Klyntar Host (5e Class)

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Origin of Klyntar[edit]

Klyntar are an alien race of incredibly intelligent, tiny glob shaped symbiote organisms, endowed with a chromatic adaptive surface. The entirety of their amorphous fluidic bodies is arrayed with thousands of self-retracting spider leg-like protuberances, which aid them in their movements. The outward features of the klyntar strongly indicate they share a somewhat proximate ancestry with the larger sized class of ooze, commonly referred to as a black pudding. Seemingly, both of these cousin breeds, aside their unmistakably akin gelatinous morphology, also reveal to being predominantly suited for an Underdark habitat setting, together with, sharing many similar innate abilities such as those of an uncanny Blindsight and a prodigious immunity to acid damage, amongst others (see below). There's also some anecdotal evidence suggesting perhaps the presence of a very distant lineage component with the arachnid genus. Essentially, the klyntar hail as self-aware inky gooey masses made manifest by the whim of a cruel primordial entity named Knull (one of the nightmarish Oberith Lords who flat out predate creation itself), with whom the race's fate remains intrinsically linked to the present day.

Creating a Klyntar Host[edit]

A Klyntar Host obviously has to have obtained a Klyntar. 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 Klyntar, it would attempt to bond with your character's body and mind. If your character willingly allowed the transition, they would then become a Klyntar Host. Proficiencies and skills being given to you by the Klyntar when it bonded to you.

Quick Build

You can make a Klyntar Host quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution.

Class Features

As a Klyntar Host you gain the following class features.

Hit Points

Hit Dice: 1d12 per Klyntar Host level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Klyntar Host level after 1st


Armor: light, medium, and heavy
Weapons: Simple and Martial Melee Weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from: Acrobatics, Athletics, Deception, Intimidation, Performance, Persuasion, and Survival.


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Klyntar Host

Level Proficiency
Transformations Features
1st +2 2 Transform
2nd +2 2 Enlarge, Klyntar Roar, Natural Weapons
3rd +2 2 Host Relation, Webbing
4th +2 3 Ability Score Improvement, Alter Body
5th +3 3 Extra Attack
6th +3 4 Engulf
7th +3 4 Host Relation Feature
8th +3 5 Ability Score Improvement
9th +4 5 Instinctual Strikes
10th +4 6 Host Relation Feature
11th +4 6 Advanced Transformation
12th +4 7 Ability Score Improvement
13th +5 7 Increased Webbing
14th +5 8 Klyntar Prescience
15th +5 8 Host Relation Feature
16th +5 9 Ability Score Improvement
17th +6 9 Extra Attack (2)
18th +6 9 Host Relation Feature
19th +6 9 Ability Score Improvement
20th +6 Infinite Perfect Transformations


Starting at 1st level, at some point in your life you encountered a Klyntar, 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 Klyntar can only be seen by a creature with Truesight or a way of detecting souls. The Klyntar and you the host, are now in every sense of the word Linked. You both occupy the same space, move together and take damage in concert. You also have between you and your Klyntar an intimate shared thoughts telepathic connection that permits instantaneous Internal Communication between both parties. The Klyntar can act independently of you and is able to see, speak and write using respectively your sight, mouth and hand. Otherwise, in order to perform such tasks, the Klyntar must form a small external protuberance shaped as a mouth, eye and hand but which can serve no other purpose such to inflict damage. It can do so, at any time without provoking a full Transformation state. The very deep nature of this bonding creates an impenetrable annoying mind static which makes it impossible for the Klyntar's and host's thoughts to be telepathically scrutinized without their consent by any other.

Some of your Klyntar Host features require the target to make a saving throw, the DC is calculated as it follows: Klyntar Host DC= 8 + your proficiency bonus + your Strength modifier.


Also at 1st level, your Klyntar envelops your body including your clothing and armor if you so choose. Your level determines the number of Transformations you have, as shown in the Transformations column of the Klyntar 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 benefit.

  • You gain a number of temporary hit points equal to a fourth of your normal hit points rounded down (Minimum 1) during your transformation. These hit points cannot be influenced by spells, features, or feats. If these temporary hit points are depleted your transformation ends.
  • You are immune to disease in both the transformed and host state.
  • You gain vulnerability to thunder damage and fire damage in the transformed state and disadvantage on rolls versus thunder and fire damage in the host state.
  • Your AC is equal to 10 + your proficiency bonus + Your Strength modifier + Your Constitution Modifier.
  • You are unable to cast any spells in your transformed state.
  • Your speed increases by 10ft.
  • Lethal Strike: You unarmed strikes deal 1d6 plus your Strength modifier damage.
  • If hit with a blast of thunder or fire damage equal to your level times 3, the Klyntar Symbiote attemps to escape the host. Roll a Constitution saving throw (DC 15) if you fail, the Klyntar Symbiote cannot stand the vibrations or heat and for 1d4 rounds, you cannot transform. If you are already in your transformed state, that transformation ends.

It ends early if your temporary hit points are depleted. You can also end your transformation on your turn as a bonus action, it also ends if 1 minute passes.


At 2nd 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 have advantage on Strength checks and Strength saving throws. In addition, all of your attacks have an additional 5ft of reach.

Klyntar Roar[edit]

At 2nd level, while transforming you can let out a roar with the help of your Klyntar to frighten nearby creatures as an action. This technique can only be used as you are transforming. Each creature of the your choice that is within 60 ft. of the you and aware of you must succeed on a Wisdom saving throw against your Klyntar Host DC or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to your roar for the next 24 hours.

Natural Weapons[edit]

At 2nd level, as you transform and shift into the Klyntar form, as a bonus action 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.


At 3rd level, you are able to harness the organic webbing that the Klyntar possesses inside of it and shoot it out at will while Transformed as an action. You can fire a rope composed of natural sticky web, which allows you to connect it to any solid surface within 40 feet. 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 40 feet from you, and doing so costs one web dose. The webs fill a 10 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 end at the start of your next turn. Webs layered over a flat surface have a depth of 1 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 Klyntar Host DC. If it succeeds, it is no longer restrained. The webbing is no longer as potent as it was when the Klyntar were simply Giant Spiders. Becasue of this, it will slowly fall apart after one minute, as will all other forms of the webbing. Using this technique requires one webbing dose.

You gain a number of web doses equal to half your Klyntar Host level rounded down + your Constitution modifier, all webbing is restored after a long rest.

Host Relation[edit]

At 3rd level, you chose a Host Relation. Choose between Web-Slinger, and Monster, both detailed at the end of the class description. Your choice grants you features at 3rd, and again at 10th, 15th, and 18th levels.

Ability Score Increase[edit]

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.

Alter Body[edit]

At 4th level, while transformed, the fluidic nature of the Klyntar can allow their host to blend seamlessly into their surroundings colors and textures, making them nearly undetectable. At 4th level, you gain advantage on Stealth rolls while in dim light or darkness conditions. The fluidic nature of the Klyntar also gives you while transformed a climb and swim speed of a quarter of your base walking speed. At 8th level, your climb and swim speed is increased to half of your base walking speed. At 12th level, your climb and swim speed equals to your full base walking speed.

Extra Attack[edit]

Beginning at 5th level, you can Attack twice, instead of once, whenever you take the attack action on Your Turn. At 17th level you can attack three times instead of twice.


At 6th level, you gain the ability to use the Klyntar to grapple an opponent whose size is at least one size smaller while in your transformation as an Action. The Klyntar stretches out from your arms and wraps part of its mass around a creature within 10 feet. The target can use an action to make a Strength saving throw against your Klyntar Host DC to break free of the grapple. During the grapple, the Klyntar still remains attached to the host; making the Klyntar stretch from the Host to the target and remain there.

Instinctual Strikes[edit]

At 9th level, the Klyntar inside you helps to penetrate even the toughest of armor. Your attacks are considered magical for the sake of overcoming resistances and immunities.

Advanced Transformation[edit]

At 11th level, your ever-growing relation with the Klyntar allows you to access more of the Klyntar’s natural abilities while in your transformation state.

Web Walker. You ignore movement restrictions caused by webbing.

Blindsight. For the duration, you gain the ability to have blindsight up to a range of 10 feet.

Spider Climb. You gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free, without needing to make an ability check. You also gain a climbing speed equal to your base walking speed.

Slowed Fall. When falling, the Klyntar can stretch out its body to form a parachute of sorts. As a reaction, you can command your Klyntar to do this and gain resistance to falling damage until the beggining of your next turn.

Increased Webbing[edit]

At 13th level, due to your klintar acostumating himself to your body you will have additional webbings to use. You now have a number of web doses equal to your level + your Constitution modifier.

Klyntar Prescience[edit]

At 14th level, the psychic connection between the Klyntar and yourself has become so strong that it allows you to see the Klyntar’s precognition while in your transformed state. You can’t be surprised while you are conscious.

Perfect Transformations[edit]

Finally at 20th level, you have reached your maximum potential as a host. You gain the ability to transform as many times as you want.

Host Relations[edit]


After growing accustomed to the host, the Klyntar 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 necessarily be accessible to a host that was driven by strong emotions and selfish desires.

Webbed Movement

At 3rd level, you gain the ability to use the Klyntar’s 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 60 feet and pull your body towards that spot or swing from it. This does not count towards movement speed.

Venomous Fangs

At 10th level, the Klyntar develops its venomous fangs that it used when it was a giant spider in the Underdark. You can make an attack to use the fangs and bite a target. Melee Weapon Attack: reach 5 ft, one creature. 1d4 + Strength piercing damage, and the target must make a Strength saving throw (DC 12), taking 2d4 poison damage on a failed save.

Grappling Web

At 15th level, you gain the ability to further use the Klyntar’s organic webbing in more creative ways while in the transformation. As an action, you can eject a string of web from the Klyntar as a ranged weapon attack that you are proficient in. When shot out, you can direct the Klyntar to target a 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.


At 18th level, your further mastery of the Klyntar’s 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, it engulfs the target with webbing; restraining the target. The target must be Medium or smaller to properly be restrained.

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.


After growing accustomed to the host, the Klyntar 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 Klyntar 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 Klyntar and cause it to be enraged at one specific target. You can choose a target that has damaged you at least once in battle. You will deal an extra 1d6 damage to this target with your unarmed attacks. There may only be one target at a time.

Venomous Fangs

At 10th level, the Klyntar develops its venomous fangs that it used when it was a giant spider in the Underdark. You can make an attack to use the fangs and bite a target. Melee Weapon Attack: reach 5 ft, one creature. 1d4 + Strength piercing damage, and the target must make a Constitution saving throw (DC 12), taking 2d4 poison damage on a failed save.

Required Sustenance

At 15th level, you gain the ability to heal by eating the brains of a fallen creature. The consistent raging depletes the Klyntar of the nutrients that it needs. The Klyntar can get more of this nutrients by consuming brain matter. By eating brain matter while transformed, the host gains 1d10 + Constitution hit points. 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 grow to size using its Enlarge ability to be classified as Huge. While in this form, the host deals an extra 2d6 bludgeoning damage with his attacks. The Venomous Fangs feature also does increased damage in this state. While Huge in size, the Venomous Fangs feature does 2d4 piercing damage and 3d4 poison damage.


To multiclass into a Klyntar Host, you must first obtain and bond to a Klyntar from the Underdark or a trader.

Prerequisites. To qualify for multiclassing into the Klyntar Host class, you must meet these prerequisites: 13 Constitution

Proficiencies. When you multiclass into the Klyntar Host class, you gain the following proficiencies: All Melee Weapons, light armor

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