You have made a pact, whether willingly or not, with a At 6th level, the Symbiote needs to feed to grow stronger, being that now lives within you. This creature is alive, and preferrably not on you. As an action, you touch a creature manifests as an envelopment of your form. Fight it or that has died within the last 24 hours. You regain hit points accept it, it is now a part of you. It grants you strength as equal to 1d12 + your Warlock level and regain all uses of you grant it life, and together you can become a being Reactive Spines. You gain access to all information that worthy of fear and awe. creature would freely share with a casual acquaintance. Such information includes general details on its background and personal life, but doesn't include secrets. It Symbiote Expanded Spells is enough information to grant you its vague memories. You Spell Level Spells may use this feature once, and cannot use it again until you 1 Absorb Elements, Inflict Wounds complete a short or long rest. 2 Acid Arrow, Enhance Ability Adaptable Defense 3 Life Transference, Haste Beginning at 10th level, your Symbiote will temporarily 4 Black Tentacles, Vitriolic Sphere sacrifice itself to protect its host from mortal blows. When 5 Contagion, Destructive Wave you suffer damage, you may use your reaction to immediately gain immunity to the triggering damage. Until the end of your next turn, you may not use Symbiotic Bond Symbiotic Strikes or Consume as your Symbiote collects and repairs itself. You learn the Primal Savagery cantrip. This counts as a You regain the use of this ability at the end of a short or Warlock cantrip for you, but does not count towards your long rest. number of cantrips known. Perfect Form Symbiotic Bond At 14th level, you let your patron completely take over, Your relationship to the Symbiote manifests as it takes becoming a terrible hybrid of mortal and Symbiote. As a form across your body, granting you certain benefits: bonus action, you enter your Perfect Form. In this state, you gain the following benefits for 1 minute: Reactive Spines Beginning at 1st level, your Symbiote jumps to defend you from harm at critical moments. As As an action, you may cast Primal Savagery twice as a reaction when an attack roll hits you, you gain +4 to part of the same action. your AC until the start of your next turn, even against As a bonus action, you may make one ranged spell the triggering attack. If this would cause the triggering attack as the Symbiote lashes out with a tendril, attack to miss, you may immediately cast Primal searching for prey. You are proficient in this attack, and Savagery as part of the same reaction. You may use this it has a range of 30 feet. If it hits, the creature is ability twice, and regain all expended uses at the end of grappled by you and immediately pulled 30 feet in your a short or long rest. direction. It must succeed on an Acrobatics or Athletics Aggressive Symbiosis As an action, you let the check against your spell save DC to free itself from this symbiote take over to grant you some of its strength. For tendril. There is no limit to the amount of creatures you 1 hour, your jump distance is tripled and you gain can have grappled in this way. advantage on Strength checks and Strength saving Once you use this ability, you cannot do so again until throws. You regain the use of this ability at the end of a you complete a long rest. short or long rest. You gain proficiency in the Intimidation skill. If you are Art Credit already proficient in this skill, you add double your proficiency bonus to checks you make with it. Alex Mercer - Armored Form (Whip) by Hyb1rd- 1982, DeviantArt. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency modifier. Warlock Patron by /u/RaisinBrawn64
WARLOCK PATRON| THE SYMBIOTE 1
Eldritch Invocations Perfect body You gain proficiency in constitution saving throws. Your Constitution scores increases by 2. Your maximum for this score is now 22. Dark Tendrils Prerequisite: 7th level As an action, you send forth a dark, shadowy tendril to grasp and drag a creature towards you. You can make a spell attack roll against a creature within 30 feet of you. If it hits, the creature is grappled by you and immediately pulled 30 feet in your direction. It must succeed on an Acrobatics or Athletics check against your spell save DC to free itself from this tendril. You may only have one creature grappled like this at a time. In addition, you may use a tendril to gain advantage on Athletics checks made to climb, such as you would with a rope or grappling hook. Hardened Carapace Prerequisite: 3th level While you are wearing armor, you gain a +1 bonus to AC. Every long rest you can receive resistance to 1 damage type for 8 hours. Life Leech Prerequisite: 5th level Whenever you deal damage with a melee spell attack, you regain a number of hit points equal to your Charisma modifier. Predatory Speed Prerequisite: 5th level You can take the Dash action as a bonus action. Unnatural Vigor You gain proficiency in the Acrobatics and Athletics skills.