Rangers who have devoted themselves to a Symbiote have taken within themselves an aberrant creature and are slowly being changed by it. This creature may come in many forms, but always they slowly increase the symbiotic bond between host and Symbiote. As the Symbiote grows, the ranger becomes deadlier, for the Symbiote gifts them with physical changes that increase their combat prowess.
Source: I Made It the Fuck Up
Symbiotic Magic
Starting at 3rd level, the Symbiotic entity you’ve become bonded to teaches you additional spells when you reach certain levels with this class, as shown in the Symbiotic Spells table. The spell counts as a ranger spell for you, but doesn’t count against the number of ranger spells you know. If the spell is of a level higher than you have spell slots for, or if you lack the Ranger Spellcasting feature, you may cast it once per long rest without requiring a spell slot, as your Symbiote is capable of casting the spell for you.
| Symbiotic Spells | |
|---|---|
| Ranger Level | Spells |
| 3rd | Armor of Agathys |
| 5th | Darkness |
| 9th | Hunger of Hadar |
| 13th | Enervation |
| 17th | Maddening Darkness |
Bonded Beginnings
At 3rd level, you are reliant on the Symbiote to which you have bonded. The Symbiote is a sentient entity that can speak with you telepathically, and vice versa.
A creature with Intelligence 8 or greater that has you grappled can make a Strength (Athletics) check contested by your Strength (Athletics) or Dexterity (Acrobatics) check to attempt to forcibly remove your Symbiote. On a success the symbiote is separated from you and lands in a space of their choosing within 10 feet of their space.
While separated from you, the Symbiote takes its turn on the same initiative as you do. It has a walking, climbing, and swimming speed of 5 feet, and an AC equal to your Spell save DC.
Your Symbiote has no hit points. When it would take any amount of damage, it is instead Frightened by the source of the damage until the end of your next turn. If the Symbiote is hit by Fire, Radiant, or Thunder damage, it is instead Stunned until the end of your next turn.
If your Symbiote is forcibly removed from you, you take 4d6 psychic damage and become stunned until the end of your next turn. You regain the lost hit points if the Symbiote is returned to you.
Symbiotic Warfare
At 3rd level, you and your Symbiote have learned to fight together. Though it is not large yet, you can make use of its physical prowess. You gain access to the following features:
- Symbiotic Strike. As a melee weapon attack, you may use your Symbiote's limbs to strike. This attack is counted as a natural weapon that deals 1d8 slashing damage, has the Finesse trait, and does not require a free hand. If you make at least one attack with this feature, you may make another as a bonus action.
- Spider Walk. You may climb surfaces without needing to make an ability check.
- Eyes of the Symbiote. You can see normally in nonmagical darkness, to a distance of 120 feet.
Growing Close
By 7th level, you have begun to turn more control over to the Symbiote. You may no longer wield weapons when bonded to your Symbiote, relying entirely on your Symbiotic Strike to attack.
At the same time, your Symbiote has been growing stronger. You may add your spell attack bonus to attack rolls with your Symbiotic Strike, and add your Wisdom modifier to the damage. Your Symbiotic Strike counts as magical for the purposes of overcoming resistances and immunities to nonmagical attacks and damage. You also gain a 5 foot bonus to your speed.
However, if your Symbiote is removed from you, you now take 6d6 psychic damage, become stunned until the end of your next turn, and become incapacitated until is it returned to you. You regain half of the lost hit points if the Symbiote is returned to you.
When separated from you, your Symbiote can use its Action to make a single Symbiotic Strike attack, but gains no bonuses to the attack or damage rolls.
Feast
Also at 7th level, your Symbiote’s ability to feed on prey is able to tangibly benefit both of you. When you kill a creature of Small size or larger, as a reaction you may feast on its corpse, consuming it in the process.
When you do so, you regain hit points equal to your Ranger level plus your Wisdom modifier, or half of that value if the creature is of Small size. You may use this ability a number of times equal to your proficiency bonus and regain all spent uses when you finish a short or long rest.
Inseparable Pair
At 11th level, you and your Symbiote have become wholly intertwined. If your Symbiote is removed from you, your Hit Points are reduced to 0. You cannot lose the Unconcious condition by any means until your Symbiote is returned to you.
However, as the Symbiote’s tendrils have become hooked into your brain, you are fortified by its own force of will. You gain proficiency in both Wisdom and Charisma saving throws.
Your Symbiote can now use your attack and damage bonuses for its attacks when separated from you.
Ravenous Grasp
Also at 11th level, your Symbiote's biomass has grown much larger. As a reaction when you hit a creature of your size or smaller with your Symbiotic Strike, you may have the target make a Strength saving throw vs your spell save DC.
On a failure the target is pulled into your writhing biomass and becomes grappled and restrained by you. If the creature escapes this grapple, it is no longer restrained by you.
You may only have 1 creature restrained in this way at a time and may release a restrained creature during your turn without using an action.
Symbiote Surge
Starting at 15th level, you have learned to temporarily turn full control over to the Symbiote to go on a devastating rampage.
When you use this ability, you enter a Surge Form. Gain temporary hit points equal to 1d10 + your Ranger level. In this form, you gain the effects of the Enlarge portion of the Enlarge/Reduce spell, and are considered to be under the effects of the Spider Climb spell without requiring concentration. You have resistance to all damage types, except for Fire, Radiant, and Thunder, to which you are vulnerable. These effects end and you revert to normal form when you have no temporary hit points.
While in this form you are unable to communicate in any language or precisely manipulate objects, and are unable to satisfy the verbal components of spells. As an action while in this form, you may spend 5 temporary hit points to make a Symbiotic Strike attack against all creatures within 15 feet of you.
Additionally, using the Feast feature while in this form restores 5 temporary hit points in addition to its usual effects.
You may use this ability once and regain all spent uses when you complete a short or long rest.
True Symbiosis
Starting at 15th level, you have fused with your Symbiote at the deepest levels. You may no longer be separated from your Symbiote.
You are considered to always be under the effects of the Spider Climb spell, without requiring concentration.
In addition, add 5 feet to your walking speed.
Flurry of Fangs and Claws
Also at 15th level, as an action, you may make a Symbiotic Strike attack against all creatures within 15 feet of you. You may use this ability twice and regain all spent uses when you complete a short or long rest.