Fighter
Base Class: Fighter

A Githyanki Warrior stands at the feet of the Mindflayer; and by harnessing their own ililithid tadpole, is  able to withstand the psychic assault with greater efficiency before using the Mind Flayer's own psionics against it.

A rugged Uthegardt Barbarian speaks with the ancient spirit of their ancestor, gaining greater insight as to the trials that lay ahead. Gripping the hilt of their greatsword, they rejoin the rest of their party to attack the band of Kobolds.

The Human resists the Demonic spirit bound within their form, yet draws upon their magical connection to summon a wave of fire which consumes the oncoming swarm of goblinoids.

Symbiotic Entity:

Your soul has been intertwined with another. Though some may mistake you for a Warlock, your powers are not bestowed but rather shared between you and whatever creature is bound to you; either magically or physically. Roll below or choose an option deciding where you acquired your connection. Work with your DM to determine how your character was infected, as well as the relationship between you and the Symbiotic Entity within you.

d6 Symbiotic Entity
1 A Mindflayer Tadpole that has remained strangely dormant
2 A Slaadi Egg, charged with chaotic magical energy
3 The soul of an ancestor or a collection of ancestors.
4 The soul of a demon or devil, bound to you and trapping it within your form.
5 The disembodied ghost of a deceased lover or close friend
6 A Myconid spore that has woven itself into your mind, fusing with your own.

Pact Magic

When you reach 3rd level with this subclass, you and the entity bound to you can draw innate magic from one another in a symbiotic relationship- allowing you to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.

Cantrips

You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots

The Symbiotic table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Symbiotic table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus

You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.

Fighter LEVEL CANTRIPS
KNOWN
SPELLS
KNOWN
SPELL
SLOTS
SLOT
LEVEL
3rd 2 2 1 1st
4th 2 2 1 1st
5th 2 3 1 1st
6th 2 3 2 1st
7th 2 4 2 2nd
8th 2 4 2 2nd
9th 2 5 2 2nd
10th 3 5 2 2nd
11th 3 6 2 2nd
12th 3 6 2 2nd
13th 3 7 2 3rd
14th 3 7 2 3rd
15th 3 8 2 3rd
16th 3 8 2 3rd
17th 3 9 2 3rd
18th 3 9 2 3rd
19th 3 10 2 4th
20th 3 11 2 4th

Arcane Idol

Starting at 3rd level, you learn a ritual to bind a piece of yourself and your symbiotic entity to a simple or martial weapon you are proficient with. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon imbue it with you and your symbiotic entity's arcane essence.

You can use your marked weapon as a spellcasting focus for your Warlock spells. This benefit lasts until you finish a long rest. For the duration, when your weapon is within 30ft of you, you can summon it back into your hand as a bonus action.

Symbiotic Incantation

At 7th level, your connection to the symbiotic bound to you heightens. Choose one of the following features that best fits the abilities granted by your deepening connection.

  • Minor Magic Resistance:
  • Limited Telepathy:
  • Bend Will: Once per long rest, you can draw upon the power of your symbiotic entity to bend the will of others. When you make a Persuasion, Intimidation, or Insight check you can change the amount you roll to a 20.
  • Arcane Carapace:
  • Draw Essence: Once per short rest, you can call upon your connection to the symbiotic entity; restoring 1 spell slot.

Parasitic Blessing

Starting at 10th level, once per turn when you reduce a hostile creature to 0 hit points, you regain a number of hit points equal to your Charisma modifier + your Proficiency Bonus.

Spellblade

Starting at 15th level, you have become an expert of weaving your magic with your own martial talent. You deal critical damage when rolling a 19 or 20 with spell and weapon attacks.

Synergy of Souls

At 18th level, you can draw upon the magical relationship between yourself and the entity connected to you. As an action you begin a magical ritual to draw upon the shared arcane power between you and the entity bound to you. During the ritual, you are considered to be incapacitated, until the start of your next turn. If the ritual is complete you regain all expended spell slots. You can use this feature once per long rest.

Previous Versions

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