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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 summoned at a 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. 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.
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
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