Eldritch_Character_Classes_Symbiote
Eldritch_Character_Classes_Symbiote
Eldritch_Character_Classes_Symbiote
Shawn Pommier
Symbiote
After some mixture of terrible and incredible luck, you have fused with some form of a parasite, be
it magical or biological in nature. Sprouting strange limbs, spreading disease, and other strange
new powers have suddenly become at your disposal.
KEY ABILITY HIT POINTS INITIAL PROFICIENCIES
CONSTITUTION 8 plus your Constitution modifier At 1st level, you gain the following listed
At 1st level, your class gives you an You increase your maximum number proficiency ranks.
ability boost to Constitution. of HP by this number at 1st level and
every level thereafter. PERCEPTION
Trained in Perception
DURING COMBAT ENCOUNTERS…
You draw upon the talents granted to your body and mind by your SAVING THROWS
symbiotic relationship to take on your foes and spread your parasite and Trained in Fortitude
contagion Trained in Reflex
You often use your knowledge of infection and how people connect to SKILLS
your advantage.
Trained in Survival
WHILE EXPLORING… Trained in one skill depending on your
Your abilities granted to you by your parasite allows you to adapt to a parasite
myriad of situations. Trained in a number of additional skills equal
to 3 plus your Intelligence modifier
IN DOWNTIME…
You might spend a lot of time experimenting with your own body and ATTACKS
spreading your contagion. Trained in simple weapons
Trained in unarmed attacks
YOU MIGHT…
• Be a mad scientist whose experiments went wrong
• Came from a land influenced by some outer plane with a bonded DEFENSES
being Trained in light armor
• Have been implanted with the parasite by an enemy Trained in medium armor
Trained in unarmored defense
OTHERS PROBABLY…
• Find your appearance frightening or pitiful CLASS DC
• Find your abilities disturbing or fascinating, and either shun or Trained in symbiote class DC
study you intensely.
TABLE 1-1: SYMBIOTE ADVANCEMENT The saving throw for your contagion by default is
Fortitude. Unless otherwise changed by a new symptom
Your
or feat, interval times for your contagion stages are 1
Level Class Features
round, and your contagion has a maximum duration of
1 Ancestry and Background, contagion, initial
proficiencies, parasite origins, proliferation spells, 1 minute. However, a key difference for your contagion
symbiote feat compared to other diseases is that your additional
2 Symbiote feat, skill feat exposures do cause additional saving throws, but these
additional saving throws can never improve the target
3 Skill increase, general feat
creature's current affliction stage. Failing the initial
4 Symbiote feat, skill feat saving throw against a new exposure increases the stage
5 Alertness, ability boosts, ancestral feat, weapon by 1 (or by 2 if you critically fail) without affecting the
expertise, skill increase maximum duration, like a poison.
6 Symbiote feat, skill feat
7 Defensive evolution, additional stage, general feat,
weapon specialization, skill increase EXPOSE �
8 Symbiote feat, skill feat SYMBIOTE
9 Ancestral feat, mutable weakness, symbiote expertise, You determine a correct method of assault to ensure a definite
skill increase exposure to your contagion. Make a Strike with a unarmed
attack or weapon that can deliver your parasite's persistent
10 Ability boosts, symbiote feat, skill feat damage. On a success, you expose the target creature to your
contagion and inflict a -1 circumstance penalty to that saving
11 general feat, additional stage, skill increase throw against your contagion, and on a critical success, the
12 Symbiote feat, skill feat creature additionally treats that saving throw against your
contagion as 1 degree worse.
13 Ancestral feat, medium armor expertise, perfected
defensive evolution, weapon mastery, skill increase
14 Symbiote feat, skill feat SYMPTOMS
15 Ability boosts, adapted defense, general feat, greater At level 1, you may select 2 symptoms for which you
weapon specialization, skill increase meet the prerequisites for—one each for the second and
16 Symbiote feat, skill feat third stages of your contagion. Some symptoms may
have prerequisites, you must meet these prerequisites to
17 Ancestral feat, powerful proliferation, skill increase
select the symptom. Once the symptoms for the stages
18 Symbiote feat, skill feat are selected, they cannot be changed, with the following
19 Critical exposure, medium armor mastery, general exception: whenever you level up, you can choose to
feat, skill increase swap out up to 2 symptoms for any of your stages of your
20 Ability boosts, symbiote feat, skill feat contagion. In addition, you can spend 1 week of
downtime to swap out 1 symptom for any of your stages
Class Features of your contagion. You can only use a symptom whose
level is equal to or lower than your level. At level 7, you
ANCESTRY AND BACKGROUND unlock the ability to add a 4th stage to your disease and
In addition to what you get from your class at 1st level, select a symptom for that stage. At 11th level, you unlock
you have the benefits of your selected ancestry and the ability to add a 5th stage to your contagion, gaining
background. a new symptom for that stage.
DIVINE PARTNER
Touched by grace through intimate means, your body
has bonded completely with a divine essence. The
bonding process was difficult, however, and so much of
the potential of this new partner has yet to be seen.
Whenever you successfully Strike a creature with an
unarmed attack, you deal persistent positive damage
equal to half your level. You also grow a small wing
out of your shoulder which can aid you in leaping.
When you Leap you may move an additional 5
feet horizontally. Your spell tradition is Divine
and are trained in Religion. You gain the
Vitality Burst Proliferation Spell. Your
proficiency in Reflex and Will saving throws
increases to expert. You treat Reflex and Will
as your primary and secondary saving
throws, respectively, for the purposes of class
features. Your contagion's first stage
symptom is enfeebled 1, and undead are not
immune to your contagion, even if they would
normally be immune to disease. You gain the
Divine Stimulation action.
DIVINE STIMULATION �
DIVINE HEALING MANIPULATE NECROMANCY POSITIVE
SYMBIOTE
Frequency once per hour Art by Nicholas “RookZer0”
Range touch; Targets one willing living creature;
Duration 1 minute
The target gains fast healing equal to half your level.
PROLIFERATION SPELLS weapons. You gain expert proficiency in simple weapons
As a symbiote, your parasite has made a some form of an and unarmed attacks. When you critically succeed at an
arrangement with you with one goal in mind: attack roll using one of these weapons, you apply the
proliferation. While the bonding process left both of you critical specialization effect for that weapon.
emaciated, you do retain a certain Proliferation Spell
depending on your parasite. The type of parasite that
DEFENSIVE EVOLUTION 7TH
Your body has grown to adapt a specific kind of
inhabits within you also determines what spellcasting
punishment. Your proficiency rank in your primary
tradition you use for your proliferation spells.
saving throw increases to master. When you roll a
Proliferation spells are a type of Focus spell, and follows
success on your primary saving throw, you get a critical
the sames rules as other focus spells. You gain 1 Focus
success instead
point added to your pool. When you first gain a
proliferation spell, the school is decided by your parasite WEAPON SPECIALIZATION 7TH
origins. You become trained in spell attacks and spell You’ve learned how to inflict greater injuries with the
DCs of that tradition and your key spellcasting ability is weapons you know best. You deal 2 additional damage
Constitution. with weapons and unarmed attacks in which you are an
SYMBIOTE FEATS 2ND expert. This damage increases to 3 damage if you’re a
master, and 4 damage if you’re legendary.
At 2nd level and every 2 levels thereafter, you gain a
Symbiote class feat.
SYMBIOTE EXPERTISE 9TH
SKILL FEATS 2ND Your proficiency rank for your class DC increases to
At 2nd level and every 2 levels thereafter, you gain a skill expert. Your proficiency rank for your spell attack roll
feat. You must be trained or better in the corresponding and spell DCs with the tradition of magic for your
skill to select a skill feat. proliferation spells increases to expert.
DISTRACTING EXPOSE �
SYMBIOTE
Using subtle movements as a distraction, you manage to quickly expose your
Art by target to your contagion through subtle means. Make a Deception check against
the Perception DC of a creature within your reach.
Nicholas
“RookZer0” Critical Success You manage to intermingle with the target very closely. You
expose the creature to your contagion twice, and they are unaware of you
exposing them to it.
Success You successfully expose the target to your contagion, and the
target does not know you exposed them.
Failure You fail to expose the target to your contagion, and the target is
aware you attempted a hostile action.
Critical Failure You make your purpose well known as well as failing at the
intended purpose. As failure, except the target knows you tried to harm them
with an affliction, and is immediately hostile to you.
6TH LEVEL
CHRONIC CONTAGION FEAT 6
SYMBIOTE
Prerequisite Delayed Disease
Your contagion dies off much more slowly. Your contagion has interval and onset
times of 1 hour, and its maximum duration is 1 day.
(Colors
altered)
CROSSBRED MUTATION FEAT 6 BLOOD SPRAY � FEAT 8
SYMBIOTE SYMBIOTE
Prerequisite parasite origins Prerequisite Reflexive Infection
Your experience and myriad of infection vectors have cause a Trigger A creature critically succeeds at a Strike against you.
spontaneous growth and change in your parasite. You choose Even when your life is on the brink, your goal of proliferation
another parasite origin; you may take feats or symptoms for your persists. After a creature critically succeeds a strike against you,
contagion that require that parasite origin as a prerequisite. You you can release a torrent of blood causing all creatures within a
can also choose to set your persistent damage type to that of 30-foot cone to become afflicted with your parasite's persistent
the other parasite origin or your original during your daily damage.
preparations.
HOSTILE TAKEOVER FEAT 8
DEEPENED EVOLUTION FEAT 6 UNCOMMON SYMBIOTE
SYMBIOTE Corpses and their memories have become just another place for
Prerequisite parasite origins your parasite to reside. You can perform a 1 minute activity with
The bond with your parasite grows closer, and further physical the manipulate and concentrate traits that targets a corpse of a
manifestations begin to take shape depending on your parasite. creature that died within the past week that allows you to see the
last 1 minute of the creature's life. After performing this activity,
Divine Partner Your eyes glow a bright color, enveloping the you become drained 2, with its value increasing by 1 with
entirety of your eye. You gain darkvision if you did not already additional performance of the activity.
have it, and the range increments of your ranged attacks
increase by 10 feet. MEMETIC VECTOR FEAT 8
Helminth Parasite You grow tumorous lumps of muscle down SYMBIOTE
your back and through your legs. You can flare these
tumorous growths as an action with the concentrate trait, and Prerequisite Mental Infection
if you do so, you take 1 persistent bleed damage that cannot If your contagion has the mental trait, the saving throw against
by stopped by any means until you end the flaring, and your your contagion becomes Will.
Speed increases by 10 feet. You can stop the flaring as an
action or when you fall unconscious. SKITTERING FOG FEAT 8
Outsider Influence You grow a sharp beak and your vocal
SYMBIOTE
chords grow thick and strong. You gain a beak attack that
deals 1d4 piercing damage, is in the brawling group, and has Prerequisite proliferation spells
the agile and finesse traits. You also gain the ability to perform You learn to control tiny creatures around you to deliver your
the Shriek action, which allows you to Demoralize a creature parasite's malevolence. You gain the skittering fog proliferation
without a penalty if you do not speak the same language. spell, and the number of Focus Points in your focus pool
increases by 1.
FLESH POP � FEAT 6
SYMBIOTE
10TH LEVEL
Prerequisite Bonded Weapon, bonded with a ranged weapon ELEMENTAL HARM FEAT 10
Your flesh attached to shots from your ranged bonded weapon SYMBIOTE
can now be flared to explode on impact. Make a ranged Strike.
The Strike gains the splash trait, with the splash damage being Prerequisite Variable Harm
2 of the same damage type as your parasite's persistent You add the following damage types to the list of damage types
damage. Any creatures that take the splash damage are afflicted that you can change your persistent damage type to: cold, acid,
with your parasite's persistent damage. fire, and lightning. You also gain the ability to switch your
persistent damage type through a activity with the concentrate
and manipulate traits that takes 1 hour.
OPPRESSIVE HOST � FEAT 6
SYMBIOTE SHARING IS CARING FEAT 10
Prerequisite Suppressed Mutation SYMBIOTE
Either through necessity or disgust, you have commanded You are able to bestow a weaker strain of your parasite to an ally.
greater control over your parasite and have benefited from it by During your daily preparations, you select an ally to gain some
gaining more physical durability. You can now suppress your benefits from your parasite, and this effect lasts until your next
parasite's distinct physical features as a 3-action activity and daily preparations. The ally inflicts 2 persistent damage of your
release it as a single action. Whenever you suppress your parasite's damage type on a successful unarmed melee Strike,
parasite, you gain 10 temporary hit points that last until you and can be a target of your proliferation spells, but does not
release the suppression. suffer any of their negative effects. While an ally is under the
effect of this ability, you are drained 1.
8TH LEVEL
AQUATIC COMPATIBILITY FEAT 8 SYNCED FOCUS FEAT 10
SYMBIOTE
SYMBIOTE
Your parasite has gifted you an interesting boon: your skin has Prerequisite proliferation spells
become water-permeable, and you have grown a new physical Your parasite links with your brain, allowing you to achieve
manifestation that propels you through water, such as tiny hairs higher levels of concentration. If you have spent at least 2 Focus
or webbed feet. You are able to breath underwater, and gain a Points since the last time you Refocused, you recover 2 Focus
swim speed of 20 feet. Points when you Refocus instead of 1.
UNCLEANSABLE SYMPTOMS FEAT 10 prerequisite, and if you select them, your contagion gains the
curse trait and the trait matching your origin's spell tradition.
SYMBIOTE
Prerequisite contagion MARKED FOR DEFILEMENT � FEAT 14
Your contagion ensures that symptoms linger. Any condition
SYMBIOTE
with a value that your contagion inflicts on a creature increments
down by 1 at the end of the creature's turns (like frightened) Prerequisite contagion
unless specified otherwise (such as longer interval times), even You leave a bit of flesh to bond with your target in order to
after the creature has moved out of the stage that gave the overcome a resistance to disease. You make an Athletics or
condition. Acrobatics check versus the target's Reflex DC. If you succeed,
the creature can no longer be immune to your contagion, but if
12TH LEVEL they were, they gain a +4 circumstance bonus to any saving
throw versus your contagion. This effect lasts until the creature
MULTI-STRAINING FEAT 12 spends an action to make a successful Fortitude saving throw
against your class DC. You can only have 1 creature affected by
SYMBIOTE Marked for Defilement at a time.
Prerequisite contagion
Your contagion becomes easier to catalyze in much less time. 16TH LEVEL
You can change the first stage symptom of your contagion
during your daily preparations. EVERLASTING PLAGUE FEAT 16
SYMBIOTE
NEXT STEP TOWARDS PERFECTION FEAT 12 Prerequisite Chronic Contagion
SYMBIOTE Your contagion is relentless, and possibly everlasting. The
Prerequisite Deepened Evolution symptoms of your contagion have an interval time of 1 week,
Your parasite's physical features start to show their final forms. and your contagion has no maximum duration.
The physical feature depends on your parasite origin.
HERD IMMUNITY FEAT 16
Divine Partner Your wing grows in size, allowing for limited
SYMBIOTE
flight. You gain a Fly speed of 20 feet, but can only remain
airborne for a total of 10 minutes per day before the wing Your parasite becomes increasingly territorial over your and your
wears out. allies' bodies. You and allies within 15 feet of you gain a +2
Helminth Parasite You gain the Shield Block general feat, and status bonus to saves versus disease and poison.
you can use your enlarged limb to Shield block. Your limb has
a Hardness of 5. Only you take the excess damage. RAPID EXPOSURE � FEAT 16
Outsider Influence You afflict creatures with your parasite's SYMBIOTE
persistent damage when you successfully Grapple or Trip a
creature. Prerequisite contagion
You've honed your physical abilities to attempt multiple precise
strikes in rapid succession. You perform the Expose activity
UNDER MY WING � FEAT 12 twice, and all Strikes made as a part of these activities take a -2
SYMBIOTE circumstance penalty. This counts as 3 attacks towards your
multiple attack penalty, but the penalty does not apply until all
Prerequisite Divine Partner, master in Acrobatics Strikes are completed.
Trigger You take damage from an effect that requires a Reflex
save.
You are able to use your wing granted by your parasite to protect
18TH LEVEL
yourself from wide-reaching effects. You Leap as you take the CESSPOOL OF PROLIFERATION FEAT 18
damage, and you gain resistance to the damage equal to your
level. SYMBIOTE
Prerequisite proliferation spells
VARIABLE PHYSIOLOGY FEAT 12 Your ability to enact proliferation is boundless. If you have spent
SYMBIOTE
at least 3 Focus Points since the last time you Refocused, you
recover 3 Focus Points when you Refocus instead of 1.
Effects that change your body will find it particularly difficult to
do so. Any hostile polymorph effect that you are subject to must
make a counteract check against your class DC in order to affect INEFFABLE EVOLUTION FEAT 18
you. SYMBIOTE
Prerequisite Next Step Towards Perfection
14TH LEVEL Your body becomes the perfect manifestation of your parasite.
CONTAGIOUS WEAPONS FEAT 14 Your body gains the following physical features dependent on
your parasite.
SYMBIOTE
Prerequisite proliferation spells Divine Partner You complete your wing, as it grows larger and
gains a secondary smaller wing to aid your flight. Your Fly
You gain the ability to enhance your allies' weapons with speed increases to 40 feet, and you no longer have any flight
disease. You gain the contagious weapons proliferation spell and time limit.
the number of Focus Points in your focus pool increases by 1.
Helminth Parasite The Hardness of your limb increases to 8,
and you can perform an action with manipulate trait to smash
CURSED DISEASE FEAT 14 the ground around you, causing anyone within 10 feet of you
SYMBIOTE to roll a Reflex saving throw against your class DC. On failure,
they fall prone. You can perform this action once per hour.
Prerequisite contagion
You gain access to symptoms that have this feat as a
Outsider Influence You tentacle grows thick and strong, and gains the ability to
stretch and extend further. You have no size limit for your Trip or Grapple
maneuvers. Also, while you have a creature Grappled, whenever you succeed the
Athletics check to continue to Grapple the creature, you squeeze and crunch the
creature, dealing damage equal to your tentacle's unarmed attack's damage. SAMPLE SYMBIOTE
PLIANT PARASITE
VIRULENCE FEAT 18
You are always able to adapt to any
SYMBIOTE situation on the fly
Prerequisite contagion
Your contagion becomes even more difficult to resist. Your contagion gains the ABILITY SCORES
virulent trait.
Increase your Dexterity as high as
20TH LEVEL you can, Followed by Constitution
and Wisdom to cover your
CAPRICIOUS CONTAGION FEAT 20 defenses.
SYMBIOTE SKILLS
Prerequisite Multi-Straining Acrobatics, Religion, Survival,
Your contagion becomes impossible to predict. You can change as many symptom Medicine
stages as you want during your daily preparations.
PARASITE ORIGINS
PARTNER'S BLESSING FEAT 20 Divine Partner
SYMBIOTE
Prerequisite Divine Partner
STARTING FEAT
Your parasite has learned how to close even the most fatal of wounds. Your fast Familiar
healing from Divine Stimulation changes to regeneration of the same value. This
regeneration is deactivated for 1 round upon taking negative damage. HIGHER-LEVEL FEATS
Parasitic Spawn (2nd), Variable
PATHOGENIC TRANSFER FEAT 20 Harm (4th), Elemental Harm (10th),
Multi-Straining (12th)
SYMBIOTE
Your bond with your parasite has become tight enough where you have become
indistinguishable. If your body dies, your parasite spends 1d4 months finding a new
host with a new body, with its ancestry determined by the GM, where your Art by
consciousness takes over and you become alive again in your new body, retaining Alexandra
all of your class features and levels. You replace your ancestry Hit Points, size,
Speeds, ability boosts, ability flaws, traits, and special abilities with those of the Farkas
new ancestry. You lose your heritage and ancestry feats, selecting replacements
from the new ancestry.
Symbiote Multiclass
MULTICLASS ARCHETYPES
Archetypes with the multiclass trait represent diversifying your training
into another class’s specialties. You can’t select a multiclass archetype’s
dedication feat if you are a member of the class of the same name (for
instance, a symbiote can’t select the symbiote Dedication feat).
MULTICLASS SYMBIOTES
The symbiote archetype is great for characters that enjoy getting under
people’s skin, literally. Their infectious bent and specialty with disease
gives them a unique opportunity for role-play and as a force of horrifying
affliction on the battlefield. Whether it is a distinct entity that sought out
your character, a circumstantial infestation, or the serendipitous survival
of another symbiote’s contagion that brought on this change, you
are a changed person.
SYMBIOTE DEDICATION FEAT 2
ARCHETYPE DEDICATION MULTICLASS
Prerequisites Constitution 14
You become trained in unarmed attacks if you are not already. Choose
one parasite from the symbiote’s parasitic origins, you gain a physical
manifestation listed below based on your selection below, but do not
gain any other benefits of the origin other than fulfilling prerequisites
of having that origin. Additionally, your unarmed attacks deal 1 point of
persistent damage of the same type listed in that parasite origin’s entry.
You become trained in Survival; if you are already trained in this skill, you
become trained in a skill of your choice. You become trained in
symbiote class DC.
Divine Partner Your vestigial wing grows larger and gains strength,
granting you some maneuverability in the air, but not flight. When you
Leap you may move an additional 5 feet horizontally. Undead are no
longer immune to your contagion.
Helminth Parasite Your swollen arm becomes as hard as stone. Though
mostly immobile and losing the ability to hold items with that hand, you
otherwise still consider the hand free. You can use an action to lift your
arm to defend yourself, granting you a +1 circumstance bonus to AC.
You gain a petrified arm unarmed Strike that deals 1d8 bludgeoning
damage and have the shove and forceful traits. This unarmed Strike is in the
brawling group and treats the hardness of objects as 1 lower for every 2 levels
you have (minimum 1).
Outsider Influence Your flexible arms grows to be a tentacle, giving you a
tentacle unarmed Strike with the grapple and trip traits that does 1d6 damage,
and is in the brawling group.