Bind With A Bind With A Symbiote Symbiote: by Jeremy Melloul

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THE KEEPER

bind with a
Symbiote

by JEREMY MELLOUL

Template by: Nathanael Roux


DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their
respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters
Guild.

All other original material in this work is copyright 2018-2019 by Jeremy Melloul and published under the Community Content Agreement for Dungeon Masters Guild.
Keeper
The lightly-armored halfling smirks at the bandits that surround
him. A viscous reddish fluid covers his body and he becomes...
something else. The thugs attack, but their weapons barely cut
through the bizarre biomass that now coats the halfling’s skin.
A Chimera pounces at a bloodied tiefling, but the tiefling dodges,
her reflexes enhanced by the organism that she’s bound with, turn-
ing her into a stark white monster. One of her appendages extends,
unnaturally, piercing the chimera’s body. She then pulls the beast
towards her and grows, covering the creature. It struggles for a
while and then it quiets. When the white fluid recedes the chimera’s
corpse is gone. All that’s left is the injured tiefling, now victorious.
A group of adventurers travel through an underground tunnel.
They are ambushed by goblins wielding poisoned weapons. But the
team is well coordinated - unnaturally well. Standing in the back,
an old human woman grins. She casts a spell to protect herself from
poison and as the greenish glow covers her, the rest of her party
shines with the same light.
A lone elf shudders in his bed. He seems alone, but he is not. His
constant companion whispers in his ear, demanding that he grow
stronger. That they grow stronger... together.
While they approach combat differently, all of these characters
are Keepers, adventurers who have bonded with a symbiote - an
organism that enhances the power of whoever it bonds to, and uses
that connection to grow more powerful. As long as they’re able to
keep their symbiote in control, Keepers are extremely difficult to
take down and make for unpredictable foes, able to adapt to any
circumstance.

Stronger Together
The strength of the Keeper lies in combining the control and men-
tal faculties of the host with the raw toughness and adaptability of
the symbiote.
On their own neither is too impressive. The Keeper - a simple
adventurer - lacks the strength to survive the world’s dangerous
monsters and the symbiote lacks the ability to carefully apply its
strength.
Together, however, the Keeper can make use of all of these
strengths - becoming exceedingly dangerous and only growing
more so as the pair continues to strenghten their bond an evolve to
adapt to its environment.

The Keeper | Bind with a Symbiote


2
The Keeper
Level Proficiency Features Transformations Adaptations Known
1st +2 Sybiotic Metamorphosis, 2 —
2nd +2 Sentient Awakening, Divided, Adaptations 2 2
3rd +2 Evolutionary Calling 3 2
4th +2 Ability Score Improvement 3 2
5th +3 Extra Attack 3 3
6th +3 Magical Entity, Evolutionary Calling Feature 4 3
7th +3 Amalgamated Mind 4 4
8th +3 Ability Score Improvement 4 4
9th +4 Retribution (1 die) 4 5
10th +4 Evolutionary Calling Feature 4 5
11th +4 Superior Symbiosis 4 5
12th +4 Ability Score Improvement 5 6
13th +5 Retribution (2 dice) 5 6
14th +5 Evolutionary Calling Feature 5 6
15th +5 Symbiotic Dependence 5 7
16th +5 Ability Score Improvement 5 7
17th +6 Retribution (3 dice) 6 7
18th +6 — 6 8
19th +6 Ability Score Improvement 6 8
20th +6 Symbiogenesis Unlimited 8

Fated Connections Quick Build


Symbiotes are very rare organisms that can remain dormant for You can make a Keeper quickly by following these suggestions.
aeons and survive the harshest environments. Sometimes they are First, Charisma should be your highest ability score, followed by
found deep within ancient temples, or disguised as family heirlooms Constitution. Then choose Strength if you want to increase your
passed down over generations. Through this found power, a Keeper melee capabilities, or Dexterity if you intend on a finesse build or
can rise to the height of power in their worlds. want to increase your survivability. Second, choose any background
Some symbiotes are bizarre, organic monstrosities or aberrations, you like.
while others are magical beings of the arcane. Others yet, seem like
living armor - from worlds beyond our understanding. They can
occur naturally - hailing from other worlds of the material plane -
Class Features
or be crafted, designed by powerful wizards or societies as instru- As a Keeper, you gain the following class features.
ments of their will.
Hit Points
Hit Dice: 1d10 per Keeper level
Creating a Keeper Hit Points at 1st Level: 10 + your Constitution modifier
When creating your Keeper, the first thing you should consider is Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
how you found your symbiote. If possible, tie it into your back- modifier per Keeper level after 1st
ground. If you were a merchant, perhaps you bought an artifact
that fascinated you and found the symbiote hiding within. Or your Proficiencies
symbiote could have been an heirloom of your noble family, tied to Armor: Light or Medium armor
some ancestral legend. Or, perhaps you discovered it during an early Weapons: Simple weapons
adventure gone wrong? Tools: None.
The next thing to consider, is how you are different while
transformed into your hybrid form. When you first bond with Saving Throws: Charisma, Constitution
your symbiote, it does not yet express a personality. However, it Skills: Choose two from Acrobatics, Athletics, Deception
still influences you subtly. What part of yourself are you trading for Intimidation, Perception, Survival
this symbiotic power? Which of your strengths and flaws does your
symbiote share or enhance? Equipment
Work with your DM to determine how big a part your symbiote You start with the following equipment, in addition to the equip-
will play in your character’s adventuring careers. Your symbiote’s ment granted by your background
demands and goals might drive you into adventures, or they might • any simple weapon
consist entirely of small favors you can do between adventures. • a shortbow and a quiver of 20 arrows
• (a) leather armor or (b) a chain shirt
• (a) a dungeoneer’s pack or (b) an explorer’s pack

The Keeper | Bind with a Symbiote


3
Symbiotic Metamorphosis Symbiote Origin
d4 Origin
At 1st level, you can compel or allow the symbiote you have bonded
1 Traveler - Your symbiote is an explorer. (Neutral)
with to cover your body, greatly increasing your physical abilities.
2 Harbinger - Your symbiote is the herald of an impending
On your turn, you can transform into your Hybrid Form as a bonus
invasion. (Evil)
action.
3 Survivor - Your symbiote is the last of its kind. (Neutral)
When you transform, you choose whether your equipment
4 Benefactor - Your symbiote was sent here to help your
merges into your new form, or is worn by it.
world or species thrive. (Good)
Your transformation lasts for 1 minute. It ends early if you are
knocked unconscious. Symbiote Personality
Once you have transformed the number of times shown for your d6 Personality
Keeper level in the Transformation column of the Keeper table, you 1 We care very little for people besides ourself.
must finish a long rest before you can transform again. 2 We seek knowledge and desire only to learn.
3 We love to inflict pain.
While transformed you gain the following features: 4 We trust no one besides ourself.
Adaptive Defenses. You have resistance to bludgeoning, piercing, 5 We feed off the fear we instill in others.
and slashing damage. 6 We desire to test the limits of our power..
Symbiotic Exoskeleton. Your Armor Class equals 10 + your Dexter-
ity modifier + your Charisma modifier, regardless of the armor you Relationship
are wearing. Consider the relationship you have with your symbiote. Is it friend-
Organic Impermeability. You are immune to disease. This does ly, antagonistic, uneasy, or perhaps even romantic? You both are
not end any diseases you currently have, but postpones their effects. tied together now, but are you willing partners? What part do you
Innate Vulnerability. You are vulnerable to Fire and Thunder play in your symbiote’s plans?
damage, though in time you can adapt to address these weaknesses.

Special Abilities Divided Mind


Your symbiotic connection with your symbiote grants you certain While your transformation grants you great strength, it is not
special abilities. entirely your own power, but one you share with your symbiote. At
Innate Spellcasting. Any spell granted by the Keeper class 2nd level, you gain the following features:
Evoluitonary Callings or Adaptations can be cast innately without Tongues. Pick one of the following languages: Abyssal, Celes-
expending material components. tial, Draconic, Deep Speech, Infernal, Primordial, Sylvan. While
Saving Throws. Some of your powers as a Keeper can require you transformed you can only speak the selected language. You gain
or your target to make a saving throw. The saving throw DC is proficiency with the selected language.
calculated as follows: Wrath. While transformed, if you use your action attack a
Saving Throw DC = 8 + your proficiency bonus + your creature other than the one you last attacked, you must make a
Charisma modifier Charisma saving throw against your own Saving Throw DC to do
so. On a failed save you must move toward the creature you were
Symbiotic Weaponry previously attacking until they are within reach and continue to
Your symbiosis allows you to form your own weapons, like sharp- attack them, if possible.
ened spikes or claws. You can use these natural weapons when you Possessiveness. Despite the challenges of having two minds, your
attack, whether or not you are transformed. symbiote’s presence makes it more difficult for other creatures to
When you attack, your symbiote can cover your limbs to form influnce your mental state. You gain advantage on Saving Throws
natural weapons that you are considered proficient with. If you hit against being Charmed.
your target you deal 1d6 slashing damage + your Strength modifier.
These attacks are not considered unarmed strikes. In addition you
gain the following feature:
Adaptations
Syncrhonization. While transformed, when you use the Attack As you and your symbiote continue to grow, you can influence its
action on your Turn, you can make one attack with your Symbiotic development, imbuing you with greater power.
Weaponry as a Bonus Action. You do not add your ability modifier At 2nd level, you gain two adaptations of your choice. Your adap-
to the damage for this attack. tation otpions are detailed at the end of the class description. When
you gain certain Keeper levels, you gain additional adaptations of
your choice, as shown in the Adaptations Known column of the
Sentient Awakening Keeper table.
Starting at 2nd level, through your mutual exchange of power and
deep connection, the symbiote that grants you power fully awakens. The Symbiote
It can communicate with you telepathically, projecting its voice in When you choose to play a Keeper, you should keep
whatever choice you learn in Divided Mind. in mind that your symbiote companion is an intelligent
Consider your symbiote’s origins. Where does it come from? creature with its own quirks and flaws.
What does it want? Is it the only one of its kind? You may already Discuss with your DM how you want your symbiote
have an idea of these things or perhaps your DM has some of their played in the game, and who will be playing its character
own. in roleplay situations.
You can also, optionally, roll on the tables to the right.

The Keeper | Bind with a Symbiote


4
Additionally, when you gain a level in this class, you can choose involuntarily - because you are rendered unconscious or due to
one of the adaptations you know and replace it with another adap- some other effect - you can instead choose to remain in your Hybrid
tations that you could learn at that level. Form for the remaining duration of your transformation.
After you activate this feature, your transformation does not end
Evolutionary Calling until it has reached its full duration, even if you want to voluntar-
ily end it. You also suffer a point of exhaustion. You can’t use this
At 3rd level, you and your symbiote evolve together, further shap- feature again until you complete a long rest.
ing your combined nature and abilities.
Choose the Assimilation, Cooperation, Corruption, or Predation
evolutionary callings, each of which is detailed at the end of the
Symbiotic Dependence
class description. Starting at 15th level, you can recover your strength and heal your
Your choice grants you features at 3rd levels and again at 6th, wounds using your symbiotes’ own natural healing ability.
10th, and 14th level. On your turn, if you are below half health, you can use an action
to expend one of your transformations to regain hit points equal to
Ability Score Improvement your Keeper level + your Charisma modifier.
In addition for the next 1 minute you regain hit points equal to
When you reach 4th level, and again at 8th, 12th, 16th, and 19th your Charisma moifier at the start of each of your turns. Your sev-
level, you can increase one ability score of your choice by 2, or you ered body parts (fingers, legs, tails, and so on), if any, are restored
can increase two ability scores of your choice by 1. As normal, you at the end of the minute. If you have the severed part and hold it to
can’t increase an ability score above 20 using this feature. the stump, the feature instantaneously causes the limb to knit to the
stump.
Extra Attack If you drop to 0 hit points while transformed, and don’t die
outright, this feature automatically activates, unless you have no
Beginning at 5th level, you can attack twice, instead of once, when- transformations left to expend. If you activate the feature in this
ever you take the Attack action on your turn. way, you suffer a point of exhaustion.
You can’t use this feature again until you complete a long rest.
Magical Entity
Starting at 6th level, your symbiote takes on greater magical
Symbiogenesis
potency. Your symbiotic weaponry attacks count as magical for the At 20th level, your symbiosis has reached such a level that you
purpose of overcoming resistance and immunity to nonmagical and your symbiote are no longer two separate entities, but one...
attacks and damage. a hybrid being, wholly and truly unified. You gain the following
benefits.
Amalgamated Mind You no longer have to roll to exert control over your Symbiote to
resist your Wrath.
At 7th level, your minds have grown together for enough time that Your transformation only ends if you fall unconscious or if you
you are better able to coexist. Whenever you make a Charisma sav- choose to end it.
ing throw to exert control over your symbiote to resist your Wrath, You no longer suffer a point of exhaustion when you use the
you do so with advantage. Hybrid Attachment feature or Symbiotic Dependence.
You can now also speak all the languages you know while trans-
formed.

Retribution
Beginning at 9th level, your symbiote strikes out to protect you
when you are unable to protect yourself.
When you are targeted by a melee weapon attack within reach
of your Symbiotic Weaponry, you can use your reaction to impose
disadvantage on the attack and make your own attack with your
symbiotic weaponry against the attacking creature.
On a hit, you deal damage with one additional weapon damage
die. The damage you deal when retaliating increases to two addi-
tional weapon damage die at 13th level and three additional dice at
17th level.

You can only use this feature a number of times equal to your
Charisma modifier (minimum of 1). You regain all expended uses
after completing a long rest.

Superior Symbiosis
Starting at 11th level, you have each further evolved to become
more suitable for the other. Your transformation now lasts 10 min-
utes. In addition, you gain the following feature:
Hybrid Attachment.You and your symbiote have begun to realize
you are stronger together. When your transformation would end

The Keeper | Bind with a Symbiote


5
Evolutionary Calling: and the target is Blinded, Restrained, and at risk of Suffocating. In
addition at the start of each of the target’s turns, the creature suffers
Assimilation from the effects of your Progressive Assimilation (see Assimilating
Grasp).
Assimilation takes a Keeper’s ability to adapt and pushes it to its You can only engulf one creature at a time. While you have a
limits, turning it into a combat ability that allows the Keeper to creature engulfed, you are considered restrained. In addition, you
drain life from enemy creatures they target, and not only absorb only take half the damage dealt to you, and the creature you are
their thoughts, but also their very characteristics and make it their engulfing takes the other half.
own. An engulfed creature can try to escape by taking an action to
A Keeper driven to assimilate is the ultimate survivor. A warrior make a Strength check against your Saving Throw DC.
of unnatural power that excels in outlasting their foes and surpass- Using this feature counts as one of your uses of Assimilating
ing their own natural limits. Grasp.

Assimilation Features
Keeper Level Feature Assimilative Evolution
3 Assimilating Grasp Starting at 14th level, you have learned to harness the strength and
6 Knowledge Absorbption abilities of the creatures you assimilate, gaining some semblance of
10 Engulf it.
14 Assimilative Evolution Every turn you are grappling a creature with your assimilating
grasp or have a creature engulfed, you can choose to gain one of the
creature’s following abilities or proficiencies, if they have it:
Assimilating Grasp • Fly, swim, climb or burrow speed (at half the creature’s origi-
nal speed)
Starting at 3rd level, you can attempt to assimilate your enemies to • Darkvision, Blindsight, Tremorsense
absorb their strength and abilities. • One of the creature’s immunities or resistances
While transformed, the first time you hit a creature on your turn • One of the creature’s languages
with an attack using your Symbiotic Weaponry you can activate this • One of the creature’s natural weapons (claw, tail, bite)
feature on that target, provided it is not a construct or undead and • Gain a +4 bonus to an ability score of your choice. The crea-
is no more than one size larger than you. ture’s ability score must be higher than your own and your
The target creature must make a Dexterity (Acrobatics) or increased total cannot exceed the creature’s original score.
Strength (Athletics) check against your Saving Throw DC. On a
failed check, the target is grappled. On a failed check the creature This evolution lasts until your transformation ends or until you
takes necrotic damage equal to 1d6 + your Charisma modifier. On a take a long rest.
success, the target only takes half damage and is not grappled.
A grappled creature can try to escape you by taking an action to
make a Strength (Athletics) or Dexterity (Acrobatics) check against
your Save DC.
Progressive Assimilation. While a creature is grappled by your
Assimilating Grasp it takes an additional 1d6 necrotic damage at the
end of its turn.
At 5th level, the damage dealt by progressive assimilation increas-
es to 2d6. The damage increases to 3d6 at 11th level and 4d6 at 17th
level.
Leech. You regain hit points equal to half the damage you deal
with this feature (rounded up).
You can only use this feature a number of times equal to your
Charisma modifier (minimum of 1). You regain all expended uses
after completing a long rest

Knowledge Absorbption
At 6th level, your ability to assimilate creatures grows more pro-
found. Your assimilating grasp enables you to selectively absorb
information from the creatures’ mind.
When you hit a creature with assimilating grasp, instead of re-
gaining hit points you can choose to subject your target to the effect
of Detect Thoughts as if you had cast the spell.

Engulf
Starting at 10th level, you can expand your symbiotic form to
attempt to engulf your prey.
As an action, your symbiotic form latches onto a target within
reach of your Symbiotic Weaponry that is your size or smaller. The
target must make a Dexterity saving throw against your Saving
Throws DC. On a failed save you move into the creature’s square

The Keeper | Bind with a Symbiote


7
Evolutionary Calling: As long as you are connected to your target by your Symbiotic
Link, you are considered in range for the spells. The effect of the
Cooperation spells lasts no longer than your Symbiotic Link. Each of these spells
count as if they were cast at their lowest possible level. You can cast
Not all Keepers take an aggressive approach. Some succeed through each of these spells without expending any spell slots or material
cooperation, expanding their symbiotic connection to include other components.
beings in order to better protect its primary host. You can only use this feature a number of times equal to your
Keepers that evolve to better cooperate learn to self-replicate, Charisma modifier (minimum of 1). You regain all expended uses
forming links between themselves and the other replicated symbi- after you complete a long rest.
otes in order to grant other creatures some of the benefits of symbi-
otic power, all so that the Keeper stands a better chance of survival.
Symbiotic Physiology
Cooperation Features At 6th level, you are able better maintain your awareness of your
Keeper Level Feature Symbiotic Links. When you Induce a Mutation in an ally connected
3 Symbiotic Link, Induce Mutation to you through your Symbiotic Link you also gain the benefits.
6 Symbiotic Physiology
10
14
Resilient Mind
Forced Cooperation
Resilient Mind
Starting at 10th level, your mind has grown stronger and more
capable of resisting outside influneces. You are immune to being
Symbiotic Link charmed and can determine whether any creature within 10 feet of
you has been charmed.
Starting at 3rd level, you can encourage your symbiote to replicate In addition you gain proficiency with Wisdom saving throws.
in order to produce offspring which can augment your allies’ power.
As an action, you can expend one of the uses of your transforma-
tion to empower a willing target with an offspring of your symbi- Hive Coordination
ote, linking you and your ally together. While empowered, your ally Starting at 14th level, you have learned to expand your ability to
does not gain the benefits of your symbiotic transformation, instead connect to your allies through your Symbiotic Link.
your ally gains the following features: When you Induce a Mutation in an ally connected to you
Adaptive Defenses. You have resistance to bludgeoning, piercing, through your Symbiotic Link, every other ally also connected by yur
and slashing damage. Symbiotic Links also benefits from the effects.
Symbiotic Protection. You gain a +1 bonus to your Armor Class In addition, your Symbiotic Link can now remain active up to a
Damage Sharing. Any damage or healing you and your ally are range of 600 feet.
subjected to is divided equally between the two of you.
Empathetic Link. You and your ally share your senses and your
tool and language proficiencies. You can also communicate tele-
Benign Cooperation?
pathically, feel each other’s emotions, and are aware of each other’s
Many symbiotes are inherently self-interested, but some-
locations.
times they can recognize that there is strength in num-
The effect ends if you drop to 0 hit points, if your target ally dies,
bers - in building and strengthening a tribe or community
or if you and the target become separated by more than 120 feet, or
that can protect it & help the symbiote, and its Keeper,
after ten minutes. You can also end the effect as an action.
achieve their interests.
You may have multiple Symbiotic Links active at any given time.
But perhaps you might want to force the cooperation of
You can only use this feature a number of times equal to your
your allies, in which case you and your GM can decide
Charisma modifier (minimum of 1). You regain all expended uses
to make your Symbiotic Link usable on unwilling targets,
after you complete a long rest.
assuming they fail a saving throw against your Save DC.
Past that it’s up to you how you use these abilities. With
Induce Mutation great power...
Starting at 3rd level, you are able to exert a high degree of control
over your symbiotic links, encouraging your symbiote to further
empower your allied host
As an action, you can use this feature to cast any of the spells you
have access to in the Mutation spell table below on an ally that you
share a Symbiotic Link with.
You can cast the spells listed below innately, requiring no mate-
rial components. You learn each of the spells below at the Keeper
level noted in the spell tables.

Mutation Spells
Keeper Level Spell

3 Bless, Longstrider, Resistance


5 Heroism, Protection from Poison
7 Enhance Ability, Haste
10 Water Breathing, Freedom of Movement
14 Shadow of Moil, Death Ward

The Keeper | Bind with a Symbiote


8
Evolutionary Calling:
Corruption
Some Keepers take a direct approach when confronting enemies.
Others are more insidious, learning to weaken their foes, using the
maddening effects some hosts suffer when they first bond with a
symbiote to undermine weak-minded enemies and bend them to
the Keeper’s will.
A Keeper driven to corrupt does not fear powerful enemies,
instead they see such strength as a weapon they can exploit.

Corruption Features
Keeper Level Feature
3 Parasitic Mark, Infest
6 Parasitic Perception
10 Infectious Influence
14 Malignant Mastery

Parasitic Mark
Beginning at 3rd level, if you a hit a creature with your symbiotic
weaponry while you’re transformed, you can choose to mark it with
your symbiote by infecting it with a parasitic mark.
As long as the mark is active, you can always sense the creature’s
location within 120 feet. In addition, you deal an extra 1d6 damage
to affected creatures whenever you hit them with your Symbiotic
Weaponry. The mark lasts for ten minutes.
You may only have a number of marks active equal to your Cha-
risma modifier (minimum of 1).

Infest
Starting at 3rd level, you can use your parasitic marks to bend your
enemies to your will using your symbiote’s corrupting influence, or
instead infect your enemies with debilitating diseases.
As an action, you can use this feature to cast any of the spells you
have access to in the Corruption and Infection spell tables below on
an enemy that you have marked with your Parasitic Mark.
You can cast the spells listed below innately, requiring no mate-
rial components. You may only cast each of the spells below once.
At the end of a long rest, you may cast the spells again. You gain
access to each of the spells below at the Keeper level noted in the
spell tables.

Corruption Spells
Keeper Level Spell
3 Charm Person
6 Charm Monster
10 Dominate Person
14 Dominate Monster

Infection Spells
Keeper Level Spell
3 Blindness / Deafness
6 Slow
10 Contagion
14 Flesh to Stone

As long as you are connected to your target by your Parasitic Mark,


you are considered in range for the purpose of casting spells. The
effect of the spells lasts no longer than your Parasitic Mark. Each of
these spells count as if they were cast at their lowest possible level.
Activating this feature by casting a spell on an infested target
removes the parasitic mark from the target creature.
The Keeper | Bind with a Symbiote
9
Parasitic Perception Malignant Mastery
Starting at 6th level, if you focus for a minute, you can sense the At 14th level, you have learned to fully harness your corruptive
presence and location of poisons, poisonous creatures, and diseases power to debilitate your enemies.
within 30 feet of you. You also identify the kind of poison, poison- Casting your Corruption and Infection spells on a target infested
ous creature, or disease in each case. with a parasitic mark no longer removes the mark from the target
This effect is blocked blocked by 1 foot of stone, 1 inch of com- In addition, when you hit an enemy affected by your Parasitic
mon metal, a thin sheet of lead, or 3 feet of wood or dirt. Mark it must make a Constitution saving throw. On a failed save,
the creature suffers a point of exhaustion. On a successful save, the
Infectious Influence creature is immune to this feature for the next 24 hours.

Starting at 10th level, your parasitic marks begin to subconsciously


influence the behaviors of any infected creatures.
When a creature affected by your Parasitic Mark tries to attack
you it must make a Wisdom saving throw. On a failed save, the
creature has disadvantage on all attack rolls against you while it is
marked. On a successful save, the creature attacks normally and is
immune to this feature for the next 24 hours.
In addition, your Parasitic Mark now lasts for an hour.

The Keeper | Bind with a Symbiote


10
Evolutionary Calling: Fear Incarnate
Predation Starting at 6th level, you manipulate the appearance of your
transformation to cause fear in your prey. When you transform, or
Finally, there are Keepers that follow a simple evolutionary path... if you bring a creature to 0 hit points while transformed, you can
That of the predator. They take the natural resilience and strength choose to target a single creature within 60 feet who can see you.
of the symbiote and combine it with intellect of the host, learning The creature makes a Wisdom Saving throw. On a failed check they
to better control their power and use their abilities to terrify their are frightened.
enemies. The effect ends if the creature ends its turn out of line of sight
Keepers driven to predation are unstoppable killers. In a single of you or moves more than 120 feet away from you. If the creature
moment they can transform from mundane adventurer to terrifying succeeds on its saving throw, you can’t use this feature on that
creatures able to rip apart the strongest of monsters with their bare creature again for 24 hours
hands. While transformed you have advantage on attacks against crea-
tures that you have frightened.
Predation Features
Keeper Level Feature
Symbiote Surge
3 Evolved Weaponry, Hardened Exoskeleton
6 Fear Incarnate At 10th level, you can now induce your symbiote to lash out at
10 Symbiote Surge all your surrounding enemies. You can use your action to make a
14 Mutilate melee Attack against any number of creatures within reach of your
Symbiotic Weaponry, with a separate Attack roll for each target.

Evolved Weaponry Mutilate


Starting at level 3, your symbiotic weaponry now does slashing At 14th level, you have learned how to use your unnatural strength
damage equal to 1d12 + your Charisma modifier. In addition you to horribly dismantle enemy creatures.
gain the following features: When you hit a creature with your symbiotic weaponry while
Superior Synchronization. If you use your bonus action to make transformed, you can force the target to make a Constitution saving
an additional attack with your Symbiotic Weaponry, you now add throw against your save DC. On a failed save they take necrotic
your ability modifier to the attack’s damage. damage equal to 4d12 + your Keeper level, or half as much on a suc-
Adaptive Attacks. Before you make an attack with your Symbiotic cessful one. If the creature succeeds on its saving throw, you can’t
Weaponry, you can change the type of damage your attack will deal use this feature on that creature again for 24 hours
to bludgeoning, piercing, or slashing damage at will. If the target fails the saving throw, its hit point maximum is
reduced for 1 hour by an amount equal to the necrotic damage it
Hardened Exoskeleton took. Any effect that removes a disease allows a creature’s hit point
maximum to return to normal before that time passes.
Starting at 3rd level, when you are hit by an attack, you can use If this attack reduces the target to 0 hit points all creatures within
your reaction to add your Constitution modifier to your armor 30 feet who can see or hear it must make a Wisdom Saving throw.
class. If the attack would not hit, you do not suffer the effects of the On a failed save they are frightened until the end of their next turn.
attack. You can’t use this feature again until you complete a short or You can use this feature three times. You regain all expended uses
long rest. of this feature after you complete a long rest.

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Adaptations Corpse Assimilation
Prerequisite: 15th Level, Evolutionary Calling: Assimilation
If an adaptation has prerequisites, you must meet them to learn
If a creature died within the last day, you can still assimilate it to
it. You can learn the adaptation at the same time that you meet its
gain the benefits of Assimilative Evolution.
prerequisites.
If an adaptation grants you a spell that doesn’t appear on the
Keeper spell list, the spell is nonetheless a Keeper spell for you. Corrosive Strikes
You can cast all Keeper spells without expending any spell slots or Prerequisite: Evolutionary Calling: Predation
material components. You can choose for your melee weapon attacks with your Symbiotic
Weaponry to do acid damage instead of slashing damage.
Unique Adaptations
Evolutionary Calling Feature Elemental Absorbption
Assimilative Absorbption Prerequisite: 5th Level, Evolutionary Calling: Predation
Assimilation
Corpse Assimilation (15th) While transformed, you can cast Absorb Elements on yourself as a
Empathetic Absorbption (9th) reaction.
Cooperation
Symbiotic Exchange
Insidious Corruption (7th) Elusive Evolution
Corruption
Regenerative Physiology (12th) While transformed, you have advantage on ability checks to avoid
Corrosive Stries or escape being grappled.
Predation
Elemental Absorbption (5th)
Empathetic Cleansing
Adaptive Camouflage Prerequisite: 9th Level, Evolutionary Calling: Cooperation
While transformed, you have advantage on Stealth checks. As an action you can cleanse an ally that you share a Symbiotic Link
with of the Diseased or Poisoned conditions. You can’t use this
Amorphous Form again until you complete a long rest.
While transformed, you can use a bonus action to become amor-
phous. While in this form, your body becomes soft and translucent. Environmental Adaptation
You can pass through spaces as small as 1 inch without squeezing Prerequisite: 5th Level
and your speed is set to 10 feet. While passing through spaces you While transformed, you can cast Protection from Energy on yourself
normally could not fit through, you cannot take actions or bonus as an action. You can’t do so again until you complete a long rest.
actions. You can also pass through enemy spaces.
Flight
Aquatic Physiology Prerequisite: 5th Level
Prerequisite: 5th Level While transformed, your body adapts in a way to enable you to take
While transformed, your body is adapted to aquatic environments, to the skies. You gain a fly speed equal to your walking speed.
you can breathe underwater and gain a swim speed equal to your
walking speed. Insidious Corruption
Prerequisite: 7th Level, Evolutionary Calling: Corruption
Arachnid Morphology When you cast a Symbiont, you can spend cast it without any
You can use your symbiote’s natural properties to move across somatic or verbal components.
vertical services. While transformed you gain a climb speed equal to
your walking speed. Madness
Prerequisite: 5th Level
Assimilative Abosrbption While transformed, you are immune to being frightened. If you
Prerequisite: Evolutionary Calling: Assimilation are frightened when you transform, the effect is suspended for the
While transformed, when you reduce a hostile creature to 0 hit duration of the transformation.
points you gain temporary hit points equal to your Charisma modi-
fier + your Keeper level, until your transformation ends. Malleable Form
When you transform you can choose to cast Enlarge/Reduce on
Burrower yourself. You can also do so while transformed as an action. You
Prerequisite: 5th level can’t do so again until you complete a short or long rest.
While transformed, you gain a burrow speed of 20 feet.
Monstrous Power
Careful Killer Prerequisites: 18th Level
Your symbiotic weaponry is now considered a finesse weapon. While transformed, you can use an action to increase your Strength
and Constitution by 4, even if this would raise your Strength and
Chaotic Mind Constitution past 20. This lasts until your transformation ends. You
Prerequisite: 15th Level can’t use this feature again until you complete a long rest.
You are immune to any effect that would sense your emotions or
read your thoughts. In addition, you gain resistance to psychic Night Vision
damage. While transformed, you gain darkvision for up to 60 feet. If you
already have darkvision, increase the range by 30 feet.

Pseudopod
Your symbiotic weaponry gains a reach of 10’.

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12
Purge Toxins Spinneret
Prerequisite: 7th Level As an action, you can cast web without expending any material
As an action you can cleanse disease or poison from your body, components. Once you use this feature you can’t use it again until
clearing yourself of Diseased or Poisoned conditions. You can’t use you complete a short or long rest.
this again until you complete a long rest.
Stealth Morphology
Reactive Adaptation - Fire Prerequisite: 9th Level
Prerequisite: 9th Level As an action, you can cast invisiblity on yourself, expending a single
While transformed, you are no longer vulnerable to fire damage. use of your transformation in the process. Once you use this feature
you can’t use it again until you complete a short or long rest.
Reactive Adaptation - Thunder
Prerequisite: 9th Level Symbiotic Conditioning
While transformed, you are no longer vulnerable to thunder When you transform you gain temporary hit points equal to half
damage. your Keeper level (rounded down). You can’t benefit from this
feature again until you complete a short or long rest.
Regenerative Physiology
Prerequisite: 12th Level, Evolutionary Calling: Corruption Symbiotic Exchange
While transformed, you gain immunity to poison damage. Prerequisite: Evolutionary Calling: Cooperation
As a bonus action you can exchange hit points with an ally you
Shapeshifter share a Symbiotic Link with, up to an amount equal to or less than
As an action, you can cast alter self on yourself, expending a single your Keeper level.
use of your transformation in the process. You can only choose the
“Change Appearance” option from alter self with this feature. Symbiotic Sight
Prerequisite: 12th Level
While transformed, you gain blindsight to a range of 20 feet.

Symbiotic Speed
While transformed, your speed increases by 10 feet and your jump
distance is doubled.

Symbiotic Strength
While transformed, you gain proficiency with Strength saving
throws.

Terrifying Demeanor
You gain proficiency (or expertise, if you have it already) with
Intimidation. When you surprise a creature while transformed, it
must succeed on a Wisdom saving throw or be frightened of you
until the end of your next turn.

Telepathic Interference
Prerequisite: 7th Level
As an action, make a weapon attack with your Symbiotic Weaponry
against a target. On a hit the creature must make a Charisma saving
throw. On a failed save, the creature’s speed is halved, it has disad-
vantage on Dexterity saving throws and can’t use its reactions until
the beginning of your next turn.

Thirst for Battle


You add your Charisma modifier to your initiative rolls.

Touch Telepathy
Through your Symbiote, you can communicate telepathically with
any creature you are touching.

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13
Spells Keeper Multiclassing
Though the Keeper class is not a spellcaster class, certain adapta-
tions or features of the class allow it to use or mimic the effects of Multiclassing Prerequisites
certain spells. Class Ability Score Minimum
This section includes all such spells available to the Keeper Keeper Strength or Dexterity 13, and Charisma 13
class. Most spells here are found on pages 211-289 of the Player’s
Handbook. Spells marked with an asterisk (*) are found within the Multiclassing Proficiencies
Elemental Evil Player’s Companion and spells marked with two Class Proficiencies Gained
asterisks (**) are found in Xanathar’s Guide to Everything. Keeper Light armor, medium armor, simple weapons,
one skill from the class’s skill list.

Cantrip (0 Level) 2nd Level 3rd Level 5th Level


Resistance Blndness/Deafness Haste Contagion
Detect Thoughts Protection from Energy Dominate Person
1st Level Enhance Ability Slow
Absorb Elements* Enlarge/Reduce Water Breathing 6th Level
Bless Invisibility Flesh to Stone
Charm Person Protection from Poison 4th Level
Disguise Self Spider Climb Charm Monster** 8th Level
Heroism Web Death Ward Dominate Monster
Longstrider Freedom of Movement
Shadow of Moil**

Credits
Version 1.1 (7/2/2019)
Homebrew by Jeremy Melloul
D&D 5th Edition by Wizards of the Coast
Designed using Nathanael Roux’s templates
The “Dungeon Explorer” at on page 2 is by Daniel Com-
erci (hounworks.it)
All other art within this homebrew is free for commercial
use, no attribution required.
Feedback by Taiko, Tortoxicon, and /r/UnearthedArcana

The Keeper | Bind with a Symbiote


14

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