The Symbiote (5e Subclass)
The Symbiote[edit]
Warlock Subclass
The Symbiote is a mysterious entity from the Far Realm, that forms a symbiotic bond with its warlock host, granting them extraordinary abilities and augmenting their physical and mental prowess. The Symbiote merges with the warlock's mind and body, offering protection, manipulation of weapons, enhanced senses, and the ability to create a loyal, yet temporary, minion.
Expanded Spell List[edit]
The Symbiote lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
Spell Level | Spells |
---|---|
1st | ensnaring strike, jump |
2nd | barkskin, enhance ability |
3rd | haste, meld into stone |
4th | freedom of movement, stoneskin |
5th | skill empowerment, transmute rock |
Decision-Making[edit]
Starting at 1st level, you can tap into the powers of your symbiote for 1 minute. During this time, you gain the following benefits:
- Your AC becomes 13 + your Charisma modifier while unarmored.
- You have advantage on Charisma (Intimidation) checks.
- You have advantage on Charisma and Constitution saving throws.
- You gain a climbing speed of 30 feet.
- You are immune to being frightened.
If you take Thunder damage, you lose the benefits of the symbiote until the start of your next turn.
You can use this feature a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.
Shape Weapons[edit]
Starting at 6th level, you can conjure melee weapons that you are proficient with in an empty hand, made from the substance of the symbiotes body. These weapons are considered magical, for the purposes of overcoming resistances and immunity to non-magical attacks, and you can use your Charisma modifier, rather than Strength or Dexterity, for attacks and damage rolls with them.
Additionally, you cannot be disarmed of these weapons and your reach for melee attacks extends to 10 feet.
As a bonus action, you can use your weapons to pull a creature within 10 feet towards you or push them 15 feet away from you. The target must make a Strength saving throw with a DC equal to your spell save DC to avoid being pushed or pulled.
Mind Connection[edit]
Starting at 10th level, you gain resistance to bludgeoning, piercing or slashing damage from non-magical sources. Difficult terrain no longer costs you additional movement, and you have the ability to hang upside down from ceilings or other surfaces.
Mental Army[edit]
Starting at 14th level, when you reduce an enemy to 0 hit points, you can use your reaction to transform their body into a loyal, temporary copy of yourself. The copy works as the simulacrum but, when the copy kills a creature, it regains a number of hit points equal to half the damage dealt.
Once you use this feature, you can't use it again for the next 7 days. Creating a new copy destroys the previous one.
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