Klyntar Host, Variant (5e Class)

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Art by Pablo Ruiz in Artstation

Klyntar[edit]

Origin of Klyntar[edit]

Klyntar 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 outward features of the klyntar strongly indicate they share a somewhat proximate ancestry with the larger sized class of ooze, commonly referred to as a 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).

In essence, the Klyntar emerge as viscous masses of self-aware ink that manifest at the whim of a cruel primordial entity called Knull, known as the god of darkness and lord of the void, with whom the fate of the race remains intrinsically linked to this day, Knull was sealed away millennia ago by his opposite, the representation of light itself, due to his bloodthirsty and cruel nature. The Klyntar were no longer under the reign of cruel father so they were free to live as a species of space, but the planet Klyntar was not a paradise, was known as being the dump of space, where all the waste of this went there, so the Klyntars travel through space in search of a perfect host for them, have a better life and a home that is not a dump, to find a compatible user will not leave for nothing, even come to develop a bond of loyalty to these, even wanting the best for them.

Creating a Klyntar Host[edit]

A Klyntar Host obviously has to have obtained a Klyntar. How did your character get one? Your character saw a metiorite fall and was curious to go check it out? Maybe a maniac jumped on you and left something on you? Maybe you found it in a wintering state in some cave or hidden place? The klyntar could have an ability from a previous afitrion and so add it to your arsenal, you can discuss with your Dungeon Master which ability this could be, of course if the Dungeon Master accepts this condition. This ability can be awakened from the beginning or as the campaign progresses, it is up to the Dungeon Master to decide.

Quick Build

You can make a Klyntar Host quickly by following these suggestions. First, Strength should be your highest ability score, followed by Constitution.

Class Features

As a Klyntar Host you gain the following class features.

Hit Points

Hit Dice: 1d12 per Klyntar Host level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Klyntar Host level after 1st

Proficiencies

Armor: Light, Shield
Weapons: Martial
Tools: Artisan
Saving Throws: Strength and Constitution
Skills: Choose two from the list: Acrobatics, Athletics, Medicine, Investigation, Intimidation, Sleight of Hand and Stealth

Equipment

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

  • (a) Leather armor or (b) One martial weapon
  • (a) 2 items from the random item list or (b) 2 typs of Tools
  • (a) Dungeoneer´s pack or (b) Explorer´s pack
  • A set of robes
  • If you are using starting wealth, you have 6d4 x 10 gp in funds.

Table: The Klyntar Host

Level Proficiency
Bonus
Features Transformation Unarmed Strikes Movement
1st +2 Superior Physical Attributes 0 1d4 5 ft.
2nd +2 Regenaration and Improved Metabolism, Everything is Under Control 0 1d4 5 ft.
3rd +2 Symbiotic Transformation, Head Eater 3 1d4 5 ft.
4th +2 Ability Score Improvement 3 1d4 5 ft.
5th +3 Relentless, Cellular Modification 3 1d6 5 ft.
6th +3 Otherworldly Force, Predator Sense 4 1d6 5 ft.
7th +3 Absorb, Camouflage, Evasion 4 1d6 10 ft.
8th +3 Ability Score Improvement 4 1d6 10 ft.
9th +4 Together... Until the End 4 1d6 10 ft.
10th +4 THE PERFECT UNION 4 1d8 10 ft.
11th +4 Amplication 5 1d8 10 ft.
12th +4 Ability Score Improvement 5 1d8 10 ft.
13th +5 Immutable, Let There Be Carnage 5 1d8 15 ft.
14th +5 Son of Knull 5 1d8 15 ft.
15th +5 Ravenous Hunger 5 1d8 15 ft.
16th +5 Ability Score Improvement 5 1d10 15 ft.
17th +6 Dark Resistance 6 1d10 20 ft.
18th +6 Ascendant Symbiote Dragon 6 1d10 20 ft.
19th +6 Ability Score Improvement 6 1d10 20 ft.
20th +6 King In Black Unlimited 1d10 20 ft.

Symbiosis[edit]

At some point in your life you encountered a Klyntar, a strange symbiotic creature from the planet Klyntar, and proved to be compatible with the symbiont. It has attached itself to you and taken up residence in your body. No corporeal creature can see it or control it. The Klyntar can only be seen by a creature with Truesight or a way to detect souls. The Klyntar and you, the host, are now linked in every sense of the word. You both occupy the same space, move together and take damage at the same time. There also exists between you and your Klyntar an intimate telepathic connection of shared thoughts that allows for instant Inner Communication between both parties. The Klyntar can act independently of you and is able to see, speak and write using respectively sight, mouth and hand. Otherwise, to perform such tasks, the Klyntar must form a small external protrusion shaped like a mouth, eye and hand, but which can serve no purpose other than to inflict damage, It can do so at any time without provoking a state of total transformation. The very deep nature of this bond creates an annoying impenetrable mental static that makes it impossible for the thoughts of the Klyntar and the host to be telepathically scanned without their consent by anyone else, nothing can separate them against their will.

The Klyntar also can be your outfit, without causing a transformation, the Klyntar can transform into any article of clothing you want, so you can dress fashionably without any problem.

Some of your Klyntar Host features require the target to make a saving throw, the DC is calculated as it follows: Klyntar Host DC= 8 + your proficiency bonus + your Constitution modifier.


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Superior Physical Attributes[edit]

In the level 1, the union between you and the Klyntar has made your physical abilities improve greatly, you become stronger, faster and more resilient combined with a fighting instinct like that of an animal. Thanks to this power you now possess, you get the following benefits:

  • Improved resistance: The union has hardened your body, as long as you are not wearing armor or wielding a shield, your AC is equal to 10 + your Constitution modifier + your Strength Modifier. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
  • Greater Strength: Your strength is greater and your punch more powerful. You can roll a d4 instead of the normal damage of your unarmed attack. This die changes as you gain Klyntar Host levels, as shown in the Unarmed Attack column of the Klyntar Host table. You also have the Powerful Build trait, which makes you count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • Combat Ferocity: When you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. Also the Klyntar makes an appearance forming tentacles that come out of your body, as an action you can make an attempt to grab your enemies if you succeed you can use them as a weapon to hit other creatures, adding an extra damage equal to the constitution modifier of the creature grabbed, this counts as an improvised weapon with which you are proficient.
  • Compatibility: Thanks to the bond formed, the Klyntar has the ability to control your body giving you an additional reaction, being able to avoid attacks that you would not have managed, as a reaction when you are attacked it can move you quickly to an unoccupied space with half of your movement causing the attack to fail. Thanks to the tentacles as long as there is terrain to swing on you can move up to 60 feet in any direction, even vertically swinging to the new point. Doing so counts as your move this turn.
  • Deflect Missiles : you can use your reaction to form tentacles to catch the projectiles launched against you. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength modifier + your Klyntar Host level. If you reduce the damage to 0, you return the projectile to the creature that launched it and, as part of the same reaction, you perform this attack proficiently, regardless of your proficiency with the weapon, and the missile counts as a fast weapon for the attack.
  • Improved physical dexterity: your swimming and climbing speed is the same as walking speed and you gain the ability to move up, down and across vertical surfaces and upside down along ceilings, leaving your hands free, without the need to perform a skill test, you gain proficiency with athletics and acrobatics. you also gain 5 feet of extra movement, it will increase with the level as shown in the table below. You also have an advantage in any physical test and your jump distance triples.
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Regeneration and Improved Metabolism[edit]

The union with the symbiote has also granted a great regenerative capacity to the users, able to heal and fix important bills such as broken bones and set limbs back into place while healing fracture, mortal wounds and stop bleeding both internally and externally. At level 2, as a bonus action you can heal and regain hit points equal to 1d12 + Constitution Modifier, you can use this ability a number of times equal to your Constitution bonus.

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Klyntar also gives you improved health and metabolism, you are immune to disease and poison along with the codiition of poisoned. In the level 8, this regeneration improves, now add your Constitution Modifier multiplied by 2 as additional healing and you can reattach a limb you have lost, by bringing the limb closer the Klyntar will regenerate the lost limbs and make the limb functional again.

Everything is Under Control[edit]

At level 2, the symbiote is able to avoid negative effects on its user, you can not be bewitched or frightened, no one that the klyntar can control his host, upon detecting an external control the Klyntar will send a shock of pain to the host for a few seconds or will cut off the external signal that invades the host, if the host's emotions turn against it, the Klyntar will suppress the emotions so that it can focus on its target, it can do a calming of emotions as well. The user cannot be petrified either, the klyntar will take control of the body and manage to negate this effect.

Symbiotic Transformation[edit]

In level 3, Your bond and connection with the Klyntar has become stronger, making you able to use the symbiosis transformation, the Klyntar completely covers the user, becoming larger and more robust, his hands are exchanged for claws, his face undergoes the most drastic change, his teeth as sharp as blades forming a terrifying smile with a long tongue to complete its monstrous appearance and white eyes full of cruelty. you can use a bonus action or your reaction to transform, your transformation lasts 1 Hour, you recover all uses in a long rest. While in this form you gain the following abilities:

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  • You have advantage on Strength checks and Strength saving throws, and you have a +1 bonus to melee attack and damage rolls. This bonus increases to +2 at 6th level, +3 at 9th level and +4 in the level 12.
  • You have resistance to non-magical blunt, piercing and slashing damage.
  • Your HP doubles while you are transformed (previous HP loss is regenerated and you gain maximum HP).
  • When you are transformed your unarmed attacks gain 5 feet of range Additionally
  • Your teeth in this transformation are poisonous, as an action you can make a bite attack that will inflict 2d4 piercing damage + your Strength modifier and 2d8 poisonous damage, with a successful bite the target must make a Constitution saving throw on a failure will receive the poisoned condition, on a success the creature only takes half damage and does not suffer the poisoned condition.
  • You gain vulnerability to thunder damage and fire damage in the transformed state and disadvantage on rolls against thunder and fire damage in your transformed state.
  • You gain Immunity to acid damage.
  • If reduced to 0 hit points, the Klyntar will make a final effort to retaliate, and may take an extra turn interrupting the current turn, after that last breath both fall unconscious.
  • If hit with a blast of thunder or fire damage equal to your level times 3, the Klyntar Symbiote attemps will go back to hide in its host . Roll a Constitution saving throw (DC 15) if you fail, the Klyntar Symbiote cannot stand the vibrations or heat and for 1d4 rounds, you cannot transform. If you are already in your transformed state, that transformation ends. (this no longer affects you at level 10).

You can finish your transformation on your turn as an additional action or if you are unaware your transformation ends. (if you have a missing limb the Klyntar spawns one made from its mass when you transform).

Head Eater[edit]

In the level 3, The Klyntar has a voracious hunger for the heads of the creatures, it turns out that the favorite food of the Klyntar diet is found in the brains of the creatures and also in chocolate, chocolates are normally used to calm their hunger but there is no better Rather than extracting it directly, your predatory teeth are adapted for this, allowing you to devour the heads of your prey with ease, piercing flesh and bone without problem. When you reduce a creature to 0 hit points you can choose to devour its head, by doing so you regain hit points equal to your constitution modifier.

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As a Klyntar once said, "Fuel for the tank", devouring a head will reduce one level of exhaustion if you suffer from them.

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.

Relentless[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. At 11th level, you can attack three times instead of twice, whenever you take the Attack action.

Cellular Modification[edit]

The Klyntar are able to control their cells at will, this makes them capable of modifying their body with monstrous ease, such as creating tentacles, transforming their limbs into weapons, lengthen them and much more, the limit is the imagination of the host, they are a walking arsenal and lethal in melee combat. In the level 5, you can use these weapons to perform unarmed strikes, As an additional action, you can make use of your cell modification and use one of the following weapons or return to your normal form.

You cannot have more than one weapon at a time, except for the tentacles and symbiotic spikes, these can combo to give you more versatility, you can only use one of these skills to make a combo, for example, you use your hammer fists with your spikes, the hammers become a wrecking ball with sharp spikes, the damage does not change, you only add the d4 of piercing damage and the benefits of the spikes, when doing this you cannot add the tentacles or their benefits and likewise if you use the tentacles, you cannot add the benefits of the spikes.

  • Tentacles: 4 tentacles grow from your back, they have a range of 30 feet, they are like whips, each tentacle hits a creature of your choice that you can see within range, a tentacle inflicts 1d8 + your strength modifier of blunt damage to its targets. All limbs strike simultaneously, and you can direct them to hit one or more creatures. After (2) consecutive hits on a single target, you can move the target 5 feet farther away or closer to you. Every 2 consecutive hits after that adds 5 additional feet you can move your target. (The Tentacles are part of your attack action).

You can choose to make the tentacles become sharp, you lose the thrust ability and the damage changes to slashing, but now for every 2 hits the target suffers bleeding done by the sharp tentacles, the target will suffer 2d6 bleeding damage on each of its turns, every 2 consecutive hits will add one more bleeding die, the creature has to use its action to stop the bleeding and cannot regain hit points until he stop it.

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  • Symbiotic Spikes: Sharp spikes grow around your body making anyone hesitate to approach you, you get +2 to your AC and if a creature attacks you it takes 2d8 piercing damage for each attack it makes against you, you also grow spikes on your knuckles gaining an extra d4 piercing damage to your unarmed strikes. Also as an action, you can bristle your barbs and shoot them as blades charged with your poison, forcing creatures within 30 feet to make a Dexterity saving throw, on failure they take 2d8 piercing damage and 3d4 poison damage and make a Constitution saving throw, on failure they receive the poisoned condition, on success they only take half damage and do not receive the poisoned condition because the blades did not pierce enough.
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  • Klyntar Blades: Your arms are molded to form a sword in each, these blades do a d12 slashing damage + your strength modifier and inflicts 7 additional damage each time you score a critical hit with them. This weapon scores a critical hit on a roll of 19 or 20, inflicts 2d12 damage at 12th level and scores a critical hit on a roll of 18-20 at 17th level. As an action, you can sweep with both swords to hit multiple enemies, creatures within 10 feet of you must make a Constitution saving throw against your Dc to see if they can avoid the sweep, on a miss they take damage equal to 10 hits from you, on a success they only take half damage.
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  • Watch your step: (this ability requires an action to execute) you bury your hand in the ground and cause ground stakes made from the biomass of the Klyntar to grow in the ground, in a range of 30 feet around, the stakes come out to impale your enemies, creatures within the area make a Dexterity saving throw, on failure the creatures take 4d10 + your Strength modifier of stabbing damage and their movement speed is reduced to 0 until they receive a form of healing, on success the creature only takes half damage and their movement is unaffected. (Your companions do not make this saving throw, the Klyntar distinguishes very well who should aim and who should not). At level 10, the range of this ability is doubled.
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  • Shield: One of your normal arms quickly forms a large shield-like plate that quickly returns to its previous form. As a reaction to a creature making an attack roll against you, you can impose disadvantage on attacks against you and add a +3 to your AC.
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  • Torrent of Rage: As an action in a rage attack you strike the ground aggressively, unleashing a flurry of attacks with your tentacles, forcing creatures within 30 feet of you to make a Strength saving throw, on a failure they receive 5d8 + your Strength modifier of blunt damage and are pushed 30 feet, on a success they only receive half the damage and are not pushed. At level 12 the damage of this skill increases to 5d10 and its thrust and range are doubled.
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  • Hammer fists: Both arms become thick and hard, transforming into clubs. On impact, inflict blunt damage equal to d10 + your Strength modifier. This weapon gains a +4 bonus to damage and attack rolls. When you critically hit the creature has to make a Constitution saving throw against your Dc, on a failure, the target is stunned and knocked down until its next turn. Inflicts 2d10 damage at 12th level and makes the saving throw with disadvantage.

Otherworldly Force[edit]

A Klyntar's alien strength and lethality are unmatched. In the level 6, Your weapons created from your cell mod and unarmed attacks count as magical for the purposes of overcoming resistances and immunity to non-magical damage. Also, your carrying capacity doubles

Predator Sense[edit]

In the level 6, you gain an uncanny sense of when things nearby are not as they should be, which gives you an advantage when dodging danger. You have advantage on Dexterity saving throws against effects even if you can't see them, such as traps, spells and surprise attacks, this sensation also helps you to locate from which direction the danger is coming from. You gain proficiency with saving throws and dexterity checks and 15 feet of blindsight. Also, you add your dexterity modifier to your AC.

You cannot be surprised anymore, the planet of the Klyntar is succumbed in darkness, therefore the Klyntar have developed advantages to guide themselves in the sea of darkness that is their planet, they send vibrations to know what is in their surroundings, these vibrations also warn you of danger even if you do not see it. you also gain 60ft vision in the dark in case you didn't have it, if you already had it, add 60ft more of vision and now you can distinguish colors, also, you gain advantages on perception rolls.

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Absorb[edit]

In the level 7, your Klyntar is capable of absorbing inorganic material to add it to its arsenal, this makes it possible for you to absorb armor, the Klyntar will assimilate it and acquire the attributes it possessed to add them to its symbiotic transformation, even if they are magical, you can only obtain the benefits of one armor at a time, if you try to absorb another, the qualities of the other will be replaced by the ones you just absorbed.

The best part is taken by your AC, it increases by +6 if it is heavy armor, +4 if it is medium armor and +2 if it is light armor (at the discretion of the Dm, this AC changes depending on the armor rarity). Your unarmored defense stays the same, you simply add this AC to yours along with the armor attributes, you don't suffer the penalties from Dexterity stealth checks, and your weight doesn't change, you can say the Klyntar consumes it the armor in a microscopic way, taking the good attributes and adding them to his physiology, discarding the negative.

You can also absorb weapons and gain their benefits to your transformation, just as with armor, you can only do it with one at a time.

Camouflage[edit]

In the level 7 The Klyntar is able to mimic the environment this makes it can become invisible to camouflage, for 5 minutes in your transformed state you can become invisible using an action, the camouflage is more or less unstable so you can only the half of your walking speed when it is active, if you move more than that movement the invisibility disappears and also if you attack or are hit it will also disappear. You can use this trait a number of times equal to your Constitution Modifier, you recover all uses in a long rest. Also ou gain proficiency and advantage with stealth rolls

At the 10th level, the symbiote has learned to maintain the stability of camouflage, when you activate it at this level you can run at full speed without any problem, if you spend an additional use, you can stay invisible even if you attack a creature and they attack you but this reduces the camouflage time by half.

Evasion[edit]

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon's lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Together... Until the End[edit]

In the level 9, They are willing to give their all, if they have to die fighting, so be it, they will not please their enemies and all those who want to attack them, They will not give them an easy death, if they are knocked down, You and your partner will take a cut. When you fall to 0 hit points, you fall to 1 hit point instead, With a fierce roar, you can use your reaction to make your unarmed attacks with advantage after using this passive. You cannot use this ability again until you take a long rest.

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Birth of a New Being[edit]

What the hell are you? We...
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THE PERFECT UNION[edit]

At level 10, the synchronization between you and the Klyntar has reached the peak, the bond is complete in every sense of the word, you have learned from each other, if one dies the other will too, if you die and use some method to bring it back to life, the Klyntar will also revive the completion of the bond must have ingrained it to your soul, you are him and him is you, together are... THE PERFECT UNION

Melee Mastery: Your combat abilities get a big upgrade, that anyone fighting against you will feel like they are fighting 2 people, You and the Klyntar are more aggressive now, when a creature within 10 feet of you makes an attack against you and misses, you can use a reaction to make your unarmed strikes against that creature and when a creature within 10 feet of you moves away from you, you can use a reaction to move up to your walking speed towards that creature.

You're not fighting one, You're fighting two: The Klyntar wants to do its bit in helping you in combat, as a bonus action, 2 additional pairs of arms grow from your transfromed body, this gives you better control in melee and obviously more attacks, once per turn when you perform the Attack action and make a melee attack, you can make a grapple or thrust attempt as part of that same action, using these extra arms, also, when a creature within 5 feet of you makes an attack against an ally other than you, you can use your reaction to make a shove attack or an unarmed attack against the attacking creature. This ability lasts for one minute, and you cannot use it again until you complete a long rest.

When you use your shield it becomes bigger even serving as a cover (you can do it as an action to provide protection to your companions) the AC provided by your shield becomes +5 and now you reduce the damage an equal to your Constitution Modifier

Qualities at their maximum potential: You gain 60 feet of blindsight, In addition the Klyntar is a creature of space, it does not need to breathe, this ability can be granted to the user, being able to be without air for an hour. The Klyntar's poison is an unknown and lethal one at the same time, when you complete the perfect union, it reaches its most lethal point, your poison overcomes resistances and immunities even your poison imposes the condition of poisoned on creatures that are immune to the poisoned

Maximun Venom: Your bite can be done as an additional action and its damage of poison increases to 2d6, In addition, on a successful bite, the victim makes a Constitution saving throw and, if unsuccessful, the creature will receive 1 level of exhaustion and a d10 poison damage for each action it takes for 1 minute. This can accumulate, increasing the damage roll by 1 and the exhaustion level by 1 for each failed save. Now whenever you are subjected to an effect that allows you to make a Constitution saving throw to take only half damage, you take no damage on a success, and half damage on a failure.

Complete Adaptation: As the bond of symbiosis progresses, the Klyntar's weaknesses disappear, when you reach the Perfect Union, you are no longer vulnerable to thunder and fire damage and no longer suffer disadvantage against saves against these 2 damages, also they can keep fighting even with fatal wounds, when they reduce you to 0 hit points you don't fall and you can keep fighting, you make your death door rolls normally, if you fail them you die, but they both fight with everything until the bitter end.

Thanks to their bond, you gain resistance to psychic damage and cannot be controlled against your will, their mental strength has reached a new potential. Now your Dc is equal to 10 + Strenght Modifier + your proficiency bonus.

Amplification[edit]

In the level 11, 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, in this state, you have a damage reduction equal to your Constitution Modifier and you add +5 to your damage rolls. At level 18 you can increase your size to enormous, which causes that the damage reduction is equal to your Constitution Modifier + your proficiency bonus and you add +10 to your rolls damage.

Immutable[edit]

at level 13, as a reaction, to avoid attacks that may harm them, the symbiote moves the user inside it so that the attack does not touch them, and controls the transformation so that the attack passes through them without any damage. When using this function, the attacker must make a Strength saving throw against your Dc, on a failure the symbiote entangles the attacker's weapon or arm, granting you an attack action as a free action, on a success the symbiote fails to seize him making you unable to attack him.

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Let There Be Carnage[edit]

At level 13, as a action, If you have your tentacles active, you can start spinning at high speed, causing a powerful tornado that turns the battlefield into a carnage. By doing this you gain a flight speed equal to your walking speed, you can choose where to move to and end this ability (this move does not provoke attacks of opportunity) and while moving you force creatures within 30 feet to make a Constitution saving throw against your Dc, in case of failure they receive 6d6 + your level of slashing damage and are pushed 20 feet and knocked down, also receiving the bleeding effect you provoke, in case of success they only receive half damage and do not suffer the other conditions.

As an additional action, you can shoot multiple Symbiotic Needles loaded with your poison, creatures within 60 feet must again make a Constitution saving throw against your Dc, in case of failure they receive 3d12 + your Strength modifier and suffer the poisoned condition, in case of success they only receive half the damage and are not poisoned.

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Son of Knull[edit]

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Klyntar empowered by the power of Knull, source []

The Union is complete, they are a perfect specimen, they have reached the state that every Klyntar wishes to have... but upon reaching this state something else is unlocked, as the son of the lord of the void, and god of darkness the Klyntar in their complete state is able to access the remnant power that Knull left in them when he created them, this power causes a more cruel attitude to develop from the afitrion and the Klyntar being the warrior that Knull always expected from his sons.

At level 14, as an action, you enter another stage, the most noticeable change is your appearance, on your chest and back, the symbol of a dragon is formed, many confuse it with a spider, but it is the emblematic symbol of the dragons of Knull, red veins are noticeable in the transformed body, in the face is formed in a spiral, when you enter this form the power of the god of the darkness become present, during 1 minute accessing this form you get the following:

  • The presence of the God of the abyss is present through the Klyntar. Creatures within 15 feet of you must make a Wisdom saving throw, on a failure they are frightened for one minute, this does not affect your allies, but if you lose control they must make a saving throw (At 20th level this ability can frighten creatures that are immune to the frightened condition).
  • You gain 60 feet of vision in magical darkness and within any darkness, Knull is the god of darkness, there is no darkness that can obstruct his view.
  • You gain resistance to all damage, except radiant damage, the power of Knull has made you more durable, becoming more resistant to damage, but as a child of darkness, this resistance does not apply to light.
  • You add a d4 of poison damage and d10 of necrotic damage to your unarmed strikes, also add this damage to your weapons created by your cell modification.
  • Your strength gets a powerful boost, you add your Constitution modifier to your attack and damage roll and you do triple damage on a critical hit instead of double.
  • Whenever you are forced to make any saving throw, you can add your Constitution modifier to this roll. (This function does not apply when you need to make the Wisdom saving throw to maintain control in this form).
  • When you take Necrotic damage, instead of taking damage, you absorb it to heal any damage you would have taken, if it exceeds your hit points, they become temporary life points (This feature is maintained even if you are not in your Son of Knull form).
  • The saving throws against your Dc are made with disadvantage.

With this great power, there are also risks, failing a DC 15 Wisdom saving throw will cause you to lose yourself in a berserk rage, where you can't tell between enemy and friend. On each of your turns you have to make this saving throw, to see if you and the Klyntar are not lost in a blind rage, You can use the form Son of Knull a number of times equal to your Constitution modifier, You recover all the uses after a long rest.

Also in this level you also gain the wings of the symbiote dragons, obtaining a flight speed equal to your walking speed, you can use and disappear these wings as an additional action, and also use them in your normal form without accessing the form of Son of Knull

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Wings of dragons, source []

Ravenous Hunger[edit]

In th level 15, Your hunger is now more relentless. When an enemy you can see drops to 30 hp or less, you force that creature to make a saving throw against your DC. On a failed save, you devour the target's head and it drops to 0 HP. The life threshold for execution is 40 HP at level 15 and increases at subsequent levels, 60 HP at level 18 and 100 at level 20. You regain hit points equal to double your Constitution modifier + your proficiency bonus, after devour his head.

Dark Resistance[edit]

In the level 17, The power of Knull has given you resistance to magic, when you are in your Son of the Knull form you have advantage on saving throws against spells, except spells that deal radiant damage, also, your Strength Modifier, your Constitution Modifier and your hit points can not be reduced by any effect, also You can choose to ignore any effect, spell or class trait used against you a number of times equal to your proficiency bonus and You're immune to effects that would kill you instantly

Ascendant Symbiote Dragon[edit]

In the level 18, In your transformed state, you and the Klyntar sink your hands into the ground, forming an area surrounded by biomass within 60 feet to trap the creatures, then sink in, and a giant Dragon Symbiote head pops out of the ground, giving a deadly bite to all creatures.

As an action, you force creatures within 120 feet to make a dexterity saving throw with disadvantage, on a miss, they take 10d10 piercing damage + 4d6 of poison damage + 2d6 of Necrotic damage and must make the Constitution saving throw with disadvantage, if they fail they are in the poisoned condition even though they are immune, on a success they only take half damage and do not need to make the Constitution saving throw. You can't use this ability again until after a long rest.

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source []

King In Black[edit]

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source []

In the level 20,They have reached the epitome of the power of a Klyntar host, reaching the power that the Kings of Knull possessed in their times of war, becoming a King in Black, those who opposed their god's cruel reign, so that the species would have freedom...

Your Strength and Constitution scores are increased by 4. Your maximum for those scores is now 24. Your strength is at the pinnacle of Knull warriors in the past, the remaining power of the god of darkness has been fully assimilated, all creatures they are considered mortals against your attacks, not even divinity can save them from your attacks now. When you use your Son of Knull form, you no longer need to use the Wisdom roll to control yourself, you are in full control of your aggression.

  • King's Fist: as an action, you soar through the air with your wings, raise your fist in the air charging your forces, at full speed they fall forcing every creature within 80 feet to make a dexterity saving throw, on a miss they take 5d10 bludgeoning damage + 5d8 necrotic damage and they are knocked down, on a success they only take half the damage. This blow reduces the target's maximum hit points, until the end of the fight. You can use it a number of times equal to your proficiency modifier, you recover all uses after a long rest.
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source []
  • King's Roar: Your eyes glow brightly along with your Dragon emblem, and you let out a mighty roar, the roar is so powerful that the ground beneath you cracks, a web of cracks becomes present around you, and the roar seems to affect the space around you.

As a action you force creatures within 60 feet to make a Constitution saving throw (Creatures within 20 feet make this roll with disadvantage and creatures within 10 or 5 feet automatically fail) on a failure they take 4d12 of force damage + 2d8 psychic damage + 4d10 thunder damage, they are also stunned for a d4 of turns by it and pushed 20 feet, on a success they only take half damage and they are neither pushed nor stunned. You can use this skill a number of times equal to your proficiency modifier, you recover all uses after a long rest.

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source []
  • King's Supremacy: A king always shows how formidable he is, a pillar that does not crumble no matter how many blows he receives, the roar that they are coming for us... because we are not finished yet. You get 2 legendary resistances. Once it has been used, you will not be able to use it again until after 24 hours.
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source []

Epitome[edit]

They speak our ancient language to you Eddie, because you... you defeated the void, liberated our species, you are the hivemind now, Eddie... you are the god of symbiotes, you are the King... in Black
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source []

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Klyntar Host variant class, you must meet these prerequisites: 13 in Strength and 16 in Constitution

Proficiencies. When you multiclass into the Klyntar Host Variant class, you gain the following proficiencies: Acrobatics and Athletics

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