Warlock
Base Class: Warlock

While most warlocks are given their power from an entity of another plane, yours is one that uses your body as a host, granting you benefits that transform your body into one of its many forms. This is a power that has strange, unnatural origins. Whether your parasitic symbiont originated in a laboratory, a meteor, or from the mind flayer cults of the underdark, one thing is consistent - you are no longer living for yourself. 

Expanded Spell List

The Symbiont 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.

Symbiont Expanded Spells

Spell Level      Spells

1st                   entangle, longstrider

2nd                  blur, enlarge/reduce

3rd                   haste, meld into stone

4th                   black tentacles, stoneskin

5th                   cloudkill, mislead

Symbiotic Transformation

When you choose this subclass at 1st level you can draw out your Symbiont, which proceeds to coat your body in a living ichor. Once per long rest you can change the form that your patron manifests. As a free action you can conceal the living ichor within your body to pose as an ordinary person, but upon entering combat the symbiont's form takes over. Your Symbiont also grants advantage on Intimidation checks, immunity to Poison, but vulnerability to Fire. 

Brawler

An ichor surrounds your body into a hulking form. You develop increased durability and grow sharp claws from your hands. Your gain a bonus to your AC when you are not wearing armor based on your CON+CHA modifiers, you gain a bonus 1d12+6 hit points. You can make a claw attack that deals 1d6 Force Damage. At 6th level you can make one additional attack, and at 8th level the die increases to 1d8 You also can cast Mark of Blood that will return health to you with each successful melee attack. Additionally once per long rest you may afflict a target with Mark of Blood, a curse that allows you to absorb additional health when you deal damage to a target using your claws. 

Conduit

A thick ichor covers your body below your neck. Magic surges through your veins, as if your patron is guiding your spells. While you are in the Conduit form you receive advantage in CON and CHA saving throws, as well as for concentration checks. Additionally your patron grants +3 to all spell attack rolls, and also grants you the ability to cast Mark of Binding once per long rest as a bonus action - a curse that targets three enemies within 60 ft. that reduces their movement and imposes disadvantage when they try to make a non-magical attack. 

Ravager

Your body is covered in a dark ichor. You become more agile and your senses heightened. The ichor over your arms turn them into sharp blades that slash through your opponents defenses. Choosing this form will increase your speed by 10,  and grant you the ability to cast Mark of the Predator as a bonus action, which will allow you to track the location of your target as long as you're on the same plane of existence, and also dealing additional damage when you successfully attack with the Ravenous Blades. At 6th level you can make two attacks with your Ravenous Blades. The Ravenous Blades can take the form of any simple or martial weapon that typically deals slashing damage, but instead deals Force damage. At 8th level the damage die increases from a d8 to a d10. 

Parasitic Instincts

At 6th level you become more in tune with your patron. As a result you can now communicate with your patron and you both understand one another, and none of your conversation can be deciphered by Detect Thoughts. Additionally you gain the following benefits:

- Advantage on Insight checks

- Advantage on Perception checks that involve smell or sound.

- Darkvision, if the warlock already has Darkvision they now see in darkness as if it were in daylight, but suffer no impediments in daylight. 

Enhanced Transformation

Your Symbiont has evolved. Once per long rest you can choose an additional form: 

Amorphous

our body becomes more similar to that of an ooze. As a result you can occupy the space of another creature. Attackers in melee range attack you with disadvantage.

Arachnid

You grow four additional appendages that be used to climb walls with a climbing speed equal to your movement speed. As long as they are not being used to climb walls they can be used to grapple or restrain, as well as to make an attack that deals 1d4 for each appendage that hits. Climbing and restraining requires all four appendages, and grappling requires the use of two. 

Armored

Your ichor exoskeleton solidifies and forms spikes. All nonmagical damage is halved, and successful attacks within melee range deal 1d6 damage to the attacker. As a bonus action you can launch 3 spikes out of your body at a target within 30ft. that deal 1d4 Necrotic damage per spike that hits. 

Violence After Death

Beginning at 14th level, if you should fall in combat, your Symbiont shall keep fighting. If you drop to 0 hit points while transformed with your Symbiotic Transformation, you do not fall prone or begin making death saving throws until the end of your next turn. Instead, your Symbiont controls your actions, acting as if you were not unconscious, attacking any hostile creatures it sees. If you take any damage while at 0 hit points, you instantly fall unconscious and suffer one death saving throw failure. At the end of your next turn, you collapse and begin to make death saving throws as normal.

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