# 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
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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
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#### 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.
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#### Living armor
Starting at 14th level, your Parasite now encompasses your entire body. You gain resistance to nonmagical slashing, piercing and bludgeoning damage.
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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.
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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.
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##### Temporary hitpoints
Temporary hitpoints does not stack, so whenever you gain temporary hitpoints from Feeding time or Living armor, you choose if you want to take the new value or keep the old one.
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When you gain temporary hitpoints from Living armor, pool together all the damage done in one action to calculate the temporary hitpoints you gain.
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### PACT BOON
The following pact boon is added to the list of boons you can choose from at 3rd level.
#### Pact of the Shield
You can use your action to create a pact shield that can take on any appearance you want in your empty hand. You are proficient with it while you wield it. Your pact shield disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the shield (no action required), or if you die. You can transform one magic shield into your pact shield by performing a special ritual while you hold it. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the shield, shunting it into an extradimensional space, and it appears whenever you create your pact shield thereafter. You can perform this ritual on any shield you want, except artifacts but can only have one pact shield at any time. Performing a ritual on a new shield wil end the pact with the old one. If the old shield is in the extradimensional space, it appears at your feet.
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## Eldritch Invocations
If an eldritch invocation has prerequisites, you must meet them to learn it. You can learn the invocation at the same time that you meet its prerequisites.
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#### Gliding shield
Prerequisite: Pact of the shield, 3rd level
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As a reaction you can expand your shield while falling. Expanding your shield like this grants you and one creature of your choice that is your size or smaller that holds onto you the effects of the Feather Fall spell, it does not grant any cover against attacks from above and you can't use your shield to calculate your AC while gliding.
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#### Walled off
Prerequisite: Pact of the shield, 9th level
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You can cast Wall of Force once using a warlock spell slot. You can't do so again until you finish a long rest.
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#### Relentless defender
Prerequisite: Pact of the shield, 7th level
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As a reaction you can teleport your shield to attempt to block an incoming attack against a creature you can see within 30 feet of you. The creature gains a bonus to AC against the attack equal to the AC of the shield
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#### You shall not pass
Prerequisite: Pact of the shield, 17th level
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You can cast Prismatic Wall once using a warlock spell slot. You can't do so again until you finish a long rest.
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##### The following invocations are only for the symbiote!
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#### Alien protection
You can cast Armor Of Agathys on yourself without expending a spell slot or material components, it is cast at the same level as your spell slots. You can't do so again until you finish a short rest
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#### Alien Immune system
Prerequisite: 3rd level
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The parasite gives you resistance to Poison damage and advantage on saving throws against poison.
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#### Always vigilant
Prerequisite: 5th level
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Your parasite can sense hostile intend towards you within 20ft and warns you if it senses danger, it wakes you up if you are sleeping
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#### Antivirus
Prerequisite: 3rd level
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Your parasite makes you immune to disease
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#### Defensive Parasite
Prerequisite: 6th level
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Your parasite grants you a layer of unnatural armor, you gain an AC of 10 + your Dexterity modifier + your Charisma modifier. You can use your this armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your this alien armor.
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#### Grasping arm
Prerequisite: 6th level
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You may use a bonus action to extend your arm up to 30 feet in order to grab an object or terrain. If you grab an object, you pull it towards you at the end of your turn. If the object is held by another creature or is stuck to something, make a strength check to wrench it out of it’s grip. If you grab onto terrain, you pull yourself towards that piece of terrain. You may not pull other creatures with this ability.
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#### No escape
You can add your charisma modifier to any check to maintain a grapple.
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#### Parasitic reach
Prerequisite: 5th level
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All your melee attacks using the parasite gain an additional 5ft reach, including the grapple and your living armor.
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#### Parasitic protection
Prerequisite: Pact of the shield, 7th level
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As an action you can use your parasite to form an extension of your shield, creating a 10ft black opaque dome centered on you, giving every creature within the dome full cover from any effects coming from the outside. as long as the dome is active, no creature, projectile, or spell can pass through it. While extending your shield like this, you can't move, take any action, bonus action or reactions. You can't do so again until you finish a short rest.
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#### Sticky body
You gain a climbing speed equal to your walking speed
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Credit: Ivan Dedov