Amphibious. Granted by The Deep One, the acolytes can breathe both underwater and on land.
Spectral Spellcaster.(See actions) Although they do not require spell slots, the Acolyte can cast spectral imitations of aberrant body parts or powers. The effects of the spectral spells can be heightened at the cost of the acolytes vitality.
Wolf Among Sheep. The Acolytes appear as normal humans, often in nautical related professions, they have no discernible markings and can blend easily with crowds, they gain advantage to stealth in urban areas and can't be singled out of a crowd before they have revealed their true dark intentions.
Spectral Tentacle. Range; 60 ft, Hit; +4, On a successful attack the target creature takes 1d6+6 magical bludgeoning damage. At the cost of 1d6 necrotic damage The Acolyte can focus on the Spectral Tentacle causing it to grapple the target, as a bonus action the acolyte can crush the target dealing 1d8 damage. If a target is being grappled when the Acolyte dies, the grappled target takes 1d8 magical bludgeoning damage as the tentacle spasms with the acolytes death.
Spectral Maw. Range 5 ft, The targeted creature must succeed a DC 15 DEX or take 2d6 + 4 force damage and then be considered poisoned. A poisoned creature must succeed a DC 15 CON save or take 1d4 each turn until they are next healed with either a spell or a potion. At the cost of 1d6 necrotic damage The Acolyte can raise both DC's by +3 and the poison deals the maximum damage (4).
Spectral Eyes. Range 150 ft, cone, Every creature caught within the con must succeed a DC 15 WIS saving throw or be considered frightened. At the cost of 1d6 necrotic damage The Acolyte can deal 1d8+2 psychic damage to all affected creatures within the cone.
Spectral Siphon. As a bonus action The Acolyte can target one creature within range, the target has to make a DC 15 WIS saving throw or take 1d10 necrotic damage, The Acolyte then heals 1d10 hp. At the cost of 1d6 necrotic damage The Acolyte also confers disadvantage on the target for every action requiring a roll on their next turn.
Description
A unassuming human really, but in his mind; a part of a greater will, the Deep Ones will. Their psychic masters hold little actual power over their mind rather than the ability to read their thoughts and if they go against such a strong will they will simply be made to disappear. They were however given over worldly powers by their aquatic masters enabling to fight toe to toe with 'heroes' and 'adventurers'. Often their life pertains to the sea and nautical positions somehow; professions or certain journeys as it is at sea where the mystical nature of those below can woo them into the clutches of their dark purpose.