Warlock
Base Class: Warlock

"It was nothing of this earth, but a piece of the great outside; and as such dowered with outside properties and obedient to outside laws." - H.P. Lovecraft

Out there, beyond the sky and the stars, dwell entities that defy explanation, and do not abide by the rules of petty mortals. You may have been a witness first hand to such madness when a star fell from the heavens and crashed into the wilds near your home, or maybe you formed a pact with a powerful being on the verge of death, giving it extended life for power. Perhaps you were the one needing saving after falling down a mysterious hole in the forest and you awoke to discover that you were alive, but now had something attached to your body. Regardless of how you came into contact with this thing it is now a part of you as you are apart of it forming a symbiotic relationship through mutual survival.

This entity, has a purpose, of what you may not know. roll on the chart or pick one that suits you, maybe for an added surprise let your DM choose. 

1 Tracker or Runaway- The bionoid is a form of agent looking for prison escapee(s), or your symbiote is trying to escape some sort of persecution

2 Traveler- The boinoid is an explorer, arriving to learn of any indigenous inhabitants and customs, or accidently crashing and is now a cast away

3 herald- The bionoid is the herald of a great invasion, is it a scout or hear to deliver a warning

4 Survivor- The bionoid believes it is the last of its kind, is it trying to just live or does it need you to create more of itself

5 Creation or Summoned- The bionoid was created or summoned by someone or something. Is anyone or anything looking for it?

6 Teacher or Learner- The bionoid is an ambassador of a benevolent race, here to teach your species or learn from your species. 

You and the bionoid act as one entity, you receive benefits from this mysterious entity, but at a cost it requires some sustenance in order to function. When you are running low, does the bionoid try to take over? Are you drained of energy? Or does it try to consume you and hope to find a newer host? Roll on this chart pick one or let your DM choose as your symbiotes preferred sustenance requirement.

1 Fruits- You have a craving for fresh fruit, mainly ones with citrus.

2 Sucrose- You have a craving for sugar in any form.

3 Hormones- The brains of creatures produce hormones, and you require them in it purest form.

4 Protein- You have a craving for meat, cooked or uncooked you care not.

5 Caffeine- You require tea, seeds, coffee, or other forms of caffeine stimulate.

6 Sodium- You have a craving for salt.

The bionoid bond with their hosts, creating a symbiotic bond through which a single entity is created amplifying their physical and emotional traits and personality, granting them various abilities.

Expanded Spell List

The Bionoid 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.

Symbiote Expanded Spells

Bio Armor

Starting at 1st level, you gain the ability to cover your body by your bionoid patron. As a bonus action you can activate Bio Armor for 10 minutes. It ends early if you are incapacitated, or if you dismiss it as a free action. While Bio Armor is active you have the following benefits:

  • Your AC is 10 + your Dexterity modifier + your Charisma modifier. You can use Bio Armor to determine your AC if the armor you wear would leave you with a lower AC. If you are proficient with a shield a shield’s benefits apply as normal while you use Bio Armor.
  • You can use Charisma for the attack and damage rolls of your unarmed strikes and pact weapons.
  • Your hands become claws or blades, your unarmed strikes roll a D6 in place of normal damage, they deal magical slashing damage and may count as your pact weapon if you take the pact weapon feature.
  • When you use the Attack action with an unarmed strike or a pact weapon with one hand on your turn, you can make one unarmed strike as a bonus action.

You can use this feature 2 times and the number increases as you gain levels in the Warlock class; 3 times at 3rd level, 4 times at 6th level, 5 times at 12th level, 6 times at 17th level, unlimited uses at 20th level. Once you have used Bio Armor the number of times shown for your warlock level, you must finish a long rest before you can use Bio Armor again.

Bionoid Symbiosis

Starting at first level, your closeness to your patron causes some changes in your body and brain chemistry.

  • Your patron has left some sort of mark or piece on your body, That mark or piece acts as your warlock spell focus it can not be removed or destroyed.
  • You gain resistance to poison damage, you gain advantage against the poison condition.
  • you are immune to disease.

Stinger Racks

Starting at 6th level, you gain the ability to fire homing projectiles from your body. As an action you may cast Magic Missile as a warlock spell without expanding a spell slot. You may use this ability a number of times equal to your Proficiency Bonus and you can gain extra uses if you expend a warlock spell slot. If your Bio Armor is active then you may activate Stinger Racks as a bonus action instead of as an action. You regain all uses of Stinger Racks after a Long Rest.

Greater Symbiosis

Once you reach 10th level your patron has a greater connection. Your synapses and body have significantly increased your protecting you from harm.

  • You are now resistant to psychic damage, and gain advantage on Intelligence, Wisdom, and Charisma saves.
  • You are immune to poison damage and the poison condition.
  • You can not be surprised while conscious. If you are sleeping naturally, you are considered conscious not unconscious, and you can see and hear as normal.

In addition while Bio Armor is active your walking speed increases by 10 feet.

Bioniod Metamorphosis

At 14th level, you are able to sprout a pair of wings from your back, gaining a flying speed equal to your walking speed. You can create these wings as a bonus action on your turn. They last until you dismiss them as a bonus action on your turn.

In addition, your bionoid patron will start to regenerate your body to keep you alive by stimulating your natural healing ability. As an action or automatically after stabilizing when having zero hit points, for 30 minutes or until fully healed whichever comes first, you regain 1 hit point at the start of each of your turns (10 hit points each minute). Any severed body parts (fingers, legs, tails, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, you instantaneously cause the limb to knit to the stump. While this healing is active if you were to drop to zero hit points the healing stops immediately. Once you use this feature you can not use it until you complete a long rest.

Previous Versions

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The Bionoid Image

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