Warlock
Base Class: Warlock

Warlocks of the Parasite are a horrific lot. Their own patron is a parasitic organism that they have bonded with to gain special abilities. The patron can come in many forms, but all share the same trend of having their warlock act as a host they can feed off of. Their intentions, completely reliant on context. It’s worth noting that a parasite patron can hijack the very properties of its host's body, being able to temporarily drastically disfigure its own to perform various tasks: keep the host alive, give the host the ability to defend itself, or puppet the host’s body.

However, just because the parasite patron has a degree of control over their own host’s body does not mean they are the ones in control. As long as the host’s will is retained, the parasite can never truly take the person that they leech from. Whether or not the host wanted this fate, this pact is very much a team effort to make the most of the parasite’s potential. Because no parasite can live with a dead host. So face danger head on, because the parasite will do what it must to ensure you survive through your experiences as much as you may want to.

Expanded Spell List

1st-level The Parasite feature

The Parasite 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.

Parasite Expanded Spells
Spell Level Spells
1st  false life, inflict wounds
2nd   alter self, enhance ability
3rd   bestow curse, slow
4th   black tentacles, polymorph
5th   arcane hand, reincarnate

Mutual Mutation

1st-level The Parasite feature

Your body is compromised and you begin to be mutated by your own patron when you are in danger. You gain the following benefits:

  • While you are not wearing armor, your armor class equals 10 + your Dexterity modifier + your Charisma modifier.
  • You can use Charisma instead of Strength for the attack rolls of your unarmed strikes, and your unarmed strikes can be treated as melee weapons. When you deal damage with an unarmed strike, you can deal bludgeoning or necrotic damage (your choice) equal to 1d6 plus your Charisma modifier. This damage increases when you reach 6th level (1d8), 10th level (1d10), and 14th level (1d12) in this class.
  • You also can make one unarmed strike as a bonus action. This attack can be made as part of your action when you cast a Warlock spell of 1st or higher or take the Attack action.

Biotic Bargain

1st-level The Parasite feature

Once on each of your turns, you can spend one Warlock hit die to roll it and add your Constitution modifier to the result. You can choose to use the total to add to a damage roll you make before the end of your turn or regain missing hit points.

Macabre Symbiosis

6th-level The Parasite feature

The dependency you and your patron have for one another has made the two of you no longer separate entities but something more uniform. Choose one of the following saving throws to gain proficiency in: Strength, Dexterity, or Constitution.

In addition, your unarmed strikes have upgraded.

  • When you make an unarmed strike on your turn, your reach for it is 5 feet greater than normal.
  • You gain proficiency in Athletics checks and you can use your Charisma modifier instead of Strength whenever you make an Athletics check.
  • When you successfully start a grapple, you can deal an additional 1d6 damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Complete Organism

10th-level The Parasite feature

Your patron festers and stir within you, giving you new abilities that have disfigured your anatomy, making it stronger. You can create an additional pair of arms that you are as proficient with and you are able to squeeze through a space as narrow as 1 inch wide. This allows you to automatically end the grappled or restrained conditions on yourself at the start of your turns and gives you a climbing speed equal to your walking speed.

Sycophant’s Contingency

14th-level The Parasite feature

Your patron refuses to let you die, keeping you alive as long as it can so you can continue being a host. You have advantage on death saving throws.

Once per long rest, when you are reduced to 0 hit points you do not become Unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. At the start of your turns while you are at 0 hit points, you must choose whether to move, take an action, or a bonus action; you get only one of the three.

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