Symbiote Host (5e Class)
Symbiote Host[edit]
A fusion of mortal and otherworldly entity, the Symbiote Host is a combatant who transforms into a powerful form with unique traits, thanks to a sentient symbiotic companion.
[edit]
Bound to a parasite—alien, magical, or technological—Symbiote Hosts walk the line between human and something far more monstrous. These beings exchange their humanity for survival, power, and versatility in combat.
Creating a Symbiote Host[edit]
![]() |
---|
Symbiote Host transformation. Art by ExampleArtist, source: Imgur |
How did your character come into contact with their symbiote? Was it through accident, intention, or birthright? Does your symbiote whisper, shout, or remain silent in your mind? Is your bond harmonious, parasitic, or something in between?
- Quick Build
You can make a Symbiote Host quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength or Dexterity. Second, choose the Outlander background. Third, choose a quarterstaff, light crossbow with bolts, and an explorer's pack.
Class Features
As a Symbiote Host you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Symbiote Host level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Symbiote Host level after 1st
- Proficiencies
Armor: None
Weapons: Simple weapons
Tools: One type of artisan's tools or one musical instrument
Saving Throws: Constitution, Intelligence
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Perception, Stealth, Survival
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Quarterstaff or (b) Simple weapon
- (a) Light crossbow and 20 bolts or (b) Artisan's tools or (c) Musical instrument
- (a) Dungeoneer's pack or (b) Explorer's pack or (c) Scholar's pack
- If you are using starting wealth, you have 3d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Symbiosis, Adaptation, Symbiote Ability, Unarmored Defense |
2nd | +2 | Symbiotic Points, Manifestations |
3rd | +2 | Homeostasis |
4th | +2 | Ability Score Improvement, Ability Score Improvement |
5th | +3 | Extra Attack, Fast Movement, Adaptation Feature |
6th | +3 | Mutualism |
7th | +3 | Homeostasis Feature |
8th | +3 | Ability Score Improvement, Ability Score Improvement |
9th | +4 | Advanced Symbiosis |
10th | +4 | Adaptation Feature |
11th | +4 | Homeostasis Feature |
12th | +4 | Ability Score Improvement, Ability Score Improvement |
13th | +5 | Homeostasis Feature |
14th | +5 | Adaptation Feature |
15th | +5 | Advanced Symbiosis+ |
16th | +5 | Ability Score Improvement, Ability Score Improvement |
17th | +6 | Homeostasis Feature |
18th | +6 | Adaptation Feature |
19th | +6 | Ability Score Improvement, Ability Score Improvement |
20th | +6 | Perfect Synchronization |
=
Symbiosis[edit]
Your symbiote allows you to transform into a new form with separate hit points, features, and limitations. Transform as a bonus action; revert by choice, unconsciousness, or hitting 0 symbiote HP.
Host HP = 1/4 total HP (rounded down) Symbiote HP = remaining HP
Adaptation[edit]
Choose one of the following styles of symbiote: Battler, Fleet, or Ordnance. Each defines your fighting style, hit dice, and natural weapons.
Battler Adaptation[edit]
Hit Die: 1d10 Adaptive Modifier: Strength Adaptive Skills: Athletics, Intimidation
Natural Weapon Damage by Level: 1d6 (1), 1d8 (5), 1d10 (11), 1d12 (17)
Features: - Symbiote’s Visage - Flailing Limbs - Symbiotic Reach - Heavy Hitter - Leash - Ground Pound - Leech
Fleet Adaptation[edit]
Hit Die: 1d8 Adaptive Modifier: Dexterity Adaptive Skills: Acrobatics, Stealth
Natural Weapon Damage by Level: 1d6 (1), 1d8 (5), 1d10 (11), 1d12 (17)
Features: - Symbiotic Distortion - Viscous Predator - Overdrive - Melt - Replication - Unnatural Mass - Vanishing Strike - Perish
Ordnance Adaptation[edit]
Hit Die: 1d6 Adaptive Modifier: Wisdom Adaptive Skills: Insight, Perception
Natural Weapon Damage by Level: 1d6 (1), 1d8 (5), 1d10 (11), 1d12 (17)
Features: - Sonic Cannon - Web - Necrotic Bile - Rot Plume - Biohazard - Bio Stingers - Porcupine - Flurry of Tendrils
Symbiote Abilities[edit]
At 1st, 5th, 10th, 15th, and 20th level, choose one of the following enhancements. They are always active while in Symbiote Form unless stated otherwise.
Symbiote Ability | Description |
---|---|
Camouflage | Advantage on Stealth in terrain. Once per short rest, you can become invisible (as the spell) for 1 minute if you do not move or take actions. |
Tentacles | Gain 10 ft reach with natural weapons. You may grapple as a bonus action even without a free hand. |
Wings | Gain a 30 ft flying speed while in Symbiote Form. Requires 10 ft run to take off. |
Prehensile Tail | Can carry/manipulate small items. Gain advantage on Acrobatics or Athletics checks for balance. |
Poison Fangs | Once per turn, your bite deals +1d6 poison damage (2d6 at 10th level). |
Regenerative Core | Once per long rest, when reduced below half HP in Symbiote Form, regain 2d10 HP as a reaction. |
Bio Armor | Gain +1 AC while in Symbiote Form. Stacks with Unarmored Defense. |
Chitinous Hide | Gain resistance to non-magical B/P/S damage while transformed. |
Extra Limbs | Gain one extra arm/tentacle. Can hold items or shield (not extra attacks unless dual wielding). |
Predator's Focus | Gain darkvision 90 ft (or extend current by 30 ft). Advantage on sight-based Perception. |
Flesh Memory | You can mimic the voice/scent of a creature you've observed for 1 minute. Advantage on Deception to impersonate. |
Symbiotic Points[edit]
Beginning at 2nd level, your bond grants you a pool of Symbiotic Points (SP). You use SP to activate Manifestations. You regain all SP on a long rest and half your SP on a short rest beginning at level 10.
SP = Adaptive Modifier + 1/2 Symbiote Host Level (rounded down)
Homeostasis[edit]
As your bond strengthens, you unlock passive benefits. At levels 3, 7, 11, 13, and 17, choose one Homeostasis Feature:
- Adaptive AC: +1 AC while transformed - Death Bond: Gain proficiency in death saving throws - Regeneration Pool: Healing pool = 4 × Symbiote Host level (long rest) - Symbiotic Rest: Only 4 hrs sleep needed; can’t be surprised - Enhanced Skill: Expertise in one adaptive skill
Extra Attack[edit]
At 5th level, attack twice when you take the Attack action.
Mutualism[edit]
Your natural weapons count as magical for overcoming resistances.
Advanced Symbiosis[edit]
Transform as a reaction, gain 30 ft Blindsight, and your SP pool becomes 2× Adaptive Modifier.
Advanced Symbiosis+[edit]
At 15th level, your bond deepens: - SP pool becomes 3× Adaptive Modifier - Attack action lets you make 1 bonus action natural weapon attack
Perfect Synchronization[edit]
At 20th level, enter True Form for 1 minute once per long rest: - Fly speed 60 ft - Resistance to all damage except psychic - Regain 4 SP at the start of each turn - Natural weapon attacks deal max damage
Symbiote Host Manifestations[edit]
Manifestations are powerful expressions of your symbiotic bond. You spend Symbiotic Points (SP) to use them. You learn and use the ones granted by your Adaptation. Their effects scale by spending more SP (not spell slots).
Battler Adaptation Manifestations[edit]
- Symbiote’s Visage
1 SP. Action — 60 ft — Concentration (1 min) One creature must succeed a Wisdom save or be frightened until the effect ends. At Higher SP. Target one additional creature per SP, must be within 30 ft of each other.
- Flailing Limbs
1 SP. Action — Self (10 ft radius) — Instantaneous Each creature in range must make a Strength saving throw. On a failed save, a creature takes 2d6 bludgeoning damage and can’t take reactions until its next turn. Half damage on success. At Higher SP. Damage increases by 1d6 per additional SP.
- Symbiotic Reach
1 SP. Action — 30 ft cone — Instantaneous Each creature makes a Dexterity saving throw. On a fail, they take 3d6 force damage and are pushed/pulled 15 ft (your choice). At Higher SP. Damage and distance increase per SP.
- Heavy Hitter
1 SP. Trigger — When you hit a grappled, restrained, or prone target You double your natural weapon damage dice against the target.
- Leash
2 SP. Action — 20 ft radius (Self) — Instantaneous Each chosen creature must make a Strength saving throw. On a failed save, they take 5d10 force damage and are pulled adjacent to you. Half damage and no pull on success. At Higher SP. Damage increases by 1d10 per additional SP.
- Ground Pound
3 SP. Action — Self (30 ft radius) — Instantaneous Creatures you choose in range must make a Constitution saving throw. On a fail, they take 10d6 necrotic damage and are knocked prone. Half damage and no prone on success.
- Leech
3 SP. Action — 60 ft — Concentration (1 min) Target makes a Dexterity save. On a fail, they take 4d8 necrotic damage and are linked to you. As an action on later turns, you deal another 4d8 necrotic. You heal half the damage dealt. At Higher SP. Damage increases by 1d8 per SP.
Fleet Adaptation Manifestations[edit]
- Symbiotic Distortion
1 SP. Action — Self — Concentration (1 min) All creatures have disadvantage on attack rolls against you. Creatures with blindsight or truesight are unaffected.
- Viscous Predator
1 SP. Reaction — After taking Attack action Immediately make two bonus action natural weapon attacks.
- Overdrive
1 SP. Action — Self — Concentration (1 min) Your speed doubles, you gain +2 AC, advantage on Dexterity saves, and an additional action (Attack [1 weapon only], Dash, Disengage, Hide, or Use Object). After the effect, you cannot move or act until the end of your next turn.
- Melt
1 SP. Bonus Action — 30 ft teleport — Instantaneous You melt into a liquid form and reappear within 30 ft to an unoccupied space you can see.
- Replication
3 SP. Action — 150 ft — Instantaneous You create 10 linked 10 ft cubes filled with clones. Each creature in the area must make a Dexterity save or take 7d10 necrotic damage, or half on success.
- Unnatural Mass
2 SP. Action — 90 ft — Concentration (1 min) You fill a 20 ft square with writhing tentacles. Difficult terrain. Creatures entering/start turn must save or take 3d6 bludgeoning damage and be restrained.
- Vanishing Strike
3 SP. Action — 30 ft — Instantaneous Make one natural weapon attack against up to five creatures. On hit: 6d10 force damage. Then teleport to an unoccupied space near one target.
- Perish
3 SP. Action — 60 ft — Instantaneous A beam of energy targets one creature. On a failed Dexterity save, they take 10d6 + 40 force damage. If reduced to 0 HP, the creature is vaporized. At Higher SP. Damage increases by 3d6 per SP.
Ordnance Adaptation Manifestations[edit]
- Sonic Cannon
1 SP. Action — 15 ft cone — Instantaneous Each creature in the cone must make a Constitution save or take 3d6 thunder damage, or half on success. At Higher SP. Damage increases by 1d6 per SP.
- Web
1 SP. Action — 60 ft (20 ft cube) — Concentration (1 hour) You create sticky webs. Area becomes difficult terrain and lightly obscured. Creatures in it must save or become restrained.
- Necrotic Bile
1 SP. Action — 15 ft cone — Concentration (1 min) Each creature in the cone must make a Dexterity save or take 3d6 necrotic damage. Half on success. At Higher SP. Damage increases by 1d6 per SP.
- Rot Plume
1 SP. Action — 150 ft (20 ft sphere) — Instantaneous Each creature in area must make a Dexterity save or take 8d6 necrotic damage, or half on success. At Higher SP. Damage increases by 1d6 per SP.
- Bio Stingers
1 SP. Action — Self — Concentration (10 min) You create six explosive stingers. As a bonus action, you can launch 1–2 at points within 120 ft. Creatures within 5 ft of each detonation must make a Dexterity saving throw, taking 2d6 necrotic damage on a failed save, or half on success. At Higher SP. Add two more stingers per SP above 1.
- Porcupine
2 SP. Action — Self — Duration: 10 min You grow quills. While active, creatures that hit you in melee take 3d8 piercing damage.
- Biohazard
3 SP. Action — 60 ft (10 ft radius cylinder, 40 ft high) — Instantaneous All creatures in the area must make a Dexterity saving throw. On a failed save, they take 8d6 thunder damage. On a success, they take half as much. At Higher SP. Damage increases by 1d6 per additional SP.
- Flurry of Tendrils
3 SP. Action — 150 ft — Instantaneous A tendril targets a creature and leaps to up to 3 others within 30 ft. Each must make a Dexterity save, taking 10d8 necrotic damage on a failed save, or half on success. At Higher SP. Target one additional creature per SP.