Base Class: Warlock
This subclass was created by Coco's Homebrew (patreon.com/cocoshomebrew) who has given me permission to bring it into D&D Beyond.
You have a symbiotic pact with an aberrant entity whose form resembles a suit of organic armor. This entity has literally bound itself to you, encasing your mortal flesh within itself so that it may survive and thrive. In return, the entity does its best to protect your fragile body from harm, and its connection to you has even resulted in you developing strange, eldritch powers.
Expanded Spell List
The living armor lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock list for you.
Living Armor Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Dominant Husk
1st-level Living Armor feature
Your body is encased within an organic, sentient suit of armor. You can work with your DM to determine the armor's cosmetic appearance. It cannot be removed by any means and is considered to be an extension of you, meaning it dies when you do and is resurrected if you are.
Your base AC is equal to 15 (your Dexterity modifier doesn't affect this number), and you gain no benefits from wearing any kind of armor other than shields.
Awakened Husk
1st-level Living Armor feature
As a bonus action on your turn, you can cause your living armor to awaken for 1 hour, unleashing its full potential. While the armor is awakened, you gain the following benefits:
- You add your proficiency bonus to your AC.
- When you make a check or a saving throw that uses Strength or Dexterity, you can add your Charisma modifier to the roll.
- You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
Once you use this feature, you can't use it again until you finish a short or long rest.
Parasitic Thirst
6th-level Living Armor feature
Your armor needs to feed like any living being, and can empower itself by drinking your blood. After you take any type of damage other than psychic while your Awakened Husk feature is active, you can use your reaction to grant yourself 1d8 temporary hit points.
Alien Antibodies
10th-level Living Armor feature
In addition to keeping you safe from external harm, your armor now has roots directly into your bloodstream to protect you internally as well. You gain the following benefits:
- You have advantage on death saving throws.
- You have resistance to poison damage, and advantage on saving throws against diseases and being poisoned.
- After you finish a short rest where you expended at least one hit dice, you regain an additional 2d8 hit points.
Symbiotic Takeover
14th-level Living Armor feature
Your connection to the living armor has developed to the point where it can even assume control of your flesh when you lose agency.
When you fall unconscious while your Awakened Husk feature is active, your armor takes control over your body. While it is controlling your character's body, the armor can move you and take your actions as normal on your turn. You control what the armor does as if you were now playing it as a character. Your actual character is still considered unconscious and therefore can't speak, move, or be aware of their surroundings, however they ignore all other effects of the unconscious condition (if you are at 0 hit points, you still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points).
The armor can't cast or concentrate on spells, and since it can't use your senses, it uses the blindsight granted to you by your Awakened Husk feature to see. Your body is considered blind and deaf beyond this radius. The armor continues to control your body until you regain consciousness, your Awakened Husk feature ends, or you die.
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