Parasyte Host A man stands in a dark alley, a corpse lays flayed before him. Blood splatters the walls. A woman turns the corner behind the man and screams. The man's head swivels at an impossible angle and petrifies the woman with an inhuman glare. Slits slide along his face as his head unravels like a coiled snake. This snake has no fangs, just a single bone blade. It whips out at an impossible speed and impales her through the heart. The man examines the small, fuzzy green ball in his hand. It was unlike anything he has seen before. He squints at it when it pops open. A tiny green larvea, no longer than 3 inches emerges, and burrows right into his hand. She opens her eyes. The throbbing sensation behind her eyes stops. She hears a voice inside her head, a voice that is not her own. It whispers to her, the supreme mandate. With vigor, she tests her absolute controll over the musculature that makes up her head now. Streching, warping, and sharpenig it into different shapes. Then she senses something... familliar... close by. Paracidic Nature The Parasytes are exactly what they are named, parasites. They dig into a humanoid host and consume the tissue, replacing it with neuro-muscle. This flesh can think like a brain, squish like skin, contract like muscle, or slice like metal. Though seeming superior, they hold two faults. One, they need the host body to supply them with nutrients to survive. Destory the vital organs of the host to kill the monster. Second, they lack the ability to exibit emotions. Their only thoughts are of the supreme mandate, and the best methods to survive and complete it. When a Parasyte embeds itself in a host and becomes conscious, they reseive what they all call a "Supreme Mandate." A mission, a goal, an ideal, whatever it is, they strive to fufill it. Doing so, they tend to be of lawful alignments. These mandates vary between Parasytes, but can allign in some ways, or even to the letter. Alien Mind The mind of a Parasyte works differently than other creatures. They do not have emotions. Most understand what they are, and can emmit signals as though they have them (like facial expressions and body language). This does not mean they are stupid though; if they see a troll, they understand that it is a large and powerfull monster, and react accordingly. Contradictory though, they can sense strong negative feelings and intention (like murderous intent, fear, and rage) from other creatures, including other Parasytes. You Host It You are the host to a Parasyte. Somehow you have stopped it from consuming your brain, and it has infected one of your arms. How do you cope with it? Do you work together? Do you experiment and try to learn from each other? Multiclassing To multiclass into this class, you need a minimum Inteligence of 13, and a minimum Constitution of 13.

Class Features Creating a Parasyte Host When building an Parasyte Host, think about the following. How did you come to be infectd by your Parasyte? What is the supreme mandate, and how do you plan on accomplishing it (or not)? Which arm is infected? How did you stop it from consuming your brain? Quick Build First Dexterity should be your primary ability. If you are going for the path of Tamiya, use Inteligence next. If you are going for the path of Gotuo, use Constitution instead. Finally, choose the Secret Identity background. Parasyte Host Level Proficiency Bonus Features Tendrils 1 +2 Cannabalism, Hivelike Minds — 2 +2 Tendril Weapons 1 3 +2 1 4 +2 Ability Score Improvement 1 5 +3 Extra Attack I 1 6 +3 Lifestyle Path 2 7 +3 Hardened Vigor (2d8) 2 8 +3 Ability Score Improvement 2 9 +4 Path Feature 3 10 +4 Extra Attack II 3 11 +4 Hardened Vigor (3d8) 3 12 +4 Ability Score Improvement 3 13 +5 Path Feature 4 14 +5 Hardened Vigor (4d8) 4 15 +5 Extra Attack III 4 16 +5 Ability Score Improvement 4 17 +6 Path Feature 5 18 +6 Unnatural Talents 5 19 +6 5 20 +6 Path Feature 6 Parasyte Host Features As a Host you gain the following features: Hit Points Hit Dice: 1d8 per Host Level

1d8 per Host Level Hit Points at 1st Level: 8 + your Constitution Modifier

8 + your Constitution Modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Modifier per Host Level after 1st Proficiencies Armor: Light armor

Light armor Weapons: Simple melee weapons

Simple melee weapons Tools: One tool and one gamaing set of your choice

One tool and one gamaing set of your choice Saving Throws: Dexterity, your choice of Inteligence or Constitution

Dexterity, your choice of Inteligence or Constitution Skills: Choose three from: Acrobatics, Arcana, Deception, Insight, Intimidation, Investigation, and Perception

Choose three from: Acrobatics, Arcana, Deception, Insight, Intimidation, Investigation, and Perception Languages: You can speak, read, and write one additional language of your choice Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) padded armor or (b) leather armor

(a) Explorer's Pack or (b) Scholar's Pack

one proficient weapon Class Features Cannabalism Starting after being infected by a Parasyte to gain 1st level, the Parasyte requires sustinance. Durring a rest, you may consume any fleshy humanoid creature that has been dead for less than 12 hours. Once you do, gain temporary hit points equal to your Constitution score. Hive-Like Minds You're Parasyte can sense if there are any other Parasytes within 50 feet of you. It knows how many, and their aproximade distance, but not their location or identity. If you make eye contact with another Parasyte Host within the same range, you both immidately identify each other as hosts. At 9th level, this range increases to 100 feet.

Tendril Weapon Starting at 2nd level, your Parasyte has gained enough control over its neuro-muscle to morph your arm into a maleable tendril. You're Parasyte can creatre more tendrils, as shown on the Tendril collumn on the Parasyte Host class table. As a reaction, your Parasyte can unleash all of its tendrils. When you do, assign Tendril Weapons to each tendril, as detailed under the Tendril Weapon table below. As an action, you may re-organize your Tendril Weapons, or retract all your tendrils back into their disguised form. All tendrils have a 10 foot reach and can manipulate objects as though they were your own hand. You may combine multiple tendrils together to gain an additional 5 feet of reach per tendril over the Minimum. In addition to the normal weapon properties, the Heavy property means you cannot have more than one of those Tendril Weapons at a time. Your Tendril Weapons count as proficient Strength melee weapons. (Though Finesse Tendril Weapons still allow you to use Dexterity instead.) Tendril Weapon Table Min. Tendrils Name Damage Properties 1 No weapon 1 bludgeoning -- 1 Spike 1d4 pierceing Finesse, Light 1 Small blade 1d6 slashing Finesse 2 Hardened tendril 1d4 bludgeoning +1 AC, Heavy 2 Medium blade 1d8 slashing -- 2 Barbed tendril 1d4+2 piercing -- 3 Razor blade 1d8 slashing Finesse, Heavy 3 Large blade 1d12 slashing Heavy 4 Sheild tendril 2d4 bludgeoning +2 AC, Heavy Ability Score Improvement When you reach 4th level, and again at 8th, 12th, and 16th 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 10th level, and four when you reach 15th level in this class. Detachment Starting at 5th level, your Parasyte can teporarily disconnect from you as a glob of neuro-muscle. While disconnected, you loose the limb and the Parasyte becomes a small monstrocity with your Dexterity, Constitution, Intelligence, and Wisdom scores. It also has your Strength and Charisma scores, but reduced by 4 (to a minimum of 3). While the Paracyte is detached, it is unable to breathe, following the suffocation rules on page 183 of the Player's Handbook. Lifestyle Paths At 6th level you choose one of the Lifestyle Paths detailed at the end of this class description. After choosing you cannot change. You gain two immidiate Path features, and feature at 9th, 13th, 17th, and 20th levels. Hardened Vigor At 7th level, as a reaction when you take damage, you can intergect your tendrils to block the brunt of an attack. You loose the use of one tendril and roll 2d8, reducing the damage by the total. When you take a short rest, you may expend hit dice (without rolling them) to recover lost tendrils equal to the number of expended hit dice. You recover all tendrils at the end of a long rest. When you reach higher levels, you roll a additional d8 (for 3d8) at 11th level, and another (for 4d8) at 14th level. Unnatural Talents At 17th level, the strength or flexebility of your Parasyte are beyond the capabilities of normal people. You may increase your Strength or Dexterity ability score by 4. Your max for said score is now 24.

Lifestyle Paths Starting at 6th level, you've figured out how you will live with your Parasyte, and how the two of you will work together in combat and life. You choose one of the lifestyle paths, and gain additional features from it at 9th, 13th, 17th, and 20th levels. Path of Tamiya Tamiya was the host to an unusual Parasyte. Her's was interested in learning about other creatures, finding their weaknesses, and exploiting them. Those who follow the lifestyle path of Tamiya do not have the firepower a Host of the lifestyle path of Gotuo might have, but they excell through planning and keen tactics. Brain Over Brawn Starting when you take this Path at 6th level, your Tendril Weapons reseive a -1 penalty to attack and damage rolls. You gain proficiency in three skills of your choice. You may replace any of these proficiencies with tool proficiencies. Tactic Oriented Starting when you take this Path as 6th level, you can switch your tactics easly. As a bonus action, you may re-organize your Tendril Weapons. Social Engineering At 9th level, you have studied humanoid societies and can blend into their worlds in ways others or your kind cannot. You may add your Intelligence modifier to any Deception, Insight, or Persuasion check. Exploit Defenses At 13th level you can examine others in order to exploit thier weeknesses. As an action, you may examine the fighting style of a creature you can see that you are fighting. Starting on your next turn, and lasting until the end of said turn, you and allies who can hear you apply a bonus to hit equal to your Intelligence modifier, when attacking that creature (minimum of +1). You can use this feature a number of times up to your Inteligece modifier per short or long rest (minimum of 1). Small Detachment At 17th level you and your Parasyte experiment with some unusual tactics. When you use Detachment, you loose only half your tendrils (instead of all of them), and it reseives an additional -2 penatly to its Strength, Intelligence, and Wisdom scores. Tactic Mastery By 20th level, you are a master of using your brain and unusual techniques to fight. At the start of your turn, you may re-organize a number of Tendril Weapons up to your Inteligence modifier + your Proficiency bonus. You then double your non-dice damage bonuses when using those new tendril weapons. The bonus damage lasts until the end of your next turn. You can use this feature a number of times equal to your Inteligence modifier. (All minimums of 2.) Path of Gotuo Gotuo was exceptional in combat, having purpously infected himself with numerous Parasytes to gain the highest advantage in a straight fight. Those who follow the lifestyle path of Gotuo are not thinkers. They highlight their ability to become murder machines. Strength in Numbers Starting when you take this Path as 6th level, you increase your Strength score and its maximum by 2. Unimaginative Starting when you take this Path at 6th level, you choose 4 Tendril Weapons. When using a Tendril Weapon not chosen by this feature, you do not get to add your Strength or Dexterity modifier to the attack or damage rolls. But, when using one of your chosen tendril weapons, its range is increased by 5 feet. Social Murauder At 9th level, you gain an intimidating presence that pressures those around you. You may add your Strength modifier to any Persuasion, Intimidation, or Stealth check. Double Infection At 13th level, you infect your other arm with another Rarasyte. You have twice the number of tendrils as shown in the Tendril column of the Parasyte Host class table, and only lose half your tendrils when using the Detachment class feature. Overwealming Barrage By 17th level, you can bombard opponents with a flurry of attacks. When you make an attack action on your turn, you can use a bonus action to make two additional attacks with Tendril Weapons against the same target. Once you use this feature a number of times equal to your Constitution modifier (minimum of 1), you cannot use it again until you take a short or long rest.

Efficient Organs At 20th level, when using Cannabalism you gain twice the temporary hit points. You also gain proficiency in Constitution saving throws. Path of Shinichi Shinichi and his Parasyte banned together to protect the people he loves by hunting down and killing Parasytes. They accomplished this by capitolizing on the fact that Shinichi, though a host, can still fight, while most hosts cannot. Coordination Starting when you take this Path at 6th level you can work more affectivly with your Parasyte. When using a Tendril Weapon and another weapon in your other hand, you may treat any non-heavy, non-tendril weapon as though it has the light property. Cooperation When you make an attack with a Tendril Weapon, you can make an attack with a non-tendril weapon as a bonus action. Empowered Armamanets Starting at 9th level, your Parasyte can combine tendrils to increase not just the range, but its attack power instead. When you combine additional tendrils to make a Tendril Weapon, instead of increasing the range, you may increase the damage by 1d4 per tendril. (You can make any combination of range and damage increases) Two Are Better Than One At 13th level, the mastered coordination between you and your Parasyte grant you bonuses to survive. You may add your Intelligence modifier to any Athletics, Insight, or Slight of Hand check. Watchful Eyes By 17th level, you and your Parasyte have learned to watch each other's backs. You have advantage on initiative rolls and Perception checks. Life Saver The host body is the most valuable thing for your Parasyte, and it will protect it at all costs. Once per long rest, starting at 20th level, when an attack would normally have mortally wounded you, your Parasyte can enter a repair state to rebuild your body using its nuro-muscle. For 1 minute, you gain a +6 bonus to death saving thows. As an alternate expendature of this feature, if an attack would have outright killed you, you may sacrifice all of your Parasyte's tendrils (as with Hardened Vigor) to negate the damage entirely.