Homebrew Parasite Species Details

"Beware of the people you meet and greet, you never know what may be hiding behind those eyes. The parasites live where the great have little secret sores."
- The Fables of the Devil Wizard

 

Parasites are a race of stretchy, sticky blobs of various colors and unknown origins. Though very vulnerable physically, they are able to survive through the power they acquire when they possess other creatures. Parasites share physical similarity to oozes, however, notably lacking the corrosive touch.

Curiosity of the World

Parasites are born in darkness, silence and isolation, their birth becoming devoid of warmth and education. As such, all parasites have a desire to learn and explore the world beyond the hole they hatched in, all in the hope of finding a connection with other creatures.

Survival of the Fittest

Parasites are tiny blobs of goo. Because of their weak bodies, they are all driven to either hide within others, share the space, or takeover entirely, in an effort to stay above the food chain. No matter where they hail from, their world is a harsh one, and only the most cunning and cruel of parasites can ever hope to survive beyond their first month. But upon latching themselves onto a suitable host, they suddenly find that the whole world is against them, so they must either bargain with it, avoid others entirely, or dominate any who stand in their way.

Desire to be in Control

All parasites are born at the very bottom of life; they are small, weak, and dependent on others for survival. Thus, they are driven to rise beyond their lowly circumstances and reach a level of being those now below them could only ever dream of acquiring. Without a home to return to or other parasites to share their unique experiences with, parasites are nomadic in nature, living a hermetic lifestyle. Yet they are always driven by the need to learn and desire to continue gaining more power, all in an effort to stay alive and in control of their little world.

Parasite Names

Due to all parasites being born alone, you have no name. However, you may have decided to adopt the name of the first person that became your Permanent Host, or the first town you came across in your travels.

Parasite Traits

Parasites have their own common traits, as well as the traits of their hosts.

Ability Score Increase

Because you are small and agile, your Dexterity score increases by 1. This also applies to your Permanent Host.

Age

Parasites reach maturity upon bonding with their first Permanent Host and by themselves, live for about 100 years. A parasite can effectively increase their lifespan indefinitely by way of their Permanent Hosts, however, and exceed this average.

Alignment

Most parasites are chaotic neutral, as they only possess the bodies and minds of other creatures out of a need to survive. But once they are out in the world, some parasites see others as lesser beings that they must dominate, making them lean into an evil alignment, while others seek to bond with others and learn from them, inclining them towards good and sometimes even lawful.

Size

Parasites are blobs of goo that stretch to about 5-10 inches and weigh around 5 pounds. Your size is Tiny.

Speed

Your base walk speed is 20ft and your base climb speed is 20ft.

Languages

You cannot communicate unless you are possessing a host, but you understand Common and one language of your choice.

Amorphous

You can move through a space as narrow as 1 inch wide without squeezing.

Darkvision

You have lived most of your life in the depths of the world. You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Evasive

Your Armor Class is 13 + your Dexterity modifier while not possessing a host.

Hostile Takeover

You can attempt to take control of a living, sentient creature as an action if you are able to enter it through any orifice (e.g. its mouth or an open wound). The target must make a Wisdom saving throw against your Possession DC. If the target’s succeeds, you are immediately ejected from the creature through its mouth and cannot attempt another Hostile Takeover on that creature for 24 hours. If the target fails, the creature dies (unless it was selected as a Permanent Host) and you gain full control of its body, after which you cannot attempt another Hostile Takeover for 24 hours. Your Max HP is added to that of your host’s.

Possession DC = 8 + your proficiency bonus + your Intelligence modifier

You cannot attempt a Hostile Takeover on undeads or constructs.

Innate Spellcasting

You have the ability to cast certain cantrips on your own, and are able to cast known spells while possessing a host, without needing components. Choose three non-offensive cantrips from the wizard spell list, one of which must be an illusion. When obtaining a new Permanent Host, choose a number of spells less than or equal to your Intelligence modifier (minimum of 1) to learn from them. In the event of clerics or other divine spellcasters, you cannot choose a Domain Spell to learn. Intelligence is your spellcasting ability for these spells. While possessing a host, you are restricted to the constraints of spell slots.

Natural Immunity

You are immune to disease, non-magical slashing and piercing damage, and being knocked prone.

Natural Weakness

You are vulnerable to acid and magical bludgeoning damage.

Ooze Nature

You do not require sleep. Your Permanent Host, however, must sleep while you are possessing it.

Passive Attachment

You can attach yourself to a creature as an action provided they are either friendly or they do not know you are there. You are passively living in their same space, but you are still subject to individual targeting. You can do this from within a host, which you leave as soon as you attach yourself to another creature.

Passive Possession

Parasites require hosts to fully function. As such, you can possess a body as an action under certain conditions:
 - The only living body you may possess is your Permanent Host. Attempting to possess another living creature constitutes a Hostile Takeover.
- The chosen body to possess must be fully dead (or unstable), not suffering any conditions (i.e. diseased or petrified), and physically functional.
A host has the same Intelligence and Wisdom scores as you, and the other ability scores are dependent on what the host had before possession. Your Max HP is added to that of your host’s.
Hosts acquired by means of Passive Possession are considered Temporary Hosts.

Self-Sufficient

You do not require food to sustain yourself. Your Permanent Host, however, must eat while you are possessing it.

Slippery

You have advantage on ability checks and saving throws made to escape a grapple, and can make a Dexterity check to escape being restrained. Likewise, any creature attempting to grapple or restrain you by non-magical means has disadvantage.

Spider Climb

You can stick to and climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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