This document summarizes three parasitic magic items:
1) The Blood Swarm symbiotically burrows into the host's skin, granting abilities to vomit a swarm and make wounds explode. It requires regular feeding via hit dice.
2) The Burrowing Crystal painfully grows into and across the host's body, counting as heavy armor but with penalties. It can drain hit dice to lessen penalties.
3) The Fel Worm latches in the stomach and forces its way through the jaw during frenzies, granting opportunity attacks and urges to grapple others.
This document summarizes three parasitic magic items:
1) The Blood Swarm symbiotically burrows into the host's skin, granting abilities to vomit a swarm and make wounds explode. It requires regular feeding via hit dice.
2) The Burrowing Crystal painfully grows into and across the host's body, counting as heavy armor but with penalties. It can drain hit dice to lessen penalties.
3) The Fel Worm latches in the stomach and forces its way through the jaw during frenzies, granting opportunity attacks and urges to grapple others.
This document summarizes three parasitic magic items:
1) The Blood Swarm symbiotically burrows into the host's skin, granting abilities to vomit a swarm and make wounds explode. It requires regular feeding via hit dice.
2) The Burrowing Crystal painfully grows into and across the host's body, counting as heavy armor but with penalties. It can drain hit dice to lessen penalties.
3) The Fel Worm latches in the stomach and forces its way through the jaw during frenzies, granting opportunity attacks and urges to grapple others.
Advanced Parasitic Weapons P lanar exploration suggests a
great many things but one
certainty: the horrors that exist
in the beyond confirm that there
is malign design behind many of
the multiverse’s creations. It also
proves that whenever there is
room for some thing to exist, life
finds a way—even if that existence
requires binding to another
creature. Parasites, infections,
symbiotes and the like are found in
many forms but the most advanced
and complex of them do more
than feed upon a host, making the WRITING Tyler Omichinski
COLOR ART Rafael Benjamin creature to which they’ve bonded EDITING Mike Myler LAYOUT Frank Michienzi better able to survive.
Magic Items: Advanced Parasitic Weapons | EN World EN5ider
Parasitic Weapons Blood Swarm Wondrous item (symbiotic), very rare (requires attunement) Though there are a great variety of parasitic and A dark reddish ooze covers this swarm of gnat- symbiotic creatures found in places of glory and like creatures when they are not within a hive peril, those utilized by adventurers have a number woven throughout a decaying body either found of similarities. Each has at least a rudimentary level or infected prior to its death. They lay hundreds of of intelligence through which to communicate with thousands of eggs in a corpse, each the size of a dust its host. These are often subconscious through the mote, as it deteriorates the blood swarm is spread addition of memories or knowledge that the host across an area by scavengers. Though an infection did not find anywhere else. In some instances, they may be rare, when one does occur the blood swarm can communicate through dreams or other ways. can reproduce prodigiously. Only living creatures Attuning to a symbiotic magic item1 requires with blood or blood-like fluid are able to attune to a creature to bond with it. Once a creature has the blood swarm. bonded to a symbiotic magic item, unless otherwise When you attune to and bond with the blood noted it can only be unattuned and removed in a swarm it burrows into your skin and lives within painful process that deals 5 (1d10) magical piercing your body where it builds structures, reproduces, damage per hit die of the creature, and requires the and grants you the following two features. casting of a lesser restoration spell (if it is common, Swarm Vomit. You can use an action to exhale uncommon, or rare) or a greater restoration spell (if it a viscous swarm of bugs and bile in a 15-foot is very rare or rarer). cone. Each creature in the area must make a In addition, while a creature is not attuned to a Dexterity saving throw (DC 8 + your proficiency symbiotic magic item but possesses it throughout bonus + your Constitution modifier), taking 4d6 a long rest, the creature must make a Wisdom magical piercing damage on a failed save, or saving throw (common or uncommon: DC 10, rare: half as much damage on a successful one. When DC 12, very rare: DC 14, legendary: DC 16). On a you deal 20 or more damage with swarm vomit failure, when the creature awakens the symbiotic you must expend a hit die or take force damage magic item is attuned and bonded to the creature, equal to 2d10 × your level. as though the creature had attuned to it voluntarily. Wound Burst. When you take damage of any type other than bludgeoning or fire, you can use your reaction to make your wound explode 1 Symbiotic magic items were first introduced in with hardened blood slivers in a 30-foot radius, EN5ider #419: Parasitic Weapons. dealing force damage to yourself equal to 1d4 × your remaining hit dice. Each other creature in the area must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Constitution modifier) or take magical piercing damage equal Open Game Content | The game rule information in this to 1d10 × your current number of hit dice. article is designated Open Game Content. All other material in this article, including maps and illustrations (including At the end of each long rest, you must spend 1 Hit illustrations in the public domain), in-character and out-of- Die to feed the blood swarm. After two consecutive character narrative and descriptive text, character and place long rests left unfed, the blood swarm takes its due names, trade dress, “EN Publishing,” “EN World,” “EN5ider,” from you without asking, dealing magical force EN Publishing product and article titles, and damage equal to 2d10 × your level. You cannot use EN World and EN Publishing logos, are designated the blood swarm until you have voluntarily fed it over Product Identity. the course of at least three consecutive long rests.
Magic Items: Advanced Parasitic Weapons | EN World EN5ider
Burrowing Crystal Crystal Recharge. After finishing a long rest, Wondrous item (heavy armor, symbiotic), very rare you may expend Hit Dice to reduce the burrowing (requires attunement) crystal’s penalty to Armor Class by 1 for each Hit Appearing to be an unfinished or unrefined Die expended in this way. gemstone, this dangerous parasite is often picked up amongst a pile of treasure to infect an otherwise Fel Worm lucky host. They are capable of some basic movement Wondrous item (symbiotic), rare (requires attunement) through rudimentary legs that resemble those of Though they begin life as relatively cute long- a bug, which in turn are used to dig into a host’s necked water-based lizards, fel worms grow into body. Over time the crystal grows and multiplies, particularly disgusting parasites that latch onto creating crystal growths across the body of its host. the walls of a host’s stomach and take over several Autopsies of creatures who have died while under life-giving processes. Despite this some cultures the influence of a burrowing crystal have revealed cultivate these creatures and even consider hosting that they grow all the way into the host’s bones. one a great honor. Their name is slightly incorrect Host Seeker. While you are not attuned to the as they possess four legs, but once mature they burrowing crystal but pick it up, you must make a are never seen as they remain within their host at DC 15 Dexterity saving throw. On a failure, the all times. If well fed and cared for, fel worm hosts burrowing crystal becomes attuned and bonded can live normal lives but when the symbiotes are to you, using up an attunement slot as though underfed their hosts are consumed by intrusive you had done it voluntarily. thoughts of great violence and bloodshed. Once you have attuned to the fel worm, you can While attuned to the burrowing crystal you cannot use a bonus action to enter a blood frenzy that lasts wear armor as placing anything heavy overtop them for 1 minute. While in a blood frenzy, you cannot is exceedingly painful, giving you disadvantage on talk, consume potions, or otherwise use your ability checks, attack rolls, and saving throws. The mouth as the fel worm forces its way out through burrowing crystal counts as heavy armor that grants your jaw, pressing your mouth open. You may still an Armor Class equal to 10 + your proficiency cast spells that require a verbal component during bonus + your Constitution modifier. In addition, a blood frenzy, the fel worm fulfilling that part of the burrowing crystals glow and flicker, casting a the bargain for you in its own dark language. While dim light for 10 feet around you and giving you in a blood frenzy, the fel worm makes opportunity disadvantage on Dexterity (Stealth) checks made to attacks using worm lash without using a reaction. be unseen. At the start of each turn where you are adjacent to When you take damage from a spell or magical another creature who is not undead, you must use effect, you gain resistance to that type of damage a bonus action to attempt to grapple it (if there is until you next take damage from another spell or more than one creature, you may choose which.) magical effect. The crystals and their glow shift Worm Lash. During a blood frenzy you gain color to convey the change to their magical charge. a natural weapon attack from the fel worm, with Each time you take 25 or more damage (after a reach of 5 feet and the finesse property. Using resistances), you must make a Strength saving this attack requires an action, or a bonus action throw (DC 8 + your proficiency bonus + your if targeting a grappled creature. On a hit your Constitution modifier). On a failed save you take worm lash deals piercing damage equal to 1d6 piercing damage from your crystals and your your 1d8 + your Strength modifier or Dexterity AC is reduced by 1 until you finish a short or long modifier (your choice), and you regain hit points rest (minimum AC 10). equal to half the damage dealt.
Magic Items: Advanced Parasitic Weapons | EN World EN5ider
When you have not consumed blood from a living Host Seeker. While you are not attuned to creature or meat from a recently killed creature the shell swarm but pick it up, you must make a since your last long rest, at the end of a long rest you DC 15 Dexterity saving throw. On a failure, the must make a Wisdom saving throw (DC 8 + your shell swarm becomes attuned and bonded to you, proficiency bonus + your Constitution modifier + 1 using up an attunement slot as though you had per previous save). On a failed save, whenever you done it voluntarily. take 5 or more damage from a single attack, effect, or spell you must make a Wisdom saving throw Soulshadow Caul (DC 8 + the damage dealt) or enter a blood frenzy. Wondrous item (cloak, symbiotic), rare (requires attunement) A creature of shadow and darkness, it is unclear Shell Swarm whether a soulshadow caul is undead, demonic, or Wondrous item (symbiotic), very rare (requires attunement) of some other origin entirely—investigations both These beetle-like metallic creatures nestle in the magical and mundane remain inconclusive. The skin of the infected only to flit into action and symbiotes are often found in exceedingly dark places swarm around their host as a protective measure. where they lay over prone creatures. Once they have When without hostless they go into a dormant state bound to a creature, the host casts a second shadow where they appear to be blank silver coins. Upon in even the brightest of lights, a silhouette that being picked up or otherwise handled, the warmth appears to move and shift on its own. of a creature returns the shell swarm to life, and While attuned to the soulshadow caul you gain the they begin to attempt to burrow into the body of following features. their new host. The infected have dreams where Soulshadow. You can use a bonus action they are driven to build strange fractal structures, and expend a hit die to activate a soulshadow, many report hearing faint whispers they cannot an inky black shadow that moves around you understand during these experiences, and they of its own accord. A soulshadow lasts for up tend to refer to themselves as a collective rather to 1 minute or until you use a bonus action to than a singular being. deactivate it. While you have a soulshadow, your While you are attuned to the shell swarm and not AC increases by +2 against ranged attacks made wearing any armor, you can use a bonus action to by creatures 20 feet or more away from you. activate or deactivate it. When active the shell swarm Soulshade. You can use an action and expend makes your Armor Class equal to 10 + your Strength 1d4 Hit Dice to create a 30-foot radius of shadow modifier + your Constitution modifier. In addition, around you, making the area lightly obscured. you gain resistance to nonmagical damage dealt As a bonus action, you may move the obscured by ranged weapons and you become vulnerable to area around yourself, though you must remain thunder damage. within it and it cannot move through solid walls. Fake Appearance. While the shell swarm Also as a bonus action, you can expend a Hit Die remains motionless, it can only be distinguished to teleport to an unoccupied square within the from inanimate silver coins with a DC 15 lightly obscured area. Wisdom (Perception) check. Feeder (1d4). Whenever you regain hit points, At the end of each long rest, you must spend 1 roll 1d4. On a result of 1, you regain no hit points Hit Die to feed the soulshadow caul. After three as the shell swarm feeds too heavily on your body. consecutive long rests left unfed, the soulshadow In addition, your total hit dice are reduced by 2. caul detaches itself from you (dealing an amount of magical piercing damage equal to 1d10 × your level) and crawls away seeking a different host. e
Magic Items: Advanced Parasitic Weapons | EN World EN5ider