Monk Subclass: Way of the Tentacle

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Monastic Tradition

Way of the Tentacle?

In an abandoned monastery beneath the oceans, a sinister presence looms. Those that spend time there learning from the books come back changed, both in spirit and in flesh.


Way of the Tentacle?
Level Feature
3 From the Depths, Eldritch Gift
6 Unearthly Blessing
11 Uncanny Grasp
17 Old One's Reach

From the Depths

When you choose this Monastic Tradition at 3rd level, you gain water breathing, and your swimming speed equals your walking speed.

Eldritch Gift

Also at 3rd level, your flesh becomes more squishy and moist. You can spend a Ki point to activate your Eldritch Gift, turning your arms into tentacles. While they are this way you cannot hold any weapons, but your reach extends 5ft. This lasts one hour, or until you use a Bonus Action to turn the tentacles back into arms.

Unearthly Blessing

Beginning at 6th level, your new flesh serves as a conduit for powers unknown. While your Eldritch Gift is active, you can cast the following spells by their associated Ki point cost, ignoring material components.

Ki Spell
2 Arms of Hadar
3 Invisibility
5 Evard's Black Tentacles

Uncanny Grasp

At 11th Level, you can add your Wisdom modifier to your Athletics checks, as long as your arms are tentacles. Furthermore, when you have an enemy grappled, you can expend 2 Ki points to detach your tentacles, leaving the enemy grappled. The enemy must pass a Athletics or Acrobatics check equal to your DC to escape.
Your arms immediately regrow as normal arms.

Old One's Reach

Once you reach 17th level, your dark patron favors you. You gain resistance to psychic damage, and you may choose to deal psychic damage on your unarmed attacks. If you kill an enemy with psychic damage, their corpse quickly withers and tentacles burst from inside them. When this happens, any enemy within 5ft of the corpse must make a Dexterity saving throw. If they fail, they are considered as if grappled by your Uncanny Grasp, and take d10+Wisdom bludgeoning damage.

 

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