A second being resides within your body, offering knowledge and assistance while furthering its own agenda. You gain the following features: **Entwined Existence.** The symbiote can't be targeted. If you die, so does your symbiote. If you are returned to life, your symbiote also revives. **Second Mind.** You gain [[Proficiency|proficiency]] in one of the following skills: [[Skill List|Arcana]], [[Skill List|Deception]], [[Skill List|History]], [[Skill List|Intimidation]], [[Skill List|Insight]], [[Skill List|Investigation]], [[Skill List|Nature]], [[Skill List|Religion]], [[Skill List|Perception]], or [[Skill List|Persuasion]]. You also know one additional language of your choice, chosen from the language tables in the Player's Handbook. **Sustained Symbiosis.** When you fail a saving throw, you can take a [[Reaction]] and expend one of your [[Hit Point Dice|Hit Dice]]. Roll the die and add the number rolled to the saving throw, potentially turning the failure into a success. You can use this feature a number of times equal to your [[Proficiency Bonus Table|Proficiency Bonus]], and you regain all expended uses when you finish a [[Long Rest]]. **Symbiotic Agenda.** Immediately after you make a [[D20 Test]] and roll a 1 on the d20, your symbiote attempts to assert control. Make a CHA saving throw (DC 13 plus your [[Proficiency Bonus Table|Proficiency Bonus]]). On a failed save, you have the [[Charmed]] condition for 1d12 hours. While [[Charmed]], you must try to follow the symbiote's commands and further its goals, as determined by the DM. Whenever you take damage, you can repeat this save, ending the effect on a success. At the DM's discretion, you might make this saving throw whenever you act contrary to the symbiote's agenda.