Base Class: Sorcerer
When working with creatures in the wild or getting cought into a strange experiment by crazed undergrounders, getting a parasite becomes more and more likely as one travels.
When a creature gets infected they must roll a constitution save of 10+2 per day after infection until the parasite is removed, if not cured the parasite will take over the limb it is attached to, becoming the focus of the spellcasting. The limb's appearence changes to one of the following :
The appearence of the parasite may change depending on where it came from, if the creature infected already has levels in another class the parasite may take away those levels and replace them with sorcerer levels.
1st Level - Parasitic hold:
Once the parasite gets attached to you, you gain one of the following abilities depending on the form of the parasite, you can choose the type of parasite once per long rest if you choose to take a point of exhaustion:
- Tendrilis: you gain +2 to your strength score and -2 to your wisdom score.
- draconis: You gain +2 to your constitution score and -2 to your intelligence score.
- Barkling: you gain +2 to your charisma score and weakness to fire damage.
- eyeling: you gain +2 to your wisdom score and -2 to your dexterity score.
- Serpentis: you gain +2 to your intelligence score and -2 to your constitution score.
- Insectis: you gain +2 to your dexterity score and -2 to your strength score.
1st Level - Parasitic Bond:
At 1st level, you forge a bond with a parasitic entity that resides within you. Once you choose a parasitic form it influences the nature of your parasite and the abilities it grants you. Whenever you gain a sorcerer level, your parasite grows stronger, granting you additional benefits.
Parasitic Form: Choose one of the following options:
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- Tendril Bond: Your infected limb transforms into a mass of writhing tendrils that serve as muscle. While using this limb as your spellcasting focus, you gain advantage on Strength saving throws and can use it to make unarmed strikes that deal 1d4+Strength bludgeoning damage. Additionally, you can spend 2 sorcery points to gain a +2 bonus on strength checks.
- Draconic Bond: Your infected limb forms a scaley mass that grows like a balloon whenever a spell is cast through it. You may choose the colour of the scales and get an elemental affinity according to the related dragon While using this limb as your spellcasting focus, you gain a +1 bonus to your AC. Additionally, you can spend 2 sorcery to cast dragon’s breath on yourself, however it is only attuned to your chosen draconic colour/metal.
- Bark Bond: Your infected limb becomes enveloped in bark, gradually replacing it. While using this limb as your spellcasting focus, you gain a +1 bonus to AC. Additionally, when you cast a spell with your metamagic feature you can spend an additional sorcery point to gain temporary hit points equals to your sorcerer level.
- Bond of the eyes: Numerous eyes grow around your infected limb, illuminating whenever a spell is cast. While using this limb as your spellcasting focus, you have advantage on Wisdom saving throws. Additionally, you can spend 2 sorcery points to gain advantage on all perception and investigation checks for 1 hour.
- Serpentine Bond: Your infected limb transforms into a serpentine form. While using this limb as your spellcasting focus, you have resistance against poison damage. Additionally, you can spend 2 sorcery points to imbue a weapon with a simple poison (dealing 3d6 poison damage for a single attack)
- Insectoid Bond: Your infected limb forms a hollow structure housing many insects within. While using this limb as your spellcasting focus, you can use an insect from your arm to scout ahead, it has your perception skills, +4 dexterity, 14AC and 1hp you can see through it's eyes as if they were your own with it you can make any melee spell attack. you are blind when using this feature. Additionally, you gain proficiency in the Nature skill.
6th Level - Parasitic Manipulation:
At 6th level, you gain greater control over your parasitic infestation. You can use your bonus action to expend 1 sorcery point and channel the parasitic energy within you for one of the following effects:
- Tendril Lash: You can make a melee spell attack with your infected limb. (10ft reach) On a hit, the target takes damage equal to 1d8+ your strength modifier, and its speed is reduced by half until the start of your next turn.
- draconic Ward: You gain resistance to a chosen draconic damage (Fire, acid, lightning/thunder, poison, cold) for 1 minute.
- Bark Defense: You gain an additional +2 bonus to AC for 1 minute.
- perception of the parasite: you gain an additional 30ft of darkvision for 1 hour with this darkvision you can see through magical darkness, additionally while using this abillty, you are immune to being blinded.
- Serpentine spew: Your infected serpentine limb spews a 15ft cone of poison from you. anyone in the attack's range must make a constitution saving throw against your spellcasting DC or be poisoned for 1 minute, when poisoned in this way the creature becomes vulnerable to poison.
- Insectoid Swarm: Your infected limb releases a swarm of instects that you control. The swarm occupies a 20ft circle in a place you can see and makes the area difficult to walk and see through, additionally, any creatures ending their turn within the swarm takes 2d6+ your charisma modifier piercing damage.
14th Level - Parasitic Mastery:
At 14th level, you gain further mastery over your parasitic infestation. making your bond permanent. You gain one of the following abilities :
- Tendril Eruption: As an action, you can release a wave of tendrils from your infected limb, targeting all creatures of your choice within 30 feet. Each creature must make a Dexterity saving throw against your spell save DC or take 3d6 force damage and be restrained until the start of your next turn. you can use this once per short rest, you can reel in creatures hit by this ability as a bonus action.
- draconic Resilience: you gain resistance to your draconic damage type (chosen colour). Additionally, once per short rest whenever you take damage, you can use your reaction to reduce the damage taken by an amount equal to your sorcerer level and use that damage in the next attack.
- Bark Transformation: As an action, you can transform your entire body into bark for 1 minute. While in this form, you gain resistance to all damage except fire for which you keep the weakness, and gain a +2 bonus to AC. Once you use this ability, you can't use it again until you finish a long rest.
- Eyes of the Parasite: You gain truesight with a range of 10 feet. Additionally you gain the ability to see through any creature within 120feet’s eyes additionally to your own.
- Serpentine Venom: Any poison damage you deal from your parasitic bond goes through poison resistances and deals an additional amount of poison damage equals to your sorcery level.
- Swarm mastery: you gain the ability to use “mage hand” as a bonus action as your insect swarm work together to hold objects for you. Additionally you can summon a giant scorpion at will.
18th Level - Parasitic Ascendance:
At 18th level, your symbiotic bond with the parasite reaches its pinnacle. You gain the following benefits based on your chosen parasitic form:
- Tendril Ascendance: Your melee spell attacks with your infected limb score a critical hit on a roll of 19 or 20. Additionally, you gain an additional 4 points in your strength score.
- draconic Ascendance: Your AC bonus from the Scaley Bond increases to +2. Additionally, when you may freely change the damage type of a spell towards your elemental damage.
- Bark Ascendance: Your bonus to AC from the Bark Bond increases to +3. Additionally, when you use your Bark Transformation ability, you gain temporary hit points equal to twice your sorcerer level.
- Ascendance of the eyes: The range of your truesight increases to 30 feet. Additionally, you can cast the scrying spell once per short rest without using a spell slot.
- Serpentine Ascendance: All of your spells deal poison damage equal to 1d12+Charisma modifier.
- Insectoid Ascendance: when you use your insectoid swarm ability you can choose the damage type that the insects deal and deal an additional 3d6 damage. Additionally, you may cast “summon giant” insects at will they deal the damage type of your choosing and spawn with temp hp equals to twice your sorcerer level.
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