Base Class: Rogue
Some rogues choose thievery, assassin work, and other forms of devious acts to earn their pay, you however, chose to make a mistake. You as an Avatar of Flying Lobsters do just that, command lobsters... that can fly. There is nothing more to this path, you can command lobsters, that is all. The lobsters can... hit things, fly... among other things... There aren't many out in this cruel world who can do such horrific things, except for you, so the path of the Avatar of Flying Lobsters is carved by you, and you alone.
The Mighty Pinch
At 3rd level, you obtain the mystical and arcane art to summon lobsters. During a short or long rest, you may conjure a number of lobsters equal to 1/2 of your proficiency bonus (rounded up). Any lobsters that were previously conjured that exceed your proficiency bonus, vanish out of existence.
The lobsters maintain the telepathic connection with you while within 120 feet. This telepathic link can only transfer basic commands and ideas. Additionally, you can use an use an action to see out of one of the lobsters' eyes, during this period you gain the benefits of any special senses it has, finally, during this you are blinded and deafened to your own surroundings.
The lobsters are friendly to you and your companions, and they obey your commands, both mental and verbal. See the lobster game statistics in the accompanying Flying Lobster stat block, which uses your proficiency bonus (PB) in several places.
In combat, roll their initiative using your Dexterity modifier as one collective group. Each lobster takes their turn on the collective lobster turn. They can move, attack, and their reactions on their own. If you are incapacitated, the lobsters will defend themselves from hostile threats.
If a lobster reaches 0 hit points, it disappears, leaving behind a faint speck of dust. Any equipment or items the lobster was carrying is left behind.
Flying Lobster
Small beast
Armor Class 13 + PB (natural armor)
Hit Points 3 + three times your rogue level (the lobster has a number of hit dice [d8s] equal to your rogue level)
Speed 20 ft., swim 20 ft., fly 40 ft.
Saving Throws Dex +3 plus PB, Con +2 plus PB
Skills Stealth +3 plus 2 times PB, Sleight of Hand +3 plus 2 times PB
Senses blindsight 60 ft., passive Perception 9
Languages Common, and one language the creator knows
Challenge—
Proficiency Bonus (PB) equals your bonus
Sneak Attack (1/Turn). The lobster deals an extra 3 (1d6) damage when it hits a target with a weapon attack or natural weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the lobster that isn't incapacitated and the lobster doesn't have disadvantage on the attack roll.
Amphibious. The lobster can breathe air and water.
Actions
Pinch. Melee Weapon Attack: +3 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB damage piercing.
Reactions
Coordinated Strikes. Whenever an attack roll is made within within 30 feet of the lobster, it may use its reaction to provide advantage to the attack.
Decapod Martyrdom
At 9th level, your lobsters have begun to crave more of their avatar. This longing has given the lobsters a thirst for your vitality. As a bonus action, you may, take necrotic damage equal to 3 times your rogue level, this type of damage cannot be reduced in any way. In exchange, all of your summoned lobsters within 60 feet regain hit points equal to half of the result. Excess healing becomes converted into temporary hit points.
Instead of being healed, any lobster who receive this form of healing, may instead use the absorbed vitality to bolster their offensive capabilities. For one minute or until the lobster uses an attack, their next sneak attack deals an additional 2d6 necrotic damage.
Crustacean Elation
Starting at 13th level, you have spent enough time around your anthropoid allies for them to grow along with you, both mentally... and physically. During a short or long rest, you may choose to manifest a Massive Flying Lobster using the accompanying companion sheet. This summon counts as two lobsters for "The Mighty Pinch," feature. It otherwise follows all the same rules as your summoned lobsters.
Massive Flying Lobster
Medium beast
Armor Class 15 + PB (natural armor)
Hit Points 6 + six times your rogue level (the lobster has a number of hit dice [d8s] equal to your rogue level)
Speed 30 ft., swim 30 ft., fly 60 ft.
Saving Throws Dex +3 plus PB, Con +4 plus PB
Skills Stealth +3 plus 2 times PB, Sleight of Hand +3 plus 2 times PB, Athletics +4 plus PB
Senses tremorsense 60 ft., passive Perception 9
Languages Common, and one language the creator knows
Challenge—
Proficiency Bonus (PB) equals your bonus
Sneak Attack (1/Turn). The lobster deals an extra 3 (2d6) damage when it hits a target with a weapon attack or natural weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the lobster that isn't incapacitated and the lobster doesn't have disadvantage on the attack roll.
Amphibious. The lobster can breathe air and water.
Actions
Pinch. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 1d6 + PB damage piercing.
Reactions
Coordinated Strikes. Whenever an attack roll is made within within 30 feet of the lobster, it may use its reaction to provide advantage to the attack.
Apotheosis Astaci
Upon reaching 17th level, your lobsters have too reached the peak of their journey. As a result, once per short or long rest, you may strengthen your lobsters to heights never thought before. As an action, your lobsters each gain the following effects for 1 minute:
- Their sneak attacks deal an additional 1d6 damage (2d6 if its a Massive Flying Lobster.)
- They gain an additional reaction upon the start of the lobster collective's turn.
- Their natural weapon attacks have an additional 5 feet of range.
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