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
BeyondTheSeal.jpg
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
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.
You may have up to 1 tentacle creature summonedata time. This increases to 2 at level 9, and to 3 at level 17.
The list of Tentacle Types you can choose from to summon is at the end of the page.
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.
Size Matters
Each tentacle type can be summoned in one of 3 sizes :
-Small : costs 1 TSP to summon the basic version, 1d6 damage die, HP=1x(your level) + (its Constitution bonus)x(your level), Advantage on Stealth, AC=15, Move speed : 15ft, weight : 50 pounds.
-Medium : costs 2 TSP to summon the base version, 1d8 damage die, HP=2x(your level) + (its Constitution bonus)x(your level), Advantage on Dexterity saving throws, AC=13, Move speed : 25ft, weight : 120 pounds.
-Large : costs 3 TSP to summon the base version, 1d10 damage die, HP=3x(your level) + (its Constitution bonus)x(your level), Advantage on Dexterity saving throws, AC=11, Move speed : 35ft, weight : 300 pounds.
Combat
Tentacles gain an additional damage die on the 4th, 8th, 14th, and 18th level.
Tentacle creatures attack on your turn using their... tentacles... and do Bludgeoning damage. These tentacles are considered finesse weapons they are proficient in.
You add your proficiency modifier and their dexterity modifier to any attack roll the tentacles make.
You add their strength or dexterity modifier to any damage they deal.
You may also communicate telepathically with one of your summoned tentacles as a bonus action to give simple commands in the form of mental images.
Summoning
You can summon a tentacle creature as an Action.
You can un-summon a tentacle creature as a bonus action.
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.
Tentacle Knowledge
When multiclassing from "Tentacle Summoner" you have (amount of spells available to new said class) in spell slots, and know all these spells due to the tentacles all knowing power.
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.
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. Double the Hit Points of all your Tentacles.
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 bonus HP, instead, your tentacles gain twice the amount of temporary hit points. This also works with the Green Tentacles. At level 13 willing creatures also gain this benefit, but still receive the 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 an inspiration die according to your level as shown in the Bard table. This lasts until used or until your next Long Rest.
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 requiring speech.
-White : As a reaction, all allies within 30ft are instantly healed an amount 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 until the start of your next turn.
-Red : As a reaction, make an attack on all enemies within 20ft.
-Pink : As a reaction, target creature regains its highest spell slot.
-Green : As a bonus action, apply a nonmagical 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, misty step to a creature within 30ft to deliver a killing blow. This is considered a surprise attack with 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, 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, 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 inspiration dice increases with your level as shown in the Bard table. You may use this ability a number of times per Long Rest equal to your proficiency modifier.
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 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. The Incite ability cumulates up to 3 times, stacking with any of its effects.
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 , your maximum Charisma becomes 24.
Freedom of Travel
Starting level 12, Once per Long Rest, you may cast the plane shift spell. 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
There are several different types of tentacles. They can easily be classed according to general skin-membrane color.
TSP Summons : for how many TSP you send in summoning a tentacle, its abilities will vary. The more points you spend, the more abilities it will have. For example, a +4 TSP summon will have all the abilities of the +2 and +1 and the Basic Summon. Should you summon it as a Large Tentacle you will then spend a total of 7 TSP.
Note that there is no restriction on tentacle type in the tentacles you can have summoned at any given time. This means at level 17 you may have up to a maximum of 3 tentacles of the same type summoned.
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.
Remember that each type can be summoned in your choice of 3 sizes from small creature to large creature.
Unless specified otherwise, all tentacles summoned have STR 10, DEX 14, CON 14, INT 10, WIS 10, CHA 10, and have an AC determined by their Size as explained above.
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
https://www.dandwiki.com/wiki/Tentacle_Summoner_(5e_Class)
원본
스타팅 장비가 좀 이상하네.. 심플+대거랑 심플+심플은 차이가 없잖아... 글고 아케인 포커스 대신 고를 수 있는게 뭔가 아구가 안맞는 느낌. - dc App
이제 번역 좀 - dc App