Symbiosis (5e Class)

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Symbiosis[edit]

A man is getting mugged in an alley. The bandits are smirking to themselves when all of the sudden the man starts laughing, the bandits look at eachother in confusion as the man starts growing in size and being covered in some weird substance. Five minutes later the man exits the alley with a bunch of dead bodys left behind.

Being a Symbiosis means that you in someway formed a symbiotic realationship with some sort of parasitic alien creature, and it now lives inside you and somehow gives you power in exchange for living inside of you

Creating a Symbiosis[edit]

When you make a Symbiosis you have to ask yourself, how did you meet your symbiont partner? Do you and your symbiont partner fight? Is your symbiont hungry for flesh? Does your symbiont partner actually care for you or are they just using you for a means to survive?

Quick Build

You can make a Symbiosis quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose any background.

Class Features

As a Symbiosis you gain the following class features.

Hit Points

Hit Dice: 1d10 per Symbiosis level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Symbiosis level after 1st

Proficiencies

Armor: Light armor, Medium armor
Weapons: Simple weapons, Unarmed strike, Mutation weapons
Tools: None
Saving Throws: Constitution and Strength or Dexterity
Skills: Chose three from Acrobatics, Animal handaling, Athletics,Deception, Intimidation, Nature, Perception, Stealth and Survival

Equipment

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

  • (a) 2 Handaxes or (b) Greatclub
  • (a) Burglar's pack or (b) Dungeoneer's Pack
  • (a) Leather armor or (b) Chain shirt
  • A dagger and 5 days of rations
  • If you are using starting wealth, you have 5d4 X 10 in funds.

Table: The Symbiosis

Level Proficiency
Bonus
Features Mutation points
1st +2 Bond, Mutation, Evolution path 3
2nd +2 <!-Class Feature2-> 3
3rd +2 <!-Class Feature3-> 3
4th +2 Ability Score Improvement 4
5th +3 4
6th +3 5
7th +3 5
8th +3 Ability Score Improvement 6
9th +4 6
10th +4 7
11th +4 7
12th +4 Ability Score Improvement 8
13th +5 9
14th +5 10
15th +5 11
16th +5 Ability Score Improvement 12
17th +6 13
18th +6 14
19th +6 Ability Score Improvement 15
20th +6 16

Bond[edit]

At 1st level you have bonded with a parasitic alien, and because of that you gained acces to some of it's powers. You gain the ability to transform into a big alien looking creature(you can chose how it looks), when transformed you and your equipment are covered in a bunch of goop. When transformed you are not able to wear armor or use weapons, when transformed you have temporary hp equal to your constitution modifier (Minimum 1) + you Symbiosis level x 2. When transformed your unarmed strikes can use Dexterity, Strength or Constitution and your unarmed strikes deal 2d4 + (Str, Dex or Con), and you can use your bonus action to make another unarmed strike if you used your action to make an unarmed strike. The transformation last for 2 minute(20 turns), or it can be deactivated early if you lose all your temp hp or you deactivat it with a bonus action. You can use this feature an equal amount of times to 1 + your Constitution modifier. You regain all uses of this feature on a long rest and half of the uses on a short rest

Unarmed strike damaged does 2d6 at 5th level and does even more at 11th(2d8), 15th(2d10) and 18th(2d12). You gain more uses of this feature at higher level, you have 3 + your contitution modifier uses at 6th level and 5 + your contitution modifier uses at 13th level.

Mutation[edit]

At 1st level you have 3 Mutation points which you can use to make different weapons with the help of you Symbiont partner. You gain more Mutation points at higher level as listed in "Mutation points" part of the Symbiosis table. The mutation weapons you can make assuming you meet the prerequisite, are listed near the end of the class description. You regain all used Mutation points after a long rest and Half(Rounded down) on a short rest.

Evolution path[edit]

At first level, you chose an evolution path you and your symbiont partner are going down. Choose between Apex-Predator, Adapter and Gluttonous Harvest, all detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 11th, 15th and 19th level

Ability Score Improvement[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.

Apex-Predator[edit]

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Adapter[edit]

<!-Introduce this subclass here->

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Gluttonous Harvest[edit]

<!-For subclasses introduce this class option here->

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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(one vote)

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