Class - Husk

by Okra the Bugbear

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Husk

Encircled by the rival tribe members, the orc man grins as his ruby tusk emits a glaring red light. He watches as several of the enemy warriors ignite and scream as they burn.

A thin human man charges towards the rampaging troll, tossing his cloak to the side. As he drinks his elixir, his form grotesquely changes, meeting the troll eye to eye.

Racing over rooftops, a drow women projects tendrils from her body to shoot her across the great distances between the buildings

Husks, despite the differences of their origin, are defined by their connection to their respective symbiotes. Bestowed by the objects of their origin, husk’s power comes from the mastery of their symbiotes power, enveloping it into a cocoon of energy called that cowl

A Life Commitment

Husks are not people who have trained or studied for this power, it was forced upon them. Regardless of their origin, the husks fate is altered forever by a single moment in their life, the moment they allowed the symbiote to bond with them. This bond is not like the pact of a warlock or the devotion of a cleric, it is a bond of survival and necessity formed for selfish reasons.

The symbiote can take on many forms, such as: a gem, a bone, a trinket, a liquid, another creature, or really anything you can think of. Regardless though, this symbiote has now become a part of you and you a part of it.

The Shedding

Some creatures are known to go through periods of growth and change, as they slowly develop over time. The husk recognize such a metamorphic event in their own lives. Some have their skin become like dry, cracked earth, while others have given accounts of feeling like something was crawling just beneath the surface of their skin. These are the first signs of a husk beginning their own unique metamorphosis commonly referred to as "the shedding".

 

Creating a Husk

As you create your husk character, spend some time and consider how you and the symbiote might have meet. Were you the victim of a horrible magical anomaly that maimed you and in the rush to heal you, the cleric attached a limb of a near dead creature to save your life? Or possibly were you a merchant who was sold a magnificent gem harvested in the elemental plane of earth, only to have it bury itself inside of your flesh as you examined it closely?

Speak with your DM to come up with an idea of how important your symbiote may be to the campaign or what role it may fill in the world. This could be as simple as very minor importance outside of your connection to it, but may possibly gain interest by certain individuals who wish to study or replicate the results you've achieved.

Does the object have the possibility of being sentient later on down the road as you grow a deeper connection to the symbiote? If so, does it have a goal?

Quick Build

You can make a Husk quickly by following these suggestions. First, put your highest ability score in Constitution, followed by either Strength or Dexterity. Second, choose the far traveler background.

Husk
Level Proficiency Bonus Features Cowl Symbiote Bonus Mutations
1st +2 Symbiosis Origin, Cowling 2 +2 -
2nd +2 Responsive 2 +2 -
3rd +2 Metamorphosis 3 +2 2
4th +2 Ability Score Improvement 3 +2 2
5th +3 Extra Attack 3 +2 3
6th +3 Symbiosis Origin Feature 4 +3 3
7th +3 Armor of the Cowl 4 +3 3
8th +3 Ability Score Improvement 4 +3 4
9th +4 Monstrous Energy, Awake 4 +3 4
10th +4 Symbiosis Origin Feature 4 +3 4
11th +4 Superior Reaction Time 5 +4 5
12th +4 Ability Score Improvement 5 +4 5
13th +5 Symbiosis Origin Feature 5 +4 5
14th +5 Adaptable 5 +4 6
15th +5 Symbiotic Focus 5 +4 6
16th +5 Ability Score Improvement 6 +5 6
17th +6 Symbiosis Origin Feature 6 +5 7
18th +6 Indestructible 6 +5 7
19th +6 Ability Score Improvement 6 +5 7
20th +6 Abomination of Nature Unlimited +5 7

Class Features

As a husk, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per husk level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per husk level after 1st

Proficiencies


  • Armor: Light armor and shields
  • Weapons: Club, dagger, dart, flail, handaxe, light hammer, quarterstaff, morningstar, sickle, shortbow, sling, and warpick
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Deception, Intimidation, Perception, Stealth and Survival.
 

Equipment

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

  • (a) a handaxe and a shield or (b) a shortbow and a quiver of 20 arrows.
  • (a) a dungeoneer's pack or (b) a explorer's pack.
  • a dagger and leather armor.

Alternatively, you can ignore the equipment here and in your background, and buy 4d4 × 10gp worth of equipment from Chapter 5 of the Player's Handbook.

Symbiosis Origin

At 1st level, A foreign object such as a gem, bone, trinket, or other substance has been introduced to you, becoming a conduit between your body and the symbiotes’ will. This object has no intelligence, but could be tied or linked to an more powerful entity. You choose the origin of this object from the following list: Elemental, Nostrum or Parasite. These options are detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 10th, 13th, and 17th level.

Additionally, when you choose your origin, you can roll from the tables below in order to pick your symbiote’s personality trait and flaw. You chose at least one of these rolled characteristics to add to your own personality traits or flaws.

d8 Personality Trait
1 We almost never let emotion rule our actions.
2 Causing pain fulfills us.
3 We talk like we are having a conversation even when no one is around us.
4 We do not show ourselves to strangers without a disguise on.
5 Dark places make us feel safe.
6 We examine every day objects and events as if they were new to us.
7 Being alone and secluded is better to us, than being stuck in a crowd.
8 We would prefer to spend all day listening to a specific type of music.
d8 Flaws
1 We have a crippling fear of sleep and must be forced or persuaded to do so.
2 We are afraid of being discovered and twitch when we see divination magic being cast.
3 If it comes to a friend's life or ours, we will always save our life first.
4 When given power, we always use it for ourselves and struggle to give it up.
5 Everyone is out to get us. We will not trust anyone but us.
6 Certain sounds or scents anger us and we must get rid of the source.
7 Anyone who tries to take the object of our origin will be punished by us.
8 Social cues escape us and we tend to speak bluntly without thinking.
 

Cowl

Starting at 1st level, You invoke the symbiote in a time of need. On your turn, you can use your bonus action to channel power from your symbiote and allow it to envelope part of your body.

While the cowl is active, whenever you make an attack roll that uses your proficiency bonus, you gain a bonus to the attack roll that increases as you gain levels as a husk, as shown in the Symbiote Bonus column of the Husk table. In addition,you have advantage on Charisma (Intimidation) checks against creatures who see your transformation.

You must maintain concentration on the cowl, as if it were a spell.

The cowl last for 1 minute. It ends early if you drop concentration.

Some of your features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Symbiote Save DC = 8 + your proficiency bonus +

your Constitution modifier

Once you have used the cowl feature the number of times shown for your husk level in the Cowl column of the Husk table, you must finish a long rest before you can use the cowl again

Responsive

Starting at 2nd level, Your symbiote gains a reaction it can use once per round, separate from your own. It can only use these reactions to use specific features. You start off knowing three such features, listed below.

If you drop to 0 hit points or die, your symbiote will continue to be active for a number of rounds equal to 1 + your Constitution modifier before going dormant until you regain consciousness. During this time, the symbiote will try everything in its power to keep you alive.

Defensive Mechanism

While under the benefits of the cowl, if you are the only target of an attack, spell, or effect that can deal damage to you, excluding psychic damage, the symbiote can use it's reaction to reduce the damage by an amount equal to your symbiote bonus. You cannot reduce the damage below 0.

Retreat

If you are unconscious or have 0 hit points, the symbiote can use it's reaction to manipulate your body in a limited manner, letting you move up to half your movement away from the fray.

Uncanny Reflex

If an object of size Tiny or smaller is thrown at you, such as a rock, you can use your symbiote reaction to make a DC 10 dexterity saving throw and catch it on a successful save.

Metamorphosis

Your connection with the symbiote has started you on a path of rebirth.

Starting at 3rd level, you gain 2 mutations that grant special enhancements to your abilities. Your mutation options are detailed at the end of the class description. When you gain certain husk levels, you gain additional mutations, as shown in the Mutations column of the Husk table.

Additionally, when you gain a level in this class, you can choose one of the mutations you know and replace it with another mutation that you could learn at that level.

Ability Score Increase

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.

Extra Attack

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

Armor of The Cowl

At 7th level, the cowl protects your body while active and grants you resistance to non-magical bludgeoning, slashing, and piercing damage.

Monstrous Energy

Starting at 9th level, while the cowl is active, you can ignore up to 1 level of exhaustion.

Additionally, your base speed increases by 10 feet.

Awake

At 9th level, when you become unconscious and still have at least 1 hit point, the symbiote can use it's reaction to jar you awake.

Superior Reaction Time

At 11th level, the symbiote can take two reactions per round, using a maximum of one reaction per turn.

Additionally, when rolling initiative, you can add your symbiote bonus to the roll.

Adaptable

Even the most ferocious of beast won't survive if they can't adapt to their surroundings. Starting at 14th level, Whenever you finish a long rest, you can replace your proficiency with any one saving throw and become proficient with a different saving throw that you currently don't have proficiency in. This change lasts until you finish your next long rest.

 

Symbiotic Focus

Starting at 15th level, You can choose to maintain concentration on a spell or effect, such as cowl, by focusing it through the object of your origin from the Symbiosis Origin feature. This allows you to concentrate on one more spell or effect that requires concentration without dropping the first concentration. You cannot concentrate on the same spell or effect at the same time.

Indestructible

At 18th level, you can add your symbiote bonus to death saving throws. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20.

Abomination of Nature

Starting at 20th level, you have become a cryptid unknown to any other living, intelligent creature that has roamed this earth. Your Constitution score increases by 4. Your maximum for this score is now 24.

Additionally, the symbiote can take three reactions per round now, using a maximum of 1 reaction per turn.

Symbiosis Origin

Becoming a husk is not a decision made lightly, though in all honesty, most are made through back alley deals, illegal experimentations or pure circumstance and bad luck. Those who merge with the foreign object are changed from the inside out until eventually become a new creature altogether, though some transformations are less drastic than others.

Elemental

Your symbiote has come from one of the elemental planes, fueled by the most primal of forces found within nature and by far the most unstable. This could be a gem from the elemental plane of earth or even a decapitated arm of a flame elemental that only looks like the charred remains of a human arm. Your body has started pulsating with this primordial energy and you can feel it ready to burst as it affects the area around you.

d6 Quirk
1 Your temperature always feels extremely warm to the touch, almost like you were on fire.
2 You appear to be perpetually sweating even when it is cool.
3 Your hair billows when you get angry.
4 Your skin feels rough like a stone.
5 You have pulsating colored scaring on your body originating from the object of your origin.
6 You have an unusual skin color that you were not born with.

Hybrid Nature

At 1st level, you have two creature types: humanoid and elemental. You can be affected by a game effect if it works on either of your creature types.

Elemental Boon

when you choose this origin at 1st level, you gain special attributes based on your symbiote's plane of origin. Pick one of the elemental planes: Air, Earth, Fire, or Water. This choice will impact features you gain later in this class and cannot be changed.

Additionally, you gain access to a cantrip and a resistances based on the elemental plane you chose for this feature. This is detailed in the table below.

Plane Cantrip Resistance
Air Gust Lightning and Thunder
Earth Mold Earth Poison
Fire Control Flames Fire
Water Shape Water Acid

Quick Cowling

At 6th level, you now activate the cowl by using your symbiote’s reaction.

Elemental Aura

At 6th level, when you activate the cowl, an aura emits from your body. The aura extends 10 feet from you in every direction, but not through total cover. The type of aura you emit is based on your choice of plane.

This aura manifest when you activate the cowl, and the symbiote can use it’s reaction at the beginning or end on each of your turns to activate the aura while the cowl is still active. Any ability that requires a saving throw uses your symbiote save DC.


Air. When this effect is activated, a howling wind blows around you at 20 MPH, dispersing most gas within you aura.

Ranged weapon attacks that pass through your aura are at disadvantage and have their damage reduced to a minimum of 0. The damage is reduced by 1 + your symbiote bonus. This formula changes to 3 + your symbiote bonus at 13th level.


Earth. When this effect is activated, The terrain in your aura becomes difficult terrain for all other creatures. Any creature, besides you, who moves through your aura must make a Dexterity saving throw or take 1d6 piercing damage. On a successful save, they only take half as much damage. this damage increase to 2d6 at 13th level.


Fire. When this effect is activated, all other creatures and flammable objects ignite. Until an action is used to douse the flames, the target takes 1d8 fire damage at the start of their turn. This damage increases to 2d8 at 13th level.

 

Water. When this effect is activated, all unprotected flames within your aura are snuffed out and all other creatures in your aura who are size Large or smaller, must make a Strength saving throw or be pushed back 10 feet. On a successful save, the creature does not get pushed back.

Attacks that deal fire damage in your aura have their damage reduced to a minimum of 0. The damage is reduced by 1 + your symbiote bonus. This formula changes to 3 + your symbiote bonus at 13th level.

Primordial Devastation

At 10th level, you infuse your attacks with primordial energy. The first creature you hit and deal damage to on each of your turns, takes extra damage equal to 1d6 + half your husk level. The extra damage type is chosen for you based on your plane choice from the Elemental Boon feature as detailed below.


Air. You deal lightning damage with Primordial Devastation.


Earth. You deal force damage with Primordial Devastation.


Fire. You deal fire damage with Primordial Devastation.


Water. You deal cold damage with Primordial Devastation.

Improved Aura

At 13th level, your aura has extended to 30 feet.

Natural Disaster

At 17th level, you have gained access to a powerful spell linked to your elemental plane to wreak havoc on your enemies. You can cast this spell once per cowl, without expending a spell slot or material components. If the spell requires concentration, you can cast it, but cannot maintain concentration on that spell when cast this way. If you would be affected by the spell's effect, you automatically succeed on your saving throw. Constitution is your spellcasting ability for this spell.

Plane Spell
Air Call Lightning
Earth Erupting Earth
Fire Fireball
Water Tidal Wave

Nostrum

The origin of your symbiote is a sad and frightening one. By taking a bit of yourself, like a drop of blood or strand of hair, and mixing it with herbs, living components, and chemicals, you have created a dastardly concoction. The drug you have created has drawn out a monster inside of you, a reflection of yourself that is unrecognizable to most. While it normally can't be active in the material world without you first drinking your addictive drug, your alter ego, the symbiote, has left a permanent scar on your psyche. This damage causes the person afflicted by the powerful drug to see visages of their alter ego in reflections and hear it's voice inside their own head as it screams "let me out!".

d6 Quirk
1 You shout at the air randomly, as if having a argument with someone.
2 Mutters incoherently at times when alone.
3 When desiring something strongly, you feel like someone has pushed you from behind towards that which you desire.
4 Always looks into reflective surfaces as if something was there only you could see.
5 Your head aches whenever you feel torn between two or more choices.
6 Carries a coin which you are always rolling over your knuckles.

Bonus Proficiencies

you gain proficiency with alchemical supplies.

Elixir

Starting when you chose this origin at 1st level, the cowl is now activated by drinking a concoction know as an "elixir". When you drink this elixir, you transform into your symbiote, an alter ego of yourself, for the cowl's duration.

In addition to the benefits of the cowl, you gain the following benefits:

  • Your appearance painfully changes to an alternate, brutish version of yourself while the cowl is active. This alternate form shares the same hair, eye, and skin color, but does not resemble or sound like you. Your alternate form always takes on this same appearance whenever you transform using this feature.

  • While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

  • You have two creature types: humanoid and monstrosity. You can be affected by a game effect if it works on either of your creature types.

The symbiote is considered in control while the transformation is active and knows how to effectively use all your abilities. You choose the symbiote's actions for it. Your regular form is unaware of what is going on while the transformation is active, but retain fragments of emotions and memories from the symbiote once the transformation ends.

your symbiote has its own alignment which is not aligned with yours --a lawful good character might potentially have a chaotic neutral or lawful evil symbiote, for example.

Subconscious Presence

At 6th level, The symbiote is now aware of everything going on around you, even while the elixir isn't active. It can perceive everything you see, hear, smell and think. The symbiote can also appear in front of you as a normal, physical creature you can touch, though no one else can see, feel, smell or hear it and it cannot physically interact with anything in physical world; however you may perceive the symbiote interacting with an object even when it is not --such as holding a hat or sipping from a glass.

Additionally, you can use your symbiote reaction to make a perception checks with advantage as if the symbiote was looking around as well while the cowl isn't active.

Detect Duality

At 6th level, your experience with different personalities and alignments has left you with an uncanny ability to read a creature's motivations As an action, pick a creature within 30 feet of you that has an intelligence of 4 or more. Make a Wisdom (Insight) check contested by the target's Charisma (Deception) check. If your check succeeds, you learn the targeted creature's alignment and one of their flaws. Additionally, for the next 10 minutes, you know when the creature attempts to deceive you.

Brutalize

At 10th level, while transformed by your elixir, you can add your symbiote bonus to Strength checks and saving throws.

Brute's Charge

At 13th level, when you take the Dash action while transformed by the elixir, you ignore non-magical difficult terrain.

Overdose

At 17th level, you can expend an additional use of the elixir to amplify it's effects when you transform.

The transformation last until the end of your next turn, but all attacks deal extra damage equal to your husk level. Additionally, your unarmed strikes and melee weapon attacks score a critical hit on a roll of 19 or 20.

When your transformation ends, you suffer two levels of exhaustion, and you cannot use this ability again until you finish a long rest..

Parasite

While rare, there are some symbiote's that feed off the host like common parasites; however they still have there benefits. This parasite is usually contracted by coming in contact with something alien, though the locations you may find such an object does vary, such as an ancient alter found in the Underdark or possibly brought over from the Abyss by a cambion. The parasite also seems to have taken root throughout your body and augmenting it for its own survival.

d6 Quirk
1 At times, it looks like something is crawling underneath your skin.
2 Your face looks malnourished as if you aren't eating enough.
3 You have no iris and the area of your eye is all of a single color, such as white or black.
4 Animals always seem to growl and bark at you as you pass them by.
5 You have nightmares about being swallowed by something not of this world.
6 While talking, your voice sometimes changes in tone, almost like someone else is speaking through you.

Hybrid Nature

At 1st level, you have two creature types: humanoid and aberration. You can be affected by a game effect if it works on either of your creature types.

Host

Your body is becoming more durable thanks to the symbiote altering your body's inherent nature. Starting when you chose this origin at 1st level, when you activate the cowl, and at the start of each of your turns while under the effects of the cowl, you gain temporary hit points equal to 1 + half your Husk level (rounded up). Any remaining temporary hit points disappear when the cowl ends.

Additionally, in return for being the symbiote's host, it grants you advantage on saving throws against diseases and the poisoned condition. It also can communicate with you telepathically, but not with anyone else.

Quick Cowling

At 6th level, you now activate the cowl by using the symbiote’s reaction.

 

Tendrils

At 6th level, you gain a special weapon known as a tendril that you can protrude from anywhere on your body as a bonus action. You can protrude up to two tendrils. this weapon deals 1d6 slashing damage and is considered to have the light and reach properties. See chapter 5 for a detailed description of these properties. You are considered proficient with this weapon. This damage die increases to a d8 at 10th level, increases to a d10 at 13th level, and increases to a d12 at 17th level.

You can use your symbiote reaction to control a single tendril to perform limited actions. You can use the tendril to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The tendril cannot activate magic items, extend past 10 feet, or carry more than 10 pounds.

Versatile Weapon

At 10th level, your symbiote has learned to augment your tendrils in order to better accommodate for different types of enemies.

you can alter one of your tendrils shape using your symbiote reaction to deal either bludgeoning, piercing, or slashing damage. In addition, your tendrils are now considered magical.

Spread the Disease

At 13th level, when you reduce a humanoid creature to 0 hit points you can infect them with a portion of symbiote. This infected creature becomes a ghoul, the statistics for which are in the Monster Manual. When the ghoul rises, it gains temporary hit points equal to half your Husk level. Roll initiative for the ghoul, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your symbiote bonus.

The ghoul remains in your service until the end of your next long rest, at which point it vanishes into the wilderness to spread your diseases further. If you encounter it later in your journeys, it is considered friendly towards you.

Once you raise a ghoul with this feature, you can’t use the feature again until you finish a long rest.

Improved Tendril

At 17th level, your tendrils now reach up to 15 feet and while under the effects of the cowl, you can use your symbiote reaction to make a single tendril attack after you hit and deal damage with an attack, and you don't need to use a bonus action to grow your tendrils.

Mutation

If an mutation has a prerequisites, you must meet them before taking it. You can take the mutation at the same time that you meet its prerequisites. A level prerequisites refers to your level in this class.

If a feature from this list calls for a saving throw, you use your symbiote save DC.

Athletic Build


You gain proficiency with the Athletics and Acrobatics skills.

This mutation evolves at higher level. you can take the Dash action as a bonus action at 8th level.

Abyssal Parasite

Prerequisites: Parasite Symbiosis Origin


Your symbiote originated from one of the layers of the abyss. Choose fire, cold, lightning, or poison. While the cowl is active, you gain resistance to the damage type you just choose. This choice cannot be changed later.

Aura of Movement

Prerequisites: 14th level, Elemental Symbiosis Origin


When you activate your aura, you can ignore it's normal effect and gain a special movement for this round instead that is detailed below. This movement is determined by your choice from Elemental Boon feature.


Air. You gain a flight speed of 60 feet. If you don't use this feature the following turn, you gently float back to the ground unharmed.


Earth You can burrow through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you move through. You cannot burrow with other creatures. If you don't use this feature the following turn, you shoot out from under the surface and emerge directly in front of or above the area you were submerged.


Fire. Your base walking speed is increased by 15 feet for the duration.


Water. You gain a swim speed of 60 feet and can breathe underwater. If you don't use this feature the following turn, you can choose to rapidly surface above the water level when this effect ends.

Blast From the Frostfell

Prerequisites: 5th level, (Water) Elemental Boon feature


You can cast the frostbite cantrip. Constitution is your spellcasting ability for spells gained from this mutation.

This mutation evolves at higher level. at 11th level, you can cast armor of agathys as a 2nd level spell, without expending a spell slot or material components. you regain the ability to cast this spell after you finish a long rest.

Blood-Feeding Parasite

Prerequisites: 11th level, Parasite Symbiosis Origin


Your symbiote feeds on blood to survive. When you deal damage to a living creature with your tendril attack, you deal an additional 1d4 necrotic damage as the tendril sucks blood from them for sustenance and you gain a number of temporary hit points equal to the number rolled on this die.

In addition, you can drink 1 liter of blood from another creature in place of rations now.

This mutation evolves at higher level. at 17th level, this die increases to a d6.

Dark Origins

Prerequisites: Parasite Symbiosis Origin


Your symbiote originated from the shadowfell. You gain resistance to necrotic damage while under the effects of the cowl.

Draught of Endurance

Prerequisites: 8th level, Nostrum Symbiosis Origin


When you are transformed and reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, dropping concentration on your cowl. You can’t use this feature again until you finish a long rest.

Draught of Jumping

Prerequisites: Nostrum Symbiosis Origin


Your jump distance is tripled and you can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Growth Serum

Prerequisites: Nostrum Symbiosis Origin


While the cowl is active, your body enlarges by one size category -- from Small to Medium, for example. Your equipment does not grow to match your new size, unless the equipment is attuned to you or states otherwise in the items description.

Hardy


Your hit point maximum increases by an amount equal to your Husk level when you gain this mutation. Whenever you gain a level in this class thereafter, your hit point maximum increases by 1 hit point.

Healing Factor


As an action, you can spend one hit die to heal yourself. Roll the die, and regain a number of hit points equal to the total.

This mutation evolves at higher level. At 8th level, you can add your constitution modifier to the roll.

Home Portal

Prerequisites: Elemental Symbiosis Origin


You can spend a minute to detect for any planer portal within a mile of you that travels to your symbiote's plane of origin from your Elemental Boon feature. You know the distance and location of this portal if there is one.

This mutation evolves at higher level. At 17th level, you can spend an hour to create a portal the connects your current location to your symbiote's plane of origin for the next 24 hours. If you create a portal in the same location every day for a month, a small tear now floats in that location and the portal can be opened by anyone as an action using a command word you choose.

Mote of Fire

Prerequisites: 5th level, (Fire) Elemental Boon feature


You can cast the fire bolt cantrip. Constitution is your spellcasting ability for spells gained from this mutation.

This mutation evolves at higher level. at 11th level, you can cast the aganazzar’s scorcher spell, without expending a spell slot or material components. you regain the ability to cast this spell after you finish a long rest.

Pebble Shot

Prerequisites: 5th level, (Earth) Elemental Boon feature


You can cast the magic stone cantrip, exuding up to three pebbles from your hand as you cast the spell. If you throw the pebble, it is considered to have a range of (60/120) for you. Your Constitution is your spellcasting ability for this spell.

This mutation evolves at higher level. At 11th level, you can cast catapult as a 2nd level spell, without expending a spell slot. The object thrown by this spell must be made from earth or stone. you regain the ability to cast this spell after you finish a long rest.

Potion of Durability

Prerequisites: 7th level, Nostrum Symbiosis Origin


You gain resistance to bludgeoning, piercing, and slashing damage while transformed by the elixir.

Primordial Weapon

Prerequisites: 8th level, Elemental Symbiosis Origin


While your Aura is active, any weapon you are currently wielding is considered magical for the purpose of overcoming resistances.

Provoked

Prerequisites: 14th level


When you take damage from an weapon attack, you can use your symbiote reaction to make a single attack against the creature who damaged you.

Regenerative Properties


Whenever you regain hit points, you treat any dice rolled to determine the hit points you regain as having rolled their maximum value.

Shared Aura

Prerequisites: 14th level, Elemental Symbiosis Origin


When cowl is activated, you can choose up to 5 creature of your choice within you aura, reducing your aura by 5 feet for each creature you choose. These creatures are shrouded in a thin aura and gain your resistance from the Elemental Boon feature and all their attacks are considered magical, if they aren't already. Once cowl ends this aura fades along with it's benefits.

 

Sticky Tendrils

Prerequisites: 8th level, Parasite Symbiosis Origin


Your tendrils gain an adhesive quality to them. as your symbiote reaction, you can now use your tendrils to stick to vertical surfaces and lift yourself up a number feet equal to the tendrils reach. A tendril attached to a surface cannot make an attack.

Sight of the Underdark

Prerequisites: Parasite Symbiosis Origin


You gain darkvision out to a range of 120 feet.

Strength Serum

Prerequisites: Nostrum Symbiosis Origin


You have advantage on Strength checks against being grappled or restrained.

Strong Right


Once per turn, you can push a creature you hit with an unarmed strike up to 10 feet away from you in a straight line.

Symbiote's Eyes


You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.

Tendril Stinger.

Prerequisites: 11th level, Parasite Symbiosis Origin


When you hit a creature with your tendril, you can choose to paralyze them instead of dealing damage. they must succeed on a Constitution saving throw or become paralyzed for the next minute. The target can repeat the saving throw at the end of their turn, ending the effects on a successful saving throw. A creature is immune to the effects of this feature for the next 24 hours on a successful save.

Whip of Lightning

Prerequisites: 5th level, (Air) Elemental Boon feature


You can cast the lightning lure spell at will, without expending a spell slot. Constitution is your spellcasting ability for this spell.

This mutation evolves at higher level. at 11th level, you can cast thunderwave as a 2nd level spell, without expending a spell slot. The object thrown by this spell must be made from earth or stone. you regain the ability to cast this spell after you finish a long rest.

Husk Multiclassing

In case you wish to multiclass into a Husk, the prerequisites and proficiency gained are listed below.

Husk Multiclassing Prerequisites
Ability Score Minimum
Constitution 13
Husk Multiclassing Proficiencies
proficiencies gained
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