The Symbiote
T
he shattered remains of the holding tank
lay scattered across the illithid lab floor,
chunks of meat and strands of a web-like
substance littering every surface. The
human knight, separated from their party,
crept through the carnage in disturbed
fascination. As the black goo descended
from the ceiling, pouring into their mouth and skin like
fiery acid, the creature formed a connection within the
terrified knight’s mind. “#@”%^£*?” the creature asked.
As the knight coughed and spluttered, they felt a surge
of strength and vigour throughout their body as the alien
force took root. “Yes…” the knight whispered, standing
up straight as confidence replaced fear for the first time
in years. With an inhuman leap, they flew through a
hole in the ceiling, wondering whether they would find
fresh meat or their comrades first. Symbiotic Vessel
Starting when you bond with this entity at 1st level, the
Your patron is a symbiotic alien creature, a twisting
symbiote allows you to conjure and shape its biomass,
lump of corrosive biomass worming through your body
protecting your body and rending your foes in twain.
like a cancer. You can wield its body as a weapon and
You gain the following benefits:
tool, shaping you into the perfect predator to feed your
new friend. While you are not wearing any armor, your Armor
Expanded Spell List Class equals 13 + your Charisma modifier. You can
use a shield and still gain this benefit.
The Symbiote lets you choose from an expanded list of You can shape your arms into natural bio-weapons,
spells when you learn a warlock spell. The following which you can use to make unarmed strikes. If you
spells are added to the warlock spell list for you. hit with them, you deal blugeoning, piercing or
slashing damage (your choice) equal to 1d8 + your
Symbiote Expanded Spells Charisma modifier, instead of the bludgeoning
Spell Level Spells damage normal for an unarmed strike. Attack rolls
1st Ensnaring Strike, Entangle with your bio-weapons can use your Charisma,
2nd Find Steed, Web instead of Strength or Dexterity.
3rd Haste, Revivify
4th Black Tentacles, Grasping Vine The damage of this ability increases to 2d8 when you
5th Conjure Volley, Raise Dead reach 10th level. The appearance of such weapons is up
to you, such as serrated claws and scythe-like blades,
but their statistics remain the same regardless of form.
If you gain the Pact of the Blade feature, you can use
your bio-weapons as if they were your pact weapon, and
they gain the effect of any invocation that would impact
your pact weapon.
Wall Crawler
Also at 1st level, the symbiote is an agile and adhesive
creature by nature, granting you similar abilities. You
have a climbing speed equal to your walking speed, and
can move up, down, and across vertical surfaces and
upside down along ceilings, without making an ability
check.
In addition, you can cast the Jump spell at will, and it
doesn’t count against your number of spells known.
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Web Slinger
At 6th level, you and the symbiote learn to use their
biomass to produce gooey tendrils, useful for swinging
around the battlefield and grabbing or piercing your
foes. As a bonus action, you can produce a sticky tendril.
You do not need a free hand to manipulate this tendril.
This tendril can be used in multiple different ways, and
you can choose from the list below:
You can launch the tendril at a surface within 60 feet
of you. You can then move anywhere within 60 feet
of that point as though you were flying, and ending
your turn in the air will suspend you in that location.
Other creatures can climb the tendril without having
to make an ability check, as it is extremely sticky. If
you move further than 60 feet from the anchor point,
the tendril will detach from you and remain
inanimate. The tendril has an AC of 10 and an
amount of hit points equal to 2 x your warlock level.
This tendril can last up to 10 minutes.
You can launch the tendril at a creature within 30
feet of you. The creature must make a Strength
Flawless Symbiosis
saving throw against your spell save DC or be pulled At 14th level, you and the symbiote are inseparable,
30 feet to an unoccupied space within 5 feet of you. A permanently bound in flesh and mind. You gain
creature can intentionally fail this saving throw. immunity to acid damage, poison damage and the
Alternatively, you can instead pull yourself to them, Poisoned condition.
with them making a Dexterity saving throw instead
to avoid the tentacle. In addition, your symbiote teaches you to use your
You can use the tentacle as a piercing spike. A magic as potent fuel. As an action, you can expend a
creature of your choosing within 30 feet of you must Warlock spell slot to regain hit points equal to the level
make a Dexterity saving throw against your spell of spell slot used x your Charisma modifier. After you
save DC or take an amount of piercing damage equal use this ability, your next bio-weapons or symbiotic
to your Bio-weapons attack. If the creature rolls a spike attack within 1 minute will deal damage as though
natural 1, it is treated as a critical hit. it was a critical hit.
Once you use this ability, you cannot do so again until
You can use this ability an amount of times equal to you complete a long rest.
your proficiency bonus per long rest.
In addition, the damage dealt by your Bio-weapons
counts as magical for the purpose of overcoming
resistance and immunity to nonmagical attacks and
damage, and you are now resistant to acid damage.
Alien Duality Now on DNDBeyond!
At 10th level, you and your symbiote are connected Check it out here:
more than physically, your minds bound by sense and https://www.dndbeyond.com/subclasses/1940634-the-
thought. You are now immune to the Charmed and symbiote
Frightened conditions, and you have advantage on all
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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.