Symbiotes- A Player Race and Class Combination

by Glixile

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The Symbiote

" Though we are a benevolent species, there is no literature on my home planet. And though it is our goal to make the universe better, we create no art, no music, no culture. At least, not as other civilizations would understand it. All we have are our hosts -- the beings we join with -- to forge through the cold and unforgiving cosmos with. The bond between a Klyntar and its host is sacred. They give our lives context and our existence meaning. They give us history. All we have are our hosts to tell us who we are."                                                                                                                      -Venom

Searching for a host

The Klyntar, better known as the Symbiotes, are a species of organic, amorphous, symbiotic extraterrestrials from the Andromeda Galaxy. In their natural state, the Klyntar were benevolent, existing in a hive mind and capable of sensing the "voice" of the Cosmos. They endeavored to create an intergalactic peacekeeping society by using the symbiosis they need to subsist in order to transform worthy hosts into the ultimate noble warriors, the Agents of the Cosmos. However, to achieve this perfect symbiosis, the host must have a perfect blend of moral and physical ideals. If not, the resulting symbiosis would corrupt both the Klyntar and its host.

Adaptable Adept

The Symbiote is a master of adaptation. Its body proves to be a constant threat to those who would deal it, or its host, harm. While being adaptable, it also aids it's host through bonding at a genetic level. Molding and guiding its host into a better organism, many beings grow addicted to the power associated with the Symbiote. The added abilities prove useful in all aspects of life.

Corrupting Influence

Finding a suitable host proves to be difficult with most Symbiotes leaning into a chaotic nature. They respond drastically to strong emotions and as such may affect their host similarly. Both the alien features, attributed with symbiotic modifications, and the strong emotional tendencies typically drive hosts to a selfish and occasionally violent nature.

Symbiote Names

Symbiotes are given their names by their hosts emotions or desires. Because Symbiotes originally come from a hive mind, they won't name another of their race until it has bonded with a host. They may pick their own for the sake of convenience, but this is rare.

A Symbiote's name is important as it defines what goal it will work towards throughout its existence. The name is usually simple, yet descriptive. It may change its name with few exceptions. If the one who named it abandons, betrays, or abuses the Symbiote, it may discard it when it flees the relationship and take whatever new one its next host gives.


  • Names: Agony, Carnage, Conquest, Eager, Fear, Fury, Guilt, Hope, Hunger, Irate, Lasher, Lonely, Mania, Peace, Pensive, Rage, Raze, Riot, Scorn, Skeptic, Venom.

Symbiote Traits

All Symbiotes share the following racial traits.

Creature Type Ooze, Shapechanger

Ability Score Increase. Your Constitution score increases by 2, and one other score increases by 1.

Age. Due to their symbiotic nature, symbiotes can live as long as they have an adequate host. However, most who live through the lifespan of their host typically refuse to find another and whither with their host.

Alignment. By default, a Symbiote’s alignment is chaotic, but their personalities are malleable. They tend to take on the alignment of their host but in a chaotic fashion. This may cause distress or changes in the host's own alignment leading to a darker path.

Size. A Symbiote has no defined structure. Your size is Medium.

Speed. Your base movement speed is 10 ft while detached from a host.

Spider Climb. You have the ability to move along vertical surfaces and ceilings when detached from a host.

No hands - You instead must attempt a dexterity check (DC 15) to manipulate objects with pseudopod like tendrils.

Blind. You have no vision yourself and are unable to see the world around you. Instead you heavily rely on other senses and your host.

Blindsight 30 ft. Instead of sight, you can accurately sense 30 ft. around yourself with a combination of echolocation and smell.

Blind Smell. When unable to smell, your blindsight is reduced to 10 ft.

Echolocation. You are extremely susceptible to sound. When deafened, your blindsight is reduced to 0 ft.

Amorphous and Flexible Form. You can move through a hole of one inch without squeezing

Unable to Wear Armor. You are unable to wear armor

Natural Weapon. Your body can form to become a desired weapon dealing 1d4 damage. You may add your appropriate modifier and choose damage between bludgeoning (STR), piercing (DEX), or slashing (STR or DEX)

Symbiosis. You know the symbiosis core abilities. Symbiosis grants new abilities while limiting mobility.

Symbiosis Core Abilities

The following abilities allow you to bond with your host. It should be noted, without a host your body will fade quickly.

Languages. You are able to know any language known by your host, but can only able to speak through the host. You may learn and save a number of languages equal to your intelligence modifier. Languages unlearned are lost when detached from your host.

Bond. As a full-round action that provokes an attack of opportunity, a symbiote can attempt to bond with a willing or helpless living humanoid creature. As the bond searches for genetic capability, the Symbiote makes a Constitution saving throw against the host.

Bond Save DC = 10 + host proficiency bonus +

Host Constitution modifier
If both succeed the bond is successful and a creature at 0 hit points is brought to 1 hit point; on a fail each deals respective damage to each other and they cannot attempt to bond again for 24 hours.

Bond Fail Damage = 1d6 + your Constitution modifier

Host Connection. Once a symbiote is bonded with their host, their body merges into the host. While bonded, the symbiote must stay attached to their host: their movement speed is divided in half and is used to determine their reach.

True Symbiosis. The symbiote and a host are intertwined at a genetic level; one cannot attack the other. A symbiote and host have respective health, but damage is shared equally between them. Their AC is shared with the higher AC acting as the pair's AC. The host makes their initiative check, and they choose which of the two go first. The two may speak telepathically to each other while connected.

 

Host Disconnection. A symbiote may freely choose to disconnect the bond with its host. Should a host or Symbiote reach zero health, the symbiote is immediately disconnected. A host may also choose to make a wisdom saving throw with disadvantage to force the symbiote out of its body. If the host has allies present they may also make a strength check to instead grant the host advantage on their wisdom save. Once a Symbiote is disconnected from its host, it cannot attempt to bond with it again for 24 hours.

Forced Host Disconnect DC = 10 + Constitution Modifier

+ Symbiote Proficiency modifier

Host Dependent. After being disconnected from a bonded host, the symbiote must make immediately make a constitution saving throw. The symbiote takes half damage on a success.

Host Dependent Save DC = 10+ Symbiote Level

Host Dependent Damage = 1d8+ Symbiote Level

The Symbiote makes this check once every hour while disconnected from a host. The Symbiote cannot rest until it finds a new host. The damage dealt this way may only be healed once inside a host.

Symbiote Class Features

The Symbiote is both a Race and Class. As you travel, your form undergoes changes: learning, growing, gaining new skills, and evolving. You learn new abilities and features to help you and your host survive in increasingly difficult environments. You may only have a certain number of features active at a given time as described in the leveling table. You gain abilities as described in the leveling table. You will be able to have more abilities active as you level.

Hit Points


  • Hit Dice: 1d6 per Symbiote level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Symbiote level after 1st.

Proficiencies


  • Armor: None
  • Weapons: Your Natural Weapon
  • Tools: None

  • Saving Throws: Constitution, 1 Choice
  • Skills: None

Equipment

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

  • None
1
RACE | GRIMALKIN
 

The Symbiote
Level Proficiency Bonus Features Features Active
1st +2 +4 Features; Mutagen 4
2nd +2 +2 Features 6
3rd +2 +2 Features 8
4th +2 Ability Score Improvement 8
5th +3 Extra Attack 8
6th +3 +2 Features 10
7th +3 +3 Features 13
8th +3 Ability Score Improvement 13
9th +4 +2 Features 15
10th +4 +2 Features 17
11th +4 Extra Attack 17
12th +4 Ability Score Improvement 17
13th +5 +2 Features 19
14th +5 +3 Features 22
15th +5 +2 Features 24
16th +5 Ability Score Improvement 24
17th +6 +3 Features 27
18th +6 +2 Features 29
19th +6 +2 Features 31
20th +6 +4 Features; Extra attack or Ability Score improvement 35

Leveling Features

As you grow, you may learn an additional number of features as described in the class table. You must take a lower rank feature before taking a higher rank feature of the same name. Taking a higher ranked feature replaces the lower ranked.

You must maintain concentration for abilities to persist into the next round. You may have an number of features activated at the same time without breaking concentration as described by Features Active in the leveling table.

Mutagen

Each time you level up, you may replace a number of known Features equal to your Intelligence modifier (minimum of 1)

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, and 16th 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. At 20th level you may choose to take an Ability Score Improvement, or a third Extra Attack.

2
RACE | GRIMALKIN

Extra attack

When you reach 5th level, and again at 11th level, when you make an attack action, you may take an additional attack action. At 20th level you may choose to take an Ability Score Improvement, or an third Extra Attack.

Leveling Features

Features are broken into four categories: Host Enhancement, Defensive, Utility, and Offensive.

Host Enhancement

These abilities aid in modifying your host.

Filtration

you are able to filter components through your skin for your host allowing them the ability to breathe in water, or toxic gases as an action

Spiderclimb

you grant your host the ability to walk freely on walls and ceilings as an action

Initiative

With your senses on high alert, you warn your host of impending danger granting them +5 to their intiative score

Enveloping armor

your body envelopes the host as a suit granting an additional 1 AC as an action

Enveloping armor II

your body envelopes the host as a suit granting an additional 2 AC as an action

Enveloping armor III

your body envelopes the host as a suit granting an additional 3 AC as an action

Enveloping armor IV

your body envelopes the host as a suit granting an additional 4 AC as an action

Swift Movement

you grant your host an additional movement speed of +5 ft

Swift Movement II

you grant your host an additional movement speed of +10 ft

Swift Movement III

you grant your host an additional movement speed of +20 ft

Swift Movement IV

you grant your host an additional movement speed of +25 ft

Swift Movement V

you grant your host an additional movement speed of +30 ft

Muscle Enhancement

You fuse your mass into your host's muscles, temporarily increasing their strength by +2 as an action

Muscle Enhancement II

You fuse your mass into your host's muscles, temporarily increasing their strength by +2 as a bonus action

Dexterity Enhancement

Your form acts as additional tendons for your host, increasing their reflexes and temporarily increasing their dexterity by +2 as an action

Dexterity Enhancement II

Your form acts as additional tendons for your host, increasing their reflexes and temporarily increasing their dexterity by +2 as a bonus action

Constitution Enhancement

Your form encompases the host's vital organs, infusing additional energy into them and temporarily increasing their constitution by +2 as an action. Host health gained through this ability may not be regained until the host takes a long rest

Constitution Enhancement II

Your form encompases the host's vital organs, infusing additional energy into them and temporarily increasing their constitution by +2 as a bonus action. Host health gained through this ability may not be regained until the host takes a long rest

Intelligence Enhancement

Your form utilizes pressure points and muscle memory of your host to temporarily increase their intelligence by +2 as an action.

Intelligence Enhancement II

Your form utilizes pressure points and muscle memory of your host to temporarily increase their intelligence by +2 as a bonus action

Wisdom Enhancement

Your form strengthens the host's eyes and ears to tune into their surroundings, temporarily granting their constitution +2 as an action

Wisdom Enhancement II-

Your form strengthens the host's eyes and ears to tune into their surroundings, temporarily granting their constitution +2 as a bonus action

Charisma Enhancement-

Your form pushes against the skin of the host in certain areas to tone their form, temporarily increasing their charisma by +2 as an action

Charisma Enhancement II-

Your form pushes against the skin of the host in certain areas to tone their form, temporarily increasing their charisma by +2 as a bonus action

Aid-

You may spend an action to grant your host advantage when making a skill check

Aid II-

Your aid not only gives your host advantage when making a skill check, but also grants them a d

Symbiotic Senses-

You are able to grant your host your blindsense abilities limited to to 10ft as an action

Symbiotic Senses II-

You are able to grant your host your full blindsense abilities as an action

Defensive

These abilities allow you to adequately defend yourself and your host.

Altruistic

as a reaction, you may choose to bear the full damage that would be dealt to your host

Self Preservation

as a reaction, you may choose to force your host to bear the full damage that would be dealt to you. However, the anguish of your host's body deals you an additional 1/4 rounded up of the damage dealt to it as psychic damage.

Self Preservation II

your mind grows cold to the inner pleas of your host. You no longer take the 1/4 psycic damage.

Life Leech

You may choose to steal an amount from 1d8+ Con Modifier of life from your host as an action. Your host may resist with a Constituation Save (DC Your Constitution Score)

Life Leech II

You may choose to steal an an amount from additional 2d8+ Con Modifier of life from your host as an action

Life Leech III

You may choose to steal an an amount from 3d8+ Con Modifier of life from your host as an action

Life Leech IV

You may choose to steal an an amount from 3d8+ Con Modifier of life from your host as a bonus action

Life Expunge

you may choose to give an amount from 1d8+Con Modifier of your life to your host as an action

Life Expunge II

you may choose to give an amount from 2d8+Con Modifier of your life to your host as an action

Life Expunge III

you may choose to give an amount from 3d8+Con Modifier of your life to your host as an action

Life Expunge IV

you may choose to give an amount from 4d8+Con Modifier of your life to your host as a bonus action

Cleansing

If its host failed a Fortitude save, the symbiote can reroll it as a full-round action. The host must take these results, even if they are worse.

Poison Resistance

You gain resistance to poison damage

Poison Resistance II

You grant your host resistance to poison damage

Poison Resistance III

You gain immunity to poison damage

Poison Resistance IV

You grant your host immunity to poison damage

Independence

You may be disconnected from a host for 1d4 rounds before beginning to take your Host Disconnection damage.

Independence II

You may be disconnected from a host for 1d6 rounds before beginning to take your Host Disconnection damage.

Independence III

You may be disconnected from a host for 1d8 rounds before beginning to take your Host Disconnection damage.

Independence IV

You may be disconnected from a host for 1d10 rounds before beginning to take your Host Disconnection damage

Reconnection

You only need to wait 8 hours before attempting to rebond with a previous host.

Reconnection II

You only need to wait 3 hours before bonding with a previous host

Reconnection III

You only need to wait 1 hour before bonding with a previous host

Reconnection IV

You only need to wait 30 minutes before bonding with a previous host

Reconnection V

You only need to wait 10 minutes before bonding with a previous host

Reconnection VI

You only need to wait 1 minute before bonding with a previous host

Reunion

You no longer have to make Constitution saves when rebonding with your most previous host.

Reunion II

You no longer have to make Constitution saves when rebonding with your last 2 previous hosts.

Reunion III

You no longer have to make Constitution saves when rebonding with your last 5 previous host

Reunion IV

You no longer have to make Constitution saves when rebonding with any previous host.

Preservation- Strength

As a reaction, you freeze the movement of your host causing them to make a Strength Save. DC is your strength modifier + proficiency bonus.

Preservation- Charisma

As a reaction, you freeze the movement of your host causing them to make a Charisma Save. DC is your charisma modifier + proficiency bonus.

Preservation- Strength

As a reaction, you freeze the movement of your host causing them to make a Strength Save. DC is your strength modifier + proficiency bonus.

Utility

These abilities allow you to function in varying environments.

Dexterous Limbs

You are able to pseudopod like tendrils nimble enough to act as hands, no longer needing the previous dexterity check

 

Dexterous Limbs II

You can mold your limbs to become other simple tools. You gain advantage when making checks using tools you are molded as

Increased movemen

your movement speed increases by 5ft

Increased movement II

your movement speed increases by 15ft

Increased movement III

your movement speed increases by 25ft

Increased movement III

your movement speed increases by 35ft

Increased movement IV

your movement speed increases by 50ft

Mimicry

Your form allows you to mimic your surroundings, granting you and your host advantage on stealth checks

Disguise Host

Your body envelops your host and mimics another humanoid. You may cast "disguise self" for your host without using spell slots or using spell components

Host Senses

You are able to sense the world through your host, sensing what they can at a distance of 30ft

Host Senses II

You are able to sense the world through your host, sensing what they can

Skill Proficiency

You study the world around you and gain proficiency of one skill- You may take this feature an unlimited number of times

Skill Expertise

You extensively study and gain Expertise in one skill you were proficient in- you may take this feature an unlimited number of times

Unwilling Host

As an action, you may attempt to bond with an unwilling host. You must be in disconnected from a host, in contact with the desired host and they must fail a wisdom save (DC 5+ your Symbiote level)

Unwilling Host II

You are trained in bonding with those unwilling. You must be in disconnected from a host, in contact with the desired host and they must fail a wisdom save (DC 10+ Your Symbiote Level)

Unwilling Host III

You are trained in bonding with those unwilling. You must be in disconnected from a host, in contact with the desired host and they must fail a wisdom save (DC 15+ Your Symbiote Level)

Unwilling Host IV

You are trained in bonding with those unwilling. You must be in disconnected from a host, in contact with the desired host and they must fail a wisdom save (DC 20+ Your Symbiote Level)

Unwilling Entity

Requires Level 15 and at least one rank of Unwilling Host. You may attempt to bond with a nonhumanoid creature.

Offensive

These abilities modify your natural weapon to make it more powerful. While your natural weapon counts towards your number of active features, these additional modifications do not.

Ejection-

Your Natural Attack has the ability to become a ranged attack (Dex based) with a range of 10 ft.

Ejection II

Your Natural Attack has the ability to become a ranged attack with a range of 30 ft

Ejection III

Your Natural Attack has the ability to become a ranged attack with a range of 60 ft

Ejection VI

Your Natural Attack has the ability to become a ranged attack with a range of 120 ft

Deadlier Weapon

Your Natural Attack deals 1d6 + Ability Modifier

Deadlier Weapon II

Your Natural Attack deals 1d8 + Ability Modifier

Deadlier Weapon II

Your Natural Attack deals 1d10 + Ability Modifier

Deadlier Weapon III

Your Natural Attack deals 2d6 + Ability Modifier

Deadlier Weapon IV

Your Natural Attack deals 2d8 + Ability Modifier

Deadlier Weapon V

Your Natural Attack deals 2d10 + Ability Modifier

Deadlier Weapon VI

Your Natural Attack deals 3d6 + Ability Modifier

Tipped Weapon

you coat your natural weapon in a poisonous slime. It deals an additional 1d4 poison damage

Tipped Weapon II

you coat your natural weapon in a poisonous slime. It deals an additional 2d4 poison damage

 

Tipped Weapon III

you coat your natural weapon in a poisonous slime. It deals an additional 3d4 poison damage

Tipped Weapon IV

you coat your natural weapon in a poisonous slime. It deals an additional 4d4 poison damage

Push

your Natural Attack can push an enemy 10ft. away from you upon a hit

Pull

your Natural Attack can pull an enemy 10ft. closer to you upon a hit

Sling

your Natural Attack can pull you and your host 10ft closer to the enemy upon a hit

Requires level 10: Prone

upon your Natural Attack hitting an enemy size "Large" or smaller, the enemy makes a Constitution check (DC your level+ Str Modifier). If they fail, they are knocked prone.

Requires Level 10: Frighten

upon your Natural Attack hitting an enemy size "Large" or smaller, the enemy makes a Wisdom check (DC your level+ Cha Modifier). If they fail, they are frightend of you until the end of your next turn.

 

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