Warlock
Base Class: Warlock

As a warlock, your pact with your patron is always a powerful and personal agreement. However, you have created a bond so binding, it physically dwells inside of you. You serve in part as your patron’s host, and in exchange your parasite patron grants you powers and abilities. The parasite is unable to leave the host body, doing so would result in its death. It manifests on your body as an eye and mouth, you may choose the location. The parasite cannot speak until it develops further.

As your new patron grows accustomed to its new home, you, too, grow in power. Gradually, you are able to tap into more of its parasitic nature. As you do so, you begin to take on features of your Patron – a physical manifestation of your symbiosis. This could be alterations ranging from minor color change to physical changes in the body.

Your patron may feed on various aspects of yourself and the people you face in combat. Consult the Parasite’s Food table for the nature of your patron sustenance. Not feeding your patron will result in the loss of your powers, and possibly death of the host and parasite in extreme cases.

d6 Parasite’s Food
1 Emotions
2 Arcane magic
3 The remnants of your digested food
4 Blood
5 Your spiritual essence
6 Electrical impulses from your heart and brain

Expanded Spell List

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.

Fiend Expanded Spells
Spell Level Spells

1st

Bane, Inflict wounds

2nd

Alter self, Web

3rd

Stinking cloud, Slow

4th

Giant insect, Dominate beast

5th

Insect plague, Contagion

Parasitic feeding

Starting at 1st level, you gain the ability to steal life from someone by having your parasite momentarily scrounge nourishment from another’s wounds. When a creature that has taken damage, other than yourself within 30 feet of you takes damage, as a reaction, you can regain a number of hit points equal to 1d4 + your proficiency bonus.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Parasitic alteration

Starting at 6th level your parasite begins to manifest as physical changes to your body, choose one of the following new changes;

  • Armblades- Your parasite gains the ability to morph into an Armblade, you also gain proficiency with Armblades and can use your Charisma modifier on your attack rolls with them, while you have your Armblades equipped you have the "Savage Attacker" feat.
  • Mutant jaws- The parasite has taken control over your mouth and teeth, you gain the ability to make a second attack as a bonus action as a bite attack, you may use your charisma modifier when making this attack it deals 1d8 piercing damage and 1d4 necrotic damage on a hit.
  • Hardened skin- Your parasite has morphed into a hard outer shell, as an action your parasite takes its shape as a hard shell on your body this change grants you +1 to your AC and resistance to slashing, piercing and bludgeoning damage from non magical weapons also while in this form, you have vulnerability to Radiant damage, cannot be magically healed and have disadvantage on dexterity saving throws. This form lasts for 24 hours or until you deactivate it.

Infested fortitude

At 10th level, living with a monster inside you has given you a high pain tolerance. You gain proficiency in Constitution saving throws. 

Additionally, whenever your hit points are restored, you may expend one of your hit dice and regain hit points equal to your hit dice maximum (eg. a d8 hit dice would recover 8 additional hit points) 

Symbiosis

Beginning at 14th level you and the parasite are in perfect symbiosis. Your parasite has a vested interest in your survival and takes steps to ensure it. When you fail a saving throw or miss an attack roll, you can choose to have your parasite expend one of your Hit Dice to roll it and add the number rolled to the saving throw or attack roll, potentially turning the failure into a success or a miss into a hit. If it uses this feature on a death saving throw, you succeed on the save and regain 1 hit point regardless of the number rolled on the d20.

You may use this ability a number of times equal to your Charisma modifier per long rest.

You also gain the ability to sense when another parasitic patron is within 300ft of you and are able to discern who the person is exactly when they are within 50ft of you. 

Your parasitic patron can also watch over your sleeping body and alert you to danger if needed. 

Previous Versions

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