Celestial Symbiote (5e Subclass)
Celestial Symbiote[edit]
Warlock Subclass
Your patron is a celestial entity of immense power, but rather than residing in a distant plane, it has chosen to bond directly with you in the form of a living symbiote. This entity embodies divine retribution and restoration, seeking to enact its will in the mortal world through its host. Its goals are twofold: to protect the innocent and to annihilate those who spread suffering. The symbiote is not a passive presence; it has a distinct personality and a will of its own. It whispers to you in moments of weakness, urging you toward acts of vengeance against those who harm the helpless. While its divine nature compels it toward righteousness, its methods can be harsh and uncompromising, leading to an ongoing struggle for control. It pushes you to become a weapon of radiant justice, but its hunger for vengeance sometimes clashes with your own moral compass. You and the symbiote share a unique bond. In moments of peril, its presence can be both a blessing and a burden. Together, you are a force of radiant fury, a healer and destroyer bound in one form, wielding the symbiote’s celestial power to change the tides of battle.
- Expanded Spell List
The Celestial Symbiote lets you choose from an expanded list of spells when you learn a warlock spell.
Spell Level | Spells |
---|---|
1st | Cure Wounds, Guiding Bolt |
2nd | Flaming Sphere, Lesser Restoration |
3rd | Daylight, Revivify |
4th | Guardian of Faith, Wall of Fire |
5th | Flame Strike, Greater Restoration |
- Bonus Cantrips
At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you and do not count against your number of cantrips known.
- Symbiotic Form
At 1st level, you can tap into the power of your celestial symbiote, enhancing your physical and combat capabilities.
- As a bonus action, you can enter your **Symbiotic Form**, which lasts for 1 hour or until you end it early.
- You gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
- You are proficient with unarmed strikes while in this form.
- You can use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls with your unarmed strikes.
- Your unarmed strikes deal radiant damage equal to 1d4 + your chosen modifier.
Once you use this feature, you can’t do so again until you finish a short or long rest.
- Improved Symbiotic Form
Your bond with your symbiote deepens, allowing for more frequent transformations.
- 6th Level: You can use **Symbiotic Form** twice per short or long rest.
- 10th Level: You can use **Symbiotic Form** three times per short or long rest.
- 15th Level: You can use **Symbiotic Form** an unlimited number of times.
- Symbiotic Strength
Starting at 6th level, while in **Symbiotic Form**, your unarmed strikes become deadly weapons imbued with celestial energy. You gain the following benefits:
- **Bite Attack:** As an action, you can make a bite attack. Your bite deals 1d10 + your Charisma modifier radiant damage, and you regain hit points equal to half the damage dealt.
- **Claw Attacks:** As an action, you can make two unarmed strikes, each dealing 1d6 + your Charisma modifier radiant damage.
- **Magical Strikes:** Your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Symbiotic Resilience
Starting at 10th level, when your hit points fall below 50%, your symbiote activates a regenerative aura to protect and sustain you.
- **Self-Healing:** At the start of each of your turns, you regain hit points equal to your Charisma modifier (minimum of 1).
- **Aura of Restoration:** As a bonus action, you can restore a pool of hit points equal to your Warlock level. You can distribute this healing among up to three creatures within 30 feet, including yourself.
This effect lasts for 2 rounds or until your hit points rise to 50% or higher, whichever comes first. Once this feature activates, you cannot use it again until you finish a long rest.
- Searing Vengeance
At 14th level, when you are reduced to 0 hit points, your symbiote takes full control, unleashing a burst of radiant fury.
- You regain hit points equal to half your maximum.
- Each creature of your choice within 30 feet takes 2d8 + your Charisma modifier radiant damage and is blinded until the end of your next turn.
- You immediately stand up if you choose.
Once you use this feature, you can’t do so again until you finish a long rest.
- Optional Roleplay Mechanic
- Symbiotic Relationship Score
To reflect the dynamic bond between you and your symbiote, you can use the optional **Symbiotic Relationship Score**, which tracks your harmony—or conflict—with your celestial symbiote. This score ranges from -10 to +10 and changes based on your actions and choices.
- **Positive Scores (+1 to +10):** Indicate trust and harmony with the symbiote.
- **Negative Scores (-1 to -10):** Suggest tension and conflict in your bond.
Influencing the Score[edit]
- **+1 to +3:** Protecting the innocent, upholding justice, or following your symbiote’s guidance.
- **-1 to -3:** Selfishness, cruelty, or resisting your symbiote’s influence.
Effects of the Relationship[edit]
- **Positive Scores:**
* +3 or higher: Gain advantage on Charisma saving throws to resist the symbiote's forceful suggestions. * +5 or higher: Healing effects improve, granting +1 die to your Healing Light or Aura of Restoration.
- **Negative Scores:**
* -3 or lower: Occasionally lose control. Fail a Charisma save (DC = 10 + your absolute score) to attack the nearest target, ally or enemy. * -5 or lower: Your Healing Light pool decreases by 1 die.
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