Order of the Symbiote

Abberant Nature

Your Willpower allows you to control the Abberation fused with you.

At 3rd level when following this Order you gain gain the following features and can use them a number of times equal to your Wisdom Modifier + half your Blood Hunter Level (rounded up).

Bite As an Action on your turn you form a toothy maw on your body most suited for an attack. It counts as a natural weapon and you have proficiency with the attack and can use Wisdom instead of Strength for the attack roll. On a hit the Bite deals 2d6 Piercing damage plus Acid damage equal to your proficiency bonus. At 5th level you can make two Bite Attacks as part of this Action. At 7th level you get a bonus of +1 to your attack roll, this bonus increases to +2 at 11th and +3 at 16th level.

Carapace As a Reaction to being hit by an attack while not wearing Armor you can add your Wisdom Modifier (minimum of 0) plus half your proficiency bonus (rounded up) to your AC until the start of your next turn potentially causing the attack to miss.

Adhesive As an Action on your turn you can ooze an adhesive liquid from your limbs and can move freely along surfaces and along the ceiling without costing any extra movement. You additionally have advantage on Strength (Athletics) checks made to grapple a creature. This effect lasts 10 minutes or until you use one of your Abberant Nature features.

Unnatural Anatomy

Beginning at 7th Level whenever you use your Abberant Nature feature your melee range increases by 5ft until you make a melee Attack roll.

Additionally you can give yourself advantage on any Check related to Strength, Dexterity (excluding Initiative) or Constitution as your body shifts to adapt for the task. You can use this feature twice and regain any expended uses at the end of a Short Rest.

Adaptive Nature

Upon reaching 11th level for as long as any of your Rites are active you gain resistance to the damage type of any active Rite.













Shifting Form

At 15th level you gain the ability to change your form to suit your needs. You can choose from the options below and can use this feature twice per Long Rest:

Shapechanger As an Action you assume the shape of a small or medium Object while retaining your Ability scores and Features, though your equipment melds into your form and your speed is halved if your new form does not account for it. While unmoving you are indistinguishable from an ordinary object. You gain the benefits of the Adhesive option from your Abberant Limbs and don't lose it until you revert to your normal form.

This transformation lasts for up to an hour or until you end it early (no action required).

Stalker Your eyes flare with abberant magic. As a Bonus Action on your turn you can shoot one Disintegration or Paralyzing Ray.

Disintegration Ray The Target must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take 36 (8d8) force damage. If this damage reduces the target to 0 HP the target dies and is reduced to fine dust. If the target is an object this ray removes up to a 10ft cube of it. Paralyzing Ray The targeted creature must succeed on a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Psion You magically emit psychic energy in a 30-foot cone. Each creature in that area must succeed on an Intelligence saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or take 22 (4d10) psychic damage and be stunned until the end of your next turn.

Parasitic Survival

At 18th level you can spend three uses of your Abberant Nature to make them more powerful.

Burning Bite The bonus to your attack roll for your Bite increases to +5 and it now deals an additional 2d6 piercing and 2d4 acid damage.

Concealing Carapace Any attack after the triggering Attack is made at a Disadvantage.

Agressive Adhesive While this feature is active any creature you grapple takes 2d4 Acid damage at the start of their turn and you heal for half the amount.