Host

An alien symbiote

## Resources

### Charges

Symbiote Charges: The amount of Symbiote features picked. However you may use additional charges after running out by using sanity or exhaustion saves.

### Charges Recharge At

At the end of a sleep the Symbiote Charges are reset.

An alien parasite or an advanced virus that works not only to survive itself, but also provides a bonus to its host. It is a symbiotic of Enigmatic origin.

This Symbiote is a separate creature embedded in you, and usually has a heightened form of intelligence.

## Features

### Symbiotic Relationship

You gain a symbiote, which provides the following ability:

> ***Symbiote*** - A symbiote is its own creature, but it will always be untargetable and has full cover as it is deep inside of you.
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> * You consume double the amount of rations.
> * You gain advantage against being Charmed or Charm effects.
> * Whenever you take psychic damage you take 1 extra psychic damage.
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> Pick the type of the Symbiote, you gain the following bonuses:
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> * ***Alien Parasite*** (Requires ‘Biological’ Tag) - Originally evolved to be a parasite, this biological creature can only survive in biological hosts. You gain the tag ‘Alien’. You gain 1 language, usually of alien origin. You gain proficiency in Constitution Saving throws.
> * ***Digital Intelligence*** (Requires ‘Mechanical’ Tag) - A computer virus that has managed to evolve into a digital intelligence. You gain advantage on saving throws against effects that would leave you Hacked or EMP’ed.
> * ***Corporeal Hallucination*** (Requires ‘Humanoid’ Tag) - The psych has assured you it was a harmless Hallucination, but lately your environment has been feeling its effects… Perhaps it is something else? You gain the tag ‘Psychic’. Once per rest, by using your reaction when you take damage, you can choose to nullify this damage. You also gain 10ft true-sight.
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Hormone Rush and Tissue Overdrive use Symbiote Charges.
If you have less than the Symbiote Charges needed, you can expend all your current charges to still cast the effect.
If you have no Symbiote Charges when doing this, the host gains a stack of exhaustion.

### Hormone Rush

The symbiote can regulate certain hormone levels in its host, if the Symbiote has not been moved and is still inside of you, you are the host.  You gain the following ability:

> ***Hormone Rush*** - The Symbiote provides a certain benefit, the host gains one of the following effects. You can only have one of these hormone rush effects active at the same time. When activating a new effect the oldest is removed.
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> * ***Speed Rush*** (1AP, 1 Symbiote Charge) - The host gains for up to 10 minutes +10ft movement speed.
> * ***Booster Body*** (2AP, 1 Symbiote Charge) - The host gains 1d4 + Constitution modifier temporary Hit Points.
> * ***Quickend Action*** (4AP, 2 Symbiote Charges) - For 1 minute the host gains +1 AP per turn.
> * ***Death’s Door*** (Reaction, 1 Symbiote Charge)- When the host is reduced to 0 HP, instead of going unconscious they gain for 1 minute 1d4 plus their Constitution Modifier temporary hit points and they gain 1 stack of exhaustion. As long as they have these temp hit points they cannot go unconscious.
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### Tissue Overdrive

Your symbiote can cause the muscles and controlling neurons of the host’s body to be strained beyond natural limits. You gain the following ability:

> ***Tissue Overdrive*** - You can only have one of these tissue overdrive effects active at the same time. When activating a new effect the oldest is removed. If the symbiote has not been moved and is still inside of you, you are the host.
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> * ***Enhanced Health*** (3 AP, 1 Symbiote Charge) - The hosts maximum hp increases by 1d4 + their Constitution Modifier.
> * ***Enhanced Dexterity***  (1 AP, 2 Symbiote Charge) - The hosts’ Dexterity Score is increased by 2. This can exceed the max.
> * ***Enhanced Strength*** (1 AP, 1 Symbiote Charge) - The hosts’ Strength Score is increased by 2. This can exceed the max.
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### Symbiotic Take-Over

Your Symbiote can fuse itself with a dead creature, animating it as a husk.

> ***Take-Over*** (3AP, 3 Symbiotic Charges) - Your Symbiote Enigmatically splits, and its clone takes over a dead creature within 5ft with the corresponding tags. It uses the statistics from the dead creature with 10 hit points, and gains the undead tag. You can only have one of these puppets active. It lasts for 1 week. It can only do the abilities of the creature and is incapable of complex thoughts or knowing what the creature would know. It only knows the languages you know. You can command it to do simple tasks.
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### Symbiote Transfer

Your Symbiote gains the ability to transfer to other creatures, and replicate itself. You gain the two following abilities:

> ***Transfer*** (1 minute) - The Symbiote Enigmatically transfers in quick pace to a different willing host within 5ft. This will count as 1 implant for this creature (if this is not you). If the creature does not have a minimum of 1 implant you can still implant the symbiote. The new host must have corresponding tags in order to be able to benefit from the Symbiote. If you die and your Symbiote is in a different Host, the Symbiote will die within 1 day unless the new Host spends Feature Points to adapt Symbiote features. When they are within 40ft, if you activate one of the Adrenaline Rush or Tissue Overdrive, they can use a reaction to also gain this benefit. At the end of your next long rest this clone dies.
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> ***Mitose*** (3AP) - Once per long rest, your Symbiote can Enigmatically split itself in two. The second Symbiote is a clone and inferior to the first, barely anything more than an extension, and can be transferred to a different creature using *Transfer*.
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### Fusion

Your relation with Symbiotes can numb your body, pushing you to go further. You gain the following ability:

> ***Fusion*** - While you are the host of any Symbiote and under the influence of any Hormone Rushes, you don’t feel the effects of exhaustion. If you reach maximum stacks of Exhaustion, you will still die.
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### Second Mind

The relation with Symbiote allows you to fuse better with Symbiotes, providing the mind power of two. You gain the following ability:

> ***Second Mind*** - While you are the host of any Symbiote, you can keep 2 concentrations active at the same time. If you only have one concentration active you gain advantage on the Concentration (Constitution) saving throw.
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