Base Class: Warlock
Once in a while, a mortal will come across a patron who's only desire is to walk the world unnoticed. The patron may want to keep a low profile, or maybe they had their powers stolen, and are too weak to fully manifest in the Material Plane. The Patron might even be a being that had their domain destroyed, and they need to amass the power to create a new one. Whatever the cause, The Pact made is a simple one; the patron promises the use of their power and strength, and in exchange, the warlock acts as a host for this being.
Due to the symbiotic relationship between the host and patron, the warlock experiences a closeness felt by few. The two become one, more and more overtime, acting and thinking as a single unit. Some even talk directly to their patron in the open, forgetting the bond they have is rather unnatural, and might even drawing funny looks from others. After being bonded for a time, the host might even start referring to themselves in stressful situations as "we" or "us", instead of "I", or "me". Warlocks of this pact are rare, indeed, but due to the overall closeness of their patron, they are a terrifying force that should be treated with respect, if not a small amount of fear as well. After all, they are closer to being an Avatar of their patron, than most clerics are to ever meeting their God.
Expanded Spell List
The Pact of The Symbiote lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
The Symbiote Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Cast as One
At 1st level, you learn two new cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. The cantrips are based on which type of patron you chose to bound with; Archfey, Celestial, Fathomless, Fiend, Great Old One, or Undead.
Archfey
You chose a fey being as your patron. You gain the Shillelagh and Vicious Mockery cantrips. They don’t count against your number of cantrips known.
Celestial
You chose a celestial being as your patron. you gain the Sacred Flame and Spare the Dying cantrips. They don’t count against your number of cantrips known.
Fathomless
You chose an oceanic being as your patron. You gain the Frostbite and Shape Water cantrips. They don’t count against your number of cantrips known.
Fiend
You chose a fiendish being as your patron. You gain the Chill Touch and Control Flames cantrips. They don’t count against your number of cantrips known.
Great Old One
You chose an elder being as your patron. You gain the Eldritch Blast and Message cantrips. They don’t count against your number of cantrips known.
Undead
You chose an undead being as your patron. you gain the Poison Spray and Resistance cantrips. They don’t count against your number of cantrips known.
Shared Resilience
Starting at 6th level, your patron's interest in keeping you alive grows stronger, as you are their temporary home. As a reaction, you give yourself resistance to all nonmagical attacks. This includes bludgeoning, piercing, slashing, and any nonmagical attack. You can use this ability once between short or long rests.
At 11th level, you gain 1 additional use of this ability, and another at 16th level.
Reinforced Willpower
Starting at 10th level, your patron helps you stabilize you mental fortifications, and bolsters your minds abilities to focus. You now can use your Charisma modifier in place of your Constitution modifier when making saving throws made to maintain concentration on spells. You also have advantage on these saves.
Additionally, you now have resistance to psychic damage.
Move in Unison
At 14th level, you can assume the form of an aspect of your patron, their magic blazing around you. Using your action, you undergo a transformation. For up to 1 hour, you gain the following benefits:
- You gain resistance to all magical attacks.
- You emanate an aura of menace in a 30-foot radius. The first time any enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage.
Once you use this feature, you can't use it again until you finish a long rest.
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