Way of tenties

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Way of the Tentacles

While all monks draw upon psychic energy in the form of Ki, most have no connection to the origins of psychic power. Monks that follow the Way of the Tentacles are the exception to this rule. These monks embrace the psychic power of the far realm, gaining strange power at the cost of some of their humanity. The way of the tentacle started as a long-dead cult lead by a powerful mind flayer, and while some historians believe it could have been the starting point for all monkish ways, the Way of the Tentacles is all but forgotten.

Abberant Tentacle

When you begin to follow this way at 3rd level, you sprout a tentacle from somewhere on your body. This tentacle functions as an additional arm for the purposes of picking things up, although it cannot wield weapons or use shields. It has a strength score equal to 8 + half your monk level (rounded down) for the purposes of lifting and grappling. When you use flurry of blows, you can make an additional unarmed strike using the tentacle. Targets hit by an attack using the tentacle must make a saving throw against your Ki save DC or be grappled by the tentacle.

Venomous Excretion

Starting at 6th level, you gain the ability to excrete poisons through your tentacle. As an action, you can spend 2 Ki points to cast Suggestion, Hold Person, or Blindness/Deafness on a creature with a range of touch. These spells use your Ki save DC as their spell save DC's. Creatures grappled by your tentacle have disadvantage on saving throws against this ability for as long as they remain grappled.

Bad Touch

Beginning at 11th level, your tentacle leeches the Ki away from your enemies. Whenever you start your turn with a creature grappled by your tentacle, they take psychic damage equal to your martial arts die + your wisdom modifier. Once per turn, if this damage kills a creature, you may regain 1 Ki point.

Wreath of Tentacles

At 17th level, you can overload your body with abberant energy and transform into a mass of writhing tentacles. As a bonus action on your turn, you gain the following benefits for one minute:

  • You can make an additional attack with a tentacle whenever you make an unarmed strike as a bonus action or use flurry of blows.
  • You can grapple up to three targets using tentacles at once.
  • Finally, you gain a climbing speed equal to your walking speed.

Once you use this feature, you cannot use it again until you finish a long rest.

 

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