Base Class: Cleric
You are a beautiful flail master.
Sacrifice to Unkh
When you kill a humanoid with a flail you can choose to sacrifice this individual to Unkh. This is a ritual that takes 10 minutes to cast. The components are 1 silver piece worth of candles and salts. When you do this ritual, a number of times equal to half your wisdom modifier (round down) per long rest you can choose to regain one use of Holy Juices of Unkh.
Holy Juices of Unkh
When you activate this ability on command the following effects take place for the duration: you gain a chromatic, glistening shell that gives you a +2 to armor class, you gain an additional attack when you take the attack action, and your speed increases by 10ft. This lasts for three rounds before the spell ends. This ability can be used a number of times equal to half of your wisdom modifier (round down) per long rest. Within 30 minutes after using this ability you must take a ten minutes laying down to recover your stamina. For every 30 minutes you fail to take the rest, you gain a level of exhaustion. A maximum of two levels of exhaustion
Channel Divinity: Summon Tendrills
Starting at 2nd level, your connection with Unkh grows. You gain resistance to acid damage and you can use your Channel Divinity to summon Unkh's flail-like tendrils.
When you take the attack action with a flail, you can choose to pick a point within 30ft. You summon a flail-like tendril at that point. You continue your attack as if your flail was the tendril. Your attack is considered magical. Enchantments on the weapon do not carry over to the tendril. You can use the tendril for other basic things, like a mage hand. You can use the tendril to gain an extra free interaction action. You can use a free hand to control and manipulate the tendril as a bonus action weapon that does 1d6 + wis, dex, or str modifier magical bludgeoning damage with a 15ft range. You can only use one of these things per turn. For example if you used the tendril as a vessel for your flail at range, you can not receive the benefits of an extra free interaction action on that turn.
Channel Divinity: Synchronous Tendrils
Starting at 6th level you can use Channel Divinity to attack with multiple tendrils. After you attack and hit an attack with a flail (but before you roll for damage) you can choose to expend a spell slot to pick a number of creatures equal to twice the level of spell slot within 50ft and deal the same amount of damage that you are about to roll for to each of them. This counts as magical damage. Resistances and weakness are included in this damage separately for each creature. If the attack roll of the original attack is not enough to hit a new target of the tendrils then that specific tendril misses. Critical hits, enchantments, and other effects all carry over to the tendrils. Multiple tendrils can attack one creature, you would multiply the damage according.
Inescapable Assimilation
At 8th level you take on the physical aspect of Unkh. On your turn on command, you can activate this effect. You may use this effect once per long rest. Your body becomes gelatinous and radiant. You shed bright light for 30ft and dim light for an additional 30ft. You gain a glistening, chromatic shell, giving you a +2 to your armor class. You are filled with the divine senses of Unkh and gain a +2 to your Wisdom modifier. When you activate this effect a burst of piercing, divine light. All creatures within 30ft of you must make a Wisdom saving throw. On a failure each target takes 3d6 radiant damage and is blinded. At the start of each of an affected creature’s turns it can roll the saving throw again and if it succeeds the blindness conditions ends. On a success each target takes half damage. Three (this number can vary) flail-like tendrils sprout from your body. You start with 3 tendril points. You regain all spent tendril points at the end of your turn. [You can use tendril points in the following ways: If any creature that uses movement or changes its position within 30ft of you, you may spend 1 tendril point to use your reaction to make an athletics contest with the creature. If you win, you may pull the creature up to 20ft toward you. On your turn you may use an attack action to spend up to 3 tendril points to make up to 3 flail-like tendril attacks (according to how many points you spent). This counts as a magical melee flail attack with a reach of 20ft. If a spectral tendril hits a target, roll a d4 for an additional effect. If a 1 is rolled, the target must make an athletics contest with you. If you win the contest the target is restrained. (While a tendril is restraining a creature a new tendril may sprout from your back to attack or pull in its stead. If this is the case, when the tendril is done restraining, it recedes back into your body.) If a 2 is rolled, the target takes an extra 1d8 radiant damage. If a 3 is rolled, the target must make a Constitution saving throw. On a failure the target gains the poisoned condition. The target may roll the saving throw again at the end of each of its turns. If a 4 is rolled, the target must make a Wisdom Saving throw. On a failure the target takes an extra 2d6 necrotic damage. On a success the target takes half damage. You regain hit points equal to half the necrotic damage dealt (round down). Once per long rest on your turn, you may spend 3 tendril points to summon a large tendril sprouting forth from the ground in an unoccupied space within 30ft of you. This large tendril recedes back into the ground after 18 seconds. On each of your turns you may issue a verbal, nonverbal, or mental command to move the large tendril up to 20ft. As a bonus action you may have the large tendril attack a target. The large tendril attack counts as a melee flail attack that does 2d8 damage and has a reach of 10ft.] When you either kill a large or smaller creature or reduce it to 0 hit points (DM’s discretion) a tendril drags its corpse into your body and the corpse and everything on it is assimilated and destroyed. Things that are not affected include: metals, gemstones, glass, pearls, magical items, crystals, rubber, things of great value, and individual things that are cherished greatly. For every creature that is assimilated the duration of this whole effect temporarily increases by 12 seconds.
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Posted Sep 4, 2023TAKE ME TO SNURCH