Credit to Akeiron, AlynSpiller, and PyRoHelfier Symbiont An elf opens his mouth and from it a swarm of angry wasps fly, proceeding to relentlessly attack and cripple a group of raging orcs. A human soldier with green skin and clade in golden armor rushes forward on the battlefield. She thrusts her hand forward and from it a vine springs, latching onto her foe and dragging them close for a finish blow from her blade. A dwarven medic with a blue, fungal rash running across her face leans down and places a hand on her patients open wound. The fungus spreads to the skin around the injury and quickly stitches the skin back together. 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 those that control every living thing. With this knowledge, a symbiont can tap into, override, and even rewrite the fundamental building blocks of living organisms. Such an understanding can be used in a variety of ways and can spanned any number of biological disciples. Some symbionts are able to control brain chemistry to manipulate another creatures mind. Others can restructure their own physiology to mold their flesh at a whim. These abilities, along with others bestowed upon a host, make a symbiont the most adaptable and hardy of classes, capable of overcoming any adversity. 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. 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 in a beautiful choir of biologic harmony.

The Symbiont Level Proficiency

Bonus Features Invigorates Spell Slots Spells Level 1st +2 Symbiote Kingdom, Biomancy - 1 1st 2nd +2 Invigorate, Iron Immunity 1 2 1st 3rd +2 Mutual Defense 2 2 1st 4th +2 Ability Score Improvement 2 2 2nd 5th +3 Adaptive Physiology 2 2 2nd 6th +3 Mutual Defense feature 3 2 2nd 7th +3 ─ 3 2 3rd 8th +3 Ability Score Improvement 3 2 3rd 9th +4 Kingdom feature 4 2 3rd 10th +4 Mutual Defense feature 4 3 4th 11th +4 ─ 4 3 4th 12th +4 Ability Score Improvement 5 3 4th 13th +5 ─ 5 3 5th 14th +5 Mutual Defense feature 5 3 5th 15th +5 Regenerative Biology 6 3 5th 16th +5 Ability Score Improvement 6 3 5th 17th +6 Kingdom feature 6 4 5th 18th +6 ─ 7 4 5th 19th +6 Ability Score Improvement 7 4 5th 20th +6 Living Biome 7 4 5th Creating a Symbiont As you create your symbiont character, it is essential that you take into consideration the way 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: 1d10 per symbiont level

Hit Points at 1st Level: 10 + your Constitution modifier

Hit Points at Higher Levels: 1d10 (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 two from Deception, Nature, Medicine, Survival, Intimidation, Perception, Athletics 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

Symbiont Quirks d10 Quirk 1 Your symbiote appears to you in a physical form, which only you can see. 2 Your symbiote speaks to you, but only you can hear them. 3 You constantly refer to yourself as 'we'. 4 Your symbiote has control over your senses, making it difficult sometimes to tell the difference between fantasy and reality. 5 Your symbiote likes to play tricks on you, taking control of your body while you sleep and tying your shoelaces together to get your attention. 6 One moment your friends are speaking to you, the next they are talking to your symbiote. It's hard to keep track. 7 Your symbiote has total control over a specific body part and/or function. 8 You share a kinship with your symbiote like that of a close friend, a pet, a family member, or a lover. 9 You gain the memories of all past symbionts that your symbiote has inhabited. 10 You are unable to speak/hear/see, so your symbiote does it for you. Symbiote Kingdom You choose to infect yourself with a symbiote that belongs to the Invertebrate, Plant, or Pathogen Kingdom, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 9th and 17th level. Each kingdom has a list of associated spells that they are able to cast. These are the only spells that you are able to cast by expending your symbiote spell slots. Once you gain access to a kingdom spell, you always have it prepared. Invigorate At 2nd level, you discover that your symbiote can consume your very life force to briefly empower your body and mind. When you make an ability check, attack roll, or saving throw, you can expend the use of 1 invigorate to add your Constitution modifier (a minimum of 1) to the roll. If the roll already adds Constitution, double the modifier for that roll. You may use this before or after the d20 is rolled, but before the DM announces whether the roll was a success or failure. 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. Biomancy 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 1st Level and Higher You gain access to a special list of spells based on your symbiote kingdom. These are the only spells that you are able to cast by expending your symbiote spell slots. At 1st level, you know two 1st-level symbiote spells from your respective symbiote kingdom spell list. You learn new spells when you reach a level that you are able to expend a spell slot with a level no higher than what's shown in the table's slot Level column for your level. Once you gain access to a spell like this, you always have it prepared. When you reach 8th level, for example, you have access to and have prepared total of 8 spells, which you can cast at 4th 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. Iron Immunity At 2nd level, your immune system has been reinforced by your symbiote to make you immune to disease. 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, all 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.

Adaptive Physiology Starting at 5th level, you learn how to use your biomantic abilities to manipulate your own physiology. You can cast alter self, without expending a spell slot. If you do so a number of times equal to your Intelligence modifier, you cannot do so again until you finish a long rest. In addition to the normal options given by the spell, you gain one additional option. Rapid Evolution. You alter your body to the current environmental extremes. You do not take points of exhaustion from environmental effects, climate, or altitude. You are unaffected by non-magical difficult terrain. Regenerative Biology At 15th level, you regain all your invigorates after a long or short rest. Living Biome At 20th level, whenever you finish a long rest, you can choose 1 additional damage type or condition listed in the Clade Resilience feature for your Kingdom. You can choose a damage type or condition that you have previously chosen, and if you do, you gain immunity to it. This addition lasts until you finish your next long rest, after which you can choose to keep it or choose a different damage or condition listed. 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. Within each kingdom are several clades, which are meant to describe your symbiote's specific species and characteristics. Your character will undergo physical changes that mirror the traits and characteristics of said clade. You can choose to make these changes permanent or have your character able to call upon them when needed. 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. Your appearance is almost alien, bearing a striking resembles to a humanoid invertebrate. Through your invertebrate symbiote, you have gained abilities unique to your species as well as a psychic connection to other sentient beings. Kingdom Spells You have access to the symbiont spells listed. Invertebrate Kingdom Spells Spell Level Spells Cantrips infestation, mind sliver 1st false life, command 2nd spider climb, suggestion 3rd haste, fear 4th giant insect, dominate beast 5th insect plague, dominate person Invertebrate Clade At 1st level, you can choose the specific clade, or species, of your symbiote. Examples include arachnid, beetle, worm, crustacean, and sea star. When you do so, you become proficient in two of the following skills of your choice: Deception, Nature, Medicine, Survival, Intimidation, Perception, or Athletics. Summon Swarm Starting at 1st level, you can use your action to release a number of invertebrate symbiotes from your body equal to half your symbiont level (min 1). The symbiote(s) and you are telepathically linked and will follow your verbal and non-verbal instructions. 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. You can use your bonus action to change your vision from 1 symbiote to another, so long as the other is within 50 feet. The symbiotes die after 1 hour of being released from your body. You can use your bonus action to command 1 symbiote to make an attack, and if you do, add you proficiency modifier to the damage. See end of class for creature details. The damage dice for the Invertebrate Symbiote's Bite changes with your level, starting at 1d4, then 1d6 at 6th level, 1d8 at 12th level, and 1d10 at 18th level. If you use this feature, you cannot do so again until you finish a long or short rest. Clade Resilience At 9th level, your selected clade gives you advantage on saving throws against certain conditions. Choose one of the following conditions: Frightened, Charmed, Grappled, Poisoned, or Restrained. You choose an additional condition listed at 17th level. Psionic Mastery At 17th level, you can expend the use of 3 invigorates to cast mental prison or mass suggestion spell, without expend a spell slot. If you use either of these spells with this feature, you can use this feature again until you finish a long rest.

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 and hair become 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. Kingdom Spells You have access to the symbiont spells listed. 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 Plant Clade At 1st level, you can choose the specific clade, or species, of your symbiote. Examples include algae, grass, rose, moss, and oak. When you do so, you gain +1 to the Ability Score that is currently the lowest (in a tie, you choose). Synthesis Starting at 1st level, if you spend one or more Hit Dice to regain hit points at the end of the short rest, you regain an extra 1d10 hit points. At 10th level, you regain 2d10 hit points instead. In addition, you do not require sleep. Instead you root yourself into the earth and enter a meditative state. You do not dream in this state and are fully aware of your surroundings. After remaining in this state for 4 or more hours, you gain the benefits of a full rest. Clade Resilience At 9th level, your selected clade gives you resistance to a type of physical damage. Choose one of the following non-magical damage types: Slashing, Bludgeoning, or Piercing. You choose an additional damage type listed at 17th level. Alternately, at 17th level, you can choose the same damage you chose at 9th level and gain resistence to magical damage from that same damage type. If you do so and use the Living Biome feature to choose the same damage type for a third time, you gain immunity to that damage type, both magical and non-magical. Druidic Mastery At 17th level, you can expend the use of 3 invigorates to cast wall of thorns or transport through plants, without expend a spell slot. If you use either of these spells with this feature, you can use this feature again until you finish a long rest. Pathogen You choose to infect yourself with an infectious microscopic organism. Upon introduction, the organism will enter a cell of your body, mutate your genetic code, and produce copies of itself. As it spreads, the pathogen alters your DNA in ways unique its particular strain. Through your pathogen symbiote, you have gained the knowledge and insight necessary to tap into the very biology of other living beings, whether to cure or infect. Kingdom Spells You have access to the symbiont spells listed. Pathogen 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 Pathogen Clade At 1st level, you can choose the specific clade, or species, of your symbiote. Examples include fungi, bacteria, and viruses. When you do, you learn one cantrip of your choice from the druid spell list. This cantrip do not counts towards the total number of cantrips that you can know. Impart Malady Starting at 1st level, as an action you can choose a creature within 20 feet of you. The creature must succeed a Constitution saving throw or become infected with an airborne strain of your pathogen. 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 necrotic damage equal to your Constitution or Intelligence modifier (your choice) + your proficiency modifier. If you use this feature a number of times equal to your Intelligence modifier, you cannot do so again until you finish a long rest. Clade Resilience At 9th level, your selected clade gives you resistance to a type of elemental damage. Choose one of the following damage types: Fire, Cold, Poison, Acid, or Lightning. You choose an additional damage type listed at 17th level. Biotic Mastery At 17th level, you can expend the use of 3 invigorates to cast harm or heal, without expend a spell slot. If you use either of these spells with this feature, you can use this feature again until you finish a long rest.

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 When you choose this Mutual Defense at 3rd level, you learn one spell of your choice from the druid or warlock spell list. It counts as symbiont spell for you, must be of a level you can cast, as shown on the Symbiont table, and is always prepared. You learn an additional spell of your choice from the druid or warlock spell list at 18th level. Whenever you gain a level in this class, you can replace this spell with another spell from the druid or warlock spell list. Autonomic Casting At 6th 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. The spell is cast at the same level as your symbiont spells. Once you use this feature, you must finish a long rest before you can use it again. You choose an additional spell at 10th level. 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. The spell must be a symbiont 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, your symbiote can force your body to produce a surge of adrenaline. As a bonus action, you can expend the use of 1 invigorate to induce an adrenaline rush. When a rush begins, you gain the following benefits. You gain 2 temporary hit points per symbiont level.

You gain 5 feet of movement.

You can use the disengage action as a bonus action. As your symbiote continues to force your body into overdrive, you will begin to experience a level of fatigue as you sacrifice power for sense. If you fail to hit a target during an adrenaline rush, you take 1d6 damage. It ends after 1 minute, 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. At 5th level, while you are in a rush, before each attack, you can decrease the DC for your critical hit by 1 by increasing the damage, 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. For example, at 20th level you could critical on a 16-20, however if you miss, you take 5d6 damage. Extra Attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Reinforce Strike At 10th level, when you roll for initiative, you can use your reaction to expend the use of 1 invigorate. For 1 minute, when you hit a creature with a weapon attack, the creature takes extra damage equal to your Constitution modifier. You can deal this extra damage only once per turn. Relentless Vigor At 14th level, when you roll for initiative and have no invigorates remaining, you regain 2 invigorates. Atrocity The art of balancing between two consciouses in a single body requires an enormous amount of focus and intelletual stamina on the part of the symbiont. There are a few hosts, however, that choose to forgo this delicate partnership and allow their symbiote to take complete control over their facualties. In cases where the symbiote is more bestial and savage in nature, this decision can yield be extreme results. A monsterous atrocity with a endless hunger and untold strength. Symbiote Armor Starting at 3rd level, while you are not wearing any armor, your AC equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit. Pseudopods At 3rd level, you learn how to mold your flesh and the body of your symbiont into powerful psuedopods that can be used for a variety of situation. As an action, you can cause pseudopods to spring from your body in a location and manner of your choosing. The number of appendages that you can produce is equal to half you proficiency modifier (min of 1). The pseudopods share your reach and can be used to manipulate simple objects that you yourself can lift using a single arm. If you take the Attack action on your turn, you can make 1 unarmed strike with each of your pseudopods. You can attack multiple targets, so long as they are within range. You are proficient with unarmed strikes using your pseudopods, +1 to hit, and deal 1d4 bludgeoning damage.