Synerthogen (5e Subclass)
Synerthogen (Synergistic Pathogen)
Fighter Subclass
Warriors that encountered parasitic beings created to save lives during times of war. The invading creatures take up residence in hosts its limbs & in an attempt to coexist and survive, they grant their host a new way to wage war.
- Assimilation
Starting at 3rd level, you gain 3 assimilation slots, (2 weapons and 1 shield oritem). Over the course of 1 hour, your Synerthogen limb can digest a weapon, shield, or item of your choice (up to a +1 item enchantment). This process either passively increases your AC by half of the shield bonus of the item digested. If you actively wield the shield, you get the full shield bonus to AC and can use shield related fighting styles or feats as if the shield were equipped. If you choose to digest an item you can use (or other stat if you digest an item bonus). Alternatively, your unique limb can attack with the properties of a digested weapon that was selected. You can switch between digested weapons, shields, or items as a bonus action. The various weapons that are digested behave in the following ways when used as a limb weapon.
- One-handed weapons and shields work as normal. Extra attacks can change if at least one weapon and one shield have been digested. In that case, you may attack with a weapon and then use the dodge action as your second attack and bonus action a number of times equal to your proficiency modifier per long rest. If you have more than one attack remaining, you may either take a x amounts of attacks available, and then give up the final attack and bonus action, or give up the last two available attacks and keep the bonus action. finesse weapons work well with the Synerthogen form and have +3 to hit and damage rolls for all builds.
- Two-handed weapons are possible to use, but each of two-handed weapon attack consumes 2 attacks from any extra attack features. Your bonus action is not taken, however (if you have 2 attacks per turn, both are consumed by a two-handed weapon attack or the attack can be made with disadvantage) in exchange, attack rolls of 18 or higher cause a DC15 strength save vs being stunned until the end of the target’s next turn.
- Thrown weapons use a stretch function that can be used up to 10 feet without issue. This type of weapon suffers a minus 1 to hit for every 5 feet after, up to 20 feet. After 20 feet, they then suffer minus 1 to damage for every 10 feet up to 50 feet, due to being spread so thin. In exchange, if the thrown weapon function is used within a 20-foot range, a bonus action grapple check can be made to either drag a target away from an ally or other location, up to 10 feet.
- Ranged weapons can be assimilated, but still require some form of ammunition to deal full damage. If no ammunition is available, you can call upon the bond between host and parasite (3 times per long rest) and generate an attack that deals 1d4 + half your fighter level, in psychic damage.
- Resurfacing
This is the property that allows you to actively use the benefits of the assimilated weapons or shields. As a bonus action, your body is modified to allow your limbs to take on the properties of inorganic materials of your assimilated items, and you can choose one of the following benefits once per short rest.
- If you are poisoned or diseased, the effect ends as your body makes use of the foreign materials during your transformation.
- If you are grappled or restrained, make a melee attack. If the roll is a successful hit, the creature or item restraining you takes the full damage that your primary assimilated weapon can deal, due to proximity.
- If you have taken damage from an enemy attack and have not been healed by potion or magic, you may regain 1d4 plus your proficiency modifier health. If all resurfacing features are left unused, this bonus healing auto - activates with your second wind feature.
- L.O.V.E. (Lethal Obsessions Violently Expressed)
Starting at 7th level, you and your parasite gain an unhealthy obsession with certain individuals around you, that has a way of showing up when you are having a good fight. Once you have selected a target of this affection, they find it very difficult to get away and you gain the following benefits and afflictions.
- You deal an extra 1d4 Psychic damage to that target.
- You gain 10 more movement when approaching that target.
- Abilities that would normally grant disadvantage when you attack them, only provide effects equal to half cover instead.
- If that target is still alive/conscious, you take your proficiency bonus in damage whenever you spend any movement moving away from them.
- You have disadvantage on attacks made towards any other creatures until the target of your affection is defeated.
- Binary Assimilation
Starting at 10th level, you gain 3 additional assimilation slots (2 weapon and 1 shield/item slots, up to +3, elemental, and or very rare weapons or items). You can now also count your other arm or leg as a second parasitic limb, which gives you a bonus action attack against your target when L.O.V.E. is active.
- The additional inorganic material in your body grants you a pool of 3d6 that you can call upon one 1d6 charge to reduce the damage taken from one attack dealing either slashing, piercing, or bludgeoning damage. You regain 1 charge of this 1d6 pool feature when you use your second wind feature!
- Evolved Assimilation
Starting at 15th level, your ability to switch between weapon types before or in between your attacks now counts as a free object interaction.
- Starting at 18th level, this feature allows your critical hits to either do normal extra dice damage or base attack damage plus complete a one-armed, (Synerthogen shape-shifted) grapple. All successful attacks made against the grappled creature hit for 1 extra damage dice for up to 1 minute or until the target escapes the grapple. The target must succeed a DC (10 + str/dex mod + 1/2 proficiency bonus rounded down) strength check to escape.
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