The Eldritch Parasite
Your patron has gifted you power in a way very much different to other patrons. It has embedded a piece of itself into you, bonding your flesh and soul to it. Any powerful creature can do so, but doing so greatly changes the magic you gain from them.
How a patron bonds to the flesh and spirit of their warlock varies from patron to patron. You decide how this took place, or you can determine it by rolling on the Hosting Origin table.
| d6 | Hosting Origin |
|---|---|
| 1 | Your patron planted their unborn child into you, letting it grow within you while you tap into its growing power. |
| 2 | A piece of your patron's consciousness attached to yours, pushing you to collect its other lost pieces so that it may be whole again. |
| 3 | On the brink of death from a flesh-eating disease, you made a pact with your patron, curing your illness by turning your flesh into theirs. |
| 4 | You were dead at birth, but your patron brought you to life by putting a piece of itself into you. |
| 5 | Exploring a mysterious dungeon, you accidentally cut yourself when grabbing an odd effigy. You soon learned that effigy was made to the liking of your new patron. |
| 6 | You managed to steal a piece of a powerful being, turning them into your unwilling patron as you siphon their magic. |
Eldritch Parasite Expanded Spell-List
| Spell Level | Spells |
|---|---|
| 1st | Bane, Inflict Wounds |
| 3rd | Alter Self, Enhance Ability |
| 5th | Bestow Curse, Haste |
| 7th | Death Ward, Polymorph |
| 9th | Contagion, Dominate Person |
Host for Greatness
When you take this patron at 1st level, your hit points and hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, you can't be willingly possessed.
Infect Other
Also at 1st level, you obtain the ability to attach a part of yourself, in spirit or in flesh, to your foes. When you cast a spell towards an individual creature, you can force the target to make a Constitution saving throw against your spell save DC. On a failed save, you attach a part of yourself to them for the next minute, gaining the following benefits;
- You can cast spells through their space.
- When they regain hit points, you restore an amount of hit points equal to half the hit points they regained.
- When the creature makes a saving throw, you can roll a d4 and subtract the number rolled from their saving throw total.
You can use this feature a number of times equal to your proficiency bonus, and regain all expended uses after a long rest.
Parasitic Flesh
At 6th level, you patron's touch has enhanced a part of you closer to them. You gain one of the following benefits of your choice;
- Brain. You can telepathically communicate with creatures under the effects of your spells, gain resistance to psychic damage, and gain proficiency in Intelligence saving throws.
- Heart. You are immune to diseases and can hold your breath indefinitely. Additionally, when you would be hit by a melee weapon attack, you can use your Infect Other feature as a reaction towards your attacker if they are within 10 feet of you.
- Muscle. You can use your Charisma modifier, rather than your Strength modifier, for strength checks and saving throws. You also gain a swimming and climbing speed equal to your walking speed, and can take the Dash action as a bonus action.
Greater Parasite
At 10th level, your magic can spread you to multiple creatures. When you cast a spell that would affect multiple creatures at the same time, you can choose an amount of those creatures, equal to your proficiency bonus, to be the targets of your Infect Other feature.
Once you have used this feature, you can't use this feature again until you finish a long rest. Once per long rest, you can expend a warlock spell slot to regain an expended use of this feature.
Cursed Birth
At 14th level, you can manifest away from death's door through your killer or your infected targets. When you would be reduced to 0 hit points, you can force the creature that brought you to 0 to make a Constitution saving throw. On a failed save, they take an amount of d4 necrotic damage equal to your level in this class, or half as much on a successful save. You then emerge into a unoccupied space within 5 feet of them, gaining an amount of hit points equal to half the amount dealt.
If you have a creature affected by your Infect Other feature when you would be reduced to 0 hit points, you can instead force them to make the save. Doing so increases the damage die of the feature to a d6.
Once you have used this feature, you can't use it again until you finish a long rest.

