Parasite (5e Class)
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A party of goblins lie in wait, drawing their bows to ambush the adventurers walking down the silent road. An arrow is fired... into the head of one of these goblins. The others shriek as they see one of their own standing over the dead goblin, bow empty, his face likewise wide with shock. The goblins aim at the goblin that betrayed them, who raises his hands innocently. But one of the other goblins shoots another one, killing him. Confused and terrified, the goblins draw their short swords and begin fighting each other. And out from the carnage crawls a red ooze, cackling to itself at their stupidity, before latching himself onto one of the adventurers, who asks him, "what's so funny?"
The young dragon roars at the adventurers pressing him in with their shields. He feels a small twitch in his leg, but makes nothing of it as he sweeps his tail and expulses fire through his breath. The adventurers are becoming exhausted, but they continue confining the dragon to a smaller and smaller space. The dragon feels his muscles contract as a faint pain travels up to his neck, and he attempts to fly away. But his wings falter and he is brought back down. Collapsed on the ground, the young dragon whimpers, utterly terrified as black tendrils wrap themselves onto his brain. His vision turns black and his consciousness disappears. The dragon stands up... and gives a wide grin as the parasite inside him checks out its new body.
In the dark dungeon, a large orc argues with his hand, "Let me smash things!" The hand replies, "Give me time, and you shall have magic." At that moment, the orc is singed by a fireball. Eyes red with fury, the orc sees a wizard nervously smirking in the corner, clutching her staff close to her. The orc dashes towards her, but instead of bringing up his axe to strike her dead, a black ooze bursts out of his mouth and latches on to the wizard's face. She screams, but just as quickly as it appeared, the black ooze had disappeared. Confused, she looks up at the orc with fear... who grins at her as he brings up his empty palm at her face. The hand begins to glow orange, before flames start licking his fingers. The wizard realises what is about to happen and attempts to run away. But the orc stops her with his powerful arm, and the fireball envelops them both.
Parasites are frail creatures, with no skills to let them survive in the world by themselves. Instead, they rely on the power of others, taking control of their bodies and minds to reach a heightened level of being.
Creating a Parasite
What brought you out of the dark and into the world of mortals? Was it to make lifelong bonds with them? A desire for adventure? Do you seek to uncover the secrets of reality? Or do you aspire to become the most powerful being in the world?
Have you just taken control of your first Host? Are you struggling to get by in the world? Are you eager to keep climbing the ranks of natural selection? Or have you already lived for several centuries? What experiences have you had over so many years of hopping from Host to Host? Do you remember them fondly? Or do you see them as irrelevant within your eternal life?
Parasites are ambitious creatures, seeing this world as an opportunity to grow in intellect and power. Think about which View of the World your Parasite holds, and whether it is a hostile or friendly one. This will be important for choosing your Subclass later on.
You can make a Parasite quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength (Pure), Dexterity (Hidden, Pure), Intelligence (Beyond), Wisdom (Divine, Necrotic), or Charisma (Symbiote), depending on which View you wish to adopt. The Sadist View prioritizes Constitution, and the Lich View prioritizes whatever is used by its Preferred Hosts.
As a you gain the following class features.
- Hit Points
Saving Throws: Constitution, Wisdom
Skills: Choose two from Animal Handling, Deception, Insight, Intimidation, Perception, Persuasion, Stealth, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- The Parasite has no starting equipment
|Features||Hostile Takeover CR Limit
(Normal, Greater, Superior)
|Lich CR Limit |
(N, G, S)
|1st||+2||Permanent Host, Hostile Takeover||1/8, 1/4, 1/2||1/8, 1/4, 1/2|
|2nd||+2||Regenerative Biology||1/8, 1/4, 1/2||1/8, 1/4, 1/2|
|3rd||+2||World View||1/8, 1/4, 1/2||1, 2, 3|
|4th||+2||Ability Score Improvement||1/8, 1/4, 1/2||1, 2, 3|
|5th||+3||Preferred Host||1, 2, 3||2, 4, 6|
|6th||+3||WorldView Feature||1, 2, 3||2, 4, 6|
|7th||+3||Regenerative Biology x2||1, 2, 3||3, 6, 9|
|8th||+3||Ability Score Improvement||1, 2, 3||3, 6, 9|
|9th||+4||Consume The Weak||2, 4, 6||4, 8, 12|
|10th||+4||WorldView Feature||2, 4, 6||4, 8, 12|
|11th||+4||Preferred Host x2||2, 4, 6||5, 10, 15|
|12th||+4||Ability Score Improvement||2, 4, 6||5, 10, 15|
|13th||+5||Undying Substance||3, 6, 9||6, 12, 18|
|14th||+5||WorldView Feature||3, 6, 9||6, 12, 18|
|15th||+5||Regenerative Biology x3||3, 6, 9||7, 14, 21|
|16th||+5||Ability Score Improvement||3, 6, 9||7, 14, 21|
|17th||+6||Improved Preferred Host||4, 8, 12||8, 16, 24|
|18th||+6||Preferred Host x3||4, 8, 12||8, 16, 24|
|19th||+6||Ability Score Improvement||4, 8, 12||9, 18, 27|
|20th||+6||WorldView Feature||5, 10, 15||10, 20, 30|
You have made a bond with a creature. Choose a creature of challenge rating 1/8th or lower. This creature becomes your starting Host. You gain access to all of its features, abilities, skills, proficiencies, languages, equipment, AC and speed, which are added on top of whatever you already have. You gain access to the creature’s stats, adding the modifier of your natural stats to your host’s stats. You may go above 20. You use your proficiency bonus instead of the creatures and you gain access to your Host’s HP, adding your own HP to your Host’s HP. If you are reduced to 0 Hit Points while within your Permanent Host, your Host dies, but you leave with Max HP.
If you leave your Host, it falls unconscious and dies in 1 hour unless treated with a Heal spell or greater, as when you make a bond with a creature, you have replaced its vital organs. If your Host dies with you still inside, you immediately leave its body and revert to your natural form. If you have no Permanent Host, you retain nothing you previously had access to while inside one. Your Host does not gain Hit Points from Hit Dice spent during short rests. You are treated like a disease for the purpose of game mechanics. You may only takeover a host a number of times equal to your proficiency bonus per long rest.
As an action, whether inside or outside of your Permanent Host, you may attempt to take possession of another creature within 5ft, latching on to their body and becoming intertwined with their biology. You are still subject to individual targeting if below stage 2, despite occupying the same space. You may only activate this ability if the new Host is of a challenge rating equal to or lower of that you are able to access, as shown in The Parasite Table.
Normal = Creatures you can access up to Stage 3
Greater = Creatures you can access up to Stage 2
Superior = Creatures you can access up to Stage 1.
When you activate this ability, you may make a Constitution roll against the target’s Constitution stat, adding your Constitution Modifier + Proficiency Bonus to the roll. If you succeed, you go to Stage 1; if you fail, you do not latch on to the creature and land next to it.
Stage 0 = You are passively living on the creature. This is only available if done through Stealth, or the target is friendly.
Stage 1 = You have infected the target’s nervous system. Every time the creature attempts to make an action or move on its turn, you may use your reaction to force it to make a Wisdom saving throw against your DC. If the target fails, its action is wasted.
Stage 2 = You have taken full control of the target’s body. As an action, you may use one of the creature’s available actions as though you were the creature. As a move action, you may move as though you were the creature. The creature may use its reaction to make a Wisdom saving throw against your DC
Stage 3 = You have taken complete control of the target’s mind. This creature is now your Permanent Host.
The creature may spend an action to make a Strength check to attempt to force you down one stage (Stage 0 does not count for the purpose of this interaction). If the creature fails, you do not go up a Stage. As an action, you may use this feature again to go up another stage, following the same rules. If you fail, you do not go down one Stage. When you reach Stage 3 and the creature becomes your Permanent Host, it does not regain any lost Hit Points.
Your DC = 8 + Constitution Modifier + Proficiency Bonus
Starting at 2nd level, your strange, anatomical structure is capable of heightened regeneration. As a bonus action, you may regain HP equal to 1d4 + Constitution Modifier + your level in this class. You may use this feature both in and out of your Permanent Host. You must finish a long rest before you can regenerate again. You gain additional uses of this feature at 7th level and again at 15th level.
At 3rd level, you have developed a particular view of the world. Choose a view from the available options, all detailed here: World Views
Your choice grants you features at 3rd level, and again at 6th, 10, 14th and 20th level.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, you have found yourself bonding with a particular type of creature more than others. Choose a type of creature:
Aberrations Beasts Celestials Constructs Dragons Elementals Fey Fiends Humanoids Giants Monstrosities Oozes Plants Undead
You may add 1d4 to any saving throw, skill check or damage roll that involves this creature. You choose one additional Preferred Host at 11th and 18th level.
Consume The Weak
Starting at 9th level, you have become more proficient in taking control of creatures’ minds, to the point where lesser beings can no longer resist against your Hostile Takeover. You may immediately go to Stage 2 when attempting a Hostile Takeover of a creature of half of the CR of Normal creatures, rounded down (Lesser); and Stage 3 for those that are a quarter of Normal creatures, rounded down (Inferior). If you fail to latch on, you automatically go down to the Stage below what you attempted to access.
Starting at 13th level, your natural body has become more adept at surviving outside of a Host, becoming stickier and more elastic to allow you to slip out of death more easily. If you drop to 0 HP, you may make a DC10 Constitution saving throw, which increases by 5 each time you use it. If you succeed, you drop to 1 HP. The Save DC is reset to 10 at the end of a long rest.
Improved Preferred Host
Starting at 17th level, you know the precise anatomy of your Preferred Hosts, allowing you to latch onto them much more easily. You may add an additional 1d4 to any saving throw, skill check or damage roll that involves your Preferred Hosts.
View of the Beyond
You were once eager to explore the world, but now you crave for more. Finding yourself disappointed by the limits imposed by the material, you aim to go beyond merely taking over the frail minds of other creatures, learning to access the full capabilities of your own mind in an attempt to take control of the secrets of reality itself.
- Arcane Ambitions
Starting at 3rd level, when you choose this World View, you have begun to study magic. You gain access to the Wizard spell list and follow the same rules as them. You begin at 1st level on this table, as though you were multiclassing into Wizard. Intelligence is your spellcasting ability for your Wizard spells. You are able to cast spells both inside and outside of your Permanent Host. You may use your spellbook and arcane focus while it is inside you.
- Reality Tear
Starting at 6th level, you have learned how to temporarily bend reality to facilitate your movement. As a bonus action, you may teleport 5 feet x Intelligence modifier.
- Magical Rewind
Starting at 10th level, you have discovered how to alter your fate in times of desperation. As an action, bonus action or reaction, you may reroll an attack, skill check or saving throw, or force another creature to do the same. The new roll must be used. You must finish a long rest before using this feature again.
- Parasitic Destabilisation
Starting at 14th level, your incessant prodding into the arcane has destabilized the space around you. Whenever you succeed in a Stage 3 Hostile Takeover, roll a d100 on the Sorcerer’s Wild Magic table (rolling a 43 or 44 adds 20 feet to your Reality Tear; 99 or 100 recharges your Regenerative Biology).
- Emperor of Time
At 20th level, you have uncovered the secrets of the force that lords over all beings: time. You have now taken possession of this tyrant, and may use your action to freeze it for an entire round (or 6 seconds). You may choose a number of creatures equal to your Intelligence modifier to not be frozen. You and any other creatures not affected by this feature can act as normal. Damage, conditions and effects dealt to frozen creatures are applied after Emperor of Time has ended. Time resumes after the end of your next turn. You must finish a long rest to use this feature again.
View of the Divine
You have suddenly come to the realization that you are a small entity in a vast world, and that your life is ultimately meaningless in the grand scheme of things. So, you have taken to looking up at what you cannot reach, deciding to dedicate your life towards a higher purpose in an effort to leave the limitations of the physical world and become a being of spirit.
- Divine Aspirations
Starting at 3rd level, when you choose this World View, you have attuned your soul to divine forces. You gain access to the Cleric spell list and follow the same rules for spellcasting as them. Wisdom is your spellcasting ability for your Cleric spells. You begin at 1st level on this table, as though you were multiclassing into Cleric. You are able to cast spells both inside and outside of your Permanent Host. You can use a holy symbol for your Cleric spells, which you are able to use while it is stored inside you.
- Gooey Medicine
Starting at 6th level, you have discovered how useful your regenerative body could be in healing the wounds of others. As an action, you may touch a creature within 5ft, giving them a small piece of your body, which heals them like your Regenerative Biology heals you. You may use this feature a number of times equal to your Wisdom modifier. You must finish a long rest to regain your charges of this feature.
- Purified Soul
Starting at 10th level, your service to a greater cause has elevated your spirit to a being of purer intentions. As a bonus action, you may end the effects of a single condition affecting you or your host.
- Astral Parasite
Starting at 14th level, your soul has achieved divine perfection, allowing you to at last escape your frail body. You are now ethereal, gaining a flying speed of 40 feet. You may pass through impassable terrain. You remain the same size. In addition, you have resistance to bludgeoning, piercing and slashing damage from non-magical attacks. When you succeed in a Hostile Takeover, you move fully inside the creature, making you untargetable from external sources. You follow the same rules for Hostile Takeover.
- Ascended Bond
At 20th level, you have reached towards something greater than you and it has acknowledged your presence. As an action, you may cast Wish. You must finish a long rest before using this feature again.
View of the Hidden
You find the world to be an intimidating place, and have always cowered away due to the danger others pose to you. As a result, you have learned how to exploit the shadows, using your hosts as hiding places rather than beings to be dominated, as you influence the world through subtler means.
- Stealth Ooze
Starting at 3rd level, when you choose this World View, you have learned that the best way to survive is by striking when the enemy least expects it. You gain proficiency in Stealth, or expertise if you are already proficient, and proficiency in daggers. As a bonus action, you may sharpen your tendrils into rudimentary blades.
- Unseen Strike
As an action, when you are at Stage 0 on a creature, you may make a Dexterity attack roll, stabbing your dagger like arms into the creature you are latched on to, dealing 1d4 + Dexterity Modifier piercing damage on a hit. You may then make a Stealth check against the creature’s Perception. If you succeed, you remain hidden. You may also use magical daggers for this feature, which you may store inside you. The damage increases by 1d4 at 7th level, and again at 11th, 15th and 19th level.
- Parasite of the Shadows
Starting at 6th level, your fear of others has caused you to learn how to pass entirely unseen. As a bonus action, when in dim light or darkness and outside of a host, you may become invisible. You can move without breaking invisibility, but the invisibility ends as soon as you step out of dim light or attack. You can latch onto a creature and remain invisible for as long as you are at Stage 0.
- Silent Takeover
Starting at 10th level, you have learned how to silently creep into the mind of other beings, taking control of creatures without them ever realising. When attempting a Hostile Takeover, you may make an additional Stealth check against the target’s Passive Perception. If you succeed, you go up one stage unnoticed; if you fail (or did not make the Stealth check), you are immediately discovered, upon which the creature may make a Strength saving throw to force you down one stage. You cannot return to Stage 0 if the creature knows you are there. If you are hidden, you may activate the abilities open to you at each Stage, making a Stealth check each time to continue remaining hidden.
- Necrotic Transformation
Starting at 14th level, you have perfected the art of subterfuge, and are able to emulate the body of those you have interacted with. As an action, you can change your appearance to look like any creature you have spent a minute at Stage 0 with, no matter how big or small, and with exact precision in terms of detail, including perfect mimicry of their voice. You keep your normal stats. If a creature has reason to suspect you, they may make an Insight check against your Deception. If they succeed, they immediately realise what you actually are.
- Assassin of the Oblivious
At level 20, you have mastered taking down and taking over creatures without ever being detected. As a result, you now know exactly where to slip your tendrils for a silent kill. As a bonus action, when you succeed in an Unseen Strike, you may make an additional Unseen Strike. You must finish a short rest before using this feature again. In addition, your Unseen Strikes are always critical hits. You may continue making Stealth checks to remain hidden.
View of the Lich
As you have begun to explore the world, you have discovered the limitations that mortal beings have to offer. So, you aim higher than what most have ambition for, discarding host after host in an attempt to climb up the hierarchy of the world and reach the pinnacle of being.
- Improved Hostile Takeover
Starting at 3rd level when you choose this World View, you have become dissatisfied by the lack of power of creatures you are capable of dominating. You gain access to a new table for your Hostile Takeover, as shown on The Parasite Table.
- Resistance to Purification
Starting at 6th level, you have developed a resistance to substances and magic that try to cleanse you from your Host. When you are treated as though you were a disease, you may make a Constitution saving throw against the creature’s save DC. If you succeed, you stay latched on.
- Deep Tendrils
Starting at 10th level, your interaction with so many creatures has caused you to know exactly where to dig in. You have advantage when attempting Hostile Takeovers.
- Aggressive Domination
Starting at 14th level, you have learned how to bypass a creature’s defences, aiming straight towards control of its body. When attempting a Hostile Takeover, you go straight to Stage 2, unless you are unable to access it. If the creature succeeds in its saving throw, you automatically go to Stage 1.
- Claws into the Mind
At 20th level, you have become a master at dominating creatures, so that when you latch on, you can never be removed. When the creature you are latched onto uses its action to try pulling you off, you no longer go down a stage.
View of the Necrotic
When a being dies, most see a lifeless corpse; you see opportunity. With a host that will put up no resistance to you taking over its body, you have learned that stealing the life of the living is no longer necessary for your survival in this world, and in an attempt to crack the code of mortality, you will discover that death need not be the end.
- Possess the Dead
Starting at 3rd level, when you choose this World View, you have learned how to reanimate the corpses of the recently deceased. As an action, you may make a dead creature your Permanent Host, jumping straight to Stage 3, provided it has been dead for 1 hour or less and has not previously been used by a parasite. No roll is required. You must still adhere to the same challenge rating restrictions as shown on the Hostile Takeover table. You may use this feature on Greater creatures, but if you do, you must make the standard Constitution roll to take possession of the body. If you fail, you cannot try again. Your Permanent Host has 0 Hit Points, and its appearance continues to physically decay. Your Host counts as undead, in addition to its other types. If you are reduced to 0 Hit Points while inside your Permanent Host, you are removed as usual, and your Host becomes unusable.
- Cling to Life
Starting at 6th level, you have grown to be accustomed to the idea of death, giving you an easier grasp on living. You have advantage on death saving throws.
- Undead Restoration
Starting at 10th level, the very idea of death has become a mere inconvenience for you as you attempt to take control of dead hosts. When you use Possess the Dead, your Permanent Host restores HP equal to your Constitution Modifier + your level in this class.
- Necrotic Spores
Starting at 14th level, you have gained mastery in your understanding of death, and are now able to reach beyond the decay of mortality to momentarily bring others back to life. As an action, you may disperse a number of spores into the air equal to your Wisdom modifier, with a maximum range of 30ft. They attach themselves to the dead (your choice of targets), no matter how long they have been dead for, reanimating them for 1 hour. You may use your action on subsequent turns to move and attack with every corpse under your control, with access to any abilities they may have had. The spores follow the same rules as you do under Possess The Dead. You cannot use Possess The Dead on any creature that has been affected by this feature. You must finish a long rest before using this feature again.
- Death's Locked Door
At 20th level, you have communed with the dead so much that you have full insight into what lies on the other side, learning exactly how to avoid joining them. You can no longer be killed. You can still be incapacitated. When you are reduced to 0 hit Points and fail Undying Substance, you must still make death saving throws. If you succeed three times, you return to life. Failing three times resets the count. Your host can still be killed.
View of the Pure
You see others as beings of impurity - abominations that have evolved in all the wrong ways. Every time you have invaded the body of such beings, you have felt your own identity becoming tainted. So, you have decided to reject the very notion of being a parasite, instead opting to find ways of improving your own body beyond what you thought was ever possible.
- Physical Upgrade
Starting at 3rd level, when you choose this World View, you have had to improve the capabilities of your own body to better survive outside of a Host. You gain proficiency in light armour, medium armour, shields and simple weapons. In addition, you have grown vocal chords, and can now speak without the need for a Host.
- Parasitic Modification
As an action, you can configure your entire body to be exactly how you like it: you may alter the matter of your body into Light Armour, Medium Armour, or back to Unarmoured, and sharpen/bludgeon any number of your tendrils into any simple weapon(s), or shields that add +1 AC. You may have a number of shields equal to your Strength Modifier, provided it does not exceed your hand limit. You cannot make ranged weapons. You are treated as having two hands like everyone else for the purpose of game mechanics. You cannot use weapons and armour that are separate from yourself.
Light Armour AC = 11 + Dexterity Modifier + Proficiency Bonus Medium Armour AC = 14 + Dexterity Modifier (Max 2) + Proficiency Bonus + Stealth Disadvantage Unarmoured AC = 10 + Dexterity Modifier
- Globule of Hatred
Starting at 6th level, you have developed a particular distaste of others, producing a vile substance within you that you simply must dispose of. As an action, you may make a Constitution ranged attack with a range of 60ft, spitting out black goo at the target's face that deals 1d8 + Constitution Modifier necrotic damage. In addition, the target must make a Dexterity saving throw against your DC to avoid the goo from sticking to its eyes. If you succeed, the target is blinded until they use an action to rip the goo off. The damage increases by 1d8 at 11th level, and again at 15th and 19th level.
- Mutational Purity
Starting at 10th level, in the pursuit of purity you have begun to mutate, your skin thickening like diamond and arms sharpening to a razor edge. You gain proficiency in Heavy Armour and Martial Weapons, which your body is able to morph into following the same rules as Parasitic Modification. In addition, you have grown to small size and your speed has increased by 5ft. You may use weapons and armour that are separate from yourself, which you may store inside you.
Heavy Armour AC = 17 + Proficiency Bonus + Stealth Disadvantage + a decrease to your speed equal to 5 feet. You require 15 Strength to use this armour.
- Superior Being
Starting at 14th level, you have begun attempting to push your body beyond what you thought you were ever capable of, preparing yourself to be a master at warfare. You now count as having 4 arms, which can sharpen or harden into weapons or shields following the same rules under Mutational Purity. When you attack, you may attack with all of your arms at once, provided they are using a weapon with the light property. You must make an attack roll for each individual one.
- Warlord of the Pure
At 20th level, you have achieved physical perfection, priding yourself on your lack of reliance on other beings. You now have 8 arms, which follow the same rules as Mutational Purity. You have also grown to medium size and your speed has increased by an additional 5ft. In addition, you can attempt to push your body beyond what should ever be physically possible. As a bonus action, you may attack with all of your arms at once, following the same rules as Superior Being. You suffer one level of exhaustion for each attack you make above your Constitution Modifier, minimum 1.
View of the Sadist
Possessing the mind of others no longer interests you, as you have discovered how to exploit the full capabilities of a creature's body. Turning others on themselves, you see the world like a playground, toying with creatures while feeding off of their pain.
- Vampiric Posession
Starting at 3rd level, when you choose this World View, you have discovered how to exploit a creature’s vulnerability while you are latched on to it. As an action, while you are latched on to a creature through Hostile Takeover, you may dig your tendrils into the creature’s veins, dealing 1d4 + Constitution modifier piercing damage. You gain temporary hit points equal to the damage dealt, and the creature has disadvantage on saving throws to attempt to remove you. The damage increases by 1d4 at 7th level, and again at 11th, 15th, and 19th level.
- Hostility from Afar
Starting at 6th level, you have gained the ability to spring at your enemies from range, knowing that distance keeps you safe. The range for your Hostile Takeover is now 20 feet, instead of 5.
- Speedy Domination
Starting at 10th level, you have learned how to take quick possession of other creatures, using them to further your goals before they can react. Your Hostile Takeover now costs a bonus action to use, instead of a full action.
- Wicked Mitosis
Starting at 14th level, you have discovered that there is strength in numbers. As an action, when you succeed in a Hostile Takeover, you may split yourself in two to attempt a Hostile Takeover of an additional creature within 20 ft. This second version of you shares your initiative and takes its turn directly after yours. It lasts for 1 minute and its Hit Points are equal to half of your Maximum Hit Points, which have also now been halved for you because of this. Your clone cannot reach stage 3, but follows the same rules for Hostile Takeover as you do. You must finish a long rest before using this feature again, as your body needs time to grow back to its full size, at which point your Max HP also returns to full.
- Parasitic Infestation
At 20th level, you have mastered the ability to control whole groups of enemies at once, driving them to kill each other. You and the spawns that you create through Wicked Mitosis are able to continue using Wicked Mitosis indefinitely, halving Max HP each time this is done. They all last 1 minute and cannot reach Stage 3, but otherwise follow the same rules for Hostile Takeover as you do. You must still complete a long rest to return to normal size.
View of the Symbiote
Your interaction with others has given you a more sympathetic view of the world, turning your bonds from parasitic to symbiotic. As you no longer wish to entirely dominate your host, you have learned to share your power with them, cultivating a friendship while improving them beyond what they could have ever achieved by themselves.
- Symbiotic Relationship
Starting at 3rd level, when you choose this World View, you have developed a symbiotic relationship with your Permanent Host. Creatures you possess through Hostile Takeover retain their consciousness and personality upon becoming your Permanent Host, but you still have full control over their mind and body. In addition, you are able to speak to others separately from your Host, but not while you are without one.
- Horder of Power
As an action, while you are still inside your Permanent Host, you may attempt to latch onto another creature's face within 5ft and suck out their power. You make a Constitution attack roll against the target’s Constitution stat, adding your Constitution Modifier + Proficiency Bonus. If you succeed, you deal 1d4 + Charisma Modifier necrotic damage, before withdrawing back into your Host. If you fail, you simply withdraw back into your Host. In addition, you may either name or describe a certain ability that you witnessed the creature perform. You gain that ability if the DM believes your guess was close enough, and store it in one of your slots. You may copy passive abilities, as well as languages and skill proficiencies. You have a number of slots equal to your Charisma Modifier + your level in this class. You may use the abilities you have stored as though you own them, and may replace old abilities with new ones at any point, but only when inside your Permanent Host. If your Permanent Host dies, you lose all of your stored abilities. You use Charisma as your spellcasting ability. You can only access the abilities of creatures within your Challenge Rating limit as shown on the Hostile Takeover table. Abilities from Normal and Lesser creatures cost 1 slot; Greater creatures cost 2; Superior costs 3; Inferior are free.
- Mutual Cooperation
Starting at 6th level, you have learned to take better care of your host. You may now use your Hit Dice to regain Hit Points for your Permanent Host during short rests.
- Questionable Motives
Starting at 10th level, you have learned to talk yourself into the mind of others, making the transition more voluntary than forceful. You may make a Deception, Intimidation or Persuasion check against the creature’s Insight when attempting a Hostile Takeover, instead of the standard Constitution roll. If you succeed a Hostile Takeover using this feature, when the creature uses its action to attempt to force you down one stage, it must make a Wisdom saving throw against your DC, instead of Strength.
- Charismatic Bonds
Starting at 14th level, the bonds you have created with others have strengthened to an extent where you now fully understand people’s behaviour. You gain proficiency in every Charisma-based skill, and if you already have proficiency gain expertise.
- Shared Consciousness
At 20th level, you and your Host have become inseparable from each other, and your unique relationship allows both of your minds to act simultaneously. As a bonus action, when you finish your turn, you may have an additional turn immediately after. You may use this feature a number of times equal to your Charisma Modifier, which recharges after a long rest.
The parasite is race exclusive, making this a unique race/class combo. Due to this, the parasite is non-multiclassable. You can access Parasite (5e Race) here: https://www.dandwiki.com/wiki/Parasite_(5e_Race)