Base Class: Warlock
Exposed to a disease of uncertain origin, the symptoms take on a symbiotic relationship with you rather than a parasitic one. Your being becomes intertwined with the state of being of whatever became a part of you, able to shift, regenerate, and warp to your needs while maintaining your original appearance and mind. While you’re still urged to bend to the desires of what you’ve been bonded with, you have relative free will over yourself and thus have been granted powers beyond your wildest dreams. Consider how you came into contact with this entity. The Bond Origin Table gives some examples:
D4 |
Origin |
1 |
You were exposed to a deadly virus that kills most but took on a symbiotic relationship with you. |
2 |
A sentient parasite, determined to survive, has bonded itself to you. It has enhanced you in return for terms of its own being met. |
3 |
An alien lifeform has taken an interest in you or stands to gain from tagging along with you, giving you power in the process. |
4 |
A mystical accident has resulted in a being from another plane to attach itself to your very soul, whether or not either of you like it. |
Biomass Formations With all your power coming from within, your ‘spells’ take a more organic approach. Ranged attacks burst from your skin like a vile blemish, summoned weapons will grow out of you as a bull’s horns would, and while unpleasant to the eyes, your armor forms like a lizard’s new skin, ripping the old asunder, making way for its existence. |
Expanded Spell List
The Bond 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.
Disease Expanded Spells
Spell Level |
Spells |
1st |
False Life, Inflict Wounds |
2nd |
Barkskin, Shatter |
3rd |
Meld into Stone, Tongues |
4th |
Black Tentacles, Stone Shape |
5th |
Contagion, Seeming |
Biomass Consumption
1st-level Bond feature
Starting at first level, whenever a creature of challenge rating ¼ or higher is reduced to 0 hit points, you may use your reaction to absorb a piece of them as long as you are within 10 feet of them. If you do, you gain a biomass token. You may store a number of Biomass Tokens equal to your proficiency bonus. You lose all biomass tokens when you take a long rest.
Tissue Regeneration:
You may consume a biomass token as a bonus action. When you do, you regain a number of hit points equal to 1d4 + Your Constitution Modifier.
This feature’s healing increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
Shapeshifter
1st-level Bond feature
As a bonus action, grow a natural weapon of your choice. This weapon can appear as any melee weapon and you cannot be disarmed of it. When you attack with this weapon, you use your Charisma modifier, instead of Strength of Dexterity, for the attack and damage rolls. You are proficient in this weapon.
If you later gain the Pact of the Blade feature, this weapon can be your pact blade.
Make a melee spell attack to hit, and deal 1d8 + your CHA modifier slashing, piercing, or bludgeoning damage depending on the conjured weapon, and has a maximum range of 10ft.
This feature’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8).
At 6th level, you can use a reaction whenever you take Necrotic or Poison damage, corresponding to your selected Diseased Resistance, to add half of that damage to your next attack. at 14th level, this feature applies to both damage types.
Absorption
6th-level Bond feature
As an action, you may consume a biomass token to gain one of the following benefits and only use the benefits from one creature at a time, and after use, that creature’s information goes away:
• Gain proficiency in a skill the creature the token came from had.
• For a number of hours equal to your proficiency bonus, you can change your appearance, scent, and voice. Your appearance, scent, and voice mimic the creature the token came from, including their clothes and non-functional versions of their gear on hand at their time of death. (This does not destroy their actual gear)
From consuming enough biomass until now, your body has hardened to have proficiency in medium armor as well.
Diseased Resistance
6th-level Bond feature
When you finish a long rest, you gain your choice of resistance to either necrotic or poison damage. At each long rest, you may choose the other option.
At 14th level, you gain resistance to both.
Necrotic Resistance
You gain resistance to necrotic damage.
Poison Resistance
You gain resistance to poison damage.
Metabolic Acceleration
10th-level Bond feature
Starting at 10th level, once per long or short rest, you can extrude a biomass exoskeleton onto your legs, on your spine, and onto your arms for a number of hours equal to your proficiency bonus.
As a bonus action, you may consume a Biomass Token in order to triple your speed, gain a climbing speed equal to your speed, and gain resistance to nonmagical bludgeoning damage. You gain these benefits for a number of hours equal to your proficiency bonus. Afterward, you gain 1 level of exhaustion.
Devastator
14th-level Bond feature
You have begun to harness your biomass far more effectively. Your stored Biomass Tokens may be used in devastating finishers that have the potential to even the odds immediately.
Each Devastator takes 2 Biomass Tokens to perform.
Flesh Shepard. You summon creatures born from your own biomass that take the form of beasts and appear in unoccupied spaces that you can see within range. You can concentrate on this devastator for up to an hour.
Choose one of the following options for what appears:
- Three beasts of challenge rating 2 or lower
- Six beasts of challenge rating 1 or lower
- Twelve beasts of challenge rating 1/2 or lower
Each beast is also considered as a construct, and it dissolves into unusable biomass when it drops to 0 hit points or when the devastator ends.
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise, take no actions.
Biomass Vortex. Biomass Vortex fires a mass of hardened tendons from your hands to crush a single target along with anything in the way within 60 feet. Anything that happens to be between you and the target will also be affected by the area air pressure caused by it. Roll 1d20 + your spell attack modifier to hit, and roll 5d12 + your charisma modifier to measure slash damage. All creatures in a 5-foot wide line between you and the target must make a Dexterity saving throw or take half of the slash damage rolled.
Tendril Dome. This attack causes barbs made of hardened tendons to erupt from your body in every direction, pulling in everything around them for a 15-foot radius around you. It has the potential to wipe out entire crowds of creatures and can cause extreme damage to structures around you. All creatures within a 15-foot radius must make a dexterity saving throw or take 12d4 necrotic damage, and half of that on a success. You also restore 1d6 hit points for every creature reduced to 0 hit points by the devastator.
The evolution of your bond has reached the point of mimicking a warrior's physical prowess. You are now proficient in heavy armor.
Previous Versions
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