Tentacle Summoner
Tentacle Summoner
Touched by the Great Old Ones, you now have the ability to summon and control eldritch tentacles from realms unknown. Eldritch Tentacles Starting when you choose this archetype, as an action, you can summon tentacles in an unoccupied surface within 60 feet to fight for you. The tentacles appear from an inaccessible portal. The number of tentacles you can summon between short or long rests is equal to your Charisma modifier. You can use a bonus action on your turn to move one tentacle to an unoccupied space within range. You can command the tentacles telepathically as a free action on your turn. The tentacles take their turn after yours in combat (you choose the order when you summon them). The tentacles remain material for 1 minute or until they are slain or dismissed by you. Protective Barrage Beginning at 7th level, you can make a reaction whenever you are targeted by an attack to teleport one of the tentacles to your position. You choose which tentacle is teleported, and there must be unnoccupied space around you for you to move when it is teleported. When the tentacle is teleported, it receives all the damage you would have received and it pushes you to the nearest unnoccupied space within 5 feet. Eldritch Assistants At 11th level, while you are within range of your tentacles, they can assist you in combat. Whenever you make a successful attack roll, each tentacle within range can attack as well, dealing minimum damage. When you attempt to grapple a creature, you can add +2 to your roll for each tentacle within range. On a success, you can have one of the tentacles that assisted grapple the target rather than yourself. Control the Battlefield At 15th level, you can command the tentacles to move on their turn. They can teleport to an unnoccupied space up to 30 feet away. They can also teleport while grappling other creatures, taking them along to the new position. Additionally, the tentacles can grapple or restrain creatures but do not have proficiency on restraining checks.
Eldritch Tentacle CR: -
STR
16 +3
DEX
12 +1
CON
12 +1
INT
10 +0
WIS
10 +0
CHA
10 +0
Feelers. The tentacle gains your proficiency bonus on grapple checks. Eldritch Conduit. The tentacle gains a bonus to its Charisma score equal to your Charisma modifier. Its AC is equal to your Charisma score and its hit points are equal to Charisma score + your Ranger level.
Actions
Slam. Melee Weapon Attack. Charisma modifier + PB to hit, reach 15ft., one target. Hit 1d8 + Charisma modifier
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