Kuo-Toa Deep One (5e Class)
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Kuo-Toa Deep One[edit]
The profane gods of the kuo-toa are often considered a matter of derision; a mass delusion of an insane culture wholly lacking the power of of the true gods of the realms. However, to the chosen few fishmen, the power of the power of Blibdoolpoolp is a very real thing that can grow even the weakest kuo-toa into a titan.
Class Features[edit]
As a Kuo-Toa Deep One you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Kuo-Toa Deep One level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Kuo-Toa Deep One levelafter 1st
- Proficiencies
Armor: shields
Weapons: simple weapons
Tools: None
Saving Throws: Strength, Wisdom
Skills: Choose two from Insight, Perception, Religion, Stealth, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Level | Proficiency Bonus |
Features |
---|---|---|
1st | +2 | Superior Otherworldly Perception |
2nd | +2 | Kuo-Toa Craftsmanship |
3rd | +2 | Fishmonger's Hooks |
4th | +2 | Ability Score Increase |
5th | +3 | Extra Attack |
6th | +3 | Kuo-Toa Giant |
7th | +3 | Blibdoolpoolp's Grasp |
8th | +3 | Ability Score Increase |
9th | +4 | Watery Chasm |
10th | +4 | Kuo-Toa Leviathan |
Superior Otherworldy Perception[edit]
At 1st level, you are permanently under the effects of your Otherworldly Perception trait.
Some of your Deep One features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Deep One save DC = 8 + your proficiency bonus + your Intelligence modifier
Kuo-Toa Craftsmanship[edit]
At 2nd level, your deranged mind and disgusting biology allow you to craft certain weapons like no other. When you craft a shield, it becomes a sticky shield. As a reaction when a creature misses a creature wielding a sticky shield with a melee weapon attack, the creature may use its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.
When you craft a quarterstaff, it becomes a pincer staff. A pincer staff deals piercing damage instead of bludgeoning damage, and on a hit against a creature that is the attacker's size or smaller, the target is grappled. Until this grapple ends, the wielder can't use its pincer staff on another target.
Fishmonger's Hooks[edit]
At 3rd level, you manifest your first gift from Blibdoolpoolp; each of your appendages ends in long, hook-like claws. Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d8 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. Additionally, you may engage in two-weapon fighting with your claws.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th 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.
Extra Attack[edit]
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Kuo-Toa Giant[edit]
At 6th level, your fervor for Blibdoolpoolp bears fruit, growing your body to massive proportions and flooding your veins with a sickly black fluid. Your size becomes Large, and you become immune to poison damage and the poisoned condition. Additionally, your Otherworldly Perception trait's radius doubles.
Blibdoolpoolp's Grasp[edit]
At 7th level, your claws drip with the favor of Blibdoolpoolp. On a hit with your claws, the target must succeed on a Constitution saving throw or be poisoned for 1 minute. A creature may retry this saving throw at the end of each of their turns, ending this effect early on a success.
Additionally, when you are hit by an attack while you are submerged in water, you may up to half your swimming speed in a straight line in any direction without provoking attacks of opportunity.
Watery Chasm[edit]
At 9th level, your mouth stretches into an insatiable chasm. As an action, you may make one attack with your bite against a creature that is a smaller size category than you that you are grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 35 (10d6) acid damage at the start of each of your turns.
If you take 45 damage or more on a single turn from a creature inside you, you must succeed on a DC 22 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of you. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse by using 30 feet of movement, exiting prone.
Kuo-Toa Leviathan[edit]
At 10th level, you have reached the greatest heights of kuo-toa worship, that of the great leviathan called to the deepest depths of the Underdark. Your size increases to Huge, and your claws gain the reach property and deal an additional 1d8 slashing damage on a hit. Additionally, the radii of your Otherworldly Perception trait and Darkvision double.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the kuo-toa deep one class, you must meet these prerequisites: Charisma 13
Proficiencies. When you multiclass into the kuo-toa deep one class, you gain the following proficiencies: Performance
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