Warlock
Base Class: Warlock

From the Depth of Rima, the Father Growth has recognized you as one of his devote followers and bestowed a part of himself upon you. 

Drawing from the Father Growths strength you gain  the ability to manipulate the flesh and bones of yourself and others to close wounds, reattach limbs or inflict disabilities.

You can control your flesh like parasitic leeches to either close wounds of yourself and allies, or inject them into enemies to cause them to sabotage their bodies from within.

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.

Parasite Expanded Spells
Spell Level Spells

1st

inflict wounds, false life

2nd

alter self, gentle repose

3rd

haste, bestow curse

4th

death ward, stoneskin

5th

telepathic bond, contagion

Symbiotic Reinforcement

Starting at 1st level, your parasite grants you the ability to control your flesh and reinforce parts of your or others bodies.

 As an Action you can reduce your Max HP by your proficiency bonus to grants one of the following bonuses to either you or another willing creature you can touch, injecting them with your flesh:

 Reinforce. You move your muscle tissue and reattach it to a different area. You grant the target advantage to either STR or DEX checks and saving throws.

 Hardened Flesh. You move your flesh below your skin and cause it to harden. Your target gets a +2 AC to Unarmored Defense or Light Armor.

Twitching Muscles. You cause the muscles to contract unnaturally just before you hit your enemy. The target can take a -3 penalty to their weapon attack roll and add +5 damage if the attack hits.

Stitching. You prepare strips of flesh to close the next wound the target suffers. After the next instance of damage suffered, the target recovers half of that damage.

Retraction. You retract muscles and flesh from a limb temporarily, thinning them out. You gain the ability to pass your limbs into spaces that might normally be too small (such as escaping shackles or grabbing things through a small opening). Your limbs stay functional, but you take disadvantage on attack rolls while you do this.

Any target may only have up to two effects, which use your Symbiotic Reinforcement Slots, active on them at a time,  or suffer 1d4 necrotic damage, for each effect exceeding this limit,  at the end of their turn.

These benefits last for a time up to 1min x your proficiency modifier or until you dismiss the effect as a bonus action. (Stitching may last indefinitely until you dismiss it or choose to regain your Max HP during a rest)

You regain your Max HP during a short or long rest. 

Stolen Flesh

Starting with Level 6 you've grown accustomed to your Parasite.
You may now use your 'Symbiotic Reinforcement' as a Bonus Action.

You also no longer need to retrieve your own flesh to regain your Max HP and may instead use the corpses or severed limbs of other creatures to replace your lost flesh.
For this you need 3 minute of undisturbed time and the bodyparts may not be dead for longer than 1 hour. Regaining Max HP in this way will not heal you by that amount.

(Corpses used for Stolen Flesh need to be of similar Physique, so Oozes, Constructs and Plants are ineligible, when targeting humanoids)

Parasitic Reinforcement

Starting with Level 10 you are able to use your Symbiotic Reinforcement in a harmful way against other creatures by injecting them with your flesh.

Make a Melee Spell attack against an enemy creature. On a hit you can inflict it with one of the following effects:

Rot. The injected Flesh starts to rot, dealing 1d6 necrotic damage to the target at the start of its turn. The Target or another creature may stop the damage by cauterizing it with fire damage, by a healing spell such as lesser restoration or by physically removing the strip of flesh.

Spasms. The injected Flesh attaches itself to other muscle tissue and contracts irratically. All weapon attacks or spell attacks with somatic components are made with disadvantage.

Cramps. The targets movement speed is halved and it gets disadvantage on all Acrobatics (DEX) or Athletics (STR) checks.

Nerve Pinching. The Target is either blinded or loses the sense of touch in some or all extremeties.

The Target may make a CON saving throw contested by your spell save on the end of each its turn to end the effect.

Vessel of Scars

When an enemy dies within 5ft of you, you may use your reaction to absorb their flesh, regaining expended uses of Symbiotic Reinforcement, restoring your Max HP and potentially using it to restore lost limbs (as if by the regenerate spell).

You may also use this ability on other willing creatures outside of combat or within 1 minute, restoring limbs and using any amount of your Hit Dice as healing, up to your proficiency modifier.

When used, you must finish a long rest before you can use this feature again.

Previous Versions

Name Date Modified Views Adds Version Actions
8/9/2022 1:28:28 PM
60
4
0.2
Coming Soon
The Parasite Image

Comments

Posts Quoted:
Reply
Clear All Quotes