Symbiosis Ranger

This archetype gifts you a small parasite that is attached to you and can not be removed. This creature allows you to use its form as it cultivates itself on you. As you learn to control it through your own thoughts, it unlocks more and more aggressive predator tactics to your already impressive hunter instinct.

When shairing a body in some ways with another being, the toll taken may be unfmiliar and just plain eccentrick to on lookers. To you, ot's just keeping the peace with an ever present roommate.

Symbiosis Ranger Quirks
d6 Quirks
1 Your eyes become two different colors, and some swear they stair different directions when you think no one is paying attention.
2 When you grow tired you begin to crave freshly cooled charcoal.
3 Parts of your body become covered in intricate, pulsing designs.
4 Sometimes your inner arguments become outer arguments, and for longer than you've realised.
5 Your hair, even on your head, stands on end when you get anxious.
6 When you get angry, the heat you give off becomes very apparent.

Potent Synergy

When you become a member of this archetype, you allow a creature to become a part of you and to live off of you to enhance your capabilities as a warden of nature based on the type of creature you bond with. Choose either:

  • Abomination: As a creature not natural to this world, attacking in tandem allows you to attack the mind of your victim. When attacking an enemy affected by Hunter's Mark, add an additional 1d4 psychic damage. This damage increases to 1d6 at 7th level and 1d8 at 11th.
  • Construct: While whether or not the creature attached to you is living might be debatable, it allows you to enhance your abilities in the most brash manner. When attacking an enemy affected by Hunter's Mark, add an additional 3 damage. This damage increases to 5 at 7th level and 8 at 11th
  • Plant: Letting an animated vine or fey possesed mushroom share a part of you unlocks an additional natural source of causing injury. When attacking an enemy affected by Hunter's Mark, add an additional 1d4 acid or poison damage (you choose). This damage increases to 1d6 at 7th level and 1d8 at 11th

Physical Extensions

At 7th level your parasite's mutates it's form to grant you additional abilities. Choose one of the following mutations to use once per short rest when you gain this ability.

  • When an ally is attacked by an enemy within 5 feet of you, you can use your reaction to bite at them with a snapping maw formed from your parasite. The creature must make a dexterity saving throw. If they fail they take 2d8 piercing damage and half of that if they pass.
  • The symbiote creates a sticky secretion in a 10 foot area no more than 30 feet away from you. This area counts as difficult terrain for your enemies.
  • Your parasite lashes out with a fan of tentacles and needles to drain your enemies of their life. As a bonus action, make everyone in a 15 foot cone make a Constitution saving throw. They take 1d8 piercing damage if they fail and half of that if they pass. You gain half of the total damage done in temporary hit points.

Tracking Enhancements

When you reach 11th level, you symbiote evolves again to create more unusual abilities. Choose one from the following list to use a number of times equal to your Wisdom modifier per long rest.

  • As you walk you leave a trail of natural scales, spikes, or thorns jutting out from the ground. Use a bonus action to make every space you move through in this turn is infected these traps. Any enemy who passes through a square takes 1d4 piercing damage per infected square they walk through. The spaces become uninfected at the start of your next turn.
  • Your parasite has grown enhanced sensory organs and can allow you to use them for a short period of time. As a bonus actio, gain 2 feet of blindsense for 1 minute.
  • A set of claw like appendages forms around you from your symbiote. Gain a climbing speed equal to your walking speed.

Utmost Unity

Finally, when you reach 15th level and your symbiote has fully matured and grown further into your core being, it allows you to choose an adaption it makes to your body from the following list.

  • Your body begins to form thicker skin, scales, or even a hard liquid type of substance that protects you from harm. Gain resistance to Magical and Non magical Bludgeoning, Piercing, And Slashing damage.

  • The parasite's influence grows throughout your muscles to enhance your maneuverability, especially mid air. You gain a jump distance equal to half your walking speed, with a maximum vertical height of half your walking speed. Additionally, you gain the ability to use your reaction to reduce any fall damage you take by your Ranger level times your Wisdom Modifier and if you attack an enemy from mid air, add 1d6 damage to your attack for each 10 feet you have fallen.

  • Your Symbiote begins to form pockets of toxic fumes inside of itself that can be released in a quick burst. With an action make three ranged attacks against up to three enemies that deals 1d6 poison damage. If the attack hits, have the target roll a Constitution saving throw and if they fail they become poisoned. You can use this feature a number of times per short rest equal to your Wisdom modifier.

Unofficial Content

The Symbiosis Ranger is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.