Rogue Archetype: Depth Trespasser
Depth Trespasser Features
| Rogue Level | Features |
|---|---|
| 3rd | Eldritch Symbiosis, Monstrous Action |
| 9th | Rampant Growth |
| 13th | Symbiotic Assault |
| 17th | The Unspeakable Deep |
Eldritch Symbiosis
By 3rd level, you have formed a bond with a young spawn of the Great Old Ones - a small, monstrous mass of tentacles known as a th'quib. Infant th'quib are weak creatures on their own, and must live within a host for protection and nutrition.
Your th'quib has fused its body with yours and retreated most of its mass safely below your skin. In exchange for your this security, the th'quib will cooperate with you to the best of its ability. You share a telepathic link with the th'quib that lets you passively sense eachother's thoughts. Through this link, you can will the th'quib to extend its tentacles from your body.
Utilizing your th'quib's tentacles as additional limbs is second nature, letting you make an additional object interaction each turn. Additionally, you now know (and think in) Deep Speech.
Symbiotic Separation As an action, your th'quib can separate from you. It functions as a familiar summoned by the Find Familiar spell. While separated, you cannot use any Monstrous Actions. Your th'quib can use an action to fuse with you again.
If your th'quib reaches 0 Hit Points, it vanishes in black flame. It will reappear within you after your next long rest.
Th'quib
Small Aberration, unaligned
- Armor Class 12
- Hit Points 6 (2d4)
- Speed 30ft., climb 20ft.
STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 11 (+0) 4 (-3) 10 (+0) 4 (-3)
- Skills Perception +2, Sleight of Hand +4, Stealth +4
- Senses Blindsight 60ft, passive perception 12
- Languages Deep Speech (telepathic 60ft, can audibly vibrate to speak single words)
Monstrous Action
When you bond with your th'quib at 3rd level, you can will its tentacles to perform tasks for you. You can perform one Monstrous Action per turn as a free action.
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Helping Hand. Using your Monstrous Action, you take the Help action, and can use it on yourself.
-
Extra Limbs. Using your Monstrous Action, you take the Use an Object action.
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Follow-up Attack. Using your Monstrous Action, your th'quib will wait for an opening to strike. Until the end of your turn, when you hit a target with a weapon attack, you can use your tentacles to make an additional weapon attack against the same target. Your tentacles can only wield light weapons, and you cannot add your proficiency bonus or ability modifier to this attack.
Rampant Growth
By 9th level, your th'quib's power has grown from feeding off of the life force within you. Its tentacles can now extend to grab objects previously out of reach. All of your Monstrous Actions effects can now be used with a range of 15ft.
- Tentacular Repositioning. Using your Monstrous Action, you can pull yourself to a solid surface your tentacles can reach. If you pull yourself to a surface like a wall or ceiling, you can cling to it until the end of your next turn.
Symbiotic Assault
By 13th level, you have mastered fighting with your symbiotic th'quib as one entity. You can now add your proficiency bonus to weapon attacks made using the Follow-up Attack Monstrous Action, if you are proficient with the weapon used.
- Grasp of the Depths. Using your Monstrous Action, you use your th'quib's tentacles to make an unarmed strike. If the target is hit, Grappled (Escape DC = 8 + your proficiency bonus) until the start of your next turn.
The Unspeakable Deep
By 17th level, your th'quib's has gained the ability to call upon its true potential as a denizen of the Far Realm.
- Wrath of Hadar. Using your action and your Monstrous Action, a 20-foot-radius starry void appears centered around you until the end of your next turn, filled with massive black tentacles. No sound can be made or heard within the area, the area becomes difficult terrain for hostile creatures, and hostile creatures fully in it are blinded. Any hostile creature that starts its turn in the area must make its choice of a Strength or Dexterity save (Save DC = 8 + your proficiency bonus + your Dexterity modifier). On a failed save, it takes 4d6 bludgeoning damage and is Restrained until the start of its next turn. You can use your Monstrous Action at the start of your subsequent turns to continue this effect for up to one minute. Once you use this Monstrous Action, you cannot use it again until you finish a long rest.
