Warlock archetype

The Symbiote

Your powers comes from an unusual symbiotic relationship with a parasite from the Far realm. Whether you agreed to this symbiotic relationship or not is Irrelevant, but you have learned to live with it regardless. It is a parasitic entity that needs to live off someone else, and in this case, that someone is you. In return it grants you terrifying power. The parasite wants to protect you for its own survival.

Expanded Spell List

The symbiote offers you spells from an expanded list when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Spell Level Spells 1st Shield of Faith, Compelled Duel 2nd Enlarge/Reduce, Alter Self 3rd Aura of vitality, Wind Wall 4th Death Ward, Otiluke's Resilient Sphere 5th Circle of Power, Wall of stone

Feeding time

Starting at 1st level, your parasite covers your hand like a black slimy goo. As an action you can make a melee spell attack with the hand, the damage of the attack is 1D8 + your Charisma modifier as bludgeoning and you may immediately make an Athletics check to grapple the target as part of the same attack. On following turns you can make the parasite drain the life of the creature, as long as the creature is grappled you can use an action to deal 1D8 points of necrotic damage and gain temporary hitpoints equal to half the damage dealt.

You can communicate telepathically with the parasite, the DM chooses the personality type and alignment of the parasite and it functions as your arcane focus

The damage of both the unarmed attack and the feeding increases to 2d8 at 5th level, 3d8 at 11th and 4d8 at 17th.

At 6th level your unarmed attacks counts as magical for the sake of overcoming resistances.

Protect the host

Starting at 6th level Your Parasite has engulfed your entire arm, as a reaction you can make your parasite lash out and try to protect you from an incomming attack. Your parasite gives you a bonus to AC equal to your charisma modifier until the start of your next turn.

You can use this feature a number of times equal to your charisma modifier, with a minimum of 1. You regain all expended uses on a short rest

Alien Scream

Beginning at 10th level, you can use an action to release a horrifying scream, forcing every creature within 60 ft of you to make a Wisdom saving throw against your Warlock spell save DC or become frightened for 1 minute or the effect ends. A creature can repeat the saving throw at the end of each of its turns or when it takes damage from you or your allies, ending the effect on itself on a success. You can choose a number of creatures up to your Charisma modifer, with a minimum of 1 to be unaffected. Once you use this feature, you can't use it again until you finish a short rest.

Living armor

Starting at 14th level, your Parasite now encompasses your entire body. You gain resistance to nonmagical slashing, piercing and bludgeoning damage.

You can make your parasite project itself from your body, targeting all creatures you choose that is no more than two size categories larger than you within 20 ft of you. Each creature must suceed on a Dexterity saving throw against your Warlock spell save DC or have their speed halved as the parasite grabs onto their heads. Each creature that you are connected to in this way is pulled 5 ft towards you at the start of your turn. Any creature may attempt to escape with an Athletics or Acrobatics check against your warlock spell save DC. While you have at least one creature grappled in this way you may use an action on each following round to activate the Feeding Time feature against each enemy, you gain temporary hitpoints from all the targets. This effect lasts up to 1 minute or all creatures break free.

On your turn, if you are connceted to a creature in this way that is within 5 ft of you, you can use an action to release a shockwave, forcing every creature within the 20ft radius to make a strength saving throw or be thrown 40ft away from you and take 4d10 force damage. If a creature is 15 or 20 ft away from you when you release the shockwave, they make the save with advantage. On a successful save, a creature takes half damage and is not thrown.

Once you use this feature, you can't use it again until you finish a long rest.