The Parasite

As a warlock, your pact with your patron is always a powerful and personal agreement. However, you have created a bond so binding, it physically dwells inside of you. You serve in part as your patron’s host.

As your new patron grows accustomed to its new home, you, too, grow in power. Gradually, you are able to tap into more of its parasitic nature. As you do so, you begin to take on features of your Patron – a physical manifestation of your symbiosis.

Your patron may feed on various aspects of yourself and the people you face in combat. Consult the Parasite’s Food table for the nature of your patron sustenance.

d6 Parasite’s Food
1 Emotions
2 Arcane magic
3 The remnants of your digested food
4 Blood
5 Your spiritual essence
6 Electrical impulses from your heart and brain

Expanded Spell List

The Parasite 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.

Spell Level Spells
1st Bane, inflict wounds
2nd Alter self, web
3rd Stinking cloud, slow
4th Giant insect, dominate beast
5th Insect plague, contagion parasite expanded spells

Leech Life

Starting at 1st level, you gain the ability to steal life from someone by having your parasite momentarily scrounge nourishment from another’s wounds. When a bloodied creature other than yourself within 30 feet of you takes damage, as a reaction, you can regain a number of hit points equal to 1d4 + your proficiency bonus.

You can use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.

Symbiotic Alteration

Starting at 6th level, your parasite has changed the way your body is shaped or how it works. Choose one of the following alterations:

Bulging Flesh. Bulbous masses cover your body. The first time each turn you are hit with a weapon attack that only deals bludgeoning damage, you can add +5 to your Ac, potentially turning a hit into a miss.

Infected Brain. The parasite has burrowed into your brain and has altered some of your mental functions. You have advantage on saving throws against being despondent or dulled.

Metabolic Mutation. You have to consume twice as much food as you normally would, but you can now eat any time of organic material such as wool or grass. You also have resistance to poison damage.

Infested Fortitude

At 10th level, living with a monster inside you have given you a high pain tolerance. You gain proficiency in Constitution saving throws.

Sanguine Spawn

At 14th level, your parasite has reached maturity and wishes to spread to other hosts. As an action, you can force a creature that is not a construct or undead within 60 ft to become infected with a parasite spawn. The target must make a Constitution saving throw against your spell save DC. On a failure, the creature takes 4d8 necrotic damage and is poisoned until the parasite spawn is removed. Removing the parasite requires three successful DC 15 Wisdom (Medicine) checks, each taking an action to perform the parts of the surgery. The parasite spawn can also be removed by greater restoration or similar magic.

Once you use this feature you can’t do so again until you finish a short or long rest.

Section 15: Copyright Notice

Galder’s Gazetteer Author(s) Matt Click, Gabe Hicks, Jess Ross

This is not the complete section 15 entry - see the full license for this page