Veneon Class – The Host

Whether it’s a volatile parasite, a magical fungus or a cursed sickness of the mind, there are no small number of threats that wish to bend a person’s body to their will. In the majority of cases, these instances of infestations soon result in the death of the unfortunate victim. In rare cases, however, an individual of high enough constitution and mental fortitude can turn this impending death into an incomparable strength. These enigmas have come to be known and feared throughout the many Realms, as Hosts.

By harnessing the infection that should have killed them, they can achieve great feats of strength and violence. They vary wildly, depending on the nature of the entity that has infected them. Some will use a parasite’s reliance on their lifeforce to coax forth bolstering support. Others will turn their mental sickness into a terrifying enabler of intense violence.

More than most classes, the subclass you choose at level 2 will heavily influence your playstyle, so be sure to read each option carefully and choose the option that supports the playstyle you prefer.

The Host

LevelProficiency BonusFeatureInfections
1+2Preserve the Host
2+2Infection, Host Pathogen1
3+2Jealous Virus2
4+2Ability Score Improvement3
5+3Extra Attack3
6+3Host Pathogen Feature4
7+3Self Defence4
8+3Ability Score Improvement4
9+4Highjack5
10+4Host Pathogen Feature5
11+4Tear Free5
12+4Ability Score Improvement5
13+5Pre-Dominated Disposition6
14+5Host Pathogen Feature6
15+5Forever Host6
16+5Ability Score Improvement6
17+5Advanced Infection6
18+6Host Pathogen Feature7
19+6Ability Score Improvement7
20+6Epidemic7

Hit Points

Hit Points: 1d10 per Host level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Host level after 1st

Proficiencies

Armor: Light armor, Medium Armor, Heavy Armor, Shield
Weapons: Simple weapons, Martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Athletics, Survival, Medicine, Deception and Perception

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any martial weapon or (b) two simple weapons
  • (a) Leather armour or (b) Chain mail
  • (a) A medium crossbow and 20 bolts or (b) a shield
  • (a) A dungeoneer’s pack or (b) an explorer’s pack

Preserve the Host

At 1st level, you become infected by a powerful sickness that needs you to survive so that it may live. When your hit points are reduced to 0, you may immediately regain a number of points equal to 1d4, per Host level.

Once you use this feature, you can’t use it again until you complete a short or long rest.

Infection

At 2nd level, you can infect nearby creatures with your pathogen. Creatures that you infect become easy targets for you.

As a bonus action, you can target a creature within 5ft and mark them as an Infected Target. When making an attack against an Infected Target, you gain a bonus to attack and damage rolls equal to your proficiency bonus. If an Infected Target moves more than 100ft away from you the mark fades.

You can use this ability a number of times as shown on your class chart. This number resets after completing a long or short rest.

The bonus to attacks and damage increases to +3 at level 8, +4 at level 14 and +5 at level 18.

Host Pathogen

At 2nd level, your pathogen immerges in terrifying ways. You may choose from the Host Pathogen options found below. Your Host Pathogen grants you features at 2nd level and again at 6th, 10th, 14th and 18th level.

Jealous Virus

At 3rd level, the Pathogen fiercely protects its host body against other diseases and poisons. You gain resistance to poison damage and are immune to diseases.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Self Defence

At 7th level, the Pathogen you host will protectively lash out to defend its host body. Upon taking damage from a creature within 5ft, as a reaction, you can cause the creature to take 1d4 poison damage. If the target creature is an Infected Target they take double the rolled damage and the damage type becomes psychic instead of poison. This damage increases to 1d6 at level 14 and 1d8 at level 18.

Highjack

At 9th level, you can temporarily take over an Infected Target. When it becomes an Infected Target’s turn in combat, you can use your reaction to do their turn for them. The Infected Target still has enough control to not willingly deal damage to themselves.

Once you use this feature, you can’t use it again until you complete a long rest.

Tear Free

At 11th level, you can call upon your pathogen to violently eject from an Infected Target. As an action, you can target an Infected Target in within 30ft and cause them to make a constitution saving throw. On a failure, the target takes 4d6 force damage and is no longer considered an Infected Target. On a success, they take half the damage and are no longer considered an Infected Target.

When you use this feature you can roll a D6. On a result of 5 or 6, you regain a single use of the Infection feature.

You can use this feature a number of times equal to your proficiency bonus, after which you cannot do so again until you complete a short or long rest.

Pre-Dominated Disposition

At 13th level, your Pathogen effects your mind so completely that others cannot invade it. You are immune to the charmed condition and any spell or ability that would attempt to influence your free will.

Forever Host

At 15th level, your bond with your Pathogen becomes so strong that you will remain its host for the remainder of time. You no longer age.

In addition, you can complete a short rest in only 40 minutes and a long rest in only 6 hours.

Advanced Infection

At 17th level, your Infected Targets become extremely susceptible to your attacks. When making an attack against an Infected Target you roll at advantage.

Epidemic

At 20th level, your Pathogen becomes so powerful and aware, that you can start providing powers to those that would serve you. You may provide a number of warlock levels equal to your CHA modifier. These can all be given to one creature or be split however you like.


Host Pathogen

Moreso than most classes, the Host’s gameplay changes drastically based on the archetype you choose. Some will bolster your body and mind against external threats. Some will provide you with a high-performance combat form. Some will even bend the minds of your victims to your will.

A Host is under near-constant pressure and influence from their pathogen, so along with the mechanical advantages you gain from the archetype, consider how you might roleplay each option. A symbiote pathogen might seem caring or conversely openly threatening towards you. A Host of the hive pathogen might be itchy and irritable. Someone with a fungal pathogen might be still and silent, only to burst into action suddenly.

Parasite Pathogen

LevelParasite Feature
2ndParasitic Infection, Endless Hunger
6thLashing Out
10thHive Mind
14thInfested Influence
18thRelentless Infection

Parasitic Infection
(2nd-level Parasite feature)

When you make a successful melee attack against an Infected Target, it makes its next attack against you at disadvantage.

Endless Hunger
(2nd-level Parasite feature)

At 2nd level, your parasite needs constant nourishment. Upon killing an Infected Target, you may use your bonus action to consume the parasites inside them and regain Hit Points equal to 1d6 + your Constitution modifier. The parasite within the dead Infected Target must be consumed by the end of your next round.

Lashing Out
(6th-level Parasite feature)

At 6th level, the parasite inside you causes you to violently lash out at those that approach you. When a creature enters your reach, you may use your reaction to make an opportunity attack.

Hive Mind
(10th-level Parasite feature)

At 10th level, your parasitic hold over your Infected Target connects your minds. As an action, you can attempt to charm an Infected Target within 30ft. The creature must succeed a Wisdom saving throw (DC = Host level + Cha modifier) or become charmed for 1 hour. While charmed, the creature shares your thoughts and motivations but is unwilling to take any action that would harm itself. The creature may repeat the saving throw upon taking damage.

Once you’ve used this feature, you cannot do so again until you complete a short or long rest.

Infested Influence
(14th-level Parasite feature)

At 14th level, your mind is enhanced by the paranoid influence of the parasite. You become proficient in Wisdom saving throws and cannot be surprised while conscious.

Relentless Infection
(18th-level Parasite feature)

At 18th level, your parasite forces you to keep going beyond exhaustion. You are immune to levels of exhaustion.


Symbiote Pathogen

LevelSymbiote Feature
2ndSymbiotic Infection, Symbiote Form
6thBiological Harpoon
10thSymbiotic Enhancements
14thMental Block
18thUltimate Empowerment

Symbiotic Infection
(2nd-level Symbiote feature)

When you make a successful melee attack against an Infected Target, you can choose to reduce the damage by half and immediately grapple the creature. You can only be grappling one creature at a time.

Symbiote Form
(2nd-level Symbiote feature)

At 2nd level, the symbiote you’re bound to wraps over you like a second skin. As a bonus action, you can enter Symbiote Form.

While in Symbiote Form, your AC becomes 17 (unless it is already higher), your attacks deal an additional 2 damage and you are resistant to slashing and bludgeoning damage from non-magic attacks. In addition, you gain a spider-climb equal to your movement speed. You can remain in Symbiote Form for up to 1 minute or until you end it as a free action.

You can use this feature a number of times equal to your Cha modifier, after which you cannot do so again until you complete a short or long rest.

Biological Harpoon
(6th-level Symbiote feature)

At 6th level, you learn to fire out a burst of the symbiote that latches onto a surface or creature. As an action, while in Symbiote Form, you may choose a creature within 30ft or a surface within 35ft. If the target is a creature you must succeed a contested STR check. On a success, the creature is pulled to within 5ft of you. If the target is a surface, you immediately travel to the surface and cling to it.

Symbiotic Enhancements
(10th-level Symbiote feature)

At 10th level, your Symbiote Form evolves into a stronger form. Your AC becomes 18 (unless it is already higher) and your attacks deal an additional 4 damage. In addition, you gain Blindsight at 30ft and any melee attack you make against a size medium or smaller creature pushes the target back 5ft.

Mental Block
(14th-level Symbiote feature)

At 14th level, the symbiote protects you from attempts to pierce your mind. You are immune to psychic damage and immune to scrying magic and any spell or magical effect that would attempt to read your mind.

Ultimate Empowerment
(18th-level Symbiote feature)

At 18th level, you are empowered by your symbiote beyond mortal levels. While in Symbiote Form your Strength and Constitution scores become 22 unless they are higher.


Corruption Pathogen

LevelCorruption Feature
2ndCorrupted Infection, Swollen Mass
6thAcidic Blood
10thWarping Infection
14thBlood Syphon
18thGruesome Visage

Corrupted Infection
(2nd-level Corruption feature)

When attacking an Infected Target, your melee attacks have a 15ft reach.

Swollen Mass
(2nd-level Corruption feature)

At 2nd level, corruption causes your skin to swell and thicken. You gain a +1 to AC and resistance to piercing damage.

Acidic Blood
(6th-level Corruption feature)

At 6th level, your blood begins to boil in your veins. As a reaction, upon taking damage that is equal to at least twice your Host level in one attack, you can spray acid in a 15ft cone. Creature in the cone must succeed a dexterity saving throw (DC = Host level + Con modifier) or take damage equal to the damage you just received, or half as much on a success.

You can use this feature a number of times equal to your Con modifier, after which you cannot do so again until you complete a short or long rest.

Warping Infection
(10th-level Corruption feature)

At 10th level, the corrupting effects of your infection cause those infected to deteriorate quickly. Your Infected Targets have their speed reduced by 10ft and their AC reduced by 1.

Blood Syphon
(14th-level Corruption feature)

At 14th level, you can form a fleshy link to an Infected Target and syphon their blood. After making a successful melee attack on an Infected Creature, you may use your bonus action to regain HP equal to half the damage dealt. You can do this 3 times before needing to complete a short rest.

Gruesome Visage
(18th-level Corruption feature)

At 18th level, your corrupted body is too horrific for many to behold. Hostile creatures within 30ft must succeed a Wisdom saving throw (DC = 8 + PB + Cha modifier) or become frightened of you for 1 minute.

A creature may repeat the saving throw at the end of its turn. Once a creature has passed the saving throw, it is immune to this effect for 24 hours.

In addition, you make charisma skill checks with disadvantage if the target is humanoid.


Fungal Pathogen

LevelFungal Feature
2ndFungal Infection, Spore Burst
6thDecay
10thBiohazard
14thPsychedelic Effects
18thOvergrown

Fungal Infections
(2nd-level Fungal feature)

While a creature is an Infected Target, their movement speed is reduced by 10ft and they roll Wisdom saving throws at disadvantage.

Spore Burst
(2nd-level Fungal feature)

At 2nd level, you can spread weakening spores through the air. As an action, you can target an Infected Target within 20ft. The Infected Target becomes vulnerable to the next damage they take. Once you use this feature you cannot do so again until you complete a short or long rest.

Decay
(6th-level Fungal feature)

At 6th level, your infectious spores rapidly decay the flesh. All Infected Targets take 3 poison damage at the end of their turn. This increases to 6 poison damage at level 14.

In addition, Infected Targets lose access to any poison resistances or poison immunities they have.

Biohazard
(10th-level Fungal feature)

At 10th level, the air around you is thick with spores. When a hostile creature moves within 15ft of you or starts its turn in this radius, it must succeed a Constitution saving throw (DC = 8 + PB + Cha Modifier) or become poisoned until the end of its next turn.

Psychedelic Effects
(14th-level Fungal feature)

At 14th level, your spores have an empowering effect on those you consider allies. A friendly creature with 15ft of you may use their bonus action to either gain advantage on their next attack or increase their movement speed by 15ft until the end of their turn.

Overgrown
(18th-level Fungal feature)

At 18th level, your infectious spores spread rapidly, restricting movement. At the start of an Infected Target’s turn, it must roll a contested Constitution check against you. If it fails its movement is reduced to 10ft until the end of its turn. This feature overrights the -10ft movement speed to Infected Targets and does not stack with it.


Chaos Pathogen

LevelChaos Feature
2ndChaotic Infection, Escalating Violence
6thCan’t Stop Killing
10thNeed for Gore
14thBleeding Mind
18thBlood in the Streets

Chaotic Infection
(2nd-level Chaos feature)

While a creature is an Infected Target, it has disadvantage on ranged and spell attack rolls.

Escalating Violence
(2nd-level Chaos feature)

At 2nd level, violence becomes a compulsion for you. Whenever you hit an Infected Target with a melee attack, you gain a +1 bonus to your next melee attack against the same Infected Target. This bonus can only stack up to a +5. If you miss an attack roll against this same Infected Target, all stacks reset to 0.

Can’t Stop Killing
(6th-level Chaos feature)

At 6th level, your need to kill begins to affect your body’s limitations. When moving straight towards a hostile creature, your speed is increased by 20ft provided you use your action to make a melee attack against the creature this turn.

In addition, your Infected Targets move at half speed if they are not moving towards a creature that is hostile to them.

Need for Gore
(10th-level Chaos feature)

At 10th level, your infection causes your Infected Targets to have an all-consuming need for violence. If an Infected Target ends its turn and has not made a melee attack against another creature, you may use your reaction to cause it to make a melee attack against itself. You can use this ability a number of times equal to your proficiency bonus. These uses reset upon completing a short or long rest.

Bleeding Mind
(14th-level Chaos feature)

At 14th level, your Infected Targets become reliant on violence. If an Infected Target does not make a melee attack by the end of their turn they take 3d10 psychic damage. This feature can stack with Need for Gore.

Blood in the Streets
(18th-level Chaos feature)

At 18th level, being in close proximity to you causes uncontrollable violence. While in combat, any living creature within 10ft of you must use its action to make a full round of melee attacks against a random creature within range. Creatures that are immune to being charmed are not affected by this. You can optionally choose to cave into the same effect. If you do, you make your attacks with advantage. 


Hive Pathogen

LevelHive Feature
2ndHives Infection, Feeding the Swarm
6thRecoil
10thDrones
14thCarrier Insects
18thObscured

Hives Infection
(2nd-level Hive feature)

While a creature is an Infected Target, you are always aware of its location. In addition, the Infected Target has disadvantage on Constitution saving throws.

Feeding the Swarm
(2nd-level Hive feature)

At 2nd level, the hive living inside you begins to emerge to feed. As a bonus action, you can cause all living creatures within 10ft to take 1d4 piercing damage. After using this ability, your next melee attack is made at advantage. The damage from this feature increases to 1d6 at level 6 and 1d8 at level 14.

Recoil
(6th-level Hive feature)

At 6th level, the hive burrowing into your Infected Target’s bodies cause them to flail and panic. Before an Infected Target’s turn, it must first move 5ft in a random direction. This movement does provoke opportunity attacks.

Drones
(10th-level Hive feature)

At 10th level, you can link with the swarm’s mind. You gain a 100ft blindsight. This does not take effect beyond walls, doors, windows or any other structure that would block your swarm.

Carrier Insects
(14th-level Hive feature)

At 14th level, your hive carries the infection on your behalf. Any creature that ends its turn within 15ft of you becomes an Infected Target. You no longer have a max amount of Infection uses.

Obscured
(18th-level Hive feature)

At 18th level, the swarm is so thick around you that your body is obscured from sight. Ranged attacks against you act as though you have three-quarters cover and melee attacks against you are made at disadvantage.


Final Thoughts

Thanks for reading about the second unique class to come to Veneon! I actually designed this class long before the Veneon Reforged project but as it’s a concept I really love, I wanted to ensure I got it right before I published it. After several revisions, I’m finally happy to unleash it on the world (and my players). There are two additional subclass options already designed for this class which will be released at a later point. The Stoneskin Pathogen and the Twin Minds Pathogen. Please look forward to them!

Thank you for reading and may your next session be filled with glory!

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