*This spell was made for those who rather transform into an eldritch horror rather than an angel or a devil. Think of it as an addition to the official spell rather than a standalone spell.
1. Based on the official description for the spell itself:
Uttering an incantation, you draw on the magic of the Far Realm to allow an eldritch being to semi-possessed you, allowing you to draw power from it but also giving it the ability to control you. You gain the following benefits until the spell ends:
- You are immune to force and psychic damage.
- You are immune to the frightened condition.
- Your legs morph into several long black ebony tentacles and gain 30 ft of climbing speed, 30 ft of swimming speed, and are able to cross gaps as long as 20 ft without any problems. (You may not use these to attack)
- Enemies within 10 ft of you at the start of your turn must make a Wisdom saving throw against your spell save DC or be frightened for 1d4 rounds.
- Your arms turn into long black ebony tentacles similar to your legs with a reach of 10 ft, it deals magical bludgeoning damage for the sake of overcoming resistance. You can use your spellcasting ability modifier instead of Strength or Dexterity for the attack and damage rolls. You're still able to cast most spells with somatic components as long as it doesn't require more than a finger.
- You can attack twice, instead of once, when you take the Attack action on your turn. You ignore this benefit if you already have a feature, like Extra Attack, that lets you attack more than once when you take the Attack action on your turn.
2. Additional stuff you can add:
2 minds in 1 body: People say "Two heads are better than one". But is that really true when one of them is of an eldritch being?
- You're able to focus on two concentration spells at the same time.
- You're able to cast two leveled spells in the same turn.
- At the beginning of every turn, you roll 1d20. If your roll is equal or higher than your spellcasting ability, you lose control of yourself and must roll on the confusion table, except on a 9-10, the eldritch being gain full control of your character for that round.
- At the end of the spell, you roll an Intelligent save against the DC of the amount of time you lose control of yourself. If you failed, you become insane and are unable to communicate in any way other than incoherent screaming. If you try to write something, you would unconsciously write it in deep speech (You'll still be able to read it for the time being even if you don't know deep speech)
Tentacles galore: whether it is because you want to get close and personal to your enemy or because of a weird exotic fetish that you have. This will allow you to metaphorically Animorphs into an octopus.
- You can gain additional tentacles to attack by spending a standard action to will one into existence (You can have a maximum of 4 tentacles). The two additional tentacles don't grant you an additional action, but each of them gives you 1d8 to add to any action using these tentacles except spellcasting.
- If you're hit by slashing or piercing damage (magical and nonmagical), fire, lightning, acid roll 1d8. If it's within the numbers of tentacles you have (EX: if you currently have 3 tentacles, the numbers would be 1-3), you roll another d6, the damage will be reduced by the result and one of your tentacles will be cut off. If you only have 1 tentacle or less, you will only be able to use an action or a bonus action in the same turn. With all tentacles cut off, you're unable to perform any action that requires your hands.
- If you wish, you can have your tentacles wrap around your body like armor, you add the number of tentacles you have to your AC. If you're hit by one of the damage types mentioned above, one of your tentacles is guaranteed to be cut off.
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