Warlock
Base Class: Warlock

The Symbiotic Patrons are beings of an unknown origin. Some think they might be the larval state of a gods experiencing reality before taking their place in the divine realm, while others think they are the remnants of dead gods unable to support worshipers anymore. Which ever the case may be they are rare.

Due to the symbiotic relationship between the host and patron, the warlock experiences a closeness felt by few of their ilk. As the host lives with his Symbiotic Patron he starts to refer to himself as we and us instead of I and me. Some even talk directly to their Patron in the open, drawing funny looks from many. Due to the aberrant nature of the Symbiotic Patron they are looked at with some suspicion.

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Symbiotic Armor

3rd-Level Symbiote Feature
Starting at 3rd level, you begin to utilize the companion that is in your system. Turning it into an armor with itself and parts of yourself, called the Symbiotic Armor. As a bonus action, you can activate your Symbiotic Armor, which lasts for 10 minutes. It ends early if you are knocked unconscious. While the Symbiotic Armor is active and you are not wearing armor, you have the following benefits:

  • Your Armor Class equals 13 + your Charisma Modifier.
  • You gain resistance to Necrotic and Poison damage.
  • You can introduce the properties of adamantine into the armor, by consuming an ore of adamantine.

You can use this feature a number of times equal to 1 + your Charisma Modifier. You regain all expended uses of it when you finish a Long Rest. You regain 1 use of the armor per Short Rest.

Symbiotic Arsenal

3rd-Level Symbiote Feature
Time to bump it up a notch; get out these newest weaponry with all that body liquid, flesh and bone to use against opponents! In addition at 3rd Level, you gain proficiency in Martial Weapons.

While your Symbiotic Armor is active you manifest Natural Weapons to strike your foes as your armor takes shape. You can choose the weapon that takes shape of any weapon that you are proficient in, which replaces your hand on that arm. This does not hinder you from using somatic components.

The weapon that it changed into is considered Natural Weapons and a weapon for spells like Booming Blade and Elemental Weapon. You can use your Spellcasting Modifier in place for attacks and damage rolls with these weapons. These weapons are also eligible later on for the Pact of the Blade and similar abilities.

They deal 1d8 Bludgeoning, Piercing or Slashing (your choice when attacking) damage on a hit. Damage dice scales to 2d6 at 6th level, 2d8 at 10th level and 3d8 at 14th level when you reach said levels in the class.

To switch between weapons you must expend a charge of Symbiotic Armor.

Symbiote Spells

3rd-level Symbiote Feature
The magic of your symbiote ensures you always have certain spells ready; when you reach a Warlock level specified in the Symbiote Spells table, you thereafter always have the listed spells prepared.

Symbiote Spells
Warlock Level Spells
3 Absorb Elements, Shield, Alter Self, Enlarge/Reduce
5 Spider Climb, Vampiric Touch
7 Gaseous Form, Evard's Black Tentacles
9 Contagion, Dominate Person

Parasitic Prowess

6th-Level Symbiote Feature
Your symbiote has tapped further into your being, elevating the effects of its influence on your strength, speed, and vitality:

  • You gain proficiency on Dexterity saving throws.
  • Your Symbiotic Arsenal attacks count as magical for the purposes of overcoming resistance. 
  • Additionally, while out of combat you can satiate your shared hunger with your symbiote by consuming the corpse of the fallen. When you do so, you roll a number of d4's equal to your warlock level and regain that much in Hit points. You may use this feature once per short rest.

Proffered Host

10th-level Symbiote Feature
The symbiote within your body views you as a perfect host, deciding to assist you more in order to keep you alive.

  • Your AC while Symbiotic Armour is active is now 15 + your charisma modifier. 
  • After make a death saving throw you can move up to half your speed, as the symbiote moves you to safety. This movement does not provoke attacks of opportunity.
  • While in your Symbiote armor, you can move through a space as narrow as 1 inch wide without squeezing as well as gain the benefits of Spider Climb spell.

Enhanced Biomass Manipulation

14th-level Symbiote Feature
Your symbiote has bonded to you at a cellular level, enhancing various aspects of your molecular structure to empower and protect its host further. While the Symbiotic Armor feature is active, you may enact the following benefits:

Amplify Mass. You can use an action to grow in size as per the Enlarge effect from the Enlarge/Reduce spell for one minute, and gain the corresponding traits the spell provides. Theses effects do not require concentration.

Amplify Regeneration. As an action, you can cast the Regenerate spell, ignoring the casting time, with a range of self only. Once you use this feature, you can't use it again until you finish a long rest.

Additionally, your symbiosis nears perfection. The duration of your Symbiotic Armour only ends when you fall unconscious or dismiss it.

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