Base Class: Warlock
Many patrons are above personal interaction with their Warlocks, this patron is quite different. They have as much to gain from your partnership as you do. Without a proper host they will surely die, but the longer they stick to a host, the more powerful they become.
Expanded Spell List
The Pact of 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.
Pact of the Parasite Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | shield, absorb elements |
| 2nd | detect thoughts, alter self |
| 3rd | haste, nondetection |
| 4th | black tentacles, greater invisibility |
| 5th | dominate person, wall of force |
Symbiotic Armor
Starting at 1st level, the symbiote can transform its host body to better protect it from perceived threats. As a bonus action, you can activate your symbiotic armor, which lasts for 1 minute. It ends early if you are incapacitated, or if you dismiss it early (requires no action). While the Symbiotic Armor is active, you gain the following benefits:
- While you are not wearing armor or using a shield your Armor Class equals 13 + your Charisma modifier.
- You Gain temp HP equal to your charisma modifier + your warlock level for the duration.
- You gain resistance to piercing, slashing, and bludgeoning damage.
You can use this feature a number of times per long rest equal to your charisma modifier.
(You've formed a bond with your parasite, it now makes attempts to protect you if necessary. Beginning at 7th level, when you enter symbiotic armor , you make Dexterity saves with advantage and gain a + 2 to your Armor Class. As well as a + 2 to attack rolls (+4 at level 14) and +3 necrotic damage (+5 at level 14) to an attack of any type.)
Globulous Movement
Due to your Patrons inherently sticky nature gain a climb speed equal to your move speed
At 5th level your parasite can further enhance your muscles increasing your move speed by 10, adding 10 feet to your horizontal jump and 5 to your vertical. You may also attach your symbiote to a wall or ceiling up to 30 feet away and move there. If you are made airborne you may use your reaction to attach to a wall or ceiling up to 30 feet away to stop falling.
Eldritch Body
Your symbiote bonds with you so closely that even your magic becomes an extension of it. Your eldritch blasts fired within melee attack range of your target count as melee weapon attacks.
Amorphous Armaments
Starting at 6th level, you gain a mastery over your form in combat and are able to attack at a range of 15 feet, when you land a successful attack on an enemy of size huge or smaller you may make a grapple check adding your proficiency + Charisma Modifier instead of athletics.
Re-Enforced Mind
Your patron has increased your body and mind tolerance tremendously. Beginning at 10th level, You gain resistance to physic damage, you also have advantage on saves against being charmed, knocked unconscious, and resisting having your mind entered by any means. Additionally you gain immunity to magical sleep, and diseases.
Total Symbiosis
You've reached a sate of harmony with your Symbiote, allowing perfectly timed reactions to stop most punishes. Beginning at 14th level you gain a second reaction in combat (This reaction may not be used to cast spells). You can use these reactions for the following (in addition to standard reactions); if you were going to be moved against your will, you can use your reaction to stay where you are. If you were going to be knocked prone, you can use your reaction to stay standing. Furthermore, when you are knocked unconscious, or incapacitated by any means your symbiotes HP is set to half of your max, and engulfs you taking control of your body and giving you full cover. you tell your Symbiote how to act and it does accordingly (at the DMs discretion). While in this state you may not expend spell slots, you can feel no pain, you automatically pass all constitution saves or checks, and are immune to being frightened, and may add your charisma modifier to strength checks. You may remain in this state for a minute or until your HP is dropped to 0.
Additionally, when making a death save you can add your Charisma Modifier to the roll.
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