Barbarian
Base Class: Barbarian

Though you have but one body, you do not walk alone. Inside you lives a beast, with the ravenous jaws that lie inside you kept at bay only by that which it is fed. As its host, you must make sure the parasite does not grow hungry. While most parasites feed on raw meat, yours may gain sustenance from other forms of life. Roll on or choose an option from the Parasitic Hungers table to determine what your character must feed on.

Parasitic Hungers

d8 Hunger

1 Blood
2  Flesh of raw meat
3  Cerebral spinal fluid
4  Esoteric humors
5  Psychic energy
6  A color from one's appearance
7  Dreams
8  Life energy

Parasitic Influence

When choosing this subclass at 3rd level, you become infected with a parasite. Your parasite must be kept fed or it will start to devour you from the inside. While raging, your parasite may lash out of your body, granting you extreme benefits. You gain two Parasitic Influences of your choice at level 3, detailed below. You gain one additional Influence of your choice, and you can choose one of the Influences you know and replace it with another Influence at 10th and 17th level. You can use this feature a number of times equal to your Constitution modifier, a minimum of once, and you regain all expended uses when you finish a short or long rest. The saving throw DC for your parasitic influences is calculated as follows:

Parasitic Influence save DC: 8 + your proficiency bonus + your Constitution modifier

Acidic Spit

You may cast the Acid Splash cantrip as a bonus action. While you are missing half or more of your hit points, the damage dealt by the cantrip increases to 2d6 acid damage and targeted creatures take half damage on a successful Dexterity saving throw.

Binding Arms

As a reaction when a creature moves outside of 10 feet of you, you may force it to make a strength saving throw or be pulled 5 feet towards you. On a failure, the creature's movement is also reduced to 0. While you are missing half or more of your hit points, the creature is also restrained.

Carapace

As a reaction when you are hit with an attack, you may add your Constitution modifier to your AC. While you are missing half or more of your hit points, you may add twice your Constitution modifier to your AC.

Dispelling Gaze

As an action on your turn, you may force a creature within 120 feet of you to make an Intelligence saving throw. On a failure, they take 3d4 psychic damage and are placed under the stunned condition until the end of your next turn. While you are missing half or more of your hit points and the target is under the effects of a spell, they take maximum damage and the spell ends. If the target is concentrating on a spell, they must make their concentration check with disadvantage.

Gnashing Teeth

As a bonus action, your parasite's teeth lash out of your body. They count as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with your bite. Your bite deals 1d4 piercing damage on a hit. A creature hit with this attack must make a Wisdom saving throw. On a failure, they are paralyzed until the end of your turn and you regain hit points equal to half the damage dealt by this attack. While you are missing half or more of your hit points, you have advantage on attack rolls you make with this bite and it deals maximum damage.

Paralyzing Patterns

As an action on your turn, you may force a creature within 30 feet of you to make a Charisma saving throw or be charmed. While you are missing half or more of your hit points, you may extend this effect to a 30 foot cone, forcing everyone inside to make Charisma saving throws. You may choose a number of creatures up to your concentration modifier to be immune to this effect.

Poisonous Spurs

As an action on your turn, you may force a creature within 60 feet of you that you can see to make an Dexterity saving throw. On a failure, they take 2d8 poison damage and 1d4 piercing damage. While you are missing half or more of your hit points, you may target one additional creature, the targets roll their Dexterity saving throws with disadvantage, and they take half as much damage on a successful save.

Powerful Legs

When you take the dash action on your turn, you may choose to dash twice as a part of that action. While you are missing half or more of your hit points, you may use your bonus action to make a kick. It counts as a simple melee weapon with which you are proficient. You add your Constitution modifier to the attack and damage rolls when you attack with the kick. It deals 2d6 magical bludgeoning damage.

Parasitic Hunger

As your parasite lives in your body, it must be kept at bay. To ensure it does not begin eating its host from the inside, you must make sure to satiate what lives beneath your skin. Every time you activate your parasitic influence feature, you must make a Constitution saving throw or be subject to your parasitic hunger. Additionally, every time you finish a short or long rest, you must make a Constitution saving throw to not be subject to your parasite's hunger. If you are at or below your maximum total hit point total, you must make this throw with disadvantage. The saving throw DC is calculated as follows:

Parasitic Hunger save DC: 15 + your proficiency bonus - your Constitution modifier

On a failure, you take 1d6 necrotic damage as your parasite feeds on you. You must also must roll 1d4 + 1 to determine the number of hours you have until your parasite grows hungry again. If you do not feed on what gives your parasite sustenance by that time, you take 1d4 necrotic damage every hour until it has been fed. If you are at or below your maximum total hit point total, you instead take 2d6 necrotic damage and only have an hour to ensure your parasite is fed before you start taking more damage.

[6th Level Ability]

[6th Level Ability]

[10th Level Ability]

[10th Level Ability]

Parasitic Form

At 14th level, your parasite gains the ability to take control of your body, unleashing itself and encasing your body completely. You may stay in this Parasitic Form for a total of 5 rounds and must be in a rage the entire time. You may use this feature once per long rest and gain an additional use of this feature upon reaching 20th level. While in this state, you gain +5 to your AC, +3 to all attack and damage rolls, and an extra 10 feet of movement. You may regain half of the damage dealt by one attack while in this form. Additionally, when you are missing half or more of your hit points, you can use the Acid Spit and Carapace parasitic influences without expending a use of the feature. While you are missing half or more of your hit points, you may ignore resistance to slashing, piercing, and acid damage and when you take damage you must make a parasitic hunger saving throw. On a failure, you use the gnashing teeth parasitic influence on a random creature that is within 5 feet of you. If there is nothing within 5 feet of you, you instead take 2d6 necrotic damage and come out of your Parasitic Form.

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