Base Class: Fighter
Parasitic Sovereigns are formerly normal beings that were infested with a Parasite that has granted them power far beyond what they previously could have achieved. As the Parasite within the Sovereign develops, the Parasite and the Sovereign grow in strength, though the Sovereign does feel a cost from the Parasite inhabiting their body.
3rd Level: Parasitic Tendrils
You channel the power of the Parasite within you. When you activate this power, you grow additional limbs known as Parasitic Tendrils. These tendrils lash out from your body and grant the following benefits:
- You grow two Parasitic Tendrils, plus one additional tendril for every point of proficiency bonus you have.
(Example: 2 + 3 = 5 tendrils at level 5.) - These tendrils are attached to your body and can strike creatures within 60 feet of you.
- Tendrils use your Dexterity modifier + proficiency bonus for attack rolls and deal damage based on your level (see Tendril Damage Table).
- When you take the Attack action, you may replace any number of your attacks with a tendril attack against a creature within 60 feet.
- When a creature starts its turn within 60 feet of you, or moves into 60 feet, you may use your reaction to make a tendril attack against them.
- Tendrils do not obstruct movement, visibility, or require free hands to use and count for the purposes of unarmed features/items.
Tendril Damage Table
| Fighter Level | Tendril Damage |
|---|---|
| 3rd | 1d8 |
| 7th | 1d10 |
| 10th | 1d12 |
| 15th | 2d6 |
| 18th | 3d6 |
3rd Level: Parasitic Might
- When not wearing armor, your AC becomes 10 + Dexterity + Intelligence.
- Your unarmed strikes and tendril attacks add your Intelligence modifier to damage.
- When you take damage, use your reaction to halve it and gain resistance to that type for 1 minute.
- If attacked again with the same type, you can halve it again and reduce damage by 5.
- Only one damage type can be resisted at a time.
7th Level: Morphic Technique
- Climb and swim speed equal to movement speed.
- No need to breathe.
- Base movement increases by 20 feet.
- Climb vertical surfaces and ceilings without checks.
- You gain an additional bonus action to move a distance up to your speed + 60 feet per active tendril toward a point you can see.
- You gain an additional number of reactions equal to proficiency bonus.
- When you take the Attack action, you may forgo any number of attacks to multiply the damage of the next unarmed or tendril attack by that many attacks +1.
10th Level: Apex Predator
- Immune to prone and difficult terrain.
- Use Dexterity for Strength and Constitution saves/checks.
- Tendril Slam:
As an action, force all creatures of your choice within 100 feet of you to make Dexterity saves (DC = 8 + proficiency + Intelligence).
On a failure, they take one tendril attack's damage. - When you reduce a creature to 0 HP within 60 feet, you may consume them as a reaction to regain 3d10 hit points.
15th Level: Unrelenting Frenzy
- You may use reactions while incapacitated.
- Whenever you take damage, you can make an opportunity attack with a tendril against any creature within 60 feet — it does not have to be the attacker.
- Before an opportunity attack, you may move half your movement without provoking opportunity attacks.
- For every opportunity attack made by a tendril, you may temporarily create an additional tendril that lasts until the end of your next turn.
18th Level: Monstrous Apotheosis
- You grow two additional Parasitic Tendrils.
- Tendril and unarmed strikes score a critical hit on rolls of 19-20.
- When you hit a creature with a tendril, burst a parasitic eruption:
All creatures of your choice within 5 feet of the struck creature must make a Dexterity save or take your unarmed strike’s full damage. - Creatures who move within 60 feet of you automatically trigger a tendril attack once per turn — no reaction needed.
Level 3: Parasitic Limbs
3rd Level: Parasitic Limbs
You channel the power of the Parasite within you. When you activate this power, you grow additional limbs known as Parasitic Tendrils. These tendrils lash out from your body and grant the following benefits:
- You grow two Parasitic Tendrils, plus one additional tendril for every point of proficiency bonus you have.
(Example: 2 + 3 = 5 tendrils at level 5.) - These tendrils are attached to your body and can strike creatures within 60 feet of you.
- Tendrils use your Dexterity modifier + proficiency bonus for attack rolls and deal damage based on your level (see Tendril Damage Table). Tendrils use Bludgeoning or Force damage.
- When you take the Attack action, you may replace any number of your attacks with a tendril attack against a creature within 60 feet.
- When a creature starts its turn within 60 feet of you, or moves within 60 feet of you, you may use your reaction to make a tendril attack against them.
- Tendrils do not obstruct movement, visibility, or require free hands to use and count for the purposes of unarmed features/items.
Tendril Damage Table
| Fighter Level | Tendril Damage |
|---|---|
| 3rd | 1d8 |
| 7th | 1d10 |
| 10th | 1d12 |
| 15th | 2d6 |
| 18th | 3d6 |
Level 3: Parasitic Might
You are physically empowered by the Parasite laying within you.
- When not wearing armor, your AC becomes 10 + your Dexterity Modifier + Intelligence Modifier.
- Your unarmed strikes and tendril attacks add your Intelligence modifier to damage.
- When you take damage, use your reaction to halve the damage taken and gain resistance to that type for 1 minute.
- If attacked again with the same type of damage during this minute, you can halve the incoming damage again and reduce the damage by 5.
- Only one damage type can be resisted at a time.
Morphic Technique
Your Parasite instills greater power within you, granting you abnormal abilities.
- You gain a climb and swim speed equal to movement speed.
- You do not need to breathe.
- Your movement speed increases by 20 feet.
- You may climb vertical surfaces and ceilings without an ability check to do so.
- You gain an additional bonus action.
- This bonus action may only be used to move you to a point you can see, with a maximum distance equal to your movement speed plus 60 feet per Parasitic Tendril you have.
- You gain an additional number of reactions equal to proficiency bonus.
- When you take the Attack action, you may forgo any number of attacks to multiply the damage of the next unarmed or tendril attack by that many attacks +1.
Level 10: Apex Predator
The Parasite within you has evolved further, and you have along with it. You are now an apex predator unlike any other.
- You are immune to prone and difficult terrain.
- When you make a Strength or Constitution check or saving throw, you may instead replace that check or saving throw with a Dexterity check or saving throw.
- Tendril Slam:
As an action, you may force all creatures of your choice within 100 feet of you to make a Dexterity saving throw (DC = 8 + proficiency + Intelligence).
On a failure, they take one tendril attack's damage. - When you reduce a creature within 60 feet of you to 0 hit points, you may consume them as a reaction to regain 3d10 hit points.
Level 15: Unreleting Fury
Occasionally a rage stirs within the Parasite, and that rage is unleashed onto others as you battle, even when you aren't aware of it.
- You may use reactions while incapacitated.
- Before you make an opportunity attack, you may move up to half your movement speed without provoking opportunity attacks.
- Whenever you take damage, you can make an opportunity attack with a tendril against any creature within 60 feet — it does not have to be the attacker.
- For every opportunity attack made by a tendril, you may temporarily create an additional tendril that lasts until the end of your next turn.
Monstrous Apotheosis
You have become a true Sovereign. The Parasite within you instills fear into all who know of it, and your power reflects that of your Sovereign nature.
- You gain an additional two Parasitic Tendrils.
- Your Parasitic Tendrils and unarmed strikes score a critical hit on a 19-20.
- When you hit a creature with a tendril, a burst is unleashed.
- All creatures of your choice within 5 feet of the struck creature must succeed a Dexterity saving throw or take your unarmed strike’s full damage.
- Creatures who move within 60 feet of you automatically trigger a tendril attack once per turn — no reaction needed.
Previous Versions
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4/28/2025 1:53:33 AM
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