Protégé {Warlock} in Tria | World Anvil
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Protégé {Warlock}

A Protégé is a type of symbiotic host with far less formal training than an Academic or other more professional classes. Instead, a Protégé is host to a Symbiote that has been imprinted with a copy of the consciousness of a previous, highly skilled and/or otherwise very powerful individual. Most often, the embedded consciousness belongs to a Yesk as they are one of the most ancient species to have explored the galaxy and also the most adept at manipulating reality via symbiotic powers, however the embedded consciousness could belong to someone from another species as well.  

Powered by Relationship

Sometimes a Protégé is wants to tap into a symbiotic abilities but without the years of education that help form an Academic or Sym-Tech Engineer. As a shortcut, this type of Protégé will intentionally seek out a Symbiote known to be embedded with a consciousness in the hopes it will grant them the powers they desire. Other times, a Protégé might have inadvertently become a host to a Symbiote with an embedded consciousness, possibly through some accident or experiment gone awry, and now find themselves stuck with this embedded entity against their will. In either case, the relationship between the Protégé and the embedded entity can range from a genial one, such as between a kind master and an eager apprentice, to a highly antagonistic one, possibly more akin to a master and a slave dynamic. The embedded consciousness will have the same goals and motivations as the original host of the Symbiote, despite only being a copy of that individual, and those goals might not align with those of the Protégé which can lead to interpersonal conflict. As such, the dynamic of power between a Protégé and the embedded consciousness can easily become strained if the Protégé is unable or unwilling to assist the embedded entity with its demands: the former needs the latter in order to properly harness the Symbiote's abilities while the latter needs the former in order to properly engage with the world at large.   Somewhat at the mercy of what the embedded individual is willing to share with them, a Protégé's abilities can range from minor but permanent alterations to their physiology (such as enhanced night vision or enhanced linguistic capabilities) to access to high level symbiotic abilities without requiring the vast education that most Academics would need to achieve the same results. Unlike Academics, a Protégé will often supplement their use of symbiotic powers and abilities with the use of some sort of weapon. They are comfortable in light armor and know how to use simple weapons.  

Driven Ever Onwards

Protégés are generally driven by an insatiable need to complete a specific goal which often requires knowledge and/or power beyond their natural capabilities, thus leading them to seek out or attempt to take advantage of an embedded individual. However, such partnerships come with strings attached and, once entered into, a Protégé will find it difficult to remain content even if their original goals are eventually satisfied as the requests or demands from the individual embedded within their Symbiote will tend to drive Protégés onwards into further adventure.  

Creating a Protégé

As you make your Protégé character, spend some time thinking about the type of individual who will be embedded within your Symbiote and the requests/demands that that individual will impose upon you. Why did you agree to the terms of the partnership and choose to bind with this Symbiote? Did you search out this particular Symbiote/individual or did it, and the ensuing partnership, happen to you by someone else's design? Were you tricked into entering this partnership with certain promises that have yet to be fullfilled? Do you chafe under the obligations you need to complete in order to use your symbiotic powers or are you excited to help the embedded individual in order to receive access to even more abilities?   Work with your GM to determine how big a part your partnership will play into your character's adventuring career. The demands of the embedded consciousness might drive you into adventures or they might consist entirely of small favours that you can do bewteen adventures.   What kind of relationship do you have with the embedded individual? Is it friendly, antagonistic, uneasy, or romantic? How important does the embedded individual consider you do be? What part do you play in the plans of the embedded individual? Do you know of other people who have, at one point or another, also served this particular embedded individual?   Generally a Protégé and the embedded consciousness of their Symbiote will communicate telepathically however you can create your character in such a way that uses alternate methods of communication if you want a different flavour. Perhaps you are a lucid dreamer and can construct intricate dreamscapes and environments in which you and the embedded consciousness can interact in a simulation of the real world. Perhaps the embedded individual is not much of a talker but, since the Symbiote is so closely connected to your body's systems, the embedded individual will trigger sensations of hot, cold, pain, goosebumps, hunger, pleasure, or other similar biological reactions in order to communicate intent to you.  

Quick Build

You can make a Protégé quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the charlatan background. Third, choose the Sonic Blast and Touch of Decay cantrips along with the 1st-level powers Charm Person and Minor Lightning Bolt.  

Protégé Table

 

Features

Embedded Consciousness

At 1st level, you have bonded with a Symbiote that has the consciousness of a former host embedded within it. Choose from one of the archetypes of Embedded Consciousnesses listed at the end of the Class Features section to gain the benefits of that specific archetype as you level up.  

Assisted Powers

Even without formal training, your partnership with the embedded individual in your Symbiote provides you with access to symbiotic powers. See Powers Rules for the general rules of using powers and the Protégé power list for powers available to you.   Cantrips
You know two cantrips of your choice from the Protégé power list. You learn additional Protégé cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Protégé table.   Power Slots
The Protégé table shows how many power slots you have available to use at each Protégé level. The table also shows the Slot Level you have available for your Protégé level; i.e. all of your power slots are expended at the slot level you have access to. To use one of your Protégé powers of 1st level or higher, you must expend a power slot and the power will be used at the Slot Level that you have access to. You regain all expended power slots when you finish a short or long rest.   For example, when you are 5th level, you have two 3rd-level power slots. To use the 1st-level power Lightning, you must spend one of those slots, and you use it as a 3rd-level power.   Powers Known of 1st Level and Higher
At 1st level, you know two 1st-level powers of your choice from the Protégé power list.   The Powers Known column of the Protégé table shows when you learn more Protégé powers of your choice of 1st level and higher. A power you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new power, which can be 1st, 2nd, or 3rd level.   Additionally, when you gain a level in this class, you can choose one of the Protégé powers you know and replace it with another power from the Protégé power list, which also must be of a level for which you have power slots.   Power Ability
Charisma is your power ability for your Protégé powers, so you use your Charisma whenever a power refers to your power ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Protégé power you use and when making an attack roll with one.   Power save DC = 8 + your proficiency bonus + your Charisma modifier   Power attack modifier = your proficiency bonus + your Charisma modifier  

Symbiotic Enhancements

As your working relationship with the embedded conscoiusness grows, you uncover and/or are gifted skills and fragments of specialized knowledge that can enhance you with a permanent symbiotic ability.   At 2nd level, you gain two symbiotic enhancements of your choice. Your enhancement options are detailed below. When you gain certain Protégé levels, you gain additional enhancements of your choice, as shown in the Symbiotic Enhancements column of the Protégé table.   Additionally, when you gain a level in this class, you can choose one of the enhancements you have and replace it with another enhancement that you could acquire at that level.   If a symbiotic enhancement has prerequisites, you must meet them to acquire it. You can acquire the enhancement at the same time that you meet its prerequisites. A level prerequisite refers to your level in this class.  
  • Agonizing Blast - Prerequisite: Sonic Blast cantrip
    When you use Sonic Blast, add your Charisma modifier to the damage it deals on a hit.

  • Always Resting, Never Sleeping - Prerequisite: Promotion of Knowledge feature
    You have unlocked a means to bypass the need for biological rest. You no longer need to sleep and can’t be forced to sleep by any means. You can gain the benefits of a long rest while still spending all 8 hours doing light activity, such as reading articles and keeping watch.

  • Beast Speech
    You can use Speak with Animals at will, without expending a power slot.

  • Beguiling Influence
    You gain proficiency in the Deception and Persuasion skills.

  • Confuzzler - Prerequisite: 7th level
    You can use the Confusion power once using a Protégé power slot. You can’t do so again until you finish a long rest.

  • Creature Link - Prerequisite: Promotion of Animal Friendship feature
    You can communicate telepathically with your tamed creature and perceive through its senses as long as you are in the same universe. Additionally, while perceiving through your tamed creature’s senses, you can also speak to and understand other creatures of the same species as your tamed creature.

  • Efficient Armaments - Prerequisite: 5th level, Promotion of Violence feature
    You can attack with your crystalline weapon twice, instead of once, whenever you take the Attack action on your turn.

  • Extradimensional Sight
    You can use Detect Sym-Biomass at will, without expending a power slot.

  • Gravitational Wellness - Prerequisite: 9th level
    You can use Anti-Gravity on yourself at will, without expending a power slot.

  • Illusionist
    You can use the Silent Image power at will, without expending a power slot.

  • Infrared Vision
    You can see normally in darkness, both natural or symbiotically induced, by producing pulses of infrared light and detecting the reflections of these pulses. Your vision extends to a distance of 120 feet.

  • Intimidation Induced Paralysis - Prerequisite: 15th level, Promotion of Animal Friendship feature
    You can use the Hold Beast power at will — without expending a power slot or material components. You must finish a long rest before you can use this enhancement on the same creature again.

  • Lore of the Linguists
    You can read all writing.

  • Manually Derived Powers - Prerequisite: Promotion of Knowledge feature
    You can now transcribe the equations for the manual derivation of symbiotic powers into a set of crib sheets (could be physical paper or a digital document). Choose two 1st-level powers that have the Manual Derivation tag. The powers are yours so long as you keep the crib sheets on your person and they don’t count against the number of powers that you know. With your crib sheets on hand, you can use the chosen powers via manual derivation (see the Academic class description for those rules). You can’t use these powers except by manual derivation unless you’ve learned them by some other means. You can also use any Protégé powers that you know via manual derivation if they have the Manual Derivation tag.   On your adventures, you can add other manual derivation powers to your crib sheets. When you discover such a power, you can add it to the crib sheets if the power's level is equal to or less than half your Protégé level (rounded up) and if you can spare the time to transcribe the power. For each level of the power, the transcription process takes 2 hours.

  • Mask of Many Faces
    You can use the Disguise Self power at will, without expending a power slot.

  • Master of Golems - Prerequisite: 9th level
    You can use the Elemental Sentience power once using a Protégé power slot. You can’t do so again until you finish a long rest.

  • Master of Myriad Forms - Prerequisite: 15th level
    You can use the power Hybridization at will, without expending a power slot.

  • Mental Link
    You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is in the same universe as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature (e.g. blindsight), and you are blinded and deafened to your own surroundings.

  • Morphling - Prerequisite: 7th level
    You can use the Moderate Genetic Splice power once using a Protégé power slot. You can’t do so again until you finish a long rest.

  • Natural Magnetism
    You can use Electromagnetic Barrier on yourself at will, without expending a power slot.

  • One with Shadows - Prerequisite: 5th level
    When you are in an area of dim light or darkness, you can use your action to bend what little light there is around you to become invisible until you move or take an action or a reaction.

  • Otherworldly Leap - Prerequisite: 9th level
    You can use the Moonjump power on yourself at will, without expending a power slot.

  • Parasitic Vigor
    You can use the Parasitic Life power on yourself at will as a 1st-level power, without expending a power slot.

  • Radioactive Weapon - Prerequisite: 12th level, Promotion of Violence feature
    When you hit a creature with your crystalline weapon, the creature takes extra radiant damage equal to your Charisma modifier (minimum 1).

  • Repelling Blast - Prerequisite: Sonic Blast cantrip
    When you hit a creature with Sonic Blast, you can push the creature up to 10 feet away from you in a straight line.

  • Sonic Spear - Prerequisite: Sonic Blast cantrip
    When you use Sonic Blast, its range is 300 feet.

  • Telepathic Meddler
    You can use the Bane power once using a Protégé power slot. You can’t do so again until you finish a long rest.

  • Time Bender - Prerequisite: 5th level
    You can use the Slow power once using a Protégé power slot. You can’t do so again until you finish a long rest.

  • Visions of Distant Realms - Prerequisite: 15th level
    You can use the Extradimensional Sensor power at will, without expending a power slot.

  • Would You Kindly... - Prerequisite: 7th level
    You can use Compulsion once using a Protégé power slot. You can’t do so again until you finish a long rest.

 

Synergistic Partnership

At 3rd level, the embedded individual gifts you a bonus for your continued, possibly exemplary, service within the partnership. You gain one of the following features of your choice:
  • Promotion of Violence
    You can use your action to crystalize some of your Symbiote gel into a weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see the Weapons section for weapon options). You are proficient with it while you wield it. This weapon counts as symbiotic for the purpose of overcoming resistance and immunity to non-symbiotic attacks and damage.   Your crystalline weapon melts away and somehow teleports back to your Symbiote if it is more than 5 feet away from you for 1 minute or more. It also melts away if you use this feature again, if you choose to cancel the weapon (no action required), or if you die.   You can transform one symbiotic (sym-tech) weapon into your crystalline weapon by integrating a small portion of your Symbiote into the weapon. This process requires concentrated effort to meld your Symbiote gel into the existing device which requires 1 hour of time, which can be done during a short rest. You can then melt away this weapon, copying its design into symbiotic memory, and it can appear whenever you create your crystalline weapon thereafter. You can’t affect any Yesk artifacts or sentient, artificial intelligence enhanced weapons in this way. The weapon ceases being stored in your Symbiote if you die, if you perform the 1-hour integration process on a different weapon, or if you use another 1-hour period to extricate your symbiote from the weapon and removing it from the Symbiote's memory. A copy of the weapon, in its original condition, appears at your feet after any of these conditions occurs.
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  • Promotion of Animal Friendship
    You learn the Animal Whisperer power and can use it via manual derivation. The power doesn’t count against your number of powers known.   When you use the power, you can choose any of the normal types of creatures for your tamed creature.   Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your tamed creature to make one attack with its reaction.
  •  
  • Promotion of Knowledge
    The embedded consciousness gives you access to a broad spectrum of simple powers. When you gain this feature, choose three cantrips from any class’s power list (the three do not need to be from the same list). They don’t count against your number of cantrips known. If they don’t appear on the Protégé power list, they are nonetheless Protégé powers for you.
 

Ability Score Improvement

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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Signature Move (6th level)

At 11th level, your Symbiote's embedded consciousness provides access to one of their more powerful special abilities. Choose one 6th-level power from the Protégé power list as a signature move.   You can use your signature move power once without expending a power slot. You must finish a long rest before you can do so again.   At higher levels, you gain more Protégé powers of your choice that can be used in this way: one 7th-level power at 13th level, one 8th-level power at 15th level, and one 9th-level power at 17th level. You regain all uses of your signature moves when you finish a long rest.  

Signature Move (7th level)

At 13th level, your Symbiote's embedded consciousness provides access to one of their more powerful special abilities. Choose one 7th-level power from the Protégé power list as a signature move.   You can use your signature move power once without expending a power slot. You must finish a long rest before you can do so again.   At higher levels, you gain more Protégé powers of your choice that can be used in this way: one 8th-level power at 15th level, and one 9th-level power at 17th level. You regain all uses of your signature moves when you finish a long rest.  

Signature Move (8th level)

At 15th level, your Symbiote's embedded consciousness provides access to one of their more powerful special abilities. Choose one 8th-level power from the Protégé power list as a signature move.   You can use your signature move power once without expending a power slot. You must finish a long rest before you can do so again.   At 17th level you gain one more 9th-level Protégé power of your choice that can be used in this way. You regain all uses of your signature moves when you finish a long rest.  

Signature Move (9th level)

At 17th level, your Symbiote's embedded consciousness provides access to one of their more powerful special abilities. Choose one 9th-level power from the Protégé power list as a signature move.   You can use your signature move power once without expending a power slot. You must finish a long rest before you can do so again.   You regain all uses of your signature moves when you finish a long rest.  

Extradimensional Reserve

At 20th level, with the help of your Symbiote's embedded individual, you can negotiate with your Symbiote to expend additional energy to power your abilities. This negotiation takes 1 minute to complete and allows you to regain all your expended power slots from your Assisted Powers feature as your Symbiote pulls in additional energy from some extradimensional reserve not normally at your disposal. Once you regain power slots with this feature, you must finish a long rest before you can do so again.    

Embedded Consciousness Archetypes

The Gadgeteer

An embedded individual with a passion for animating the inanimate. Mechanical constructs, biological reprogramming, and hard-light holograms are often part of their repertoire. A Protégé that successfully bonds with this type of embedded consciousness will typically have similar passions (or will soon develop them). Often tinkering with symbiotic tech, these Protégés are rarely seen without their tiny, spider-like robotic companions that their Symbiote's embedded consciousness can pilot within a certain range.  
Expanded Power List
  • Power Level 1: Grease, Identify
  • Power Level 2: Hard-light Beast, Organic Turret
  • Power Level 3: Hard-light Guardians, Tiny Symbiotic Construct
  • Power Level 4: Hard-light Simulcrum, Thermal Shield
  • Power Level 5: Greater Force Field, Uplift
 
Spider Bot Harrassment
Starting at 1st level, you gain the ability to target someone with one of your tiny robotic companions. As a bonus action, choose one creature you can see within 30 feet of you. The robot scuttles over to harass the target for 1 minute. This effect ends early if the target dies, you die, or you are incapacitated. Until the effect ends, you gain the following benefits:   You gain a bonus to damage rolls against the harrassed target. The bonus equals your proficiency bonus. Any attack roll you make against the harrassed target is a critical hit on a roll of 19 or 20 on the d20.   If the harrassed target dies, the spider bot siphons off excess thermal and metabolic energy from the creature before returning to you and using that energy to heal you to regain hit points equal to your Protégé level + your Charisma modifier (minimum of 1 hit point).   You can’t use this feature again until you finish a short or long rest.  
Symbiotic Warrior
At 1st level, you acquire the training necessary to effectively leverage your symbiotic abilities to enhance yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.   The influence of your Symbiote's embedded consciousness also allows you to symbiotically enhance your effectiveness with a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Promotion of Violence feature, this benefit extends to every symbiotic, crystallized weapon you create with that feature, no matter the weapon's type.  
Hard-light Replicant
Starting at 6th level, when you slay a small or medium creature, you can send out one of your tiny robot companions to plug itself into that creature's nervous system to copy its genetic code and recent thought patterns and mannerisms. Once the robot has copied this information, it creates a hard-light projection of the creature, a replicant, that is now fully loyal to you although it can still maintain the simulated mannerisms of the original creature. The replicant gains temporary hit points equal to half your Protégé level. Roll initiative for the replicant which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0).   The replicant remains in your service until the end of your next long rest, at which point the tiny robot's power supply runs out.   Once you create a hard-light copy of a creature with this feature, you can't use the feature again until you finish a long rest.  
Armor of Irritation
At 10th level, your spider bot grows more powerful. If the target being targeted by your Spider Bot Harrassment hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll due to some action on the part of the spider bot.  
Persistant Annoyance
Starting at 14th level, you can spread your Spider Bot Harrassment from a slain creature to another creature. When the creature originally targeted by your Spider Bot Harrassment dies, you can apply the effect to a different creature you can see within 30 feet of you, provided you aren't incapacitated. When you apply the effect in this way, you don't regain hit points from the death of the previously targeted creature.    

The Medic

An embedded individual who seems to know a lot about the inner workings of living creatures, one would hope from altruistic pursuits in their former life. They are primarily forcused on minor healing and support.  
Expanded Power List
  • Power Level 1: Cure Wounds, Enhanced Reflexes
  • Power Level 2: Minor Restoration, No Time To Die
  • Power Level 3: AED (Automated Extradimensional Defibrillation), Transfusion
  • Power Level 4: Field of Genetic Stability, Field of Optimal Immune Response
  • Power Level 5: Greater Restoration, Mass Cure Wounds
 
Bonus Cantrips
At 1st level, you learn the Biological Agility and Spare the Dying cantrips. They count as Protégé cantrips for you, but they don’t count against your number of cantrips known.  
Healing Light
At 1st level, you gain the ability to coordinate and direct metabolic energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your Protégé level.   As a bonus action, you direct a beam of multi-spectrum light towards one creature you can see within 60 feet of you, stimulating cell activity to heal them, by spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.   Your pool regains all expended dice when you finish a long rest.  
Radiobiology
Starting at 6th level, you can better regulate your body's processes to develop become more resiliant to radiation as well as become more effective at manipulating external radiation and thermal energy. You gain resistance to radiant damage, and when you use a power that deals radiant or necrotic damage, you add your Charisma modifier to one radiant or necrotic damage roll of that power against one of its targets.  
Metabolic Stimulants
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your Protégé level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your Protégé level + your Charisma modifier.  
Never Say Die
Starting at 14th level, your Symbiote's embedded consciousness fuels a rapid symbiotic repair of your body's cells that allows you to resist death. When you have to make a death saving throw at the start of your turn, you can instead spring back to your feet feeling surprisingly rejuvenated. You regain hit points equal to half your hit point maximum and then you stand up if you so choose. This process involves spectacularly unorthox chemical and physical reactions which produce a burst of radiation that is emitted from you as your cells are re-built. You can direct this radiation towards any creatures of your choice that are within 30 feet of you such that they each take radiant damage equal to 2d8 + your Charisma modifier, and are blinded until the end of the current turn.   Once you use this feature, you can’t use it again until you finish a long rest.    

The Public Figure

An embedded individual who formerly thrived in the public spotlight and was especially capable of dazzling, distracting, convincing or otherwise enchanting those around them with their charisma and symbiotic abilities. They are primarily focused on illusion, deception, and enchantment.  
Expanded Power List
  • Power Level 1: Extradimensional Pulse, Sleep
  • Power Level 2: Calm Emotions, Phantasm
  • Power Level 3: Motivational Speech, Phase Out
  • Power Level 4: Dominate Beast, Greater Invisibility
  • Power Level 5: Dominate Person, Seeming
 
Charismatic Presence
Starting at 1st level, you can allow your embedded consciousness to project their beguiling and/or fearsome presence out into the world. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your Protégé power save DC. The creatures that fail their saving throws are all either charmed or frightened by you (your choice) until the end of your next turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  
Escape Artist
Starting at 6th level, you learn how to create a quick escape for yourself in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 feet to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or use a power.   Once you use this feature, you can't use it again until you finish a short or long rest.  
Beguiling Defenses
Beginning at 10th level, your embedded consciousness teaches you how to turn the mind-affecting symbiotic abilities of your enemies against them. You are immune to being charmed, and when another creature attempts to charm you, you can use your reaction to attempt to turn the effect back on that creature. The creature must succeed on a Wisdom saving throw against your Protégé power save DC or be charmed by you for 1 minute or until the creature takes any damage.  
Dark Delerium
Starting at 14th level, you can plunge a creature into an fantastical dreamscape that you create within their mind. As an action, choose a creature that you can see within 60 feet of you. It must make a Wisdom saving throw against your Protégé power save DC. On a failed save, it is charmed or frightened by you (your choice) for 1 minute or until your concentration is broken (as if you are concentrating on a power). This effect ends early if the creature takes any damage.   Until this illusion ends, the creature thinks it is lost in a misty, dreamlike realm, the appearance of which you choose. The creature can see and hear only itself, you, and the fictional noises of the dreamscape.   You must finish a short or long rest before you can use this feature again.    

The Psychologist

An embedded individual who has an aptitude for understanding and manipulating intelligent minds although it may not be clear if their intention was for the healing or harming of those they encountered. The embedded individual might feel somewhat unknowable, distant, and/or appropriately insane from their intense dabbling in the mental spheres but they tend to grant enhanced telepathic abilities in addition to other eclectic mental powers.  
Expanded Power List
  • Power Level 1: Dissonant Whispers, Hideous Laughter
  • Power Level 2: Detect Thoughts, Phantasm
  • Power Level 3: Motivational Speech, Telepathic Message
  • Power Level 4: Confusion, Phantasmal Kililer
  • Power Level 5: Dominate Person, Telepathic Party Line
 
Casual Telepathy
Starting at 1st level, you learn how to poke into and navigate the minds of other creatures. You can telepathically speak to any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic speech, but the creature must be able to understand at least one language.  
Mentalism
At 6th level, you develop an aptitude for intuiting an opponent's likely behaviour by assessing their body language, their visible idiosyncrasies and also through some minor surface-level telepathy. Using this knowledge you can turn an enemy's failed strike into an opportunistic position for yourself. When a creature makes an attack roll against you, you can use your reaction to impose disadvantage on that roll. If the attack misses you, your next attack roll against the creature has advantage if you make it before the end of your next turn.   Once you use this feature, you can't use it again until you finish a short or long rest.  
Thought Shield
Starting at 10th level, you form a mental barrier around your mind such that your thoughts can't be read by telepathy or other means unless you allow it. You gain resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature takes the same amount of damage that you do.  
Prisoner of the Mind
At 14th level, you gain the ability to lock away a humanoid's personality within a small corner of their mind, replacing it with a diminished copy of your Symbiote's own embedded consciousness. You can use your action to touch an incapacitated humanoid to implant them with some symbiotic gel containing this copy of your Symbiote's embedded consciousness. That creature is then charmed by you until a Greater Restoration power is used to heal it, the charmed condition is otherwise removed from it, or you use this feature again.   You can communicate telepathically with the charmed creature as long as the two of you are within the same universe.    

The Warrior

An embedded individual who formerly was most home on the battlefield. They are primarily focused on enhancing your offensive and defensive combat abilities for maximum impact.  
Expanded Power List
  • Power Level 1: Flamethrower, Command
  • Power Level 2: Blindness/Deafness, Scorching Ray
  • Power Level 3: Fireball, Stinking Cloud
  • Power Level 4: Thermal Shield, Wall of Fire
  • Power Level 5: Chemical Warfare, Flame Strike
 
Thrill of Combat
Starting at 1st level, when you reduce a hostile creature to 0 hit points, you are hit with a burst of adrenaline that gives you temporary hit points equal to your Charisma modifier + your Protégé level.  
Tactical Precognition
Starting at 6th level, your Symbiote's embedded consciousness begins to act as a form of early warning system for potential failure, taking minor steps along an extradimensional axis to observe events that may or may not happen in the immediate future and prompting you with a tingling sensation when you need to subtly adjust your own actions to gain a more favourable outcome.   When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll's effects occur.   Once you use this feature, you can't use it again until you finish a short or long rest.  
Battle Hardened
Starting at 10th level, you can choose one damage type when you finish a short or long rest. Through the determination and grit of both you and your Symbiote's embedded consciousness, you gain resistance to that damage type until you choose a different one with this feature. Damage from symbiotic weapons (sym-tech) ignores this resistance.  
Interdimensional Punch
Starting at 14th level, when you hit a creature with an attack, you can use this feature to instantly knock the target out of this universe through into a pocket universe of non-euclidean space filled with objects and entities that are beyond the comprehension of most lower dimensional creatures. The target disappears and hurtles through this nightmarish dimension.   At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space and the target takes 10d10 psychic damage as it reels from its horrific experience.   Once you use this feature, you can't use it again until you finish a long rest.

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