Base Class: Warlock
Your patron is a cosmic parasite, draining the vitality of whole peoples and worlds. Upon forging a pact with such a patron, you become host to one of its nascent offspring. As you grow in power, the boundary between your identity and the parasitic larva within you blurs.
Spell Siphon
Starting at 1st level, your patron has taught you to siphon magic from your enemies and make it your own. When a creature you can see within 60 feet casts a spell of a level you can cast with your pact magic spell slots, you can use your reaction to force them to make a Charisma saving throw using your warlock spell save DC. On a failure, the spell is cast as normal and you siphon the knowledge of the spell. While the spell siphoned, the creature cannot cast the spell again and you can cast it as if it was a warlock spell you know by spending a pact spell slot as normal. Once you cast it, the spell is no longer siphoned and you no longer know the spell.
Physical Specimen
Starting at 1st level, your patron has enhanced your physical form to improve your utility as a host and pawn. When you finish a long rest, choose a number of the following benefits up to your Charisma modifier (minimum 1). You gain these benefits until your next long rest.
- Your maximum hit points increase by 1 for each level you have in this class.
- You gain darkvision out to a distance of 60 feet. If you already have darkvision, its range increases by 30 feet.
- Each of your movement speeds increase by 5.
- You have advantage on saving throws against disease and poison.
- Your jump distances are tripled and you gain a climb speed equal to your walking speed.
- When you make a Strength (Athletics) or Dexterity (Acrobatics) check you can use your reaction to add a bonus to the roll. This bonus is equal to your Charisma modifier.
Symbiotic Sentinel
Starting at 6th level, your patron remains alert to all threats to its host at all times. You cannot be surprised and you have advantage on Dexterity ability checks made to determine initiative. You also gain advantage on saving throws against being charmed and frightened.
Spawn Pawn
At 10th level, you learn the dominate person spell. It counts as a warlock spell for you, but doesn't count against the number of spells you know. You can cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.
Larval Regeneration
Starting when you reach 14th level, when you die, a larval parasite bursts from your corpse the next turn on your initiative. You control the parasite, which disappears after 24 hours. The parasite is a Tiny creature, has an AC of 14, maximum hit points equal to half your maximum hit points, and a walking speed of 30 feet. It otherwise uses your statistics but cannot cast spells.
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