Earphone Jack - Quirk Image

 Quirk Tier: Rare

Saving throw DC: Charisma

You have a set of tentacles with metal spikes on them growing from your body that allow you to channel vibrations with them. Allowing you to collect information as well as release large bursts of sound energy. Your tentacles can stretch up to 15ft and can move under their own power. You can use them to perform simple manipulations of objects. You are immune to your own thunder damage and effects.

You can choose to perform one of the following abilities as an action on your turn: You can insert one of your metal spikes into a surface as a bonus action, or both as a full action, as long as it is not harder than stone. When you do this, you can sense vibrations in traveling through the surface allowing you to gain Tremorsense within 15ft as long as there is a contiguous path from where you inserted the spike to whatever you sense Using both spikes doubles the range of this ability (This ability is going to be highly dependent on DM interpretation and discretion). As you gain in power the range of this ability changes to (30ft at lvl 5) (60ft at lvl 11). This ability does not trigger a usage constitution check.

You can Make an unarmed attack with your tentacle. If you hit the target takes an additional 1d6 of thunder damage (total of 1 for unarmed strike + Mod + 1d6 thunder) as well as causing the target to make a modified Dex saving throw (5+prof+Char) if the target fails they are stunned for 1 turn. This attack has the finesse trait and a reach of 15ft. As you gain in power the damage of this ability changes to (2d6 thunder damage at lvl 5) (4d4 thunder damage at lvl 11).

You can release a pulse of sound from your body or a point on your body causing either a 5ft radial or 10ft conical shockwave. This causes any creature caught in the area of effect to take 2d6 thunder damage and make a Dex saving throw. If the creature passes the saving throw they take half damage, but if they fail they take full damage as well as being knocked prone, deafened and stunned for 1 round. The stun is negated if the target can not hear. As you gain in power the range, damage, and duration of status effects changes to (10ft radius/20ftcone, 4d6 thunder damage, and 2 rounds at lvl 5) (20ft radius/40ftcone, 5d8 thunder damage, and 3 rounds at lvl 5)

When you use your abilities, you must make a con save (DC:10 + number of times you used them) on a failure, you suffer a level of exhaustion. Your DC resets to 10 when you do not use your abilities for one hour. As you gain power the Heat bothers you less and you become more resistant to it, this results in the base DC changing to (8 at lvl 5) (6 at lvl 11).

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Earphone Jack - Quirk Image

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