Warlock
Base Class: Warlock

The fundamental magics that make up a pact are binding and awe-inspiring, often sourced from a mysterious eldritch being or a celestial that has fallen from grace. However, it is not often that the patron resides in their very own pawn. The Symbiote is a cryptic patron, speaking to their chosen from within their very body and mind, their purpose unclear, but their power is quite literally at their fingertips. Through gruesome and horrific transformations, warlocks of the Pact of the Symbiote can mutate their bodies to cleave through waves of enemies and can sacrifice their own body to aid their patron in becoming their truest form.

Expanded Spell List

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.

Symbiote Expanded Spells
Spell Level Spells

1st

entangle, arms of hadar

2nd

enlarge/reduce, see invisibility

3rd

haste, vampiric touch

4th

evard's black tentacles, grasping vine

5th

dominate person, rary's telepathic bond

Symbiotic Bond

When you choose this patron at 1st level, you can bring forth your Symbiote unto your body. Using a bonus action, you can transform into your symbiotic form or reverse it. While you are transformed in this way, you are unable to cast spells, however, any concentration spells or lingering spell effects used before transforming are still in effect. While transformend, you gain the following benefits:

  • Thick Flesh. Your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier.
  • Wicked Visage. You gain advantage on Charisma (Intimidation) checks.
  • Mutant Claws. You sprout a pair of vicious claws, which you can use as a natural melee weapon to make claw attacks. You have proficiency with your claws and can use your Charisma modifier for attack and damage rolls, instead of Strength. On a hit, your claws deal 1d8 slashing damage, which count as magical for the purpose of overcoming resistances. Your claws may also count as a Pact Weapon if you were to take the Pact of the Blade feature.
  • Extra Attack. Starting at 5th level, you can attack twice with your claws, instead of once, whenever you take the Attack action on your turn.

Dark Evolution

Starting at 6th level, your host body has adapted to your parasitic patron. You gain the following benefits:

  • Your maximum hit points increases by 6, and your maximum hit points increases by 1 every time you gain a level in this class.
  • You gain advantage on saving throws against being charmed and having your thoughts read.

In addition, your claws can now grow to tremendous size. When making a weapon attack with your claws, you may choose to increase the range of your claw attack by 10 feet. You must be able to see the target. You may use this feature a number of times equal to your Charisma modifier and regain all expended uses on either a short or long rest.

Life Leech

At 10th level, your symbiote patron can drain the life from your foes. While you are conscious, whenever you deal damage to a hostile creature using your claws, you regain 1d4 hit points.

True Symbiosis

Starting at 14th level, your bond with your parasitic patron has granted them the ability to unleash their truest form. As a bonus action, you may choose to have your host envelop your entire body, instead of just your hands. For the next minute, you gain the benefits of your Symbiotic Bond in addition to the following:

  • Alien Vigor. You gain temporary hit points equal to your character's level + your Charisma modifier.
  • Shared Body and Mind. You gain advantage on Constitution checks and saving throws, and are resistant to Psychic damage.
  • Psychic Rend. After you hit target with a weapon attack using your claws, you may choose spend one of your Warlock Hit Dice. If you do, the target takes an additional 1d8 psychic damage. 
  • Relentless Parasite. Your symbiote's all-encompassing power takes a toll on your body. At the start of each of your turns, while you are conscious, you take psychic damage equal to 1d8 + your Charisma modifier. This damage cannot be reduced by any means. If you are reduced to 0 hit points in this form, you do not fall prone. Instead, your Symbiote takes control of your actions, acting as if you were not unconscious, attacking any hostile creatures it sees. You are still considered unconscious and make death saving throw at the beginning of each of your turns as normal. If you die in this state, your Symbiote patron consumes your body.

You may end this feature before the minute duration is reached, but suffer one point of exhaustion in doing so, as the stress from restraining your bloodthirsty patron sets into your body. Once you use this feature, you cannot use it again until you take a long rest.

The Symbiote Image

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