Tentacle Summoner (5e Class)

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Tentacle Summoner

This is meant as an April's Fool class.

Update : Now with even MOAR tentacles !!


Tentacles of the Entity

Summon tentacles of various types from beyond the planes through your bond with the Entity. The Entity is a mysterious being that very very few know about. Some think it is the Great Old One some Warlocks form a pact with, others believe it is of a different nature or from even further away. All that is known is that it waits in the place the tentacles come from. Perhaps they are Its spawn, perhaps they are all small pieces of It. Whatever It be, the most troubling is that none know Its intentions.

Creating a Tentacle Summoner

No one knows what lies beyond the seal...,d20pfsrd.com

How was your bond to that entity created ? Did you seek out power, or something else ? Are you a victim of your abilities ? Or do you like having them ? Or do you enjoy Abusing of them ? What are your intentions/feelings regarding whatever plans the Entity might have for you and your world ?

Quick Build

You can make a Tentacle Summoner quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Charisma. Second, choose the Outcast background. Third, choose the simple weapon and dagger with an Arcane Focus.

Class Features

As a Tentacle Summoner you gain the following class features.

Hit Points

Hit Dice: 1d8 per Tentacle Summoner level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Tentacle Summoner level after 1st

Proficiencies

Armor: none
Weapons: simple weapons
Tools: An Instrument and one Artisan's Tool
Saving Throws: Constitution, Charisma
Skills: Choose two from Acrobatics, Animal Handling, Arcana, Athletics, Deception, Investigation, Medicine, Nature, Performance, Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A simple Weapon and a dagger or (b) two simple weapons
  • (a) An Arcane Focus or (b) a Herbalism Kit or (c) a Disguise kit
  • A bag full of clothes and various personal objects
  • An Instrument and an Artisan's tool

Table: The Tentacle Summoner

LevelProficiency
Bonus
FeaturesTentacle Summoning Points (TSP)Max Tentacles SummonedSpells Gifted/Known—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Tentacle Summoning11
2nd+2Cantrips, Spellcasting2112
3rd+2Cuddle, Archetype3213
4th+2Ability Score Improvement4223
5th+3The Means of Obedience, Mimic Tentacles53242
6th+3Preference63342
7th+3Archetype74343
8th+3Ability Score Improvement84443
9th+4Tentacle Summoning954432
10th+4Cantrips, Violet Tentacles1055432
11th+4Preferred Method of Capture1166433
12th+4Ability Score Improvement, Archetype1267433
13th+5Harem Mindset13784331
14th+5Rainbow Tentacles14794331
15th+5Archetype158104332
16th+5Ability Score Improvement, Omni-tastes168114332
17th+6Tentacle Summoning1791243331
18th+6Inescapable appendages1891343331
19th+6Ability Score Improvement, Archetype19101443332
20th+6Rise of the Tentacle Overlord20101543332

Tentacle Summoning

Starting level 1, you can summon tentacle creatures from beyond the planes to aid you in combat... or in other ways.

You have a number of Tentacle Summoning Points, or TSP, equal to you level as shown in the Tentacle Summoner table above. You can use these points to summon tentacles of various abilities. Some of your own abilities also require the use of TSPs. You regain all of your TSP after finishing a Long Rest.

As an action, you can spend a number of TSP to summon a tentacle creature, the amount of TSP spent determined by the color, size, and abilities of the tentacle creature you choose to summon. It appears in an unoccupied space of your choice within 30 feet of you. The tentacle creature acts on its own initiative count. Any tentacle you summon remains for as long as you desire or until it is reduced to 0HP, in which case it turns to mist and disappears. Should you fall unconscious, the tentacle creatures that might still be summoned will attempt to protect you and carry you to safety if possible. You may also dismiss a summoned tentacle creature as a bonus action. You can only summon tentacles up your maximum tentacle summon capability shown according to your level in the above table. Should you die, all currently summoned tentacles loose their bond to your and become feral, acting on animalistic instinct of fight, flight, fu-uuh, freeze.

You can communicate telepathically with tentacle creatures you summon, and are able to use a bonus action to command their actions in battle. As the tentacles have no language, you must communicate via simple images. They can send images back, often communicating via rather... suggestive... images.

Whenever a tentacle creature you summoned would add its proficiency modifier to a roll it makes, you can add your proficiency modifier instead.

The damage your summoned tentacle creatures deal with their tentacle attacks increase to 2 dice when you reach 4th level, 3 when you reach 8th level, 4 at level 14, and 5 at level 18.

Size Matters

When you choose to summon a tentacle creature, the amount of TSP you must spend to summon it is dependent on the size of the tentacle you wish to summon. It costs 1 TSP to summon a small tentacle creature.

If you spend 2 TSP, you can summon the tentacle creature as a medium sized creature. This changes some of its abilities from base: -the damage of its tentacle attack deals d8 bludgeoning damage instead of d6 -it is summoned with extra Hit Points equal to your level -its movement speed is 25 feet -its AC is equal to 13 -it no longer has advantage on Stealth checks

If you spend 3 TSP, you can summon the tentacle creature as a large sized creature. This changes some of its abilities: -the damage of its tentacle attack deals d10 bludgeoning damage instead of d6 -it is summoned with extra Hit Points equal to twice your level -its movement speed becomes 35 feet -its AC is equal to 11 -it no longer has advantage on Stealth checks

Color and Style

When you summon a tentacle creature, you can choose the color it appears as. The color you choose determines different aspects of the creature, and each color has a different list of abilities with which they can be upgraded to have. When you summon the tentacle, you can spend an amount of TSP to give the tentacle the abilities listed in its description. A tentacle gains the abilities of the tier you paid TSP for and all abilities of tiers below that.

The list of Tentacle Types you can choose from to summon is at the end of the page.

Cantrips

At level 2, you are given knowledge of any 2 Cantrips from this list : mage hand, true strike,minor illusion, prestidigitation, and shocking grasp.

You learn an additional cantrip at level 10.

Spellcasting

At level 2, you begin to gain some ability to cast spells.

Your spellcasting is not learned or innate or from a mutually agreed upon pact, it is forced upon you by the Entity.

You gain instinctive knowledge of certain spells and have a certain amount of spell slots to cast them with. Any time you would gain a new spell, you may switch one of your known spells.

See at the end of the page for your spell list. You may choose your spells from that list. You must have a spell slot of the corresponding spell level to learn a spell.

Charisma is your spellcasting ability for these spells.

Your Spell save DC is 8 + your proficiency bonus + your Charisma modifier

Your Spell attack bonus is Your proficiency bonus + your Charisma modifier

Cuddle

At level 3, you can spend some time with one or multiple tentacles you have summoned during a Short or Long Rest to gain some mutual benefits.

When completing a short or long rest with one or several of your summoned tentacles, you all gain temporary Hit Points equal to your level + your Charisma modifier.

Archetype

At level 3, you may choose your Archetype as a Tentacle Summoner from the list below. This gives you new abilities at level 3, 7, 12, 15, 19

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.

The Means of Obedience

Starting level 5, you may sacrifice one Hit Die to summon a small sized Tentacle Creature instead of paying the 1 TSP cost. If you summon a tentacle creature this way, you cannot spend more TSP to increase its abilities

Preference

Starting level 6, when you summon a tentacle creature, choose either "Male" or "Female".

This tentacle has advantage on all grapplechecks against opponents of the chosen gender.

Preferred Method of Capture

Starting level 11, all tentacles you summon become proficient in grapple checks, they also add your proficiency modifier for any such checks they make.

Harem Mindset

Starting level 13, your tentacles can now Cuddle with any willing creature and provide the same benefit of additional temporary Hit Points equal to your level + your Charisma modifier to both the tentacles and the willing creature.

Omni-tastes

Starting level 16, all tentacle creatures you summon have advantage on grapple checks against any creature of same size or smaller.

Inescapable appendages

At level 18, all your tentacles add double your proficiency modifier to grapple checks they make.

Rise of the Tentacle Overlord

At level 20, you stop ageing and may at any time choose the age of your appearance. You also become immune to ageing effects and any magic that would change your age. You gain +4 Charisma, this can take you beyond the normal limit of 20, to a new maximum of 24. Double the Hit Points of all Tentacles you summon.

Archetype : Victim

You don't really understand how your abilities work and often become a victim of them yourself !

Victim

Starting level 3, when you Cuddle with your tentacles, you no longer gain temporary Hit Points. Instead, your tentacles gain twice the amount of temporary hit points. Green Tentacles can gain this benefit from cuddling. At level 13, when your tentacles cuddle with a different willing creature, those creatures also gain twice the amount of temporary Hit Points.

Well Sated

Starting level 7, whenever you finish a short or long rest during which you Cuddled with one or several of your tentacles, you and these tentacles gain 1 Well Sated die, a d6. A creature that has a Well Sated dice can choose to spend the die and roll it, adding the result to one ability check, saving throw, or attack roll. The creature can wait until after it rolls the d20 before deciding use the Well Sated die, but must decide before the DM decides if the roll succeeds or fails. A creature can only have 1 Well sated die at a time. If the die is rolled, or the creature completes a long rest, the Well Sated die is lost.

The Well Sated die increase as you reach certain levels. The die becomes a d8 at 5th level, a d10 at 10th, and a d12 at 15th level.

Sticky Bond

Starting level 12, you gain the proficiencies, immunities and resistances of the tentacles you currently have summoned.

Harem Route

Starting level 15, once per Long Rest, your tentacles can unleash a unique special ability according to their type :

-Grey : As a reaction, all enemy creatures within 60ft are instantly silenced and can no longer cast spells with a verbal component.

-White : As a reaction, all allies within 30ft are instantly healed an amount of HP equal to your proficiency modifier and gain temporary HP equal to your level. This also affects unconscious allies.

-Yellow : As a reaction, all allies within 30ft gain immunity to one type of damage of your choice until the start of your next turn.

-Red : As a reaction, the tentacle makes one attack against all enemies within 20ft.

-Pink : As a reaction, target creature regains its highest spell slot. This has no affect on a creature that cannot cast spells or does not have spell slots.

-Green : As a bonus action, apply a non-magical effect to target location within 60ft equivalent to casting the cloudkill spell. This is not considered a magic effect and cannot be countered. The DC for this effect is 20.

-Black : As a bonus action, the creature can cast misty step and teleport next to a creature within 30ft to deliver a killing blow. This is attack has advantage and Sneak Attack applies.

-Violet : As a reaction, all enemies within 60ft take 1d10 psychic damage and all Allies within 60ft gain a 1d10 inspiration dice.

-Rainbow : As a reaction, the tentacle becomes immune to all magical damage until the start of your next turn. As part of this reaction, the Rainbow tentacle may also shield a target creature within 30ft of it from all damage. Affected creature is considered grappled and cannot act but takes no damage from any source. If it would take damage from a source before the effect ends, the damage is applied to the tentacle instead.

Alpha Predator

At level 19, Tentacles you summon are immune to fear, and charm effects, magical sleep, and any other psychological effects.

Archetype : Abuser

You enjoy using them on others most of all.

Abuser

Starting level 3, You gain proficiency with whips and light armor.

This Is Your Prey

Starting level 7, you may spend 1 TSP to inspire yourself or one of your tentacles. The creature you choose gains 1 Well Sated die, a d6. A creature that has a Well Sated dice can choose to spend the die and roll it, adding the result to one ability check, saving throw, or attack roll. The creature can wait until after it rolls the d20 before deciding use the Well Sated die, but must decide before the DM decides if the roll succeeds or fails. A creature can only have 1 Well sated die at a time. If the die is rolled, or the creature completes a long rest, the Well Sated die is lost.

The Well Sated die increase as you reach certain levels. The die becomes a d8 at 5th level, a d10 at 10th, and a d12 at 15th level.

Hunt What You Like

Starting level 12, tentacles you summon have proficiency in the Survival skill and gain advantage when hunting a creature of their "Preference" gender.

One With Them

Starting level 15, You may spend 2 TPS to gain 2 tentacular arms that sprout from your body where you wish. You can make 2 attacks with a 10 foot reach with these arms as a bonus action on your turn. You are proficient in this attack and can choose to use Dexterity or Strength to attack. They each deal 1d6 bludgeoning damage. This transformation effect lasts up to 1 hour and counts as a tentacle you can "Cuddle" with, although the temporary hit points effect still only applies once.

Hulkify

At level 19, You may spend 5 TSP to turn a tentacle into a "Hulk" version of itself. It become one size larger, gains +2 to each of its Abilities, becomes proficient in Strength and Constitution saving throws and checks.

Archetype : Enthusiast

You've come to terms with your power and have decided to make the best of it... in oh so many ways !

Incite

Starting level 3, As a bonus action, you may send a telepathic message bundle of suggestive images, sounds, sensations and feelings to one of your summoned tentacles to increase it's willingness to perform in combat or in other situations. Choose one of the following effect to apply.

Incite Boldness : +2 to its attack rolls

Incite Violence : +2 to its damage rolls

Incite Endurance : +2 to its AC

Incite Skill : +2 to all skill checks.

These effects last for 1 minute. A single tentacle creature can benefit from Incite up to 3 times, with each duplicate bonus stacking.

Abnormal Beauty

Starting level 7, Your interactions with these tentacle creatures have had a strange effect on your body. You gain +2 to your Charisma, amd your maximum Charisma becomes 24.

Freedom of Travel

Starting level 12, Once per Long Rest, you may cast the plane shift spell, but can only target yourself in this way. You do not need material components for this.

Excite

Starting level 15, You can now use Incite on any friendly creature.

Bond of the Entity

At level 19, You've gained approval from the Entity itself, you gain +2 to your Charisma, this ability gain can exceed your normal maximum. You may also summon a small piece of the entity onto your current plane once per day.

Once per Long Rest as an action and remaining until the start of your next turn, you may spend 5 TSP to summon a single Huge Tentacle that spawns from a circular portal leading to the dimension of the Entity. The portal appears where you choose within 120ft of you, the tentacle spawns in a direction of your choosing.

Each creature within 30ft of the Portal must make a DC 18 Charisma saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much on a successful one.

The Huge tentacle is 60ft long and strikes all enemy creatures in a 60-foot cone from the portal. Each unfriendly creature in that area must make a DC 18 Dexterity saving throw, taking 36 (8d8) force damage on a failed save, or half as much damage on a successful one.

The huge tentacle splits the battlefield, effectively counting as an obstacle and difficult terrain for any who would cross over it.

Tentacle Types

Appearance and Perception

Tentacle creatures are exactly that : a mass of squirming tentacles all bound together at its centre like some strange plant. They have no mouth to feed, instead they seem to constantly slowly absorb some form of energy (it is unknown what that energy may be or where it comes from) and do not produce waste.

Because of their body, tentacle creatures cannot wear clothes, equip armor or wield weapons or shields, or anything which would require hands. They can however wear magical rings, bracelets or even neck chains/pendants. As usual, your tentacle creatures can attune to a maximum of 3 magical objects.

Tentacle creatures have sensitive senses of hearing (120ft), smell (120ft), touch/taste which is the same thing to them, and perceive the electromagnetic field all life emits. This gives them blindsight up to a 30ft range.

Having no eyes also makes them immune to spells that target eyesight such as blindness.

Tentacles breathe through the pores of their skin/membrane, even though they have no mouths to speak of, they do require air to breathe, although they can hold their breath for up to 10 minutes.

Tentacle Creatures are considered Aberrations.

Unless specified otherwise, all tentacles summoned have abilities scores of 10. They are size small (unless you spend TSP to summon them larger), have an AC of 15, a move speed of 15 feet, and have hit points equal to your level + (its Constitution modifier)x(your level).

A tentacle creature can attack with a tentacle attack. This is a finesse weapon they are considered proficient with that deals 1d6 bludgeoning damage.

Small tentacle creatures have advantage on Stealth checks.

There are several different types of tentacles. They can easily be classed according to general skin-membrane color.

Note that there is no restriction on tentacle type in the limit of tentacles you can have summoned at any given time. This means at level 10 you may have up to a maximum of 5 tentacles of any type summoned.

Some tentacles can cast spells. All spells cast by your tentacle creatures are cast at their base level.

The DC for any spells your tentacles cast is 8 + your proficiency bonus + your Constitution Modifier.

The spell attack bonus for spells cast by your tentacles is your proficiency bonus + your Constitution Modifier.


Grey Tentacles

Grey tentacles enjoy preying on magic users.

Basic Summon

Can see invisible creatures. Has a bonus to its Intelligence equal to your proficiency modifier.

+1 TPS

Can cast false life up to 4 times per Short or Long Rest.

+2 TPS

Can cast invisibility up to 4 times per Long Rest.

+4 TPS

The grey tentacle is now constantly under the effects of the freedom of movement spell.

+6 TPS

Can Cast feeblemind up to 2 times per Long Rest.

White Tentacles

White tentacles bestow healing and increased vigor.

Basic Summon

Can cast Lay on Hands and has a pool of 10HP to give in healing. Has a bonus to its Wisdom equal to your proficiency modifier.

+1 TPS

Can Cast 5e SRD:Purify Food and Drink or 5e SRD:Cure Wounds up to 4 times per Short or Long Rest.

+2 TPS

Can Cast Calm Emotions or Lesser Restoration up to 4 times per Long Rest.

+4 TPS

Can Cast Remove Curse or Revivify up to 2 times per Long Rest.

+6 TPS

Can cast Mass Cure Wounds up to 2 times per Long Rest.

Yellow Tentacles

Yellow tentacles glow in the dark and are strangely resistant to all kinds of things.

Basic Summon

Shines Dim Light 30ft around it. Is immune to Psychic damage.

+1 TPS

Now immune to Poison and sickness status and immune to Poison damage.

+2 TPS

Now immune to Acid damage.

+4 TPS

Now immune to Ligthning damage.

+6 TPS

Now immune to Fire damage.

Red Tentacles

Red tentacles are more aggressive than others.

Basic Summon

Extra Attack, attacks twice when taking the attack action. Has a bonus to its Strength equal to your proficiency modifier.

+1 TPS

When dealing damage, add +2 piercing damage.

+2 TPS

+2 to all attack rolls.

+4 TPS

When dealing damage, add +2 slashing damage.

+6 TPS

+4 to all attack rolls.

Pink Tentacles

Pink tentacles are more... attractive? ...than others. Probably the pheromones...

Basic Summon

This tentacle has a bonus to its Charisma equal to your proficiency modifier. When "cuddling" with this tentacle, both parties gain twice the amount of temporary Hit Points.

+1 TPS

Can cast Charm Person up to 4 times per Short or Long Rest.

+2 TPS

Can cast Enthrall up to 4 times per Long Rest.

+4 TPS

The pink tentacle is now constantly under the effects of the Freedom of Movement spell.

+6 TPS

Can cast Geas or Dominate Person up to 2 times per Long Rest.

Green Tentacles

Green tentacles can secrete poisonous fluids from any part of their body through their membrane/skin.

Basic Summon

Attacks have a chance to Poison creatures. Creatures must succeed a DC 15 constitution saving throw or become Poisoned. Damage dealt becomes poison instead of bludgeoning. You do not gain the benefits of "Cuddle" when spending a Short or Long rest with this tentacle.

+1 TPS

Can cast Acid Spray or Poison Spray up to 4 times per Short or Long Rest.

+2 TPS

Deals an additional 1d10 Poison damage, regardless of size.

+4 TPS

Deals an additional 1d10 Poison damage, regardless of size.

+6 TPS

Deals an additional 2d10 Acid damage, regardless of size.

Black Tentacles

Black tentacles are more stealthy than others.

Basic Summon

Black tentacles have proficiency in stealth. When attacking from stealth, they deal sneak attack damage. Refer to the Rogue table for the sneak attack damage they deal according to your level.

+1 TPS

Now resistant to bludgeoning damage. +2 Dexterity for a total of 16.

+2 TPS

Now resistant to piercing damage. +2 Dexterity for a total of 18.

+4 TPS

Now resistant to slashing damage. +2 Dexterity for a total of 20.

+6 TPS

Expertise : Double the proficiency bonus for Stealth checks. Now deals +1d6 Poison damage and +1d6 Piercing damage, regardless of size.

Mimic Tentacles

Mimic Tentacles can take on the appearance of others.

Starting level 5, you can summon a Mimic Tentacle.

Basic Summon

The Mimic Tentacles can change shape and form to take on the appearance of any object or creature you have a clear mental image of in your mind. No abilities or skills can be gained by this change, as such, the basic summon is mostly cosmetic. The mimic can take on any shape or form but retains the overall size it was summoned with.

+1 TSP

When the mimic becomes something such as a mount, you can now mount it... one way or another. Its movement speed increases to that of the mount it is shaped into.

+2 TSP

Mimic Tentacles are now proficient in deception.

+4 TSP

Now Expert in deception, you double the proficiency modifier when rolling for deception.

+6 TSP

You now roll with advantage whenever making a deception check for the Mimic Tentacles.

Violet Tentacles

Violet tentacles are a special, more powerful breed.

Starting level 10, you can summon a Violet tentacle.

STR 16, DEX 16, CON 16, INT 16, WIS 16, CHA 16

Basic Summon

Extra Attack, attacks twice when taking the attack action.

+1 TPS

Now deals an additional 1d10 lightning damage. +2 to attack rolls.

+2 TPS

Can cast Locate Creature or Death Ward up to 4 times per Long Rest.

+4 TPS

Now deals an additional 1d10 psychic damage. +2 to attack rolls.

+6 TPS

Extra attack, now attacks three times when taking the attack action.

Rainbow Tentacles

These extremely rare tentacles are hard to come by but very intelligent, endearing and friendly. They are often called "Dyuu" for some reason...

Starting level 14, you can summon a Rainbow tentacle.

STR 17, DEX 20, CON 20, INT 17, WIS 17, CHA 20

Basic Summon

Is proficient in all saving throws. Has advantage on all saving throws.

+2 TPS

Extra Attack, attacks twice when taking the attack action. When cuddling with this tentacle you both gain twice the amount of temporary Hit Points.

+4 TPS

Can cast Detect Thoughts or Enlarge/Reduce up to 4 times per Short or Long Rest.

+6 TPS

Can cast Irresistible Dance up to 4 times per Long Rest.

+10 TPS

Now has resistance to all damage.

Tentacle Summoner Spell List

You can choose/be given any of the following spells.

1st Level

Protection from Evil and Good, Unseen Servant, Comprehend Languages, Illusory Script, Floating Disk, Grease, Detect Magic, Disguise Self, Arms of Hadar

2nd Level

Misty Step, Hold Person, Suggestion, Darkness, Mirror Image, Ray of Enfeeblement, Web, Gust of Wind, Arcanist's Magic Aura, Blindness/Deafness

3rd Level

Dispel Magic, Hypnotic Pattern, Major Image, Vampiric Touch, Fly, Blur, Nondetection, Protection from Energy, Phantom Steed, Hunger of Hadar

4th Level

Banishment, Hallucinatory Terrain, Black Tentacles, Faithful Hound, Arcane Eye, Locate Creature

5th Level

Contact Other Plane, Hold Monster, Telepathic Bond, Dominate Person, Modify Memory, Wall of Force

Multiclassing


Prerequisites. To qualify for multiclassing into the Tentacle Summoner class, you must meet these prerequisites: Charisma 14, Constitution 14

Proficiencies. When you multiclass into the Tentacle Summoner class, you gain the following proficiencies: Animal Handling, Deception



Back to Main Page 5e Homebrew Classes

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gollark: Solar power is cooler however.
gollark: See, our world is not in fact this one.
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gollark: Well, something something externalities.
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