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Bind With A Bind With A Symbiote Symbiote: by Jeremy Melloul
Bind With A Bind With A Symbiote Symbiote: by Jeremy Melloul
Bind With A Bind With A Symbiote Symbiote: by Jeremy Melloul
bind with a
Symbiote
by JEREMY MELLOUL
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.
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
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
Mutation Spells
Keeper Level Spell
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
Pseudopod
Your symbiotic weaponry gains a reach of 10’.
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.
Touch Telepathy
Through your Symbiote, you can communicate telepathically with
any creature you are touching.
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