The Symbiote 5e The symbiote, are a race of intelligent, symbiotic organism with an ooze-like qualities. They began their existence as a race of ozzes in the Underdark. However, instead of further evolving to become more suited to survive on their own from the dangers of the Underdark, they adapted to attach themselves to other creatures so that the two form a symbiotic relation and survive together. Symbiote exclusively attach themselves to sentient beings. Genesis have no spoken language but comunicate with each other telepathically with other members of their race and with their host. Genesis would most commonly attach to Drow, Duergar, and Svirfneblin. However, due to the amount of travelers, adventurers, and traders going in and out of the Underdark, some adventures have been able to acquire them and use a Genesis to assist them in their own endeavors. Symbiote attach themselves to a host by engulfing the host’s body and taking required nutrients directly from the skin. The Genesis’s ooze-like body allows them to bend, wrap, warp, and contract in any possible way to fit around the host’s body. The Symbiote have also become masterfully skillful at changing their appearance. They can change the texture, color, smell, and consistency of their bodies to anything they’d like. They can liquify their bodies to the consistency of water. The only reliable way to kill one is to kill its host so it can’t gain the required nutrients that it needs and then disintegrates the Symbiote. The Symbiote also have a basic form of precognition they can use to sense incoming damage. Creating a Symbiote A Symbiote Host obviously has to have obtained a Symbiote. How did your character acquire one? Is your character from the Underdark? Was your character the child of a trader or noble who could have acquired one? Perhaps your character was a guard for a caravan entering the Underdark? Once your character has a Symbiote, it would attempt to bond with your character's body and mind. If your character willingly allowed the transition, they would then become a Symbiote Host. Proficiencies and skills were given to you by the symbiote when it bonded to you. Quick Build You can make a Symbiote Host quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution. Class Features As a Symbiote host you gain the following class features. Hit Dice: 1d12 per Symbiote Host Level Hit points at 1st level: 12 + your constitution modifier Hit points at higher levels 1d12(or 6) + your constitution modifier per Symbiote Host Level after 1st Proficiencies Armor: Light, Medium, and Heavy Weapons: Simple and Martial Melee Weapons Tools: Alchemist's Supplys Saving Throws: Strength, Constitution Skills: Choose two from : Acrobatics, Athletics, Deception, Intimidation, Performance, Persuasion, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A Martial Melee weapon or (b) Two simple weapons

(a) Leather Armor or (b) Chainmail

(a) an explorer's pack or (b) a dungeoneer’s pack or (c) a burglar's pack The Symbiote Level Proficiency Bonus Features Transformations 1st +2 Transform 2 2nd +2 Enlarge, Natural Weapons 2 3rd +2 Host Relation, Webbing 2 4th +2 Ability Score Improvement, Alter Body 3 5th +3 Extra Attack 3 6th +3 Instinctual Strikes 4 7th +3 Host Relation Feature 4 8th +3 Ability Score Improvement 5 9th +4 Homeostasis 5 10th +4 Host Relation Feature 6 11th +4 Transform Advancement 6 12th +4 Ability Score Improvement 7 13th +5 Homeostasis advancement 7 14th +5 Symbiote Precognition 8 15th +5 Host Relation 8 16th +5 Ability Score Improvement 9 17th +6 Homeostasis advancement 9 18th +6 Host Relation Feature 9 19th +6 Ability Score Improvement 9 20th +6 Perfect Transformations Unlimited

Symbiote At some point in your life you encountered a Symbiote, a rare ooze-like symbiotic Underdark creature. It bonded with you, taking roust inside your body. It is not visible or intractable by any corporeal creature. The Symbiote can only be seen if the creature has Truesight or a way of detecting souls. Transform Transform. At 1st level, your Symbiote to can envelop your body including your clothing and armor. Your level determines the number of Transformations you have, as shown in the Transformations column of the Symbiote Host table. When it is worn, you may use your bonus action to enter a transformation. Your transformations are replenished on a long rest. While transformed, you have the following benefits. You gain the benifits as if the spell Spider Climb had been cast on you, for the duration of your transformation.

had been cast on you, for the duration of your transformation. You gain a number of temporary hit points equal to your normal hit points during your transformation. If these temporary hit points are depleted your transformation ends.

You are immune to disease and poison.

Your AC is equal to 10 + your proficiency bonus + Your Strength Modifier + Your Constitution Modifier.

You are unable to cast any spells with the exception of cantrips and healing, however the healing must be centered on yourself.

Your speed increases by 10ft , and then increases to 20ft at 10th level.

, and then increases to at 10th level. Lethal Strike: You unarmed strikes deal 1d6 plus your strength modifier damage.

Enlarge. At second level, while Transformed your size doubles in all dimensions, and its weight is multiplied by eight. This growth increases your size by one category -- from Medium to Large, for example. If there isn't enough room for you to double your size, you occupy the maximum possible size in the space available. Until the transformation ends, you also has advantage on Strength checks and Strength saving throws. While enlarged, your natural attacks deal one dice higher dice. For example 1d6+str. becomes 1d8+str. In addition, all of your attacks have an additional 5ft of reach.

At second level, while Transformed your size doubles in all dimensions, and its weight is multiplied by eight. This growth increases your size by one category -- from Medium to Large, for example. If there isn't enough room for you to double your size, you occupy the maximum possible size in the space available. Until the transformation ends, you also has advantage on Strength checks and Strength saving throws. While enlarged, your natural attacks deal one dice higher dice. For example 1d6+str. becomes 1d8+str. In addition, all of your attacks have an additional 5ft of reach. Natural Weapons. At second level as you transform and shift into the Symbiote form, you can grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.

You Gain vulnerability to Thunder Damage while transformed. Alter Body At fourth level, during your Transformation you can choose to be under the effects of the Alter Self spell. This includes disguises, which allows you to shrink down to your original size, temporarily losing the Enlarge benefits. It ends early if your temporary hit points are depleted. You can also end your transformation on your turn as a bonus action. Webbing At level 3, you are able to harness the organic webbing that the Symbiote possesses inside of it and shoot it out at will while Transformed as an action.

You gain a number of web doses equal to half your Symbiote Host level rounded up, and all webbing is restored after a short or long rest.

You can fire a rope composed of natural sticky web, which allows you to connect it to any solid surface within 80ft. You can pull the web in, dragging yourself to the point the web is connected to, or you can swing from it like any other rope. In addition you can eject a mass of the thick, sticky webbing at a point of your choice within a range of 60 ft from you as if you had cast the spell Web , and doing so costs one web dose. The webs fill a 20 foot cube from that point.

, and doing so costs one web dose. The webs fill a 20 foot cube from that point. The webs are difficult terrain and slightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn.

Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your DC, which is equal to 8 + your proficiency bonus + your constitution modifier. If it succeeds, it is no longer restrained. Host Relations At level 3; Your Symbiote and you have achieved a kind of symbiosis. Either the Symbiote and host have become equals and work together like partners, which leads to the Web-Slinger relationship. The other is the Symbiote encourages the hosts violent and strong emotions, which leads to the Monster relationship. Features of the Relations are detailed at the end of the class. Ability Score Increase 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. Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Instinctual Strikes At 6th level, the Symbiote inside you helps penetrate even the toughest of armor. Your attacks are considered magical for the sake of overcoming resistances and immunities. Homeostasis At 9th level, your Symbiote has grown more accustomed to you as a host. Because of this, it goes out of it’s way to keep you alive and protect you while in your transformation state.

When the Symbiotes host’s life is in danger, it will do everything in its power to keep the host alive so that it can continue living as well. When your character drops below 0 health, and if you have not take fire or thunder damage recently, your Symbiote can assist you in making a death saving throw. When making a death saving throw, roll with advantage. When the Symbiote host is attempting to dodge a fireball or resist being charmed, the Symbiote will do everything in its power to assist the host; and itself consequently, to remain out of harm. You can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest. The number of uses between a long rest increases to 2 at 13th Level and 3 at 17th Level. The Symbiote can also assist with healing open wounds and quickening your natural healing ability. On Your Turn, you can use one of your hit die to heal yourself as an action. You can't use this feature again until you finish a Long Rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Advanced Transformation At level 11, your ever-growing relationship with the Symbiote allows you to access more of the Symbiote's natural abilities while in your transformation state. Web Walker: You ignore movement restrictions caused by webbing. In addition to this while moving through webbing you created or a webbed area your speed is doubled until you exit the webbed area. Darkvision: You get the ability to see in the dark. For the duration, you have darkvision out to a range of 60 feet. If your Race already grants darkvision it extends a further 60ft. Camouflage: You gain the ability to blend into the environment. While standing still against an object as tall as you or larger, you are able to become invisible to the untrained eye as a bonus action. While doing this, you gain advantage on stealth rolls. In addition to this wearing armor that imposes disadvantage, the disadvantage tag no longer applies to you. Slowed Fall: When falling, the Symbiote can stretch out it’s body to form a parachute of sorts. As a reaction, you can command your Symbiote to do this and your rate of descent slows to 10 feet per round until the transformation ends. Symbiote Precognition At level 14, the psychic connection between the Symbiote and yourself has become so strong that it allows you to see the Symbiotes precognition while in your transformed state. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you, and once per long rest you can gain advantage on one saving throw of your choice. Perfect Transformations At level 20, you gain the ability to transform as many times as you want. In addition your Strength and Constitution are increased by 4 now 24 is the new max. Host Relations Partners ( Web-Slinger) After growing accustomed to the host, the Symbiote can begin to warp the mind of its host if he is focused on self fulfilling desires or is driven by strong emotions like hatred and jealousy. If the host has a strong enough will or drive, they are unaffected by this. When the host is able to keep this level head and focus on his mission, drive, or tasks at hand; he is able to use abilities that wouldn’t be accessible to a host that was driven by strong emotions and selfish desires. This ability to remain calm and level headed gives the host further access to the Symbiote organic webbing that it wouldn’t be able to access otherwise. Webbed Movement At level 3, you gain the ability to use the Symbiote natural webbing with more precision while in the transformation. You can now use the webbing to pull yourself towards wherever you shot the webbing by attaching it to the location and then pulling yourself towards that spot as a bonus action. You are able to shoot the webbing anywhere within 100 feet and pull your body towards that spot or swing from it. This does not count towards movement speed and does not provoke attacks of opportunity You also gain the ability to produce more of the Symbiote organic webbing. You now have an amount of extra webbing doses equal to half your Host level rounded down. This webbing is restored after a short or long rest. Tendril Weapons At level 7, you gain the ability to harness the ooze-like form of the Symbiote to shape some of its body into weapon-like objects as a bonus action while in the transformation. These tendrils that grow from the Symbiote can be axes, swords, hammers, or whatever appearance you desire. The tendrils that grow from the Symbiote do not have to be held in the host’s hand but must constantly remain attached to the Symbiote. The Tendril weapons raise the host’s unarmed damage to 1d8 rather than 1d6 and receive an additional five feet of range allowing the attacks to reach up to fifteen feet away. The weapons remain grown from the Symbiote until the transformation ends or the host wills them back into the Symbiote as a bonus action. Grappling web At level 10, you gain the ability to further use the Symbiote organic webbing in more creative ways while in the transformation. As an action, you can eject a string of web from the Symbiote as a ranged weapon attack that you are proficient in. When shot out, you can direct the Symbiote to target as specific enemy within a range of 30 feet of it that the host can see. That creature must succeed on a Strength saving throw or be pulled 20 feet directly toward the host. After pulling the creature towards you, the webbing breaks. Using this technique requires two webbing doses.

Web-Blasts At 15th level, your further mastery of the Symbiote organic webbing allows you to shoot the webbing in a projectile form while in the transformation. The webbing is shot out as a ranged weapon attack that you are proficient in. If the webbing connects properly with the target, they take 2d8 force damage as the web slams into it, and in engulfs the target with webbing; restraining the target. The target must be Huge or smaller to properly be restrained. In order to restrain targets which are Giant sized, two web-blasts must be used. This can be used as part of the extra attack granted earlier in this class. While engulfed in the webbing, the creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws. The target may make a Strength saving throw at the end of each of its turns to attempt to break free or it can wait until the webbing wears away after one minute. Using this technique requires five webbing doses. Advanced Tendril Weapons At 18th level, you are able to more effectively shape the Symbiote tendrils to form sharper blades, swing harder, and use more precisely while in the transformation. Attacks made with the tendrils now do 1d10 rather than 1d8. The attacks now also have an even greater range of twenty feet rather than fifteen. Predator (Monster) After growing accustomed to the host, the Symbiote can begin to warp the mind of its host if he is focused on self fulfilling desires or is driven by strong emotions like hatred and jealousy. If the host gives into his carnal desires and allows the Symbiote to further strengthen those emotions, the host becomes more of a monster than a man. Sometimes this can even result in a new personality being formed. Personal Hatred At 3rd level, you are able to feed your anger to the Symbiote and cause it to be enraged at one specific target. The target must have done damage to the host in some way before this for this ability to take effect. When activated, the host has advantage on all attack rolls against the creature. The host deals an extra 1d6 in damage to this target with every successful unarmed attack against it this damage increases to 1d8 at 10th level and to 1d10 at 15th level. The host also has disadvantage on attack rolls against any other creature until the transformation wears off or if the creature dies. Symbiote Rage At 7th level, the Symbiote is able to further feed off of the raw emotions of the host and use them to enter an enraged state. While in the Symbiote Transformation, you now has resistance to all damage except for psychic, thunder, and fire damage. The host is not longer vulnerable to thunder damage, but takes full damage from thunder damage even in the transformed state. Venomous Fangs At 10th level, the Symbiote develops its venomous fangs. You can make a bonus action attack to use the fangs and bite a target. Melee Weapon Attack: reach 5 ft, one creature. 1d8+Str piercing damage, and the target must make a Constitution saving throw, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. Required Sustenance At 15th level, you gain the ability to heal by eating the brains of a fallen creature. The consistent raging depletes the Symbiote of the nutrients that it needs. The Symbiote can get more of these nutrients by consuming brain matter. By eating brain matter while transformed, the host gains 2d8+Con hit points, consuming the brain of a fallen creature takes up an entire action. It takes time for the consumed brain matter to fully digest. Because of this, this technique can only be used once every long rest. Rage Monster At 18th level, the host gains the ability to change its size using its “Enlarge” ability to be classified as Huge. While in this form, the host deals 3d6 bludgeoning damage with his basic unarmed attacks. The Venomous Fangs ability also does increased damage in this state. While Huge in size, the Venomous Fangs feature does 3d8 piercing damage and 2d8 poison damage. Multiclassing To multiclass into a Symbiote Host, you must first obtain and bond to a Symbiote from the Underdark or a trader. Prerequisites: To qualify for multiclassing into the Symbiote Host class, you must meet these prerequisites: 16 Constitution Gained Proficiencies. When you multiclass into the Symbiote Host class, you gain the following proficiencies: All Melee Weapons, Light and medium armor, one skill of your choice from the symbiote skill list.