Husk
An elven woman wearing a bulky, black robe, with a high collar that obscured everything beneath her eyes, walks down the less traveled road. As she reaches the fork, a pair of bandits emerge from the bush and point their blood rusted swords at her as they demand all her possessions . The fair skinned elven girl laughs as a small growl can be heard from beneath her robes. With great speed she charges one of them. As she closed the gap, she ripped out one of the bandits throats. Startled, the other bandit falls back only to see the horrific scared face of the women, as a lioness maw was attached to her face by countless sutures.
A gnome bard plays his fiddle as he enamours the crowd. As he holds out his tall hat people begin to toss coin into it, but one husky looking man spits in it and laughs at the small bard as he insults his “mediocre skill”. The gnome gestures him closer, as if to whisper something. When the husky fellow leaned down, the gnome's finger quickly glided over the man’s throat. The audience watch in horror as the man began to bleed from his throat without any weapon in either their hands.
An orc man sits nude under a waterfall, as his monk robes and vestiges remain dry on the shore. As he opens his eyes a brilliant blue glow starts to shine from the small gem embedded in his forehead. The waterfall turns to ice as the orc smiles with pride.
Husk are creatures who have entered a relationship with an object belonging to a powerful creature or a strong connection to a primal force such as the elemental planes. This symbiotic relationship allows them access to powers only imagined by the most avid readers of heroic legends or possibly even worshipers of infamous villains. Growing this molecular relationship allows them to tap into greater powers as they themselves are slowly morphed and twisted by the objects they now accept as part of their true form.
A Life Commitment
Life is full of choices. These choices usually only have a mild, temporary effect on our daily lives, but in some cases a single choice can change your life forever. This tends to be the case for most husk and is why none should enter into such an arrangement lightly without first considering the long term effects of this possible fusion, if they have the choice. The symbiote is like taking a partner as you share food and drink, a home, and a deep emotional connection overtime; however you can't split up whenever you feel like things aren't working out. This bond you now share is quite literally "life or death" as the separation of the two would almost surely kill the host and possibly the symbiote as well.
The Symbiote
The symbiote can take on many forms, such as: a gem, a bone, a trinket, a liquid, a virus, or really anything you can think of that might have a strong connection with a powerful creature or place such as the elemental planes or the shadowfell. Regardless though, this symbiote has now become a part of you and you a part of it.
Many rarely get to see the long term development of the powers scavenged together over years of adventuring and even fewer have success in transplanting the objects of power into their own body before it kills them quickly from the inside out; however some would call this lucky as some objects have been known to consume the host wholly if they are too weak, ultimatley prolonging the life of the symbiote until a a more suitable host emerges.
Symbiotic Relationship
Nature is built upon the concept of one species allowing another to survive; whether that relationship be predator and prey or a symbiotic one. The husk falls into the latter category of these two choice as they share a strange, but mutually beneficial relationship as the symbiote is allowed to live thanks to the integration of themselves in the host body; while the host gains powers usually reserved for beings not of a… humanoid nature. One can no longer live without the other as they live a life revolved around this mutually beneficial arrangement.
The Shedding
Some creatures are known to go throw periods of growth and change, as they slowly develop over time. One example of this metamorphosis is the caterpillar, wrapping themselves in a silky casing known as a cocoon, they reemerge from the cocoon and transform into a beautiful butterfly. While not as pretty, the husk recognize a similar metamorphosis in themselves. Some account records of their skin looking like dry, cracked earth, while others have given accounts of always feeling wet or soggy, but not being really warm or sweating. These are the first signs of a husk beginning their own unique metamorphosis commonly referred to as "The Shedding". Among those who study this rare phenomenon, none can give an account to what the final form of this metamorphosis may be.
Two Minds, One Body
Though extremely rare, some of the symbiotes have been known to retain traces of their former life. This could be portrayed in an ability to speak telepathically with the host in strange mannerisms or exotic languages. Another possibility is the symbiote may try to graph certain physical or psychological traits onto the host over time.
Husk
| Level | Proficiency Bonus | Features | Cowling | Symbiote Bonus | Evolutions |
|---|---|---|---|---|---|
| 1st | +2 | Symbiosis Origin, Unarmored Defense, Cowling | 2 | +2 | - |
| 2nd | +2 | Shared Trait, 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 | +2 | 3 |
| 7th | +3 | Inheritance of Knowledge | 4 | +2 | 3 |
| 8th | +3 | Ability Score Improvement | 4 | +2 | 4 |
| 9th | +4 | Superior Reaction Time | 4 | +3 | 4 |
| 10th | +4 | Tag In | 4 | +3 | 4 |
| 11th | +4 | Overly Aware | 5 | +3 | 5 |
| 12th | +4 | Ability Score Improvement | 5 | +3 | 5 |
| 13th | +5 | Symbiosis Origin Feature | 5 | +3 | 5 |
| 14th | +5 | Adaptable | 5 | +3 | 6 |
| 15th | +5 | Preserve the Vessel, Inherited Trait | 5 | +3 | 6 |
| 16th | +5 | Ability Score Improvement | 6 | +4 | 6 |
| 17th | +6 | Improved Saving Throws | 6 | +4 | 7 |
| 18th | +6 | Symbiosis Origin Feature | 6 | +4 | 7 |
| 19th | +6 | Ability Score Improvement | 6 | +4 | 7 |
| 20th | +6 | True Monster | Unlimited | +4 | 7 |
Class Features
As a husk, you gain the following class features
Hit Points
- Hit Dice: 1d10 per husk level
- Hit Points at 1st Level: 10 + your Constitution modifier
- Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per husk level after 1st
Proficiencies
- Armor: None
- Weapons: Club, dagger, dart, handaxe, light hammer, quarterstaff, sickle, shortbow, and sling
- Tools: None
- Saving Throws: Constitution, Charisma
- Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Medicine, Perception, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a handaxe or (b) a shortbow and a quiver of 20 arrows.
- (a) a monster hunter’s pack or (b) a explorer's pack.
- a dagger.
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 and it has become a conduit between your physical body and the symbiote's will, in a form of symbiosis. 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: Beast, Elemental, 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, 13th, and 18th level.
Unarmored Defense
Starting at 1st level, 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.
Cowling
Starting at 1st level, You call upon the symbiote in a time of need to fight. On your turn, you ask the symbiote to grant you the protection of the cowl.
You gain the following benefits while under the protection of the cowl:
- You have advantage on saving throws you are proficient in
- You have resistance to non-magical bludgeoning, piercing, and slashing damage.
- When 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.
The symbiote is considered in control while the cowling is active. You normally choose the symbiote's actions for it, but your DM may choose to take on this role as the symbiote instead. The host is unaware of what is going on while the cowling ability is active.
The cowl last for 1 minute. It ends early if you are knocked unconscious or when the symbiote chooses to end it early using your bonus action.
Once you have used the cowling ability the number of times shown for your husk level in the Cowling column of the Husk table, you must finish a long rest before you can use the cowling ability again.
Responsive
Beginning at 2nd level, The symbiote has started reacting to external stimuli.
Your symbiote has 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 2 such features, listed below.
If you drop to 0 hit points or die, your symbiote will continue to be active for a number of minutes equal to 1 + your Constitution modifier before going dormant until you regain consciousness. During this time, the symbiote will try everything in it's power to keep you alive.
Some of your Symbiote 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
Defensive mechanism
While under the benefits of Cowl, if you are the target of an attack, spell, or effect that can deal damage to you, excluding psychic and thunder damage, you can use your symbiote's reaction to reduce the damage by 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.
Metamorphosis
Your connection with the symbiote has started you on a path of rebirth through the life changing event known as "the Shedding". Starting at 3rd level, your gain 2 evolutions of your choice. Your metamorphosis options are detailed at the end of the class description. When you gain certain husk levels, you gain additional evolutions, as shown in the Evolutions column of the Husk table.
Additionally, when you gain a level in this class, you can choose one of the evolutions you know and replace it with another evolution 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.
Inheritance of Knowledge
Starting at 7th level, you have gained an inheritance of practical skills from the symbiote that relates to knowledge it has gained throughout it's time. Choose one of the following abilities, this choice cannot be changed later:
Knowledge of the fighters. You gain proficiency with three martial weapon of your choosing and proficiency with shields.
Knowledge of the mages. Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You gain 3 cantrips of your choice from that class's spell list. You use your constitution as the spellcasting ability for these spells instead.
Knowledge of the skillful. You gain two skill proficiencies of your choosing.
Superior Reaction Time
Starting at 9th level, your symbiote can take 2 reactions per round.
Tag In
The symbiote can tell when your mind is compromised. Starting at 10th level, When a creature tries to charm or frighten you, the smyiote can use it's reaction to protect you with the cowl, if you have any uses remaining. You can’t be charmed or frightened while under the protection of the cowl. If you are charmed or frightened when the cowl encompasses you, the effect is suspended for the duration of the cowling.
Overly Aware
Both your sense and the symbiotes have become entwined at 11th level. 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.
Preserve the Vessel
Your journey down this path is almost complete and have started undergoing your final transformation. At 15th level, your body ages half its normal rate, doubling your maximum age.
Inherited Trait
The symbiote has been connected with you for so long that it has permanently gained one or more of your personality traits, ideals or flaws of your choosing.
Improved Saving Throws
Starting at 17th level, you can add your symbiote bonus to saving throws you are proficient in.
True Monster
You are a beast, an abomination of nature, the horror whispered in parent's tales, warning their children of the creatures that prowl in the darkness. Starting at 20th level, you have become a cryptid unknown to the world of man, elf, dwarf, or any other living, intelligent creature that has roamed this earth. You gain the following benefits.
- your Constitution score increases by 4. Your maximum for this score is now 24.
- You gain resistance to all damage while under the protection of the cowl.
- Your symbiote can take three reactions per round now.
Symbiosis Origin
Becoming a husk is not a decision made lightly, as it is a life altering moment in the creature's life, 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 then others.
Beast
The most horrific and savage of all husks are those who decide to graph the parts of other living creatures to themselves and let their continuous savage nature infect the husk personality, until they no longer can be seen as anything but a monster. The farthest possible thing from a human anymore, these precocious creatures tend to avoid the public's eye and live in a more natural setting out in the wild; however they will disguise themselves with bulky clothing or costumes if they need to travel through large towns or make camp near a settlement.
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, a decapitated arm of a flame elemental that only looks like a charred remain of a human arm, or possibly you accidentally swallowed a tiny water elemental while swimming in the great sea of the elemental plane of water. Whatever the case you now have a strong tie to this realm and it is changing you.
Parasite
Parasite derived husk are rare, but not unheard of. Many tend to contract this when traversing the underdark without proper protection or possibly even by becoming infected by another creature such as a slaad or aboleth. All you know is something is swimming around inside your body as it changes you from the inside out, but luckily it seems to desire you alive so it can live and grow stronger.
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 |
|---|
| - |