Klyntar Host (5e Class)
From D&D Wiki
- 1 Klyntar
- 1.1 Origin of Klyntar
- 1.2 Creating a Klyntar Host
- 1.3 Class Features
- 1.4 Instinctual Strikes
- 2 Host Relations
Origin of Klyntar
Kylntar 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 outwardly features of the Klyntar strongly indicate they share a somewhat proximate ancestry with the larger sized class of ooze, commonly referred to as 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
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.
As a Klyntar Host you gain the following class features.
- Hit Points
Armor: Light, Medium, and Heavy
Weapons: Simple and Martial Melee Weapons
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:
- (a) A Martial Melee weapon or (b) Two Simple Weapons
- (a) Leather Armor or (b) Chainmail
- (a) an explorers pack or (b) a dungeoneer’s pack or (c) a burglar's pack
|2nd||+2||Enlarge, Natural Weapons.||2|
|3rd||+2||Host Relation, Webbing||2|
|4th||+2||Ability Score Improvement, Alter body.||3|
|5th||+3||Extra Attack, Extra Movement.||3|
|6th||+3||Engulf, Instinctual Strikes||4|
|7th||+3||Advanced Host Relation Feature||4|
|8th||+3||Ability Score Improvement||5|
|10th||+4||Advanced Host Relation Feature||6|
|12th||+4||Ability Score Improvement||7|
|16th||+5||Ability Score Improvement||9|
|18th||+6||Host Relation Feature||9|
|19th||+6||Ability Score Improvement||9|
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 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.
Transform. At level 1, 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 your normal hit points during your transformation. If these temporary hit points are depleted your transformation ends.
You temporarily gain +2 Str +2 Con.
You are immune to disease and poison, in both the transformed and host state.
You gain vulnerability to sonic damage in the transformed state and and disadvantage on rolls versus sonic damage in the host state.
You gain disadvantage on rolls versus fire damage in the transformed state.
Your AC is equal to 10 + your proficiency bonus + Your Strength Modifier + Your Constitution Modifier.
You are unable to cast any spells with the exception of cantrips and healing.
Your speed increases by 10ft.
Lethal Strike: You unarmed strikes deal 1d6 plus your strength modifier damage.
Enlarge. At second 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 has advantage on Strength checks and Strength saving throws. While enlarged, your natural attacks deal one higher step dice + one dice. For example 1d6+str. becomes 2d8+str. In addition, all of your attacks have an additional 5ft of reach.
Natural Weapons. At second 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.
Alter Body. 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 first level you gain advantage on Stealth rolls while in dim light or darkness conditions. At second level, while standing still against an object as tall as you, you are able to become invisible to the untrained eye as a bonus action. At fourth level, during your Transformation you are under the effects of the Alter Self spell. This includes disguises, which allows you to shrink down to your original size, temporarily losing the Enlarge benefits. At first level, 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 fifth level, your climb and swim speed is increased to half of your base walking speed. At tenth level, your climb and swim speed equals to your full base walking speed.
It ends early if your temporary hit points are depleted. You can also end your transformation on your turn as a bonus action.
At level 2; 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 (8+Prof+Cha) 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 the your Frightful Presence for the next 24 hours.
At level 3, 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 80ft. 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 60ft from you, and doing so costs one web dose. The webs fill a 20 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 the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 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 DC, which is equal to 8 + your proficiency bonus + your constitution bonus. 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 and all webbing is restored after a short or long rest.
At level 3; Your Klyntar and you have achieved a kind of symbiosis. Either the Kylntar and host have become equals and work together like partners, which leads to the Web-Slinger relationship. The other is the Klyntar encourages the hosts violent and strong emotions, which leads to the Monster relationship. Features of the Relations are detailed at the end of the class.
Ability Score Increase
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.
Extra Attack And Movement
Beginning at level five, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
You climb and swim speed are also increased to half your base walking speed.
At level six, you gain the ability to use the Klyntar to grapple an opponent whose size is Large or 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 twenty feet. The target can use an action to make a strength saving throw (8+Prof+Str) 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.
At 6th level, the Klyntar inside you helps penetrate even the toughest of armor. Your attacks are considered magical for the sake of overcoming resistances and immunities.
At 9th level, your Klyntar has grown more accustomed to you as a host. Because of this, it goes out of it’s way to keep you alive and protect you while in your transformation state.
When the Klyntar’s host’s life is in danger, it will do everything in it’s power to keep the host alive so that it can continue living as well. When your character drops below 0 health, and if you have not take fire or thunder damage recently, your Klyntar can assist you in making a death saving throw. When making a death saving throw, roll with advantage.
When the Klyntar’s host is attempting to dodge a fireball or resist being charmed, the Klyntar will do everything in its power to assist the host; and itself consequently, remain out of harm. You can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
The Klyntar can assist with healing open wounds and quickening your natural healing ability. On Your Turn, you can use one of your hit die to heal yourself as an action. You can't use this feature again until you finish a Long Rest. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
At level 11, 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 of have Blindsight up to a range of 30 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. You also gain a climbing speed equal to your base walking speed.
Slowed Fall. When falling, the Klyntar can stretch out it’s body to form a parachute of sorts. As a reaction, you can command your Klyntar to do this and your rate of descent slows to 10 feet per round until the transformation ends.
At level fourteen, 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.
At level twenty, you gain the ability to transform as many times as you want. Also, your Strength and Constitution are increased by 6 now 26 is the new max. In addition, your Blindsight range is also increased to 60ft.
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. This ability to remain calm and level headed gives the host at first level further access to some of the Klyntar’s natural abilities. You are granted acid immunity in the transformed state and acid resistance while in the host state. Along with Klyntar precognition, a sort of rudimentary Blindsight which warns you of imminent danger and doesnt in your immediate area and doesnt allow other creatures to gain advantage on attack rolls against you as a result of being hidden from you. Furthermore you gain the added feature of No Breath. Klyntar possess the ability to directly extract oxygen through the host's skin which sometimes can give off the eerie impression that the host does not draw breath. The Klyntar holds in reserve at all time up to an hour of oxygen per Klyntar class level for their host to access as an emergency reserve when in an oxygen deprived environment.
At level 3, 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 100 feet and pull your body towards that spot or swing from it. This does not count towards movement speed and does not provoke attacks of opportunity
You also gain the ability to produce more of the Klyntar’s organic webbing. You now have an amount of extra webbing doses equal to half your Host level rounded down. This webbing is restored after a short or long rest.
At level 7, you gain the ability to harness the ooze-like form of the Klyntar to shape some of its body into weapon-like objects as a bonus action while in the transformation. These tendrils that grow from the Klyntar can be axes, swords, hammers, or whatever appearance you desire. The tendrils that grow from the Klyntar do not have to be held in the host’s hand but must constantly remain attached to the Klyntar. The Tendril weapons raise the host’s unarmed damage to 1d8 rather than 1d6 and receive an additional five feet of range allowing the attacks to reach up to fifteen feet away. The weapons remain grown from the Klyntar until the transformation ends or the host wills them back into the Klyntar as a bonus action.
At level 10, 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 as 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.
The host also gains the ability to throw itself at an enemy with the Webbed Movement. As a bonus action, the host can direct the Klyntar to web a surface directly next to a target within thirty feet but no closer than ten feet to pull the host towards that enemy, caused the host to crash into the target. The host can choose to either attack the target with an unarmed attack to attempt to know it back ten feet. If the host chooses to attempt to know back the enemy, the enemy must make a strength saving throw. Using this technique requires three webbing doses.
At 15th 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, in engulfs the target with webbing; restraining the target. The target must be Medium or smaller to properly be restrained.
While engulfed in the webbing, the creature’s speed becomes 0, and it can’t benefit from any bonus to its speed. Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage. The creature has disadvantage on Dexterity saving throws.
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.
Advanced Tendril Weapons
At 18th level, you are able to more effectively shape the Klyntar’s tendrils to form sharper blades, swing harder, and use more precisely while in the transformation. Attacks made with the tendrils now do 1d10 rather than 1d8. The attacks now also have an even greater range of twenty feet rather than fifteen.
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. At first level, when in the transformed state, your natural attacks deal one higher step dice due to the sheer savagery of your state of mind. For example 1d6+str. becomes 1d8+str. with the option of half of the 1d8 damage being dealt in acid damage. And so while enlarged, your natural attacks deal one higher step dice + one dice. For example 1d8+str. becomes 2d12+str. with the option of half of the 2d12 damage being dealt in acid damage.
At 3rd level, you are able to feed your anger to the Klyntar and cause it to be enraged at one specific target. The target must have done damage to the host in some way before this to take effect. When activated, the host has advantage on all attack rolls against that creature. The host deals an extra 1d6 in damage to this target with every successful unarmed attack against it. The host also has disadvantage against any other creature until the transformation wears off or the creatures dies.
At 7th level, the Klyntar is able to further feed off of the raw emotions of the host and use them to enter an enraged state. While in the Klyntar Transformation, you now has resistance to all damage except for psychic, thunder, and fire damage. The host is not longer vulnerable to fire and thunder damage, but takes full damage from them even in the transformed state.
At 10th level, the Klyntar develops its venomous fangs that it used when it was a giant spider in the Underdark. You can make a bonus action attack to use the fangs and bite a target. Melee Weapon Attack: reach 5 ft, one creature. 1d8+Str piercing damage, and the target must make a Constitution saving throw, taking 2d8 acid damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way. In addition, your strength and constitution grow more proportional to that of a giant spider and while transformed your bonus now is increased to Str +4 and Con +4.
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+Con 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.
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 3d6 bludgeoning damage with his basic unarmed attacks. The Venomous Fangs ability also does increased damage in this state. While Huge in size, the Venomous Fangs feature does 3d8 piercing damage and 2d8 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