Symbiote (5e Subclass)
Symbiote
Your archetype is a other plainer brain parasite that has grown attached to your form. Allowing you and it to have a symbiotic relationship, instead of a parasitic one. You have agreed to meet its needs, in order to preserve your life, and it has agreed to grant you help from inside. You make an awesome team, as well as a freak of nature.
Spell Level | Spells |
---|---|
3rd | Inflict Wounds, Cause Fear |
7th | Blindness/Deafness, Protection from poison |
10th | Animate Dead, Vampiric Touch |
15th | Blight, Death Ward |
18th | Antilife Shell, Raise Dead |
- Enhanced Body
Your parasite is able to pull the strings of your body functions and increase focus in one area by micro managing. Beginning at 3rd level, you can ask your patron to change certain body functions priority, granting you vulnerabilities and resistances per choice. You can increase your body's temperature, granting you resistance to cold damage, however vulnerability to fire damage. Or cool it to have the opposite effect. It can increase liver function to grant poison resistance, and adv on saves for poison, but gaining a variability to acid damage. or decrease its function to increase sodium levels in your blood to have the vise versa. If you have resistance to something you gain a vulnerability in, the vulnerability overtakes. The change between each state takes one full turn, (Action, Bonus Action, And movement), or 1 min out of combat.
- Parasitic Standards
Beginning at 7th level, you consumption of food increases to 4x the original amount, to sustain both of you. This can be avoided by consuming one body once a week. You and the parasite can communicate telepathically, while awake or unconscious. If it is removed in any way you die.
- Re-Enforced Mind
Your patron has increased your body and mind tolerance tremendously. Beginning at 10th level, You gain resistance to physic damage, as well as advantage Against being charmed, being knocked unconscious, and having your mind entered. Additionally you gain immunity to magical sleep, and diseases.
- Backup
You've formed a bond with your parasite, it now makes attempts to protect you if necessary. Beginning at 15th level, when at half health and below, you make Dexterity saves with advantage and gain a + 2 to your Armor Class. As well as a + 4 to attack rolls and +3 necrotic damage to an attack of any type. Furthermore, when making a death save you can add your Charisma Modifier to the roll.
- Symbiosis
You've reached a sate of harmony with your parasite, allowing perfectly timed reactions to stop most punishes. Beginning at 18th level you gain a second reaction in combat. Additionally you can use these reactions for the following; if you were going to be moved back, you can use your reaction to stay where you are. If you were going to knocked prone, you can use your reaction to stay standing. Furthermore, when you are knocked unconscious, or incapacitated by any means you're HP is set to half and your parasite takes control of your body. you tell your parasite how to act and it does accordingly. While in this state you can feel no pain, and automatically pass all constitution saves. or checks, and are immune to being frightened.
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