Base Class: Warlock
A parasitic entity of unknown origin has integrated its existence within your own. It feeds off of the nutrients in your body and in return grants you magical abilities and physique-altering powers.
Expanded Spell List
The Parasite 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.
Parasite 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 |
Symbiotic Relationship
At 1st level, you gain enhanced senses and mental functions due to carrying another sentient entity within you. You have advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.
You also learn the cantrip Primal Savagery. It counts as a warlock spell for you and does not count against your number of cantrips known. The Eldritch invocations Agonizing Blast, Eldritch Spear*, Grasp of Hadar, Lance of Lethargy, and Repelling Blast can apply to Primal Savagery like they would an eldritch blast.
*Eldritch Spear increases the range of Primal Savagery to 20 feet instead of 300 feet.
Parasitic Retaliation
Starting at 6th level, the parasite grows in strength and can aid you in combat. When you are hit with a melee attack you can use your reaction to have the parasite make an attack on the creature that hit you and attempt to inject it with a deadly toxin created from its own cells.
The attack has a reach of 15 feet, and it uses your spell attack modifier to hit, and it deals 1d8 piercing or slashing damage (your choice) and 1d6 acid damage. The creature must also make a Constitution saving throw against your spell save DC or become poisoned for 1 minute. While poisoned in this way the target takes 1d4 poison damage at the start of each of its turns, cannot regain hit points, and its movement speed is halved. At the end of each of its turns, the target can make another constitution saving throw. On a success, the effect ends.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Protozoic Siphon
Starting at 10th level, your parasite gains the ability to drain nutrients from your enemies to quickly heal your wounds.
As an action your parasite can make an attack using your spellcasting modifier against a creature within 15 feet of you. The target takes (charisma modifier + your warlock level) necrotic damage and you regain a number of hit points equal to the damage taken by the creature. You cannot gain hit points from a construct or undead.
You can use this feature a number of times equal to your charisma modifier, and regain all uses after a long rest.
Ectoparasitic Adaptation
Starting at 14th level, your parasite gains the ability to envelope your body and and alter your physique to increase your survivability. It takes a bonus action for you to be enveloped by the parasite.
While you are enveloped by the parasite you gain temporary hit points equal to your warlock level. While you have these temporary hit points you gain the following benefits:
- Immunity to poison damage and the poisoned condition. If you are under the affect of any poison, you have advantage on saving throws against it.
- Resistance to bludgeoning, piercing, slashing, and acid damage.
- Regain 1d4 hit points at the start of each of your turns.
- Proficiency in strength, dexterity, and constitution saving throws.
- Gain a +1 bonus to your AC
You can use this ability a number of times equal to your charisma modifier and regain all uses after a long rest.
Previous Versions
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