agrees to hand over the rare item for a fraction of the price. A medic with snow white skin and hair is stationed at an outpost at the bottom of the planet. Her surroundings are as cold as her skin, making her the only experienced doctor able to make the trek to the remote, snowbound village. Though her body is cold, her kindness warms the hearts of her patients. Whatever the infliction, a symbiont serves as the vessel for a sentient, symbiotic organism. In exchange for protection and the occasional meal, the host receives amazing new abilities from its new copilot. A warlock with a druidic patron and the arcane intellect of a mystic. Molders of Life When a symbiote enters a creature's body, it will attempt to make a psychic connection with its host. If the connection is accepted, the host will become imbued with a unique understanding of the biological forces that control and maintain not only their own body, but the forces that control every living thing. With this knowledge, a symbiont is able to tap into, override, and even rewrite the fundamental building blocks of living organisms. Such an understanding can be used in a variety of ways, including manipulating brain chemistry, controlling fauna and flora, or even molding flesh to their whims. Harmonious Biology Not everyone infected by a symbiote have the skills necessary to harness its power. In most cases, new hosts perish shortly after being infected, lacking the mental fortitude necessary to carry and protect it. It is not uncommon to find the corpses of failed Symbionts walking aimlessly through forests, the life within snuffed out until all that remains is a husk being puppeted by a corrupted parasite.

Symbiont Symbiont

Level Proficiency

Bonus Invigorates Features Symbiont

Spells Known Spell

Slots Symbiont

Spells Level 1st +2 2 Symbiote Kingdom, Invigorate ─ ─ ─ 2nd +2 2 Clade Archetype, Biomancy 2 1 1st 3rd +2 3 Mutual Defense, Iron Immunity 2 2 1st 4th +2 3 Ability Score Improvement 3 2 2nd 5th +3 3 Clade Archetype bonus 3 2 2nd 6th +3 4 Mutual Defense feature 4 2 3rd 7th +3 4 ─ 4 3 3rd 8th +3 4 Ability Score Improvement 4 3 3rd 9th +4 5 Clade Archetype bonus 5 3 4th 10th +4 5 Mutual Defense feature, Impart Parasite 5 3 4th 11th +4 5 ─ 5 4 5th 12th +4 6 Ability Score Improvement 6 4 5th 13th +5 6 Clade Archetype bonus 6 4 5th 14th +5 6 Mutual Defense feature 7 4 6th 15th +5 7 Regenerative Biology 7 5 6th 16th +5 7 Ability Score Improvement 8 5 6th 17th +6 7 Clade Archetype bonus 8 5 6th 18th +6 8 ─ 8 5 6th 19th +6 8 Ability Score Improvement 9 5 6th 20th +6 8 Living Biome 9 5 6th

It is not enough to be strong or pure of heart. To control and gain the full benefits of a symbiote, a symbiont must have the necessary intellectual stamina to form a psychic bond with the organism. In doing so, the two creatures become one; feeding off of one another in a beautiful choir of biologic harmony. Creating a Symbiont As you create your symbiont character, it is essential that you take into consideration the manner in which you obtained your symbiote. Did you stumble upon it while jogging through the woods or while fleeing from a group of angry villagers? Did you find it or did it find you? Also, consider the relationship between you and your symbiote. Do you require the symbiote to live, or is it merely advantageous to work together? Is it more parasitic or mutualistic? Is it intelligent or bestial in nature? Quick Build You can make a symbiont quickly by following these suggestions. First, make Constitution your highest ability score. If you want to make a fighter build, make your next-highest ability score Dexterity or Strength.

If you want to make a spell-user build, make your next-highest ability score Intelligence. Second, choose the nature and description of your symbiote. Class Features As a symbiont, you gain the following class features. Hit Points Hit Dice: 1d8 per symbiont level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st Proficiencies Armor: Light armor

Weapons: Simple weapons, shortswords, longswords

Tools: (a) Poison Kit, (b) Herbalist Kit, or (c) Healer's kit Saving Throws: Intelligence, Constitution

Skills: Choose three from Arcana, Deception, History, Nature, Medicine, Survival, Intimidation

Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a simple weapon and a martial weapon or (b) two simple weapons

a component pouch or (b) an arcane focus

(a) Poison Kit, (b) Herbalist Kit, or (c) Healer's kit

Leather armor, two daggers, and an explorer's pack Symbiote Kingdom You choose to infect yourself with symbiote that belongs to the Invertebrate, Plant, or Disease Kingdom, all detailed at the end of the class description. You cannot change your kingdom once the choice is made. Your choice grants you kingdom spells and an adaptive phenotype ability that increase in power as you gain levels. Kingdom Spells Your connection to your symbiote allows you tap into certain spells based on the nature of your symbiote kingdom. Each kingdom has a list of associated spells. Once you gain access to the spells, they count towards the number of spells you can prepare each day. All spells that you use from this list are considered symbiont spells for you. Kingdom Phenotype Your particular kingdom allows you to tap into the unique abilities and attributes that are associated with that group of organisms. These phenotypes are observable, physical characteristics that represent the expression of your new genetic makeup. Each Kingdom Phenotype option provided by your kingdom explains how to use it. Invigorate Your symbiote can consume your very life force to briefly empower your body and mind. After you roll and the DM says whether the roll is a success or fail, you can choose to add your Constitution modifier (a minimum of 1) to the roll. The type of roll that you can use for this feature depends on your symbiote kingdom. Symbiote Kingdom Add Constitution to Invertebrate Ability Checks Plant Attack Rolls Disease Saving Throws Once you have used invigorate the number of times shown for your symbiont level in the Invigorates column of the symbiont table, you must finish a long rest before you can use an invigorate again. Clade Archetype At 2nd Level, you select 1 Clade Archetype within your symbiote kingdom, all detailed at the end of the class description. Once this Clade is chosen, it cannot be changed. Your choice grants you additional features at 2nd level and again at 5th, 9th, 13th, and 17th level. Biomancy When you reach 2nd level, you begin the process of unifying the innate magical properties of your symbiote with your own arcane abilities. You can only use the symbiote spells that are listed in your symbiote kingdom. See chapter 10 for the general rules of spellcasting. Cantrips You know two cantrips listed under your respective symbiote kingdom. Spell Slots The symbiote table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your symbiote spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 6th level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Cure Wounds, you must spend one of those slots, and you cast it as a 3rd-level spell. Spells Known of 2nd Level and Higher At 1st level, you know two 1st-level symbiote spells from your respective symbiote kingdom spell list. You learn new spells from this list at 4th, 6th, 9th, 11th, and 14th level. A spell you choose must be of a level no higher than what's shown in the table's slot Level column for your level. When you reach 11th level, for example, you learn a new symbiote spell, which can be 1st, 2nd, 3rd, 4th, or 5th level. Intelligence is your spellcasting ability for your symbiont spells, since your biomantic abilities come from a unique knowledge of biology imparted to you by your symbiote. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a symbiont spell you cast and when making an attack roll with one. Mutual Defense At 3rd level, you can choose how to best utilize your symbiote in battle and become: (a) Full Biomancer or (b) Symbiotic Fighter, both detailed at the end of the class description. Your choice grants you additional features at 3rd level and again at 6th, 10th, 14th level. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Iron Immunity At 3rd level, your immune system has been reinforced by your symbiote to make you immune to disease.

Impart Parasite Starting at 10th level, you can inject a hostile form of your symbiote into an enemy. As a bonus action, you can expend the use of 1 invigorate to touch 1 creature. The creature must succeed a Constitution saving throw equal to your spell save DC. On a fail, the creature gains disadvantage on rolls that are the same as your invigorate bonuses for your symbiote kingdom (ability checks, attack rolls, or saving throws) on their next turn. You cannot use this feature on a creature that is already diseased, undead, or a construct. Regenerative Biology At 15th level, you regain all your invigorates after a long or short rest. Living Biome At 20th level, you can select 1 additional Clade Archetype of the same kingdom and gain the 3rd level feature. This lasts until you finish your next long rest, after which you can either choose to keep the same Clade or choose a different one. Symbiote Kingdom A kingdom is a taxonomic categorization that describes a grouping of organisms that share similar phylogenetic characteristics and evolutionary lineages. Every species on the planet, regardless of size, can be denoted into a handful of kingdoms. Your symbiote will fall into one of these categories and therein share unique adaptations. Invertebrate You choose to infect yourself with the larval form of a queen invertebrate. Upon introduction, the queen begins to grow and develop, all the while producing offspring. Over time, these larval offspring will metamorphose into their adult forms and then leave your body in search of a new, willing host. Through your invertebrate symbiote, you have gained abilities unique to your species as well as a psychic connection to other, sentient beings. Invertebrate Kingdom Spells Spell Level Spells Cantrips acid splash, infestation 1st false life, command 2nd spider climb, suggestion 3rd haste, fear 4th giant insect, dominate beast 5th insect plague, dominate person 6th mental prison, mass suggestion Kingdom Phenotype: Swarm As an action, you can expend the use of 1 invigorate to release a number of symbiotes from your body equal to half your symbiont level. The symbiote(s) and you are telepathically linked and will follow your verbal and non-verbal instructions. Credit to Scaley-Randy Credit to Scaley-Randy You can use an action to see and hear through the eyes of one of the invertebrates for up to 100 ft. While you are doing so, you cannot move and are considered unconscious until the symbiote(s) return or you spend an action to return to consciousness. The symbiotes die after 1 hour of being released from your body. You can use your bonus action to command your symbiotes to make 1 attack each. See end of class for creature details. Plant You choose to infect yourself with the seed or spore of a species of vegetative organism. Upon introduction, the seed or spore begins to cast out shoots and roots, intertwining with your circulatory and nervous system. Your skin becomes green and your veins take on an ivy-like pattern. Through your plant symbiote, you have gained control and influence over the vegetation and plant-life around you. Plant Kingdom Spells Spell Level Spells Cantrips thorn whip, druidcraft 1st entangle, goodberry 2nd spike growth, barkskin 3rd plant growth, speak with plants 4th blight, grasping vine 5th wrath of nature, tree stride 6th wall of thorns, transport through plant Kingdom Phenotype: Synthesis As an action, you can expend the use of 1 invigorate to make your feet become like roots and penetrate into the soft earth beneath you. Your speed is reduced to 0. If you take damage from a hostile creature, even if you fall unconscious, regain 1 hit point per symbiote level at the end of the turn that you received the damage. To uproot yourself is an action.

Plant You choose to infect yourself with the seed or spore of a species of vegetative organism. Upon introduction, the seed or spore begins to cast out shoots and roots, intertwining with your circulatory and nervous system. Your skin becomes green and your veins take on an ivy-like pattern. Through your plant symbiote, you have gained control and influence over the vegetation and plant-life around you. Disease Kingdom Spells Spell Level Spells Cantrips poison spray, spare the dying 1st ray of sickness, cure wounds 2nd ray of enfeeblement, lesser restoration 3rd life transference, revivify 4th sickening radiance, aura of life 5th contagion, greater restoration 6th harm, heal Kingdom Phenotype: Voracious Malady As an action, you can expend the use of 1 invigorate to touch 1 creature. The creature must succeed a Constitution saving throw equal to your spell save DC or become infected. On a success, they are immune to this feature for 24 hours. The creature can repeat this saving throw at the end of each of their turns. When the creature fails their saving throw for this feature, they immediately take poison damage equal to your symbiont level. Starting at 2nd level, you can choose to make this damage the same as your damage resistance/immunity for your Clade Archetype. Mutual Defense Once a symbiont has adjusted to the presence of another organism inside their body, the symbiont begins to learn how to use their new co-pilot to its full potential. Full Biomancer Every symbiote has the ability to control the biology of living things. However, a host that chooses the path of a full biomancer uses the latent magical abilities present in all things to amplify their spell casting. Arcane Symbiote At 3rd level, you can choose one of your 3rd level or lower prepare spells from your symbiote kingdom spells. You can cast this spell without expending a spell slot. Once you use this feature, you must finish a long or short rest before you can use it again. Starting 10th level, you can choose another 3rd or lower level prepared spell. Autonomic Casting At 6th Level, your symbiote gains the maturity and agency necessary to tap into your natural ability to cast spells. For your reaction, you can expend the use of 1 invigorate to cast 1 of your prepared spells. Hive Mind At 10th level, your symbiote gains the ability to focus on your spells, should you become distracted. If you fail a saving throw to maintain concentration on a concentration spell, you can expend the use of 1 invigorate to succeed instead. Bio Surge At 14th level, if you have 0 spell slots, you can cast 1 of your prepared spells by expending the use of invigorates equal to the level of the spell. Symbiotic Fighter Biomancy is not only for tapping into and manipulating the magical energies of other living things. It can also be used to reinforce the symbionts strength, speed, and stamina. Through this path, a symbiont can learn to harness their own physiology to push their bodies to the limit. Additional Proficiency When you choose this Mutual Defense at 3rd level, you gain proficiency in all martial weapons and armor. Adrenaline Rush Starting at 3rd level, you can have your symbiote force your body to produce a surge of norepinephrine into your bloodstream. On your turn, you can expend the use of 1 invigorate to adrenaline rush as a bonus action. When an adrenaline rush begins, you gain the following benefits: You gain 2 temporary hit points per symbiont level.

You can use the dash action as a bonus action.

If you have already rolled initiative, you can add your proficiency modifier to your initiative. Next round, this number becomes your new initiative in combat.

If an attack is a critical hit against you, it doesn’t deal its extra damage to you.

If you fail to hit a target during an adrenaline rush, you take 1d6 damage and the rush immediately ends. It also ends when you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn. If this happens, you lose your temporary hit points. You cannot rush while you are already rushing. At 5th level, while you are in a rush, before you make the attack but after you target the creature for the attack, you can decrease the DC for your critical hit by 1 by increasing the damage hit dice, if you fail to hit, by 1d6. You can decrease the DC of the critical hit an additional 1 the same way at 10th, 15th, and 20th level. (I.e. at 20th level you could critical on a 16-20, however if you miss, you take 15 [5d6] damage.) Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Reinforced Strike At 10th level, if you attack a creature and hit it with a melee weapon attack, you can expend the use of 1 invigorate and add 1d10 bludgeoning damage to the weapon damage. Relentless Vigor At 14th level, when you roll for initiative and have no invigorates remaining, you regain 2 invigorates. Clade Archetype Though members of a particular kingdom may share a common ancestor, the traits of individual species within a kingdom can vary greatly. Upon choosing a Clade Archetype at 2nd level, you gain the first feature listed under the Clade and physical changes to your appearance. Physical changes can be permanent or can be called upon as a free action at any time. This depends upon the nature of the symbiote as well as your campaign. When you reach a Symbiont level of 5th, 9th, 13th, and 17th, you automatically gain the feature associated with that level. You cannot refuse to take a feature once you achieve the required level to access it. Invertebrate Araneae Tiny, black hairs sprout across your skin and you gain 2 additional eyes. 2nd You have advantage on saving throws made to avoid or resist traps.

You have advantage on saving throws made to avoid or resist traps. 5th You gain two additional eyes. You can cast the web spell at will, without expending a spell slot. You can't do so again until you finish a short or long rest.

You gain two additional eyes. You can cast the web spell at will, without expending a spell slot. You can't do so again until you finish a short or long rest. 9th You gain advantage on saving throws against being frightened.

You gain advantage on saving throws against being frightened. 13th You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

You can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. 17th You gain two additional eyes. You become immune to being frightened. Hymenoptera You grow a set of antennae from your head and your eyes become pupil-less and yellow. 2nd The tips of your antennae can give off a 5 by 5 dim light. You have proficiency with Wisdom (Insight) checks.

The tips of your antennae can give off a 5 by 5 dim light. You have proficiency with Wisdom (Insight) checks. 5th You can cast sense emotion at will, without expending a spell slot.

You can cast sense emotion at will, without expending a spell slot. 9th You gain advantage on saving throws against being charmed.

You gain advantage on saving throws against being charmed. 13th You can cast detect thought spell at will, without expending a spell slot.

You can cast detect thought spell at will, without expending a spell slot. 17th You become immune to becoming charmed. Odonata Transparent, veined insect wings sprout from your back. Your eyes become large and compound. 2nd You have proficiency with Intelligence (Investigation) checks.

You have proficiency with Intelligence (Investigation) checks. 5th You gain a flying speed of 20 feet. You cannot use this feature with medium or heavy armor.

You gain a flying speed of 20 feet. You cannot use this feature with medium or heavy armor. 9th You gain advantage on saving throws against being knocked prone.

You gain advantage on saving throws against being knocked prone. 13th You can expend 1 invigorate to gain a flying speed of 40 feet for 30 minutes. You can't do so again until you finish a long or short rest.

You can expend 1 invigorate to gain a flying speed of 40 feet for 30 minutes. You can't do so again until you finish a long or short rest. 17th You become immune to becoming knocked prone. Coleoptera You grow a thick exoskeleton. The design of the armor is dependent upon the symbiote. 2nd You gain +2 AC to your natural armor.

You gain +2 AC to your natural armor. 5th As a bonus action, you can cause spikes to protrude all over your exoskeleton or cause them to retract. If you use the shove action, you deal piercing damage equal to 1d6 + your strength modifier. At the start of each of your turns while the spikes are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you.

As a bonus action, you can cause spikes to protrude all over your exoskeleton or cause them to retract. If you use the shove action, you deal piercing damage equal to 1d6 + your strength modifier. At the start of each of your turns while the spikes are out, you deal 1d6 piercing damage to any creature grappling you or any creature grappled by you. 9th You gain advantage on saving throws against being stunned.

You gain advantage on saving throws against being stunned. 13th You can cast the stoneskin spell at will, targeting yourself, without expending a spell slot. You can’t do so again until you finish a short or long rest.

You can cast the stoneskin spell at will, targeting yourself, without expending a spell slot. You can’t do so again until you finish a short or long rest. 17th You become immune to becoming stunned. Orthoptera You lose your external ears, gain insect-like mandibles, and large, muscular legs. Ridges appear across your arms and legs. When rubbed together, the ridges make a chirping sound. 2nd You have proficiency with Dexterity (Acrobatics) checks.

You have proficiency with Dexterity (Acrobatics) checks. 5th For 1 minute, you can cast 1 Cantrip from the Bard Spell List. You can't do so again until you finish a long rest.

For 1 minute, you can cast 1 Cantrip from the Bard Spell List. You can't do so again until you finish a long rest. 9th You gain advantage on saving throws against being deafened and blinded.

You gain advantage on saving throws against being deafened and blinded. 13th You can expend the use of 1 invigorate to use 1 spell from the Bard Spell List that you are able to use by expending a spell slot. This spell does not count towards the Spells Known column of your symbiont spells. You can't do so again until you finish a long rest.

You can expend the use of 1 invigorate to use 1 spell from the Bard Spell List that you are able to use by expending a spell slot. This spell does not count towards the Spells Known column of your symbiont spells. You can't do so again until you finish a long rest. 17th You become immune to becoming deafened and blinded.

Annelida You lose all of your body hair and you sweat vicious, clear mucus. 2nd You have proficiency with Dexterity (Sleight of Hand) checks.

You have proficiency with Dexterity (Sleight of Hand) checks. 5th You can cast the hellish rebuke spell as a 2nd-level spell, but if you do, the damage is dealt as acid damage as you vomit out caustic stomach acids at the creature. You can’t do so again until you finish a long rests.

You can cast the hellish rebuke spell as a 2nd-level spell, but if you do, the damage is dealt as acid damage as you vomit out caustic stomach acids at the creature. You can’t do so again until you finish a long rests. 9th You gain advantage on saving throws and ability check against being grappled.

You gain advantage on saving throws and ability check against being grappled. 13th You can cast vampiric touch at will, without expending a spell slot. You can't do so again until you finish a long or short rest.

You can cast vampiric touch at will, without expending a spell slot. You can't do so again until you finish a long or short rest. 17th You become immune to becoming grappled. Cephalopoda Your skin becomes pink and changes according to your mood. Happiness causes the skin to turn bright yellow and smooth. Anger causes the skin to turn bright red and ridged. Sadness causes the skin to turn a pale blue that ripples like water. 2nd You have proficiency with Dexterity (Stealth) checks.

You have proficiency with Dexterity (Stealth) checks. 5th You can cast the grease spell at will without expending a spell slot. In addition, you can move full speed through passages that only a creature of 1 size class lower than you could fit through.

You can cast the grease spell at will without expending a spell slot. In addition, you can move full speed through passages that only a creature of 1 size class lower than you could fit through. 9th You gain advantage on saving throws against being restrained.

You gain advantage on saving throws against being restrained. 13th You can cast the alter self spell at will without expending a spell slot. You can't do so again until you finish a long or short rest.

You can cast the alter self spell at will without expending a spell slot. You can't do so again until you finish a long or short rest. 17th You become immune to becoming restrained. Scorpiones You grow a tail from your backside, and you gain a hard exoskeleton around you forearms and hands. 2nd You have advantage on Strength checks that involve grappling a creature or holding an object with your arms and hands.

5th You are proficient with your unarmed strikes with your tail, which on a hit deal piercing damage equal to 1d6 + your Strength modifier.

9th You gain advantage on saving throws against being poisoned.

13th You gain a barb on the end of your tail. You can attack using your tail as a bonus action. When you hit a creature with your tail, add an additional 1d4 piercing damage plus 1d4 poison damage to the total.

17th You become immune to becoming poisoned. Medusozoa Your flesh becomes a translucent blue and your hair becomes like long, clear tendrils. 2nd As a bonus action, you can cause your body to erupt into a kaleidoscope of bright colors. While you are doing do, you can add your proficiency modifier to Charisma (Intimidation) or Charisma (Performance) checks.

As a bonus action, you can cause your body to erupt into a kaleidoscope of bright colors. While you are doing do, you can add your proficiency modifier to Charisma (Intimidation) or Charisma (Performance) checks. 5th You can cast the inflict wounds spell at will, without expending a spell slot. You can't do so again until you finish a long or short rest.

You can cast the inflict wounds spell at will, without expending a spell slot. You can't do so again until you finish a long or short rest. 9th You gain advantage on saving throws against being petrified or paralyzed.

You gain advantage on saving throws against being petrified or paralyzed. 13th Any creature that grapples you or otherwise comes into direct contact with your skin must succeed a DC 12 Constitution saving throw or become paralyzed for their next turn. A paralyzed creature no longer in contact with you can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a success, they are immune to this feature.

Any creature that grapples you or otherwise comes into direct contact with your skin must succeed a DC 12 Constitution saving throw or become paralyzed for their next turn. A paralyzed creature no longer in contact with you can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a success, they are immune to this feature. 17th You become immune to being petrified or paralyzed. Plant Pinus Your skin becomes like bark and your musculature becomes wooden and sturdy. Your hair becomes green and needle-like. 2nd You gain +1 to your Strength score (maximum of 20).

You gain +1 to your Strength score (maximum of 20). 5th You are proficient with your unarmed strikes, which deal 1d6 bludgeoning damage on a hit.

You are proficient with your unarmed strikes, which deal 1d6 bludgeoning damage on a hit. 9th You gain resistance to non-magical slashing damage.

You gain resistance to non-magical slashing damage. 13th If you use your Kingdom Phenotype, you can cast the enlarge spell, targeting yourself, at will without expending a spell slot.

If you use your Kingdom Phenotype, you can cast the enlarge spell, targeting yourself, at will without expending a spell slot. 17th You become immune to non-magic slashing damage. Poaceae A thick coat of grass-like fur sprouts and covers your entire body. 2nd You gain +1 to your Dexterity score (maximum of 20).

You gain +1 to your Dexterity score (maximum of 20). 5th You can extend your limbs up to 5 feet at will. In addition, you can attempt to hide even when you are only lightly obscured by foliage or other natural greenery.

You can extend your limbs up to 5 feet at will. In addition, you can attempt to hide even when you are only lightly obscured by foliage or other natural greenery. 9th You gain resistance to non-magic bludgeoning damage.

You gain resistance to non-magic bludgeoning damage. 13th As an action, you can expend the use of an invigorate to release a barrage of razor sharp grass blades from your body. The attack has a 40/60 foot range and a targeted creature must succeed a Dexterity saving throw or take slashing damage equal to your symbiont level

+ your Dexterity modifier.

As an action, you can expend the use of an invigorate to release a barrage of razor sharp grass blades from your body. The attack has a 40/60 foot range and a targeted creature must succeed a Dexterity saving throw or take slashing damage equal to your symbiont level + your Dexterity modifier. 17th You become immune to non-magic bludgeoning damage. Acer Your skin becomes like soft bark. Your hair becomes

bright orange in the autumn, brown in the winter,

blond in the spring, and green in the summer. 2nd You gain +1 to your Intelligence score (maximum

of 20).

You gain +1 to your Intelligence score (maximum of 20). 5th If you regain hit points at the end of a short rest by spending one or more hit dice, you can regain an

extra 2 of your hit dice for every 30 minutes,

so long as you remain in direct sunlight.

If you regain hit points at the end of a short rest by spending one or more hit dice, you can regain an extra 2 of your hit dice for every 30 minutes, so long as you remain in direct sunlight. 9th You gain resistance to magical

slashing damage.

You gain resistance to magical slashing damage. 13th If you use your Kingdom Phenotype

during a long rest, you gain temporary hit

points equal to your symbiont level until

your next long rest.

If you use your Kingdom Phenotype during a long rest, you gain temporary hit points equal to your symbiont level until your next long rest. 17th You become immune to magical slashing

damage. Credit to germinant-clipart

Nymphaeaceae Your eyes become hot pink. Your hair and skin become perpetually damp and dripping with water. 2nd You gain +1 to your Charisma score (maximum of 20).

You gain +1 to your Charisma score (maximum of 20). 5th You gain the ability to breathe underwater and you have proficiency with Charisma (Persuasion) checks. If you already have proficiency, double it.

You gain the ability to breathe underwater and you have proficiency with Charisma (Persuasion) checks. If you already have proficiency, double it. 9th Water lilies bud and grow in your hair. You gain resistance to magical piercing damage.

Water lilies bud and grow in your hair. You gain resistance to magical piercing damage. 13th You can use an action to expend the use of 1 invigorate and cause pink pheromones to seep from your mouth. A number of creatures equal to your Constitution modifier within 10 feet of you must make a Charisma saving throw equal to your spell save DC or be charmed by you for 1 minute. After 1 minute, they become immune for 24 hours.

You can use an action to expend the use of 1 invigorate and cause pink pheromones to seep from your mouth. A number of creatures equal to your Constitution modifier within 10 feet of you must make a Charisma saving throw equal to your spell save DC or be charmed by you for 1 minute. After 1 minute, they become immune for 24 hours. 17th You become immune to magical piercing damage. Bryophyta Your skin becomes coated in a thick layer of moss. 2nd You gain +1 to your Wisdom score (maximum of 20).

You gain +1 to your Wisdom score (maximum of 20). 5th As an action, you can expend the use of 1 invigorate to make an unarmed attack on an object or creature and impart your moss spores onto it. Moss begins to grow along the surface of the creature or object, and if it is a creature, you can use your bonus action to deal necrotic damage equal to your proficiency modifier to the creature. While the moss is on the creature or object, you are aware of its general location, as long as it remains on the material plane. The moss degrades after 24 hours. A creature can use it’s action to remove the moss.

As an action, you can expend the use of 1 invigorate to make an unarmed attack on an object or creature and impart your moss spores onto it. Moss begins to grow along the surface of the creature or object, and if it is a creature, you can use your bonus action to deal necrotic damage equal to your proficiency modifier to the creature. While the moss is on the creature or object, you are aware of its general location, as long as it remains on the material plane. The moss degrades after 24 hours. A creature can use it’s action to remove the moss. 9th You gain resistance to magical bludgeoning damage.

You gain resistance to magical bludgeoning damage. 13th When a creature takes damage from this Clade feature, you gain temporary hit points equal to the damage.

When a creature takes damage from this Clade feature, you gain temporary hit points equal to the damage. 17th You become immune to magical bludgeoning damage. Disease Arctic Strain Your skin and hair become white and frosted, and your eyes become ice blue. Your skin is cold to the touch and your breath becomes visible. 2nd You become naturally adapted to cold weather and are unaffected by rough terrain that includes snow and/or ice.

You become naturally adapted to cold weather and are unaffected by rough terrain that includes snow and/or ice. 5th When you make a spell attack that causes damages, you can add cold damage to the total damage equal to half your proficiency modifier.

When you make a spell attack that causes damages, you can add cold damage to the total damage equal to half your proficiency modifier. 9th You gain resistance to cold damage.

You gain resistance to cold damage. 13th As an action, you can create a 20 by 20 foot sphere of subzero cold centered on you that freezes everything that it touches. Non-magical liquids freeze instantly and creatures inside the zone must succeed a Constitution saving throw equal to your spell save DC or take 1d6 cold damage. Creatures must repeat this saving throw at the start and end of their turn if they remain in the sphere. The zone lasts for 1 minute, and to end it is a bonus action. Once you do this, you cannot do so again until you finish a long rest.

As an action, you can create a 20 by 20 foot sphere of subzero cold centered on you that freezes everything that it touches. Non-magical liquids freeze instantly and creatures inside the zone must succeed a Constitution saving throw equal to your spell save DC or take 1d6 cold damage. Creatures must repeat this saving throw at the start and end of their turn if they remain in the sphere. The zone lasts for 1 minute, and to end it is a bonus action. Once you do this, you cannot do so again until you finish a long rest. 17th You become immune to cold damage. Desert Strain Your skin turns crimson and your hair become jet black. The air around your body is hot and waves like a mirage. 2nd You become naturally adapted to hot weather and are able to survive for up to 3 days without water and 1 week without food.

You become naturally adapted to hot weather and are able to survive for up to 3 days without water and 1 week without food. 5th When you make a melee attack and inflict damage, you can add fire damage to the total damage equal to half your proficiency modifier.

When you make a melee attack and inflict damage, you can add fire damage to the total damage equal to half your proficiency modifier. 9th You gain resistance to fire damage.

You gain resistance to fire damage. 13th You can use your action to create a 20 by 0 foot sphere of intense heat centered on you that burns everything inside of it. The air around your body shimmers and waves, providing half cover. Other creatures inside the sphere take 2d6 fire damage. The heat dissipates after 1 minute. If you do so, you cannot do it again until you finish a long rest.

You can use your action to create a 20 by 0 foot sphere of intense heat centered on you that burns everything inside of it. The air around your body shimmers and waves, providing half cover. Other creatures inside the sphere take 2d6 fire damage. The heat dissipates after 1 minute. If you do so, you cannot do it again until you finish a long rest. 17th You become immune to fire damage. Soil Strain Your skin becomes yellow-brown in color with a rough, earthy texture. Your hands become like claws with long, thick nails 2nd You gain a burrow speed of 10 feet through mud, soft earth, ice, and sand.

You gain a burrow speed of 10 feet through mud, soft earth, ice, and sand. 5th You gain tremorsense 30 feet and a burrow speed of 20 feet.

You gain tremorsense 30 feet and a burrow speed of 20 feet. 9th You gain resistance to lightning damage.

You gain resistance to lightning damage. 13th You gain tremorsense 60 feet and a burrow speed of 30 feet through rock and stone.

You gain tremorsense 60 feet and a burrow speed of 30 feet through rock and stone. 17th You become immune to lightning damage. Mountain Strain Your skin becomes grey and rocky in texture. You gain thickly padded fingertips and toes. 2nd You become naturally adapted to high altitudes and you have advantage on ability checks that involve climbing.

You become naturally adapted to high altitudes and you have advantage on ability checks that involve climbing. 5th Your climbing speed becomes equal to double your base speed.

Your climbing speed becomes equal to double your base speed. 9th You gain resistance to force damage.

You gain resistance to force damage. 13th If a creature makes a melee attack on you, you can use your reaction to leap 15 feet in any direction without provoking an attack of opportunity. If you do so, you can't do it again until you finish a long or short rest.

If a creature makes a melee attack on you, you can use your reaction to leap 15 feet in any direction without provoking an attack of opportunity. If you do so, you can't do it again until you finish a long or short rest. 17th You become immune to force damage. Aquatic Strain Your body becomes covered by slick, green scales. You gain black eyes and elongated, webbed fingers and toes, and a set of gills. 2nd You can breathe in water, gain a swimming speed equal to your walking speed, and ignore any of the drawbacks caused by a deep, underwater environment.

You can breathe in water, gain a swimming speed equal to your walking speed, and ignore any of the drawbacks caused by a deep, underwater environment. 5th You gain +2 to your Dexterity score while in water.

You gain +2 to your Dexterity score while in water. 9th You gain resistance to psychic damage.

You gain resistance to psychic damage. 13th As an action, you can shoot a focused jet of water from your mouth. A creature within 30 feet must succeed a Dexterity saving throw equal to your DC saving throw or take 3d6 piercing damage. On a success, they take half damage. If you do so 2 times, you can't do it again until you finish a long or short rest.

As an action, you can shoot a focused jet of water from your mouth. A creature within 30 feet must succeed a Dexterity saving throw equal to your DC saving throw or take 3d6 piercing damage. On a success, they take half damage. If you do so 2 times, you can't do it again until you finish a long or short rest. 17th You become immune to psychic damage.

Swamp Strain Your skin becomes a dark purple and your hair becomes matted. A foul smelling, green mist seeps from your mouth. 2nd Your saliva becomes poisonous. If ingested or enters into the blood of a creature, the creature must succeed a DC 12 Constitution saving throw or be poisoned for 1 minute. If you apply your saliva to a weapon or place it in a vile, it loses its toxicity after 1 minute.

Your saliva becomes poisonous. If ingested or enters into the blood of a creature, the creature must succeed a DC 12 Constitution saving throw or be poisoned for 1 minute. If you apply your saliva to a weapon or place it in a vile, it loses its toxicity after 1 minute. 5th Creature, that can be poisoned and can smell you, enters into a 5 foot range of you, they gain disadvantage on all ability checks and saving throws.

Creature, that can be poisoned and can smell you, enters into a 5 foot range of you, they gain disadvantage on all ability checks and saving throws. 9th You gain resistance to poison damage.

You gain resistance to poison damage. 13th Creatures that enter within 5 feet of you take 1d4 poison damage at the end of each turn that they remain.

Creatures that enter within 5 feet of you take 1d4 poison damage at the end of each turn that they remain. 17th You become immune to poison damage. Crystal Strain Your hair and skin become crystalline in colors and glitter in the sunlight. Your eyes become pure white. 2nd You can cause your skin to radiate 20 feet of bright light and 40 feet of dim light.

You can cause your skin to radiate 20 feet of bright light and 40 feet of dim light. 5th All undead, fiend, and aberration creatures in your glow gain disadvantage on attack rolls.

All undead, fiend, and aberration creatures in your glow gain disadvantage on attack rolls. 9th You gain resistance to radiant damage.

You gain resistance to radiant damage. 13th As an action, you can focus your light into a narrow beam towards an object or creature. A creature within 80 feet must succeed a DC Dexterity saving throw equal to your spell save or take 8d10 radiant damage, or half on a save. Objects and structures automatically fail this saving throw. If you roll a 20 on the attack roll, the beam passes completely through the object or creature and continues to hit everything in its path. You must make an attack roll each thing that the light passes through. If you do so, you can't do it again or use any features of this Clade until you finish a long rest.

As an action, you can focus your light into a narrow beam towards an object or creature. A creature within 80 feet must succeed a DC Dexterity saving throw equal to your spell save or take 8d10 radiant damage, or half on a save. Objects and structures automatically fail this saving throw. If you roll a 20 on the attack roll, the beam passes completely through the object or creature and continues to hit everything in its path. You must make an attack roll each thing that the light passes through. If you do so, you can't do it again or use any features of this Clade until you finish a long rest. 17th You become immune to radiant damage. Cave Strain Your skin becomes black and your eyes become bright red. Your teeth become large and sharp. 2nd You gain 30 feet of dark vision. If you already have darkvision, you gain an additional 30 feet of vision.

You gain 30 feet of dark vision. If you already have darkvision, you gain an additional 30 feet of vision. 5th While you are in the dark, you gain advantage on all stealth and perception checks.

While you are in the dark, you gain advantage on all stealth and perception checks. 9th You gain resistance to necrotic damage.

You gain resistance to necrotic damage. 13th As an action, you can open your mouth and absorb the natural light energy from living things around you. Creatures with a 30 foot cone must succeed a Constitution saving throw equal to your spell save DC or take half damage. Creatures that fail take 4d8 necrotic damage and then you gain temporary hit points equal to the damage. If you do so, you cannot do it again until you finish a long rest.

As an action, you can open your mouth and absorb the natural light energy from living things around you. Creatures with a 30 foot cone must succeed a Constitution saving throw equal to your spell save DC or take half damage. Creatures that fail take 4d8 necrotic damage and then you gain temporary hit points equal to the damage. If you do so, you cannot do it again until you finish a long rest. 17th You become immune to necrotic damage. Geyser Strain Your skin transitions in color from a cool green to a burnt orange. Steam seeps from your mouth. 2nd Your saliva becomes acidic and can burn through non-living objects. Credit to DickStarr 5th When you make an unarmed attack and inflict damage, you can add acid damage to the total damage equal to half your proficiency modifier.

When you make an unarmed attack and inflict damage, you can add acid damage to the total damage equal to half your proficiency modifier. 9th You gain resistance to acid damage.

You gain resistance to acid damage. 13th As an action, you exhale a 10 by 10 foot cloud of acidic mist. Creatures in the cloud take 1d6 acid damage and then must make a DC Constitution save equal to your spell save DC or become blinded for 1 minute. The cloud lasts until the start of your next turn. If you do so, you cannot do it again until you finish a long rest.

As an action, you exhale a 10 by 10 foot cloud of acidic mist. Creatures in the cloud take 1d6 acid damage and then must make a DC Constitution save equal to your spell save DC or become blinded for 1 minute. The cloud lasts until the start of your next turn. If you do so, you cannot do it again until you finish a long rest. 17th You become immune to acid damage. Sky Strain Your skin becomes sky blue and your hair becomes bleached blonde and ethereal. It is transparent, cannot be cut, and wisps freely in the air. When you become angry or upset, patches of your skin will light up and spark, like distant lightning under the cover of thunder clouds. 2nd You become naturally adapted to high altitudes and are unaffected by difficult terrain that includes rain or high winds.

You become naturally adapted to high altitudes and are unaffected by difficult terrain that includes rain or high winds. 5th When you make a ranged melee or spell attack that causes damage, you can add thunder damage to the total damage equal to half your proficiency modifier.

When you make a ranged melee or spell attack that causes damage, you can add thunder damage to the total damage equal to half your proficiency modifier. 9th You gain resistance to thunder damage.

You gain resistance to thunder damage. 13th As an action, you can cause wind to begin to whip around your body and lift you into the air. You can lift yourself up to 15 feet into the air. You gain a flying speed of 20 feet. To land is a bonus action.

As an action, you can cause wind to begin to whip around your body and lift you into the air. You can lift yourself up to 15 feet into the air. You gain a flying speed of 20 feet. To land is a bonus action. 17th You become immune to thunder damage.

Multiclass. To multiclass as a symbiont, a player must have an Intelligence and Constitution score of 13. Upon introduction, the character must succeed a DC 13 Intelligence saving throw or fail to become a symbiont. You can repeat this saving throw once a day until you succeed. After you succeed, you and the symbiote become psychically linked and you gain all 1st level features of the class. If you have both Spellcasting class feature when you multiclass, use the same rules as Pact Magic class feature found on page 164 of the Player’s Handbook.