The Parasite - Grim Hollow Warlock Patron Subclass Review

With Valikan Clans by Ghostfire Gaming currently running on Kickstarter (at time of writing), I felt it was the right time to share my review of this Warlock subclass, from their previous book: Grim Hollow, the Player’s Guide. For those of you that don’t know, Grim Hollow is a supplement for D&D 5e that offers new player options, focusing on the darker aspects fantasy. It offers players new races and subclasses to choose from, alongside new spells, backgrounds, and magic items. It also includes new rules for transformations, allowing players to become Vampires, Fey, and Primordials, among others!

Whilst I’m reviewing the Parasite patron today, this is only one of two new patrons offered to you within the Grim Hollow Player’s Guide; you can see my review of The First Vampire patron here. Alternatively, if exchanging your soul for power isn’t your thing, you can check out my review of the Circle of Blood Druid!

Otherworldly Patrons: The Parasite

A cosmic parasite is your patron, draining the life from people and worlds alike. Upon forging your pact, you’ve become a host to one of its latest offspring, your identity slowly mingling with that of the parasitic larva.

Level 1:

Spell Siphon: When a creature you can see within 60 feet casts a spell, of a level you can cast with your pact magic spell slots, you can use your reaction to make the creature make a Charisma saving throw against your Warlock spell save DC. On a failure, the spell is cast as normal, but you siphon knowledge of the spell. Whilst you’ve siphoned the spell, the creature cannot cast the spell again, and you can cast the spell as though it were a Warlock spell you know in the usual manner. Once cast, the spell is no longer siphoned, and you no longer know the spell.

You can siphon a number of spells equal to 1 + your Charisma modifier (minimum of 1). If you exceed the maximum, a previously siphoned spell, of your choice, is no longer siphoned. Spells are no longer siphoned if you die or lose consciousness.

Unlike other Warlocks, you don’t gain access to an expanded spell list, instead replacing it with this feature. When creating your character, you’ll have fewer options in what spells you can pick; however, you’ll be able to capture and use spells cast by those around you, potentially become more knowledgeable and versatile than other warlocks. Interestingly, you can potentially siphon off spells your allies know as well, which is really useful if your party have run out of higher-level spell slots, as you can gain an additional casting of the spell.

I really like this ability, I think it provides a new take on the Warlock spells, and can potentially protect your allies from dangerous or annoying spells if you siphon them off. The strength of this feature is heavily dependent on you facing spellcasters, and, in my opinion, is slightly weaker than the expanded spell list, as you’re unable to get consistent use out of it.

Physical Specimen: When you finish a long rest, choose a number of the following benefits, up to your Charisma modifier (minimum of 1). These benefits last until the end of your next long rest.

  • Your maximum hit points increases by 1 for each level you have in this class.

  • You gain darkvision out to a distance of 60 feet, or increase your current darkvision by 30 feet, if you already have darkvision.

  • Your movement speeds all increase by 5 feet.

  • You have advantage on saving throws against poison and disease.

  • Your jump distances are tripled and you gain a climbing speed equal to your walking speed.

  • When you make an Athletics or Acrobatics ability check, you may use your reaction to add your Charisma modifier to the roll.

These are a really useful and versatile set of abilities. Once you’ve maxed your Charisma modifier, you’ll be able to take 5 of these 6 abilities, giving you a lot of extra abilities. I personally think the final ability, adding your Charisma modifier to Athletics or Acrobatics, is the most useful; whilst it may not seem it at first, Warlock’s generally have a high charisma and relatively low Strength or Dexterity (depending on how they’re being played), it allows you to offset some of their weakness. I also really like the additional hit points, although I have a slight bias as I tend towards building tougher characters (too much time concentrating on spells or standing on the front line!) Thematically, the ability to adapt and change your character fits very well with the Parasite Patron, which wants to improve your utility as a host.

Level 6:

Symbiotic Sentinel: You cannot be surprised and gain advantage when rolling for initiative. You also gain advantage on saving throws made against being charmed or frightened.

Once again, this fits very well with the parasitical patron theme. The second mind of the parasite protects you from spells that may alter your perception – being charmed or frightened – and the other benefits can easily represent the alertness of your character, much like the Alert feat. Whilst advantage of saving throws against being charmed is a relatively common racial trait, this feature does really benefit those races that don’t initially start with that benefit. This trait feels well balanced in comparison with other Warlock abilities of this level.

Level 10:

Spawn Pawn: You learn the Dominate Person spell, it counts as a Warlock spell for you, and doesn’t count against the number of spells you know. You can cast it once without using a spell slot, regaining the ability to do so after finishing a long rest.

Additionally, damage can’t break your concentration when you cast this spell, and you deal psychic damage equal to your Warlock level if the creature succeeds on a saving throw to end the spell.

This feature is similar to the Fathomless’ Grasping Tentacles, which allows it to cast Evard’s Black Tentacle’s once per long rest. Thematically, I love it; I like the idea that part of your parasite latches onto the target, or perhaps your parasite is focusing its psychic might onto the target. It feels balanced against other warlock abilities of the same level, essentially you learn an extra spell, and get some benefits for casting it.

Level 14:

Larval Regeneration: When you die, a larval parasite bursts from your corpse on your next turn, and remains for 24 hours. The parasite cannot cast spells, and has your statistics except for the following differences:

  • It is Tiny.

  • Its AC is 14.

  • Its maximum hit points is equal to half your maximum hit points.

  • It has a walking speed of 30 feet.

The parasite can use its action to cause a humanoid within 5 feet to make a Strength or Dexterity saving throw (your choice) against your warlock spell save DC. On a failed save, the parasite burrows into the creature, dealing piercing damage equal to your warlock level. While burrowed, the creature cannot take actions, cannot be target by attacks, and gains immunity to all damage excluding psychic.

On the creature’s subsequent turns, it can use its action to make a Constitution saving throw against your warlock spell save DC, on a success, it ejects the parasite into an unoccupied space within 5 feet. If the parasite remains burrowed in a creature at the end of the creature’s turn, the creature takes necrotic damage equal to twice your warlock level. If the damage reduces this creature to 0 hit points, it dies immediately, and you take over the humanoid’s body as though you had been targeted by the reincarnate spell.

If you are returned to life by means such as the revivify spell, your parasite immediately disappears. You regain the ability to use this feature after finishing a long rest.

I love this feature! To me, this truly reflects the parasitical nature of your patron, disposing of your body when it dies to find a new host. I also think it’s funny to have a larva running around in a session and could make for some hilarious role-playing from players. Additionally, it could add an interesting element of player interaction, because if there are no other humanoids around, the only suitable hosts could be other members of the party. In terms of gameplay, Larval Regeneration feels similar in power to the features of the Undead and Undying patrons, both of which can regain hit points, essentially keeping you alive for longer. As it can’t cast spells, its actions are rather limited, but in a fight, you gain the option to target one creature, and potentially take over its body. I’d be really interested to see how this played out in combat.

Overall, I love the parasite patron; I think it has a unique set of rules that set it apart from other warlocks, without it feeling unbalanced. I think there’s a lot of roleplaying options to be had, and its early game features make for an interesting set of options, gaining versatility but also becoming more specialised at the same time. Whilst I don’t think I’ll play this warlock myself – there are other options I’d like to try out first – I could see it really appealing to some players, in terms of both flavour and rules.

Thanks for reading, and I hope you enjoyed this review!

Grim Hollow is property of Ghostfire Gaming, no copyright infringement is intended. Check out the Valikan Clans kickstarter here.

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Happy gaming!

Chris

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Circle of Blood - Grim Hollow Druid Subclass Review