Warlock
Base Class: Warlock

You have made a deal with a powerful parasitic entity. In exchange for willingly hosting it, the parasite bestows great power unto you, but at a steep cost to both your personal health and the health of things around you. Parasites strong enough to make a pact like this include tapeworms, exceptionally strong flukes, and some amoebas.

Expanded Spell List

Your parasitic patron 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.

Leeching Magic

Beginning when you choose this patron at 1st level, you gain the ability to channel your connection with the parasite within you. This connection is represented via a number of Leeching Points. Whenever you deal damage with a Warlock spell or cantrip, you can consume one Leeching Point to deal an additional 1d8 necrotic damage and gain the rolled amount as temporary hit points. You can, as a free action, create a Leeching Point at any time by sacrificing 5 points from your hit point maximum until your next long rest.

You recover all of your Leeching Points when you finish a short or long rest.

Pain Bond

At 6th level, the bond between you and your parasite strengthens, giving this connection the ability to ease your pain. As a reaction to taking damage, you can instead take half of the amount you would have taken, storing the mitigated damage as energy. As an action, you can loose the damage stored within your connection as a radial blast.

Unleash Parasite

Once you reach 10th level, you gain the ability to tap into your parasite's being and bring forth an aspect of it to aid you on the battlefield. Depending on the type of parasite that you host, a different effect occurs.

When you use this feature, you cannot do so again until you finish a long rest.

Amoeba

You become surrounded by a tough, membranous shield. You gain a +2 bonus to AC and 4d8 temporary hit points when you use this ability, lasting until either your temporary hit points are depleted or one minute has passed. 

Fluke

Your hands begin to leak a bloodlike liquid. For one minute, you gain the ability to drain life through your hands. Whenever you land an unarmed strike, you deal an additional 1d8 necrotic damage and regain the rolled amount as hit points.

Tapeworm

Lashing strands emerge from your hands. For one minute, you gain the ability to make two melee attacks per action with your tapeworm lashes, each with a range of 15 ft., dealing 1d12 bludgeoning damage each. You also have advantage on Grappling checks during this time.

Puppeteering

At 14th level, you gain the ability to direct your parasitic patron to temporarily control an opponent. As an action, you can force one target you can see to make a Charisma saving throw. On a failure, your parasite enters and controls them, giving you the ability to direct the target's actions. At the beginning of each of the target's turns, it can repeat the Charisma saving throw to escape the control, at which point your parasite returns to you. While your parasite is outside of your body, you lose the ability to cast Warlock spells and use features that you have gained from this subclass, apart from Pact Boons. Whenever this effect ends for any target, that target gains one level of exhaustion.

You can also target yourself with this effect. When you do so, you gain an extra action on each of your turns as the parasite over-exerts your body, additionally causing you to take 2d8 necrotic damage at the end of each of your turns.

Once you use this feature, you cannot do so again until you finish a long rest.

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