Parasite (Race) Parasites are an enigmatic race of a stretchy, sticky substance. Though they are physically very vulnerable, they have the potential to live forever, allowing them to experience the passing of the world much more completely than even elves. Jungle dwellers and shadow lurkers, their world is ruthless towards them, so they are ruthless back, surviving solely through the power that they acquire when they Takeover other creatures’ minds. Curiosity of the World Parasites are born in darkness, silence and isolation, their birth becoming devoid of warmth and education. As such, all parasites have a desire to learn and explore the world beyond the hole they hatched in, all in the hope of finding a connection with other creatures. Parasites are immortal beings, which gives them a myriad of life experiences and plenty of time for introspection. Yet they do not understand why they were brought into this world just to hop from creature to creature and live out an infinite amount of lives. It is this feeling of nihilism that drives them towards adventuring, as perhaps in this vast world, they can finally find the meaning they so desire. Survival of the Fittest Parasites are tiny blobs of goo. Because of their weak bodies, they are all driven to either hide within others, share the space, or takeover entirely, in an effort to stay above the food chain. Hailing from either dense jungles or the ruthless Underdark, their world is a harsh one, and only the most cunning and cruel of parasites can ever hope to survive beyond their first month. But upon latching themselves onto a suitable host, they suddenly find that the whole world is against them, so they must either bargain with it, avoid others entirely, or dominate any who stand in their way. Desire to be in Control All parasites are born at the very bottom of life; they are small, weak, and dependent on others for survival. Thus, they are driven to rise beyond their lowly circumstances and reach a level of being those now below them could only ever dream of acquiring. Without a home to return to or other parasites to share their unique experiences with, parasites are nomadic in nature, living a hermetic lifestyle. Yet they are always driven by the need to learn and desire to continue gaining more power, all in an effort to stay alive and in control of their little world. Parasite Names Due to all parasites being born alone, you have no name. However, you may have decided to adopt the name of the first person that became your Permanent Host, or the first town you came across in your travels.







Parasite Traits Your parasite is born with certain inherent traits. Unique Anatomy: Due to the limiting nature of your biological structure, you are incapable of choosing any class other than Parasite, which is likewise exclusive to this race. Ability Score Increase: Because of the frailty of your species, as well as your lowly existence, you do not gain any increase to your stats. As such, you must depend on others if you wish to survive. Age: Parasites reach maturity when they first succeed in a complete Hostile Takeover of a creature, which is usually after one month of being vulnerable in the wild. Yet due to their incomprehensible, biological structure, parasites do not age. Alignment: Most parasites are chaotic neutral, as they only possess the bodies and minds of other creatures out of a need to survive. But once they are out in the world, some parasites see others as lesser beings that they must dominate, making them lean into an evil alignment, while others seek to bond with others and learn from them, inclining them towards good and sometimes even lawful. Size: Parasites are between 5 and 10 inches long, averaging about 5 pounds. Your size is Tiny. Speed. Your base walking speed is 20 feet. Your base climbing speed is 20 feet. Dark Vision: Used to the shadows of either the Underdark or the jungles, your visual sensors have become refined for ambushes. You can see in darkness within 60 feet as though it were bright light. Passive Attachment: You can attach yourself to a creature as an action provided they are either friendly or they do not know you are there. You are passively living in their same space, but you are still subject to individual targeting. You can do this from within a Permanent Host, which you leave as soon as you attach yourself to another creature. Boneless: As you have no skeleton to keep your body in a fixed position, you can take on the form of basic shapes that are equal to or lower than your size. You can only do this when in your natural form. Limbless: Parasites have no need for limbs, as they simply use what their Host has to offer. You are unable to carry or use items in your natural form. You may store items smaller than your body inside you, but the total size of all stored items cannot exceed your size. Nutrient Absorption: Your body is self-sufficient, meaning eating is not a requirement for you. Your Permanent Host, however, does require sustenance. Languages: You cannot speak, read or write in any language. You know every language that your current Permanent Host does, and retain the knowledge of the languages used by the last Host you occupied. You have telepathic communication with your Host, and can communicate with others through it. 1

Parasite (Class) A party of goblins lie in wait, drawing their bows to ambush the adventurers walking down the silent road. An arrow is fired... into the head of one of these goblins. The others shriek as they see one of their own standing over the dead goblin, bow empty, his face likewise wide with shock. The goblins aim at the goblin that betrayed them, who raises his hands innocently. But one of the other goblins shoots another one, killing him. Confused and terrified, the goblins draw their short swords and begin fighting each other. And out from the carnage crawls a black ooze, cackling to itself at their stupidity, before latching himself onto one of the adventurers, who asks him, "what's so funny?" The young dragon roars at the adventurers pressing him in with their shields. He feels a small twitch in his leg, but makes nothing of it as he sweeps his tail and expulses fire through his breath. The adventurers are becoming exhausted, but they continue confining the dragon to a smaller and smaller space. The dragon feels his muscles contract as a faint pain travels up to his neck, and he attempts to fly away. But his wings falter and he is brought back down. Collapsed on the ground, the young dragon whimpers, utterly terrified as black tendrils wrap themselves onto his brain. His vision turns black and his consciousness disappears. The dragon stands up... and gives a wide grin as the parasite inside him checks out its new body. In the dark dungeon, a large ogre argues with his hand, "Let me smash things!" The hand replies, "Give me time, and you shall have magic." At that moment, the ogre is singed by a fireball. Eyes red with fury, the ogre sees a wizard nervously smirking in the corner, clutching her staff close to her. The ogre dashes towards her, but instead of bringing up his axe to strike her dead, a black ooze bursts out of his mouth and latches on to the wizard's face. She screams, but just as quickly as it appeared, the black ooze had disappeared. Confused, she looks up at the ogre with fear... who grins at her as he brings up his empty palm at her face. The hand begins to glow orange, before flames start licking his fingers. The wizard realises what is about to happen and attempts to run away. But the ogre stops her with his powerful arm, and the fireball envelops them both. Parasites are frail creatures, with no skills to let them survive in the world by themselves. Instead, they rely on the power of others, taking control of their bodies and minds to reach a heightened level of being. Ceating a Parasite As you create your parasite, think about the way you - a lowly, ooze like creature - view the world. What brought you out of the dark and into the world of mortals? Was it to make lifelong bonds with them? A desire for adventure? Do you seek to uncover the secrets of reality? Or do you aspire to become the most powerful being in the world? Have you just taken control of your first Host? Are you struggling to get by in the world? Are you eager to keep climbing the ranks of natural selection? Or have you already lived for several centuries? What experiences have you had over so many years of hopping from Host to Host? Do you remember them fondly? Or do you see them as irrelevant within your eternal life? Parasites are ambitious creatures, seeing this world as an opportunity to grow in intellect and power. Think about which View of the World your Parasite holds, and whether it is a hostile or friendly one. This will be important for choosing your Subclass later on. Multiclassing The parasite is race exclusive, making this a unique race/class combo. Due to this, the parasite is non-multiclassable. Quick Build You can make a Parasite quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength (Pure), Dexterity (Hidden, Pure), Intelligence (Beyond), Wisdom (Divine, Necrotic), or Charisma (Symbiote), depending on which View you wish to adopt. The Sadist View prioritizes Constitution, and the Lich View prioritizes whatever is used by its Preferred Hosts. Class Features Hit Points Hit Dice : 1d4 per level

Hit Points at 1st Level : 4 + Constitution modifier

Hit Points at Higher Levels : 1d4 (or 3) + Constitution modifier per level after 1st Proficiencies Armor : None

Weapons : None

Tools : None

Saving Throws : Constitution, Wisdom

Skills : Choose two from Animal Handling, Deception, Insight, Intimidation, Perception, Persuasion, Stealth, Survival

Equipment : You start with no equipment



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The Parasite Level Proficiency

Bonus Features Hostile Takeover CR Limit

(Normal, Greater, Superior) 1st +2 Preferred Host, Hostile Takeover 1/8, 1/4, 1/2 2nd +2 Regenerative Biology 1/8, 1/4, 1/2 3rd +2 World View 1/8, 1/4, 1/25 4th +2 Ability Score Improvement 1/8, 1/4, 1/2 5th +3 Preferred Host 1, 2, 3 6th +3 View Feature 1, 2, 3 7th +3 Regenerative Biology x2 1, 2, 3 8th +3 Ability Score Improvement, Sixgun Poisoner 1, 2, 3 9th +4 Consume The Weak 2, 4, 6 10th +4 View Feature 2, 4, 6 11th +4 Preferred Host 2, 4, 6 12th +4 Ability Score Improvement, Exo Interfacer 2, 4, 6 13th +5 Undying Substance 3, 6, 9 14th +5 View Feature 3, 6, 9 15th +5 Regenerative Biology 3, 6, 9 16th +5 Ability Score Improvement 3, 6, 9 17th +6 Improved Preferred Host 4, 8, 12 18th +6 Preferred Host 4, 8, 12 19th +6 Ability Score Improvement 4, 8, 12 20th +6 View Feature 5, 10, 15 Permanent Host You have made a bond with a creature. Choose a creature of challenge rating 1/8th or lower. This creature becomes your starting Host. You gain access to all of its features, abilities, skills, proficiencies, languages, equipment, AC and speed, which are added on top of whatever you already have. You gain access to the creature’s stats, adding the modifier of your natural stats to your host’s stats. You may go above 20. You gain access to your Host’s HP, adding your own HP to your Host’s HP. If you are reduced to 0 Hit Points while within your Permanent Host, your Host dies, but you leave with Max HP. If you leave your Host, it immediately dies, as when you make a bond with a creature, you have replaced all of its vital organs. If your Host dies with you still inside, you immediately leave its body and revert to your natural form. If you have no Permanent Host, you retain nothing you previously had access to while inside one. Your Host does not gain Hit Points from Hit Dice spent during short rests. You are treated like a disease for the purpose of game mechanics.

Hostile Takeover As an action, whether inside or outside of your Permanent Host, you may attempt to take possession of another creature within 5ft, latching on to their body and becoming intertwined with their biology. You are still subject to individual targeting, despite occupying the same space. You may only activate this ability if the new Host is of a challenge rating equal to or lower of that you are able to access, as shown in The Parasite Table.



Normal = Creatures you can access up to Stage 3

Greater = Creatures you can access up to Stage 2

Superior = Creatures you can access up to Stage 1.



When you activate this ability, make a Constitution roll against the target’s Constitution stat, adding your Constitution Modifier + Proficiency Bonus to the roll. If you succeed, you go to Stage 1; if you fail, you do not latch on to the creature and land next to it. 3

The creature may spend an action to make a Strength saving throw to attempt to force you down one stage (Stage 0 does not count for the purpose of this interaction). If the creature fails, you do not go up a Stage. As an action, you may use this feature again to go up another stage, following the same rules. If you fail, you do not go down one Stage. When you reach Stage 3 and the creature becomes your Permanent Host, it does not regain any lost Hit Points.



Stage 0 = You are passively living on the creature. This is only available if done through Stealth, or the target is friendly.

Stage 1 = You have infected the target’s nervous system. Every time the creature attempts to make an action or move on its turn, you may use your reaction to force it to make a Wisdom saving throw against your DC. If the target fails, its action is wasted.

Stage 2 = You have taken full control of the target’s body. As an action, you may use one of the creature’s available actions as though you were the creature. As a move action, you may move as though you were the creature. The creature may use its reaction to make a Wisdom saving throw against your DC

Stage 3 = You have taken complete control of the target’s mind. This creature is now your Permanent Host.



Your DC = 8 + Constitution Modifier + Proficiency Bonus Regenerative Biology Starting at 2nd level, your strange, anatomical structure is capable of heightened regeneration. As a bonus action, you may regain HP equal to 1d4 + Constitution Modifier + your level in this class. You may use this feature both in and out of your Permanent Host. You must finish a long rest before you can regenerate again. You gain additional uses of this feature at 7th level and again at 15th level.

World View At 3rd level, you have developed a particular view of the world. Choose a view from the available options: View of the Beyond

View of the Divine

View of the Hidden

View of the Lich

View of the Necrotic

View of the Pure

View of the Sadist

View of the Symbiote Your choice grants you features at 3rd level, and again at 6th, 10, 14th and 20th level. Ability Score Increase When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Preferred Host Starting at 5th level, you have found yourself bonding with a particular type of creature more than others. Choose a type of creature: Aberrations

Beasts

Celestials

Constructs

Dragons

Elementals

Fey

Fiends

Giants

Monstrosities

Oozes

Plants

Undead You may add 1d4 to any saving throw, skill check or damage roll that involves this creature. You choose one additional Preferred Host at 11th and 18th level. Consume The Weak Starting at 9th level, you have become more proficient in taking control of creatures’ minds, to the point where lesser beings can no longer resist against your Hostile Takeover. You may immediately go to Stage 2 when attempting a Hostile Takeover of a creature of half of the CR of Normal creatures, rounded down (Lesser); and Stage 3 for those that are a quarter of Normal creatures, rounded down (Inferior). If you fail to latch on, you automatically go down to the Stage below what you attempted to access. Undying Substance Starting at 13th level, your natural body has become more adept at surviving outside of a Host, becoming stickier and more elastic to allow you to slip out of death more easily. If you drop to 0 HP, you may make a DC10 Constitution saving throw, which permanently increases by 1 each time you use it. If you succeed, you drop to 1 HP. Improved Preferred Host Starting at 17th level, you know the precise anatomy of your Preferred Hosts, allowing you to latch onto them much more easily. You may add an additional 1d4 to any saving throw, skill check or damage roll that involves your Preferred Hosts.



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World Views Parasites are weak when they first enter the world. But their ability to possess the minds of others gives them unique perspectives to life... and a different attitude to the mortals they encounter on their journeys. While some seek friendship and knowledge, others desire only power; it is these values that shapes a parasites view of the world. Your choice of view will reflect the way you behave with others and what you wish to gain from adventuring. View of the Beyond You were once eager to explore the world, but now you crave for more. Finding yourself disappointed by the limits imposed by the material, you aim to go beyond merely taking over the frail minds of other creatures, learning to access the full capabilities of your own mind in an attempt to take control of the secrets of reality itself. Arcane Ambitions Starting at 3rd level, when you choose this World View, you have begun to study magic. You gain access to the Wizard spell list and follow the same rules as them. You begin at 1st level on this table, as though you were multiclassing into Wizard. Intelligence is your spellcasting ability for your Wizard spells. You are able to cast spells both inside and outside of your Permanent Host. You may use your spellbook and arcane focus while they are stored inside you. Reality Tear Starting at 6th level, you have learned how to temporarily bend reality to facilitate your movement. As a bonus action, you may teleport 5 feet x Intelligence modifier. Magical Rewind Starting at 10th level, you have discovered how to alter your fate in times of desperation. As an action, bonus action or reaction, you may reroll an attack, skill check or saving throw, or force another creature to do the same. The new roll must be used. You must finish a long rest before using this feature again. Parasitic Destabilisation Starting at 14th level, your incessant prodding into the arcane has destabilized the space around you. Whenever you succeed in a Stage 3 Hostile Takeover, roll a d100 on the Sorcerer’s Wild Magic table (rolling a 43 or 44 adds 20 feet to your Reality Tear; 99 or 100 recharges your Regenerative Biology). Emperor of Time At 20th level, you have uncovered the secrets of the force that lords over all beings: time. You have now taken possession of this tyrant, and may use your action to freeze it for an entire round (or 6 seconds). You may choose a number of creatures equal to your Intelligence modifier to not be frozen. You and any other creatures not affected by this feature can act as normal. Damage, conditions and effects dealt to frozen creatures are applied after Emperor of Time has ended. Time resumes after the end of your next turn. You must finish a long rest to use this feature again.



View of the Divine You have suddenly come to the realization that you are a small entity in a vast world, and that your life is ultimately meaningless in the grand scheme of things. So, you have taken to looking up at what you cannot reach, deciding to dedicate your life towards a higher purpose in an effort to leave the limitations of the physical world and become a being of spirit. Divine Aspirations Starting at 3rd level, when you choose this World View, you have attuned your soul to divine forces. You gain access to the Cleric spell list and follow the same rules for spellcasting as them. Wisdom is your spellcasting ability for your Cleric spells. You begin at 1st level on this table, as though you were multiclassing into Cleric. You are able to cast spells both inside and outside of your Permanent Host. You can use a holy symbol for your Cleric spells, which you are able to use while it is stored inside you. Gooey Medicine Starting at 6th level, you have discovered how useful your regenerative body could be in healing the wounds of others. As an action, you may touch a creature within 5ft, giving them a small piece of your body, which heals them like your Regenerative Biology heals you. You may use this feature a number of times equal to your Wisdom modifier. You must finish a long rest to regain your charges of this feature. Purified Soul Starting at 10th level, your service to a greater cause has elevated your spirit to a being of purer intentions. As a bonus action, you may end the effects of a single condition affecting you or your host. Astral Parasite Starting at 14th level, your soul has achieved divine perfection, allowing you to at last escape your frail body. You are now ethereal, gaining a flying speed of 40 feet. You may pass through impassable terrain. You remain the same size. You also have resistance to bludgeoning, piercing and slashing damage from non-magical attacks. In addition, when you succeed in a Hostile Takeover, you move fully inside the creature, making you untargetable from external sources. You follow the same rules for Hostile Takeover. Ascended Bond At 20th level, you have reached towards something greater than you and it has acknowledged your presence. As an action, you may cast Wish. You must finish a long rest before using this feature again. 5

View of the Hidden You find the world to be an intimidating place, and have always cowered away due to the danger others pose to you. As a result, you have learned how to exploit the shadows, using your hosts as hiding places rather than beings to be dominated, as you influence the world through subtler means. Stealth Ooze Starting at 3rd level, when you choose this World View, you have learned that the best way to survive is by striking when the enemy least expects it. You gain proficiency in Stealth, or expertise if you are already proficient, and proficiency in daggers. As a bonus action, you may sharpen your tendrils into rudimentary blades. Unseen Strike As an action, when you are at Stage 0 on a creature, you may make a Dexterity attack roll, stabbing your dagger like arms into the creature you are latched on to, dealing 1d4 + Dexterity Modifier piercing damage on a hit. You may then make a Stealth check against the creature’s Perception. If you succeed, you remain hidden. If you fail, the creature notices you and immediately removes you from Stage 0. You may also use magical daggers for this feature, which you may store inside you. The damage increases by 1d4 at 7th level, and again at 11th, 15th and 19th level. Parasite of the Shadows Starting at 6th level, your fear of others has caused you to learn how to pass entirely unseen. As a bonus action, when in dim light or darkness and outside of a host, you may become invisible. You can move without breaking invisibility, but the invisibility ends as soon as you step out of dim light or attack. You can latch onto a creature and remain invisible for as long as you are at Stage 0. Silent Takeover Starting at 10th level, you have learned how to silently creep into the mind of other beings, taking control of creatures without them ever realising. When attempting a Hostile Takeover, you may make a Stealth check against the target’s Passive Perception. If you succeed, you go up one stage unnoticed; if you fail (or did not make the Stealth check), you are immediately discovered, upon which the creature may make a Strength saving throw to force you down one stage. You cannot return to Stage 0 if the creature knows you are there. If you are hidden, you may activate the abilities open to you at each Stage, making a Stealth check each time to continue remaining hidden. Necrotic Transformation Starting at 14th level, you have perfected the art of subterfuge, and are able to emulate the body of those you have interacted with. As an action, you can change your appearance to look like any creature you have spent a minute at Stage 0 with, no matter how big or small, and with exact precision in terms of detail, including perfect mimicry of their voice. You keep your normal stats. If a creature has reason to suspect you, they may make an Insight check against your Deception. If they succeed, they immediately realise what you actually are. Assassin of the Oblivious At level 20, you have mastered taking down and taking over creatures without ever being detected. As a result, you now know exactly where to slip your tendrils for a silent kill. As a bonus action, when you succeed in an Unseen Strike, you may make an additional Unseen Strike. You must finish a short rest before using this feature again. In addition, your Unseen Strikes are always critical hits. You may continue making Stealth checks to remain hidden. View of the Lich As you have begun to explore the world, you have discovered the limitations that mortal beings have to offer. So, you aim higher than what most have ambition for, discarding host after host in an attempt to climb up the hierarchy of the world and reach the pinnacle of being. Improved Hostile Takeover Starting at 3rd level when you choose this World View, you have become dissatisfied by the lack of power of creatures you are capable of dominating. You gain access to a new table for your Hostile Takeover: Level Normal Greater Superior 1st 1/8 1/4 1/2 3rd 1 2 3 5th 2 4 6 7th 3 6 9 9th 4 8 12 11th 5 10 15 13th 6 12 18 15th 7 14 21 17th 8 16 24 19th 9 18 27 20th 10 20 30 Resistance to Purification Starting at 6th level, you have developed a resistance to substances and magic that try to cleanse you from your Host. When you are treated as though you were a disease, you may make a Constitution saving throw against the creature’s save DC. If you succeed, you stay latched on. Deep Tendrils Starting at 10th level, your interaction with so many creatures has caused you to know exactly where to dig in. You have advantage when attempting Hostile Takeovers. Aggressive Domination Starting at 14th level, you have learned how to bypass a creature’s defences, aiming straight towards control of its body. When attempting a Hostile Takeover, you go straight to Stage 2, unless you are unable to access it. If the creature succeeds in its saving throw, you automatically go to Stage 1. 6

Claws into the Mind At 20th level, you have become a master at dominating creatures, so that when you latch on, you can never be removed. When the creature you are latched onto uses its action to try pulling you off, you no longer go down a stage. View of the Necrotic When a being dies, most see a lifeless corpse; you see opportunity. With a host that will put up no resistance to you taking over its body, you have learned that stealing the life of the living is no longer necessary for your survival in this world, and in an attempt to crack the code of mortality, you will discover that death need not be the end. Possess the Dead Starting at 3rd level, when you choose this World View, you have learned how to reanimate the corpses of the recently deceased. As an action, you may make a dead creature your Permanent Host, jumping straight to Stage 3, provided it has been dead for 1 hour or less and has not previously been used by a parasite. No roll is required. You must still adhere to the same challenge rating restrictions as shown on the Hostile Takeover table. You may use this feature on Greater creatures, but if you do, you must make the standard Constitution roll to take possession of the body. If you fail, you cannot try again. Your Permanent Host has 0 Hit Points, and its appearance continues to physically decay. Your Host counts as undead, in addition to its other types. If you are reduced to 0 Hit Points while inside your Permanent Host, you are removed as usual, and your Host becomes unusable. Cling to Life Starting at 6th level, you have grown to be accustomed to the idea of death, giving you an easier grasp on living. You have advantage on death saving throws. Undead Restoration Starting at 10th level, the very idea of death has become a mere inconvenience for you as you attempt to take control of dead hosts. When you use Possess the Dead, your Permanent Host restores HP equal to your Constitution Modifier + your level in this class. Necrotic Spores Starting at 14th level, you have gained mastery in your understanding of death, and are now able to reach beyond the decay of mortality to momentarily bring others back to life. As an action, you may disperse a number of spores into the air equal to your Wisdom modifier, with a maximum range of 30ft. They attach themselves to the dead (your choice of targets), no matter how long they have been dead for, reanimating them for 1 hour. You may use your action on subsequent turns to move and attack with every corpse under your control, with access to any abilities they may have had. The spores follow the same rules as you do under Possess The Dead. You cannot use Possess The Dead on any creature that has been affected by this feature. You must finish a long rest before using this feature again.

Death's Locked Door At 20th level, you have communed with the dead so much that you have full insight into what lies on the other side, learning exactly how to avoid joining them. You can no longer be killed. You can still be incapacitated. When you are reduced to 0 hit Points and fail Undying Substance, you must still make death saving throws. If you succeed three times, you return to life. Failing three times resets the count. Your host can still be killed. View of the Pure You see others as beings of impurity - abominations that have evolved in all the wrong ways. Every time you have invaded the body of such beings, you have felt your own identity becoming tainted. So, you have decided to reject the very notion of being a parasite, instead opting to find ways of improving your own body beyond what you thought was ever possible. Physical Upgrade Starting at 3rd level, when you choose this World View, you have had to improve the capabilities of your own body to better survive outside of a Host. You gain proficiency in light armour, medium armour, shields and simple weapons. In addition, you have grown vocal chords, and can now speak without the need for a Host. Parasitic Modification As an action, you can configure your entire body to be exactly how you like it: you may alter the matter of your body into Light Armour, Medium Armour, or back to Unarmoured, and sharpen/bludgeon any number of your tendrils into any simple weapon(s), or shields that add +1 AC. You may have a number of shields equal to your Strength Modifier, provided it does not exceed your hand limit. You are treated as having two hands like everyone else for the purpose of game mechanics. You cannot use weapons and armour that are separate from yourself. You cannot make ranged weapons.

Light Armour AC = 11 + Dexterity Modifier + Proficiency Bonus

Medium Armour AC = 14 + Dexterity Modifier (Max 2) + Proficienct Bonus + Stealth Disadvantage

Unarmoured AC = 10 + Dexterity Modifier Globule of Hatred Starting at 6th level, you have developed a particular distaste of others, producing a vile substance within you that you simply must dispose of. As an action, you may make a Constitution ranged attack with a range of 60ft, spitting out black goo at the target's face that deals 1d8 + Constitution Modifier necrotic damage. In addition, the target must make a Dexterity saving throw against your DC to avoid the goo from sticking to its eyes. If you succeed, the target is blinded until they use an action to rip the goo off. The damage increases by 1d8 at 11th level, and again at 15th and 19th level. 7

Mutational Purity Starting at 10th level, in the pursuit of purity you have begun to mutate, your skin thickening like diamond and arms sharpening to a razor edge. You gain proficiency in Heavy Armour and Martial Weapons, which your body is able to morph into following the same rules as Parasitic Modification. In addition, you have grown to small size and your speed has increased by 5ft. You may use weapons and armour that are separate from yourself, which you may store inside you.

Heavy Armour AC = 17 + Proficiency Bonus + Stealth Disadvantage + a decrease to your speed equal to 5 feet. You require 15 Strength to use this armour. Superior Being Starting at 14th level, you have begun attempting to push your body beyond what you thought you were ever capable of, preparing yourself to be a master at warfare. You now count as having 4 arms, which can sharpen or harden into weapons or shields following the same rules under Mutational Purity. When you attack, you may attack with all of your arms at once, provided they are using a weapon with the light property. You must make an attack roll for each individual one. Warlord of the Pure At 20th level, you have achieved physical perfection, priding yourself on your lack of reliance on other beings. You now have 8 arms, which follow the same rules as Mutational Purity. You have also grown to medium size and your speed has increased by an additional 5ft. In addition, you can attempt to push your body beyond what should ever be physically possible. As a bonus action, you may attack with all of your arms at once, following the same rules as Superior Being. You suffer one level of exhaustion for each attack you make above your Constitution Modifier, minimum 1. View of the Sadist Possessing the mind of others no longer interests you, as you have discovered how to exploit the full capabilities of a creature's body. Turning others on themselves, you see the world like a playground, toying with creatures while feeding off of their pain. Vampiric Possession Starting at 3rd level, when you choose this World View, you have discovered how to exploit a creature’s vulnerability while you are latched on to it. As an action, while you are latched on to a creature through Hostile Takeover, you may dig your tendrils into the creature’s veins, dealing 1d4 + Constitution modifier piercing damage. You gain temporary hit points equal to the damage dealt, and the creature has disadvantage on saving throws to attempt to remove you. The damage increases by 1d4 at 7th level, and again at 11th, 15th, and 19th level.





Hostility from Afar Starting at 6th level, you have gained the ability to spring at your enemies from range, knowing that distance keeps you safe. The range for your Hostile Takeover is now 20 feet, instead of 5. Speedy Domination Starting at 10th level, you have learned how to take quick possession of other creatures, using them to further your goals before they can react. Your Hostile Takeover now costs a bonus action to use, instead of a full action. Wicked Mitosis Starting at 14th level, you have discovered that there is strength in numbers. As an action, when you succeed in a Hostile Takeover, you may split yourself in two to attempt a Hostile Takeover of an additional creature within 20 ft. This second version of you shares your initiative and takes its turn directly after yours. It lasts for 1 minute and its Hit Points are equal to half of your Maximum Hit Points, which have also now been halved for you because of this. Your clone cannot reach stage 3, but follows the same rules for Hostile Takeover as you do. You must finish a long rest before using this feature again, as your body needs time to grow back to its full size, at which point your Max HP also returns to full. Parasitic Infestation At 20th level, you have mastered the ability to control whole groups of enemies at once, driving them to kill each other. You and the spawns that you create through Wicked Mitosis are able to continue using Wicked Mitosis indefinitely, halving Max HP each time this is done. They all last 1 minute and cannot reach Stage 3, but otherwise follow the same rules for Hostile Takeover as you do. You must still complete a long rest to return to normal size. View of the Symbiote Your interaction with others has given you a more sympathetic view of the world, turning your bonds from parasitic to symbiotic. As you no longer wish to entirely dominate your host, you have learned to share your power with them, cultivating a friendship while improving them beyond what they could have ever achieved by themselves. Symbiotic Relationship Starting at 3rd level, when you choose this World View, you have developed a symbiotic relationship with your Permanent Host. Creatures you possess through Hostile Takeover retain their consciousness and personality upon becoming your Permanent Host, but you still have full control over their mind and body. In addition, you are able to speak to others separately from your Host, but not while you are without one. 8