Base Class: Warlock
Sometimes a being is clawed by a red slaad, infested by an Ilithid tadpole, swallows part of an oblex or is part of some other freak accident that infects the individual with another creature. Through interference either magical or physical, the growth of this usurping creature within the host is stunted, but not halted. Neither can now survive without the other. The parasite requires the host to supply nutrients, and the host cannot remove the parasite without severe injury or death. The bonding of these creatures can only grow until one takes complete control, or they find a way to live with their newfound partner.
The parasitic patron offers physical modifications to their host. They twist the physical body to it's limits, allowing for powerful close quarters combat ability that becomes stronger along with hosts constitution. The more sturdy the body, the greater they can be "improved".
Suggested Parasites:
Slaad
Illithid
Oblex
Insectoids
Myconid Spores
Flesh Mold
At 1st level, you learn to work with your parasite to reshape your muscle and bone to replicate non magical melee weapons. During a long rest you may reshape the desired weapon and you gain proficiency with it. These weapons are a part of you and cannot be removed from you (except by dismemberment). When using these weapons you may use your Con modifier to attack. Flesh Mold may be undone or reshaped by spending 1 minute focusing on the weapon. If Pact of the Blade is taken the character may implement this weapon into their body, the weapon works as instructed in Pact of the Blade.
At 6th level, Flesh Mold deals additional damage on each attack equal to d8. This increases to 2d8 at level 10 and 3d8 at level 17
You also gain the ability to fully utilise the Flesh Mold weapons and can apply additional effects to your melee attacks. Whenever you make a melee attack you may choose to use one of the following abilities depending on the damage type applied to the weapon. This ability may be used a number of times equal to your proficiency modifier per short or long rest.
Bludgeoning
Slam - When you hit a creature with a weapon attack, you can attempt to drive the target back. You add a d8 to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
Menacing Blow - When you hit a creature with a weapon attack, you can attempt to frighten the target. You add a d8 to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
Slashing
Preemptive Strike - When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to make one attack against the creature, using that weapon. If the attack hits, add a d8 to the weapon's damage roll.
Scythe - When you hit a creature with a melee weapon attack, you can attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on a d8. The damage is of the same type dealt by the original attack.
Piercing
Darting Strike - When you make a weapon attack roll against a creature, you can roll a d8 and add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.
Revenge Spike - When a creature misses you with a melee attack, you can use your reaction and make a melee weapon attack against the creature. If you hit, you add a d8 to the attack's damage roll.
Symbiotic Fortitude
At 1st level, your parasite learns to make your body more durable. Your hit die is now a d10 as opposed to the usual d8. Additionally, as long as you are not wearing armour or using a shield your AC equals 13 + your Con modifier.
Whipping Limbs
At 6th level, your parasite can rapidly grow muscle tissue to extend the range if your attacks. You have the following abilities:
- The range of your touch spells is increased by 5 feet.
- The range of your melee attacks are increased by 5 feet.
- Your Flesh Mold attacks are now considered magical.
Distorting Touch
At 6th level, Your form can flow more smoothly around and from you. This can be weaponised. When you make a successful melee weapon attack you may choose to apply a condition effect. What condition is applied depends on the number rolled on a d6. See the table below:
1 - Blinded
2 - Deafened
3 - Poisoned
4 - Prone
5 - Grappled
6 - Restrained
On a 1-3 the target is affected by the corresponding condition which will affect them until they take an action to attempt to remove it. The target can make a Con saving throw DC equalling 8 + your Con modifier + your proficiency bonus.
On a 4 the target is knocked prone
On a 5-6 the target is affected by the corresponding condition which will affect them until they take an action to attempt to remove it or until the end of their next turn. The target can make a Con saving throw DC equalling 8 + your Con modifier + your proficiency bonus, or another creature can use their action to help remove it by making a DC 12 Str check.
Metabolic Swell
At 10th level, you can replicate the effects of the spell Guardian of Nature. Instead of "Primal Beast" and "Great Tree", the options are "Hulking Muscle" and "Skeletal Protrusion". Attacks made while the spell is active that use Constitution are made with advantage. It counts as a warlock spell for you, but it doesn't count against the number if spells you know. You can cast it once without using a spell slot, and you regain the ability to do so when you finish a long rest.
Whenever this spell is cast you gain +3 to your AC. Moreover, damage can't break your concentration on this spell.
Anatomical Carnage
At 14th level, your body shakes from the exertion of maintaining your structure. Your muscles and bones groan as they try to escape their restrictive form. You can allow them to release in an explosive manner as bones and sinew twist and writhe away from you. All creatures within a 20 ft radius must make a Con saving throw against a DC equal to 8 + your Con modifier + your Proficiency bonus. On a failed save they take 6d8 magical slashing/bludgeoning/piercing damage (your choice) and suffer a condition following the same rules as Distorting Touch. On a successful save they take half damage and do not suffer a condition effect.
This effect can be used once per short rest.
You can also maintain another concentration spell as long as one is targeting yourself.
Previous Versions
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11/11/2021 9:24:18 PM
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Posted Dec 11, 2021Are you planing to add invocations? Or extra spells for the subclass?
PD: Love it