Reverse Klyntar (5e Class)

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Reverse 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 Reverse Klyntar[edit]

A Reverse Klyntar 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 Reverse Klyntar quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength.

Class Features

As a Reverse Klyntar you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Shield
Weapons: Simple and Martial Melee Weapons
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 Reverse Klyntar

Level Proficiency
Bonus
Features Transformation Unarmed Strikes Movement
1st +2 Superior genetics 0 1d4 5 ft.
2nd +2 anatomical restructuring, cell purification 0 1d6 5 ft.
3rd +2 Symbiotic Transformation 3 1d6 5 ft.
4th +2 Ability Score Improvement 3 1d6 5 ft.
5th +3 Relentless, Constituent Material 3 1d8 5 ft.
6th +3 Otherworldly Force, Predator Sense 4 1d8 5 ft.
7th +3 Absorb, Camouflage, Evasion 4 1d8 10 ft.
8th +3 Ability Score Improvement 4 1d8 10 ft.
9th +4 Together... Until the End 4 1d8 10 ft.
10th +4 THE PERFECT UNION 4 1d10 10 ft.
11th +4 Extra Attack(2), Amplication 5 1d10 10 ft.
12th +4 Ability Score Improvement 5 1d10 10 ft.
13th +5 Immutable, Let There Be Carnage 5 1d10 15 ft.
14th +5 Knull White Knight 5 1d10 15 ft.
15th +5 Ravenous Hunger 5 1d10 15 ft.
16th +5 Ability Score Improvement 5 1d12 15 ft.
17th +6 The Light Born In The Darkness 6 1d12 20 ft.
18th +6 Ascendant Symbiote Dragon, Extra Attack(3) 6 1d12 20 ft.
19th +6 Ability Score Improvement 6 1d12 20 ft.
20th +6 King In White Unlimited 1d12 20 ft.

Klyntar[edit]

Starting at 1st level, at some point in your life you encountered a Klyntar, a rare ooze-like symbiotic Underdark creature. It bonded with you, taking roust inside your body. It is not visible or intractable by any corporeal creature. The Klyntar can only be seen by a creature with Truesight or a way of detecting souls. The Klyntar and you the host, are now in every sense of the word Linked. You both occupy the same space, move together and take damage in concert. You also have between you and your Klyntar an intimate shared thoughts telepathic connection that permits instantaneous Internal Communication between both parties. The Klyntar can act independently of you and is able to see, speak and write using respectively your sight, mouth and hand. Otherwise, in order to perform such tasks, the Klyntar must form a small external protuberance shaped as a mouth, eye and hand but which can serve no other purpose such to inflict damage. It can do so, at any time without provoking a full Transformation state. The very deep nature of this bonding creates an impenetrable annoying mind static which makes it impossible for the Klyntar's and host's thoughts to be telepathically scrutinized without their consent by any other.

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: Reverse Klyntar DC= 8 + your proficiency bonus + your Constitution modifier.

Superior Genetics[edit]

also at 1st level Your Reverse Klyntar has a birth mutation that sets him apart from the rest of his race. Unlike others of your species, you have resistance to fire damage and thunder damage.This same mutation gives you the following characteristics:

  • 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 Reverse Klyntar levels, as shown in the Unarmed Attack column of the Reverse Klyntar 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, As part of that reaction, the tentacles that the Klyntar creates cover your entire arm. You make an attack roll against the creature. If you hit, the target is pushed 15 feet away from you. 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 projectiles thrown at you. When you do so, the damage you take from the attack is reduced by 1d10 + your Strength or Constitution modifier + your Reverse Klyntar level. If you reduce the damage to 0, you return the projectile to the creature that threw it and, as part of the same reaction, you make this attack proficiently, regardless of your proficiency with the weapon, and the missile counts as a fast weapon for the streak.
  • 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.

Anatomical Restructuring[edit]

Bonding with the symbiote has also given users a strong regenerative ability, capable of healing and repairing major injuries, such as broken bones, and returning limbs to their place while healing fractures, fatal wounds, and stopping internal and external bleeding. At level 2 Regenerate life equal to your proficiency modifier multiplied by your level. This ability can also affect you.

Also as an action, additional action or reaction you can heal yourself and recover life points equivalent to half of your maximum life points; You can use this ability a number of times equal to your Constitution bonus + your Profiency Modifier.

Reverse Klyntar also gives you better health and metabolism, you are immune to diseases and poison along with the intoxicated state. At level 6 this regeneration improves, now add your Constitution Modifier multiplied by 2 as additional healing and you will be able to reattach a limb that you have lost, by bringing the limb closer, Klyntar will regenerate the lost limbs and make the limb functional again. Due to the unique genetics obtained by the Link, you cannot die of old age.

Cell Purification[edit]

At level 2 you can touch and purify any creature of poisons, diseases, and even curses. If you touch a Klyntar Host, it must make a Constitution saving throw with disadvantage or get rid of the symbiote.

Additionally, you can grant a creature an amount of life equal to your anatomical restructuring. You can use this ability a number of times equal to your Constitution bonus + Your level.

Keep 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]

At level 3, your bond and connection with Klyntar has become stronger, allowing you to use the symbiosis transformation. Klyntar completely covers the user, becoming larger and more robust. His hands transform into claws, and his face undergoes the most drastic changes. Sharp teeth form a terrifying smile with a long tongue to complete his monstrous appearance, and white eyes full of cruelty. You can use a bonus action or your reaction to transform. Your transformation lasts 1 hour, and you regain all uses with a long rest. While in this form, you gain the following abilities:

  • You have advantage on Strength and Constitution checks and saving throws, you also have a +1 bonus to melee attacks and damage rolls. This bonus increases to +2 at 6th level, +3 at 9th level, and +4 at 12th level.
  • You inflict 1d6 extra radiant damage against Undead, aberrations and Klyntar Host.
  • You have resistance to bludgeoning, piercing, and magical and nonmagical slashing damage.
  • Your HP is doubled while transformed (previous HP loss is regenerated and you gain maximum HP).
  • your unarmed attacks gain 5 feet of range. Additionally, when you use the Attack action to make an unarmed attack, you can make an additional unarmed attack as a bonus action.
  • Your cell purification is improved, you can remove status effects, and if you touch a Klyntar Host or any creature affected by another entity, you instantly separate it from its bearer.
  • You gain immunity to acid, thunder, and fire damage in your transformed state and advantage on rolls against thunder and fire damage in your transformed state.
  • If reduced to 0 hit points, Klyntar will make one last effort to To stay alive, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point. Each time you use this function after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.
  • Your speed increases by 20 feet.

You can end your transformation on your turn as a bonus action or if you don't know your transformation ends. (If you are missing a limb, Klyntar generates one made from its mass when you transform.)

Skill Score Improvement[edit]

When you reach level 4, and again at levels 8, 12, 16, and 19, 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 cannot Increase an ability score above 20 using this feature.

Relentless[edit]

Starting at 5th level, you can attack twice, instead of once, as long as you take the Attack action on your turn. At 11th level, you can attack three times instead of twice as long as you take the Attack action, and up to four times when you reach 18th level in this class.

Constituent Material[edit]

The Klyntar are capable of controlling their cells at will, this makes them capable of modifying their body with monstrous ease, such as creating tentacles, transforming their limbs into weapons, lengthening them and much more, the limit is the host's imagination, they are a walking arsenal and lethal in hand-to-hand combat. At level 5, you can use these weapons to perform unarmed attacks. As a bonus action, you can make use of your cellular 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 be combined to give you more versatility, you can only use one of these abilities 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 in the same way if If you use the tentacles, the benefits of the spikes cannot be added.

  • 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, one tentacle inflicts 1d8 + your strength modifier bludgeoning damage to their targets. All limbs hit simultaneously, and you can command them to hit one or more creatures. After (2) consecutive hits to a single target, you can move the target 5 feet further or closer to you. Every 2 consecutive hits after that adds an additional 5 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 (6d6 maximum), the creature has to use its action to stop the bleeding and cannot regain hit points until he stop it.

  • Symbiotic Spikes: Sharp spikes grow around your body, making anyone hesitate to approach you, you gain +2 to your AC and if a creature attacks you it takes 2d8 piercing damage for each attack it makes against you, your knuckles grow spikes as well. , you gain an extra d4 piercing damage to your unarmed strikes. Also as an action, you can bristle your spikes and shoot them like blades charged with your poison, forcing creatures within 30 feet to make a dexterity saving throw, on a miss they take 3d8 piercing damage and 3d4 poison damage, the target making a constitution saving throw, on a miss will receive the state of poisoned, on a success they only take half damage and don't get the poisoned condition because the blades didn't pierce far enough. (Dc = 8 + your Strength modifier + your proficiency bonus).
  • 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.
  • 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 5d10 + 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.
  • Shield: Your body quickly forms a large shield-like plate that quickly returns to its previous shape. As a reaction to a creature making an attack roll against you, you can impose disadvantage on attacks against you. You also gain temporary hit points equal to a quarter of your normal hit points rounded down (minimum 1).
  • 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.
  • Hammer fists: Both arms become thick and hard, transforming into clubs. On impact, inflict blunt damage equal to d10 + your Strength modifier and your attacks with this weapon count as critical against objects and structures. This weapon gains a +2 bonus to damage and attack rolls. When you critically hit the creature has to use a Constitution saving throw, 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]

The alien strength and lethality of a Klyntar is unmatched. At level 6, your weapons created from your cellular mod and your unarmed attacks count as magical for the purposes of overcoming resistances and immunity to nonmagical damage. In addition, its load capacity is doubled

Sense of Impurity[edit]

At 6th level, you gain an eerie sense of when things nearby aren't as they should be, giving you an advantage when avoiding 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 feeling also helps you locate which direction danger is coming from. Additionally you gain 15 feet of blindsight and you can add half of your Dexterity modifier to your AC.

This also allows you to detect other Klyntars, including undead and aberrations.

You can no longer be surprised, the planet of the Klyntar is succumbed to darkness, that is why the Klyntar have developed advantages to guide themselves in the sea of darkness that is their planet, they send vibrations to know what is around them, these vibrations also warn of danger even if you don't see it. You also gain 60 feet of darkvision if you didn't already have it, if you already had it add 60 more feet of vision and you can now distinguish colors, plus you gain advantages on perception rolls.

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 +3 if it is heavy armor, +2 if it is medium armor and +1 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, in your transformed state you can become invisible using an action, the camouflage is more or less unstable so you can only move 15 feet when it is active, if you move more than these feet the invisibility disappears, 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. (Your invisibility lasts as long as your transformation lasts)

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.

THE PERFECT UNION[edit]

At level 10, the synchronization between you and Klyntar has reached its maximum. 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 come back to life, Klyntar will also revive. The completion of the bond must be rooted in your soul—you are him, and he is you. Together, you are... THE PERFECT UNION.

  • Melee Mastery: Your combat skills get a huge boost; anyone fighting you will feel like they're fighting two people. You and 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 an unarmed attack against that creature. Additionally, when a creature within 10 feet of you moves away from you, you can use a reaction to increase your speed when walking towards that creature.
  • You're not fighting one, you're fighting two: Klyntar wants to contribute to helping you in combat. As a bonus action, for 1 minute two additional pairs of arms grow from your transformation. This gives you better control in melee combat and more attacks. Once per turn, when you take the Attack action and make a melee attack, you can make a grapple or lunge attempt as part of that same action using these additional arms. Additionally, 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 thrust or unarmed attack against the attacking creature. You cannot use this skill again until you complete a long rest.

When you use your shield, it becomes larger, even serving as cover (you can do this as an action to provide protection to your companions), and you now reduce damage equal to your Constitution modifier.

  • Qualities at their full potential: You gain 60 feet of blindsight. Additionally, Klyntar is a space creature and does not need to breathe; this ability can be granted to you, allowing you to be without air for an hour.
  • External Rejection: An anti-toxin aura surrounds you in a 30-foot radius. Within this aura, you can use your cell purification without needing to touch the creatures.
  • Complete Adaptation: You can continue fighting even with fatal wounds. When you are reduced to 0 hit points, you do not fall and can continue fighting. You make your death saves normally. If you fail, you die, but both of you fight until the bitter end. Thanks to your bond, you gain resistance to psychic damage and cannot be controlled against your will. Your mental strength has reached a new potential. Your DC is now equal to 10 + Strength 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 can add an extra die to all your unarmed hit dice, you have a damage reduction equal to your Constitution Modifier and you add +5 to your attacks rolls. At level 18 you can increase your size to enormous, which causes you to add another die to your unarmed hits and the damage reduction is equal to your Constitution Modifier + your proficiency bonus.

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.


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 10d8 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 bonus 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 3d8 of piercing damage + 2d10 of radiant damage and suffer the poisoned condition, in case of success they only receive half the damage and are not poisoned.

Knull White Knight[edit]

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 resistance to all damage, Knull's power has made you more durable and unlike your brothers, you are not weak to light.
  • Your strength gets a powerful boost, you add your Constitution modifier to your attack and damage roll, and you gain a chance on critical 18-20.
  • 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).
  • 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.
  • When you take Necrotic and Radiant 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)

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.

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 bonus action, and also use them in your normal form without accessing the form of Son of Knull

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.

The Light Born In The Darkness[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.

King in White[edit]

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.
  • 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.

  • 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.

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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Back to Main Page5e HomebrewClasses

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