Warlock
Base Class: Warlock

The swiss-army knife that has been catered and developed by Valida, to be specific, an adaptation of the Hexblade. 

Abnormal Growth

You have a number of tentacles on your body equal to your proficiency bonus. If they are used by features of this class, you regain all expended uses when you finish a long rest.

You can magically summon an eldritch tentacle from your own body that strikes at your foes. As an action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you.
The tentacle lasts for 1 minute or until you use this feature to create another tentacle.

When you create the tentacle, and when taking the Attack action, you can use the tentacle to make a melee attack against one creature within 10 feet of it.
On a hit, the target takes 1d8 force damage, and its speed is reduced by 10 feet until the start of your next turn.
When you reach 10th level in this class, the damage increases to 2d8.

If using the Attack action to attack with the tentacle, you can move it up to 30ft before each attack.

Camouflage

You learn the spell Disguise Self. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know.

You can cast this spell at will, but only to disguise the tentacles on your body, or if disguising as someone you have killed/seen before.

Cthulhu's Scales

Your tentacles are self-aware of their flaws, altering themselves for protection. As an action, you can take 2d6 force damage and incorporate the tentacle into your skin, as it forms into scales. For 10 minutes, these scales give you resistance to non-magical bludgeoning, piercing, and slashing damage, and increase your AC by 2. As long as you have scales, you may utilize three as ranged weapons, each dealing 1d6 slashing damage. If attempting to use more than 3, you must make a constitution saving throw of 19, taking 2d10 poison damage on a failure. On success, you gain an additional three.

 

Eldritch's Symbiote

You are the symbiote. However there is a benefit! From time to time you will get brief messages from the original body. Perhaps for a brief check up or... Your life warranty has expired. Well you do you. You can however ask for information if you really want, but there is unlikely to be an answer.

  • You can permanently remove a tentacle from your own body to form it into a living organism.
  • You learn the spell Simulacrum. It counts as a warlock spell for you, but it doesn’t count against the number of spells you know.
  • To cast Simulacrum, you must remove a tentacle from your Abnormal Growth. This does not return unless the duplicate dies.
  • The duplicate of Simulacrum is either of you, or someone you have killed previously that is Medium size or smaller.

Return to Origin

These tentacles can have Flesh Rending applied to them to do extra damage. 

If using a spell slot when summoning a magical tentacle, it gains an additional effect of your choice from this list.

Reflex - The tentacle's attacks will deal additional 1d10 + twice your Charisma modifier, as long as you are within 10ft. 
1st level

Purpose - You may summon two or more tentacles within the same position. If two tentacles are summoned, its attacks are changed.
Creatures within 10ft of the tentacles must make a Dexterity saving throw or take 2d10 bludgeoning damage and are knocked prone.
If additional tentacles are summoned, the damage is increased by 1d10 per tentacle, and the save is increased by +1.

Annihilate - You may summon all of your tentacles for a single attack.
Creatures within 30ft of your choice must make a Dexterity saving throw, taking 6d10 bludgeoning damage on a failed save, or half as much damage on a successful one. (edited)

 

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