Tentacle Summoner (5e Class)

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April Fools!
This content is not designed for use in regular games, and may affect overall balance and gameplay. Take caution when using this material.

Tentacle Summoner[edit]

This is meant as an April's Fool class.

Update: Now with even MORE tentacles


Tentacles of the Entity[edit]

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[edit]

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? Do you like having them, or do you enjoy abusing 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: A Musical 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, Intimidation

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

Level Proficiency
Bonus
Features Tentacle Summoning Points (TSP) Max Tentacles Summoned Spells Gifted/Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Tentacle Summoning 1 1
2nd +2 Cantrips, Spellcasting 2 1 1 2
3rd +2 Cuddle, Archetype 4 1 1 3
4th +2 Ability Score Improvement 5 2 2 3
5th +3 The Means of Obedience, Mimic Tentacles 6 2 2 4 2
6th +3 Preference 7 2 3 4 2
7th +3 Archetype 9 3 3 4 3
8th +3 Ability Score Improvement 10 3 4 4 3
9th +4 Tentacle Summoning 11 3 4 4 3 2
10th +4 Cantrips, Violet Tentacles 12 4 5 4 3 2
11th +4 Preferred Method of Capture 13 4 6 4 3 3
12th +4 Ability Score Improvement, Archetype 14 4 7 4 3 3
13th +5 Harem Mindset 15 5 8 4 3 3 1
14th +5 Rainbow Tentacles 16 5 9 4 3 3 1
15th +5 Archetype 18 5 10 4 3 3 2
16th +5 Ability Score Improvement, Omni-tastes 20 6 11 4 3 3 2
17th +6 Tentacle Summoning 21 6 12 4 3 3 3 1
18th +6 Inescapable appendages 22 6 13 4 3 3 3 1
19th +6 Ability Score Improvement, Archetype 23 7 14 4 3 3 3 2
20th +6 Rise of the Tentacle Overlord 25 10 15 4 3 3 3 2

Tentacle Summoning[edit]

Starting level 1, you can summon tentacle creatures from beyond the planes to aid you in combat or for anything else you may wish.

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 is 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 lose 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 innate 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, it 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, 2 TSP for a medium one, 3TSP for it to be large.

Please refer to the "Tentacle Types" section for further detail of their abilities.

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[edit]

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[edit]

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[edit]

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[edit]

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

Ability Score Increase[edit]

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[edit]

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 or size category.

Preference[edit]

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[edit]

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[edit]

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[edit]

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

Inescapable appendages[edit]

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

Rise of the Tentacle Overlord[edit]

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 Tentacles you summon.

Archetypes[edit]

Archetype : Victim[edit]

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. You do not gain the bonus twice with Pink Tentacles. 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, for 3 TSP, you can beg- ... uh, command one of your active summoned tentacles to unleash a unique special ability according to their type. You can use this ability a number of times per day equal to your proficiency modifier.

-Grey : As a reaction to an enemy within range casting a spell, all enemy creatures within 60ft of the tentacle are instantly silenced until the tentacle's next end of turn and can no longer cast spells with a verbal component.

-White : As a reaction to an ally within range taking damage, all allies within 30ft of the tentacle 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 to an ally within range taking damage, all allies within 30ft of the tentacle gain resistance to all damage until the start of your next turn.

-Red : As a reaction to an ally within range taking damage, the tentacle makes one attack against all enemies within 20ft of it.

-Pink : As a bonus action, target creature within 120ft of the tentacle regains its highest spell slot. This has no effect 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 of the tentacle equivalent to casting the cloudkill spell. This is not considered a magic effect. The DC for this effect is equal to your spell DC.

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

-Violet : As a reaction to an ally within range dealing damage, all enemies within 60ft of the tentacle take 1d10 psychic damage and all allies within 60ft of it gain a 1d10 inspiration dice.

-Rainbow : As a reaction to an ally within range taking damage, 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 Predators

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

Archetype : Abuser[edit]

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 as a bonus action 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, as a bonus action, you may spend 4 TPS to gain 2 tentacular arms that sprout from your body where you wish. You can gain up to a maximum of 6 such tentacular arms at once on your body. As an action or a bonus action on your turn, you can make one attack per arm with a 10 foot reach, you can choose different targets for each arm. 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, as an action you may spend 6 TSP to turn a tentacle into a "Hulk" version of itself for 1 hour. It becomes one size larger, gains +2 to each of its Ability Scores, becomes proficient in Strength and Constitution saving throws and checks. You may apply this effect more than once on a Tentacle, each time increasing its Ability Scores by 2. The damage dice of tentacles increases appropriately for each size category beyond Large (1d10) : 1d12, 2d6, 2d8, 2d10, 2d12.

Archetype : Enthusiast[edit]

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 and by spending 1 TSP, 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 for 1 minute.

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.

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, and your maximum Charisma becomes 24.

Excite

Starting level 12, You can now use Incite on any friendly creature.

Freedom of Travel

Starting level 15, Once per Long Rest, you may cast the plane shift spell, but can only target yourself and your summoned creatures in this way. You do not need material components for this.

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 reaches out from a circular portal leading to the dimension of the Entity. The portal appears where you choose within 120ft of you, the tentacle travels in a direction of your choosing.

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

The Huge tentacle is 60ft long and 10ft wide and strikes all enemy creatures in a 60-foot cone from the portal. Each unfriendly creature in that area must make a Dexterity saving throw against your spell DC, 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 10ft wide and 10ft tall wall, and is difficult terrain for any who would cross over it except you.

Tentacle Types[edit]

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 20ft 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.

Abilities

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 their Constitution + 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. A tentacle's proficiency modifier is equal to your own.

Small tentacle creatures have advantage on Stealth checks.

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 now has disadvantage on Stealth checks -it gains 5ft reach

Types & Styles

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

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.

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 14 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[edit]

Grey tentacles enjoy preying on magic users.

Basic Summon

Can "see" with it's blindsight up to 40ft instead of the usual 20ft. Has a bonus to its Intelligence equal to your proficiency modifier.

+1 TSP

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

+2 TSP

Can cast invisibility, but only on itself, up to 2 times per Long Rest.

+4 TSP

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

+6 TSP

Can Cast feeblemind once per Long Rest.

White Tentacles[edit]

White tentacles bestow healing and increased vigor.

Basic Summon

Can cast Lay on Hands as an Action and has a pool of healing that replenishes when you take a long rest. Can restore a total number of hit points equal to (5 + your tentacle summoner level). Alternatively, can expend 5 hit points from its pool of healing to cure the target of one disease or neutralize one poison affecting it. Can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Has a bonus to its Wisdom equal to your proficiency modifier.

+1 TSP

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

+2 TSP

Can Cast Calm Emotions or Lesser Restoration up to 2 times per Long Rest.

+4 TSP

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

+6 TSP

Can cast Mass Cure Wounds once per Long Rest.

Yellow Tentacles[edit]

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

Basic Summon

Shines Dim Light 30ft around it. Has a bonus to it Constitution equal to your proficiency modifier.

+1 TSP

Now immune to all diseases & the poisoned condition and immune to Poison damage.

+2 TSP

Now immune to Acid damage.

+4 TSP

Now immune to Lightning damage.

+6 TSP

Now immune to Fire damage.

+8 TSP

Now resistant to piercing, bludgeoning, and slashing damage from non-magical weapons

Red Tentacles[edit]

Red tentacles are more aggressive than others.

Basic Summon

Has advantage when attacking a creature within 5ft of you. Has a bonus to its Strength equal to your proficiency modifier.

+1 TSP

Now deals an additional 1d8 Piercing damage, regardless of size.

+2 TSP

Extra Attack, attacks twice when taking the attack action.

+4 TSP

Now deals an additional 1d8 Slashing damage, regardless of size.

+6 TSP

Gains a +4 bonus to attack and damage rolls

Pink Tentacles[edit]

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, your party gain twice the amount of temporary Hit Points.

+1 TSP

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

+2 TSP

Can cast Enthrall up to 2 times per Long Rest.

+4 TSP

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

+6 TSP

Can cast Geas or Dominate Person once per Long Rest.

Green Tentacles[edit]

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. Base damage dealt is poison instead of bludgeoning. You do not gain the benefits of "Cuddle" when spending a Short or Long rest with this tentacle.

+1 TSP

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

+2 TSP

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

+4 TSP

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

+6 TSP

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

Black Tentacles[edit]

Black tentacles are more stealthy than others.

Basic Summon

Has a bonus to its Dexterity equal to your proficiency modifier. 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 TSP

Now resistant to bludgeoning damage. Now has proficiency in stealth.

+2 TSP

Now resistant to piercing damage. Now deals +1d6 Piercing damage, regardless of size.

+4 TSP

Now resistant to slashing damage. Now deals +1d6 Poison damage, regardless of size.

+6 TSP

Now has Expertise in Stealth : double the proficiency bonus for Stealth checks. Now deals +1d6 Necrotic damage, regardless of size.

Mimic Tentacles[edit]

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. It cannot gain a climb, swim of fly speed in this way, and its carrying capacity is determined by it's size as normal for any mount.

+2 TSP

Mimic Tentacles are now proficient in deception. Depending on the creature they change into, they can now gain its climb speed.

+4 TSP

Now Expert in deception, you double the proficiency modifier when rolling for deception. Depending on the creature they change into, they can now gain its swim speed.

+6 TSP

You now roll with advantage whenever making a deception check for the Mimic Tentacles. The Mimic Tentacles can now speak common.

+10 TSP

The Mimic Tentacle's ability scores now all become equal to 16. The Mimic Tentacle can now copy one natural (non-magical, non-legendary) effect, skill, ability or action of the creature it changes into, such as a tiger's bite attack or a mimic's "Grappler" effect, a carpenter's proficiency with carpenter's tools, etc.

Violet Tentacles[edit]

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.

+2 TSP

Becomes immune to psychic damage and proficient in all saving throws.

+4 TSP

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

+6 TSP

Now deals an additional 1d10 psychic damage and has a +3 bonus to attack rolls.

+10 TSP

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

Rainbow Tentacles[edit]

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 TSP

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 TSP

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

+6 TSP

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

+10 TSP

Now has resistance to all damage.

Tentacle Summoner Spell List[edit]

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, Bane, Command, Dissonant Whispers, Silent Image, Sleep

2nd Level

Misty Step, Hold Person, Suggestion, Darkness, Darkvision, Mirror Image, Ray of Enfeeblement, Web, Gust of Wind, Arcanist's Magic Aura, Blindness/Deafness, Aid, Calm Emotions, Crown of Madness, Enlarge/Reduce, Find Traps, Skywrite

3rd Level

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

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[edit]

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



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