Warlock
Base Class: Warlock

It is common knowledge that warlocks make pacts with mysterious entities in order to learn and possess new magical abilities. These entities, called patrons, could be fey nobles, demons, devils, hags, aliens, dragons, primordials, or many else. Some of these entities can either be living in the Material Realm, or reside within other dimensions far from mortal reaches. However, this patron is far different from the usual for it resides not in another realm but instead within the warlocks own body.

This being is known as the "Parasite", a creature with unknown origin. The Parasite isn't a deity or a devil and doesn't have much connection toward the Great Old One's. The Parasite is neither good nor evil; it's only goal is to eat, grow and evolve to the point of becoming all powerful, and to spread forth its influence through its "Offspring." As for the warlock, the Parasite telepathically speaks into the mortals mind, promising to grant them all forms of magical boon or unique gift in exchange of helping the Parasite to evolve and spread its offspring upon the land.

 

Host Body

Your connection to the Parasite has altered the innerworkings of your body. You have Resistance to Acid and Poison damage, your Hitpoint Maximum increases by an additional point per Warlock Level you have, and you gain the Acid Slash cantrip as a known cantrip.

As a bonus action you can cause your skin to harden, outwardly looking like grotesque armor. Your AC becomes 13+ Your Dexterity Modifier.
Sometimes, the DM and Player may strike a deal in mutual benefit, ex. The Parasite consumes the hand of the character and restores X amount of HP.

Parasitic Offspring

The Parasite has granted you the boon of spreading its offspring. As an action you can sacrifice a Hit Die by rolling the Hit Die and losing HP equal to the number rolled. This Hit Die is expended as if it were used during a long rest. When the Hit Die is sacrificed you summon a Parasitic Offspring in your hand or in an unoccupied space within 5 feet of you. This Parasitic Offspring acts after your turn and you can command it, as a free action (requiring no action), telepathically.

The Parasite rewards good behavior and is strengthened by having its Offspring spread. For every Offspring you give a Host body, you gain 3 temporary hit points that are gained on a long rest. These act as normal temporary hit points and do not stack unless they come from the same source (this feature).
You can only have a number of Parasitic Offspring active equal to your Warlock level.

Venomous Overdose

At 6th level, when you cast a spell or use an ability that deals either Poison or Acid damage you deal an additional amount of damage equal to 1d6 + your Charisma Modifier. You may ignore Resistance to Acid or Poison damage. As well, you deal half damage to creatures Immune to Acid or Poison damage.

Additionally, when you have a number of Offspring active and are the appropriate Warlock level, you gain a Spell Attack bonus to Acid Slash attacks. This bonus does not stack with other bonuses. 

  • 5 Offspring, Level 7, +1
  • 10 Offspring, Level 11, +2
  • 15 Offspring, Level 17, +3

Symbiotic Mutation

At 10th level, as an action, you can alter your form and gain abilities depending on the form chosen. These forms last for an hour or until you are unconscious.

-Burrowing: You transform your hands and feet into a set of claws that are designed to dig through the ground and break through rocks with ease. You gain a Burrowing speed of 50ft and Tremorsense up to 60ft.

-Flying: You grow large, leathery wings that grants you flight, and eyes appear all over your body. You gain a fly speed of 40ft and Truesight up to 15ft.

-Tentacles: You grow two, long appendages that allow you to climb up walls and ceilings with ease, granting you a Climbing speed of 60ft and Blindsight up to 30ft.

Once you use this feature, you can't use it again until you finish a long rest.

Parasitic Evolution

At 14th level, you have learned how to consume your Offspring and infuse their essence with your own, forcefully evolving yourself. After an Offspring has taken control of its host you may choose to kill it and physically consume the Offspring within. Doing so, you gain `1 Evolution Point. A Player cannot spend more than Twice their Warlock level in Evolution Points and must spend a Week in heavy meditation in order to change how they have spent their Evolution Points.

These Evolution Points may be spent on different abilities.

  • 1 EP
    • Increase your Maximum HP by 1.
  • 2 EP
    • Increase an ability score by 1, up to a maximum of 20.
  • 3 EP
    • Mutate your natural form to allow for magical resilience. Add +1 to your AC, up to your Charisma Modifier.
  • 4 EP
    • Increase your Spell Save DC and Spell Attack by 1 to a maximum of 3. This does not stack with any other bonuses, including Infused Strikes.

Previous Versions

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