Base Class: Warlock
You’re body has been fused and morphed with an infectious yet reliable Symbiote. It needs you to live and you need it, so a pact formed.
Symbiotic Armor
1st-level symbiote feature
As a bonus action, you can activate your Symbiotic Armor, witch lasts for 10 minutes. It ends early if you are knocked unconscious. While the Symbiotic Armor is active and you are not wearing armour, you have the following benefits:
While you are not wearing any armour, your Armor Class equals 13 + your Charisma modifier.
You gain resistance to Necrotic and Poison damage.
You can introduce the properties of adamantine into the armor, by consuming an ore of adamantine.
You can use this feature a number of times equal to 1 + your Charisma modifier. You regain all expended uses of it when you finish a long rest. You regain 1 use of the armor per short rest.
Symbiotic Arsenal
Starting at 1st level, while your Symbiotic Armour is active you manifest Natural weapons to strike your foes as your armour takes shape.
- You choose the weapon that takes shape , which replaces your hand on that arm. This does not hinder you from using somatic components.
- You form natural weapons which count as simple melee weapons for you that you are proficient with.
- You use your charisma modifier when making attacks and damage rolls. These weapons are eligible for the pact of the blade boon at level 3.
- The weapon shapes you choose from are listed below
**Lingering Cleaver - deals 1d8 slashing damage on a hit.
Damage dice scales to 2d4 at 6th level, 2d8 at 10th level and 3d8 at 14th level. The damage scales per Warlock level only.
This weapon also has the light property.
On a critical hit, the creature must make a constitution saving throw against your spell save DC. On a failure, the creature is unable to take reactions until the end of your next turn.
Crippling Hammer - deals 1d6 bludgeoning damage on a hit.
Damage dice scales to 1d10 at 6th level, 2d6 at 10th level and 3d6 at 14th level. The damage scales per Warlock level only.
This weapon also has the reach property.
On a critical hit, the creature must make a strength saving throw or have disadvantage on melee attacks until the end of your next turn.
Vicious piercer - deals 1d8 piercing damage on a hit.
Damage dice scales to 2d4 at 6th level, 3d4 at 10th level and 4d4 at 14th level. The damage scales per Warlock level only.
This weapon shape also has the finesse property
On a critical hit, the creature must make a wisdom saving throw or receive an additional 2d12 psychic damage. Additionally, the creature becomes enraged and focuses all its fury on you solely for the next minute. This effect functions as per the Compelled duel spell without concentration.**
Parasitic Prowess
6th-level Symbiote feature
Your symbiote has tapped further into your being, elevating the effects of its influence on your strength, speed, and vitality:
- You gain proficiency on Dexterity saving throws.
- Your Symbiotic Arsenal attacks count as magical for the purposes of overcoming resistance.
- Additionally, while out of combat you can satiate your shared hunger with your symbiote by consuming the corpse of the fallen. When you do so, you roll a number of d4's equal to your warlock level and regain that much in Hit points. You may use this feature once per short rest.
Preferred Host
10th-level Symbiote feature
The symbiote within your body views you as a prefect host, deciding to assist you more in order to keep you alive.
- Your AC while Symbiotic Armour is active is now 15 + your charisma modifier.
- After make a death saving throw you can move up to half your speed, as the symbiote moves you to safety. This movement does not provoke attacks of opportunity.
- While in your Symbiote armor, you can move through a space as narrow as 1 inch wide without squeezing as well as gain the benefits of Spider Climb spell.
Enhanced Biomass Manipulation
14th-level Symbiote feature
Your symbiote has bonded to you at a cellular level, enhancing various aspects of your molecular structure to empower and protect its host further. While Symbiotic Armor feature is active, You may enact the following benefits:
**Amplify Mass**. You can use an action to grow in size as per the Enlarge spell for one minute, and gain the corresponding traits the spell provides. Theses effects do not require concentration.
**Amplify Regeneration**. As an action, you can cast the Regenerate spell, ignoring the casting time, with a range of self only. Once you use this feature, you can't use it again until you finish a long rest.
Additionally, your symbiosis nears perfection. The duration of your Symbiotic Armour only ends when you fall unconscious or dismiss it.
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