Warlock
Base Class: Warlock

Some warlocks bargain with distant powers. You did not bargain. Something living attached itself to you—an evolving symbiote that studies injury, environment, and survival. It reinforces your flesh, adapts to harm, and refuses to let its host die easily.

You are not protected by armor. You are sustained by something that lives beneath your skin.

Expanded Spell List

Expanded Spell List

The Living Organism lets you choose from an expanded list of spells when you prepare Warlock spells. The following spells are always prepared for you, and they don’t count against the number of spells you can prepare.

Warlock Level Spells
3rd Ray of Sickness
5th Alter Self, Enhance Ability
7th Gaseous Form, Vampiric Touch
9th Polymorph, Stoneskin
11th Contagion, Skill Empowerment

Symbiotic Carapace

The organism spreads across your body, forming a living defensive layer.

While you aren’t wearing armor, your Armor Class equals:

10 + your Dexterity modifier + your Charisma modifier

Living Reserves

You can cast False Life as a Bonus Action without expending a spell slot.

You can use this feature a number of times equal to your Charisma modifier (minimum once). You regain all expended uses when you finish a Long Rest.

If you have the Fiendish Vigor Eldritch Invocation, whenever you gain Temporary Hit Points from False Life, you gain additional Temporary Hit Points equal to your Charisma modifier.

Reactive Adaptation

The organism alters its structure in response to harm.

When you take damage from a source you can see, you can use your Reaction to gain Resistance to that damage type until the start of your next turn.

You cannot gain resistance this way to Force, Radiant, Necrotic, or Psychic damage.

You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

The organism studies every injury and responds in kind.

Environmental Assimilation

The organism continually studies its surroundings and adapts its physiology.

When you finish a Long Rest, choose one of the following adaptations. The chosen adaptation lasts until you finish your next Long Rest.

- Climbing Adaptation. You gain a Climbing Speed equal to your Speed and can climb difficult surfaces, including ceilings, without needing to make ability checks.

- Aquatic Adaptation. You gain a Swimming Speed equal to your Speed, and you can breathe underwater.

- Terrain Adaptation. Difficult Terrain doesn’t cost you extra movement.

- Sensory Adaptation. You gain Blindsight with a range of 10 feet.

- Thermal Adaptation. You have Advantage on saving throws against effects that deal fire or cold damage.

- Visual Adaptation. You gain Darkvision with a range of 120 feet. If you already have Darkvision, its range increases by 60 feet instead.

- Vital Reinforcement. Your Hit Point maximum increases by an amount equal to your Warlock level.

- Kinetic Balance. Opportunity attacks against you have Disadvantage.

Aquatic Adaptation

You gain a Swimming Speed equal to your Speed, and you can breathe underwater.

Climbing Adaptation

You gain a Climbing Speed equal to your Speed and can climb difficult surfaces, including ceilings, without needing to make ability checks.

Kinetic Balance

Opportunity attacks against you have Disadvantage.

Sensory Adaptation

You gain Blindsight with a range of 10 feet.

Terrain Adaptation

Difficult Terrain doesn’t cost you extra movement.

Thermal Adaptation.

You have Advantage on saving throws against effects that deal fire or cold damage.

Visual Adaptation

You gain Darkvision with a range of 120 feet. If you already have Darkvision, its range increases by 60 feet instead.

Vital Reinforcement

Your Hit Point maximum increases by an amount equal to your Warlock level.

Protective Instinct

When your destruction becomes imminent, the organism enters a defensive survival state.

As a Bonus Action, you can activate Protective Instinct, which lasts for 1 hour.

While Protective Instinct is active:

You have Advantage on Strength and Dexterity saving throws.

If damage would reduce you to 0 Hit Points and the remaining damage would normally cause you to die instantly because it equals or exceeds half your Hit Point maximum, you do not die from that damage.

When you would drop to 0 Hit Points, you can instead cause your Hit Points to become:

1 + your Charisma modifier + your Warlock level

Once your Hit Points are restored by this feature, you cannot use this survival effect again until you finish a Long Rest. You can use it again before then by expending a Pact Magic spell slot.

Once you activate Protective Instinct, you cannot activate it again until you finish a Long Rest.

The organism does not allow its host to fail unless survival becomes mathematically impossible.