Warlock: Nagakabouros
Prophet Table
| Level | Tentacle Damage |
|---|---|
| 1st | 1d4 |
| 5th | 1d6 |
| 10th | 1d8 |
| 14th | 1d10 |
| 17th | 1d12 |
Prophet of an Elder God
At 1st level you can magically summon the tentacles of Nagakabouros. As a bonus action you create a tentacle at a point you can see within 30 feet of you. The tentacles lasts for 1 Minute or until it is killed (the tentacle 1 HP and 10 AC).
When you create a tentacle you can make a melee spell attack against one creature within 15 feet of it. On a hit the target takes 1d4 cold damage. The damage increases according to the Prophet Table above. If the target of a tentacle dies you regain hit points equal to half your Warlock level + your Constitution modifier
As a bonus action on your turn you can command all tentacles to make a melee spell attack against a target within 15 feet of them.
You can summon tentacles a number of times equal to your Charisma modifier plus your proficiency bonus, and you regain all expended uses when you finish a short rest.
Gift of Nagakabouros
Also at 1st level, you gain a swimming speed of 40 feet, and you can breathe underwater.
You also gain access the Tentacle Slam Cantrip
Pact Boon
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service.
Pact of the Spirit
You can bond your soul to a chosen melee weapon (magical or not). Over the course of 1 hour, which can be done during a Short Rest, you perform a ritual which bonds you to the chosen weapon. While bonded to this weapon, you cannot be disarmed (unless you are slain or fall unconscious) as ghostly tentacles latch around your arm, holding the weapon in at least one of your hands, you can switch hands normally. If you left your weapon on the ground within 20ft of you, you can reach out toward it, causing spectral tentacles to reach out and latch to your arm, pulling your weapon to you. You can add your Constitution Modifier to your attacks with this weapon and damage, instead of your Strength or Dexterity. The weapon ceases being your bound weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use your 1-hour ritual to break your bond to it. You cannot effect Sentient weapons with this ability.
Additionally the tentacles allow you to carry more weight, granting you proficiency with medium armor.
You also gain access to the Harsh Lessons spell. This spell doesn't count against your spells known.
Guardian Spirit
At 6th level, your tentacles can defend you and others, interposing itself between them and harm. When you or a creature you can see takes damage while within 10 feet of the tentacle, you can use your reaction to choose one of those creatures and reduce the damage to that creature by two die of your tentacle damage. When you reach 10th level in this class, the damage reduced by the tentacle increases to 3 die of your tentacle damage.
Great Kraken's Gift
At 10th level, your connection with your patron and the universe becomes more powerful than you expected. You now heal for half the damage dealt by your tentacles, including the damage from the Tentacle Slam and Harsh Lessons spells.
Additionally your Tentacles last until they are killed if you are within 60 feet of them.
Leap of Faith
At 14th level, Nagakabouros has bestowed upon you the strength and power of life and the seas.As an action choose a location within 30ft of you, any enemies within a 15ft radius of the chosen location must make a Dex. Save. equal to you spell save DC or take 6d10 Bludgeoning Damage, or half as much on a success, as you come slaming down in the area. You spawn a number of tentacles equal to the number of enemies (including any spirits created by Test of Spirit) caught in the radius. These tentacles, and every tentacle in the radius, instantly slams down on a target of your choosing within range. These tentacles last for a number of rounds equal half your Charisma Modifier (rounded up), and do not count toward your Prophet of an Elder God usages. You must finish a long rest before using this ability again.
Tentacle Slam
Cantrip
- Casting Time: 1 action
- Range: Self (5 x 15 ft. line)
- Components: S, M(Any Weapon)
- Duration: Instantaneous
You create a giant tentacle out of your Weapon slamming the ground in front of you. Each creature in a 5 foot by 15 foot line must make a Dexterity saving throw. On a failed save each creature takes 1d8 cold damage and its speed is reduced by 10 feet until the start of your next turn. This spell can also be cast from the location of a Prophet of an Elder God tentacle.
At Higher Levels. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Harsh Lessons
2nd-level evocation
- Casting Time: 1 action
- Range: 20 ft.
- Components: S
- Duration: Instantaneous
You can leap toward a target up to 20ft away from you, slamming down on the target with your bound weapon, dealing normal weapon damage plus 2d8 cold damage, and causing all tentacles within range to also slam down on top of your target. This movement does not provoke opportunity attacks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the cold damage increases by 2d8 for each slot level above 2nd.
Additional Eldtrich Invocation
Test of Spirit
Prerequisite: Pact of the Spirit feature
As an action you strike out with your bound weapon toward a target within 30ft of you, sending forth a spectral tentacle to grapple the targets spirit. The target makes a Wisdom saving throw against your Warlock spell save DC. On a failed save you grapple the target's spirit, forcing it to stand next to you as an echo of your target. The spirit's AC is equal the 10 plus your targets Wisdom modifier, and has a number of hit points equal to half of the target's current hit points, and it automatically fails all Strength, Dexterity and Constitution saving throws. All its other saving throws are made at disadvantage and with the statistics of the target. Any damage dealt to this spirit echos the damage to the spirit owner. This spirit lasts for a number of rounds equal to twice your Proficiency Bonus, or until slain. If the target ends its turn willingly farther away from you than where it started, it takes 1d10 psychic damage. You can choose if this damage is lethal or nonlethal. You can use this ability twice per short rest.
At 7th level your ability to test the spirit of creatures greatly increases any creature who has his spirit removed is unable to tell lies.
Deep Whispers
Prerequisite: Nagakabouros Patron
You gain the ability understand and speak to all creatures of the sea as if with the Speak With Animals spell, you also gain dark vision of 60ft.
Grasping Tentacles
Prerequisite: Nagakabouros Patron
Your tentacles gain the ability to move creatures around. When you use your Prophet of the Elder God bonus action to make a melee spell attack you can shove or pull a creature up to 10 feet instead of doing damage.
Gift Unto Thee
Prerequisite: 9th level, Nagakabouros Patron
You can touch a number of creatures equal to your constitution modifier and grant them water breathing, a swimming speed of 30ft, and dark vision of 60ft for one hour. You can also now use your reaction to have a summoned tentacle make an attack of opportunity within its reach.
Sailor at Heart
Prerequisite: Nagakabouros Patron
You add your proficiency bonus to all rolls that have to do with sailing or the sea (this includes constelation, and knowing true north). You also gain Dark Vision of 60ft due to your many days sailing at night.
Craving of Nagakabouros
Prerequisite: 5th level, a spell with Nagakabouros in its name
Whenever you reduce a creature to 0 hitpoints with a spell with Nagakabouros in its name, you gain a bonus of +2 to your AC for 1 minute. If you reduce another creature to 0 hitpoints while you have this bonus, its duration increases by 1 minute but the bonus to your AC remains the same.
Sailor's Endurance
Prerequisite: 5th level, Nagakabouros Patron
Your body has grown accustom to the harsh cool sea air. You gain resistance to cold damage. You can go a number of days without eating and sleeping equal to your constitution modifier without taking exhaustion, however if you go your full modifier amount of days without doing either you take two levels of exhaustion.
Chilling Curse
Prerequisite: 5th level, , Nagakabouros Patron
Your Warlocks Curse draws it's power deep from the ocean. The damage gets changed to cold damage and the damage die gets increased to the next highest Die. Additionally the movement speed of the target gets reduced by 10 feet.
Sailor's Bond
Prerequisite: 9th level, Pact of the Spirit feature
Your bond with your chosen bound weapon becomes something of legend. While you are taking a short or long rest, you rest peacefully as your patron extends its senses through your weapon to guard you while you sleep. At 10th level, while you sleep you can have your weapon keep guard for you, your weapon wakes you in times of trouble or unwanted intrusion. Also, when you strike with your bound weapon, you deal an additional 1d6 cold damage.
At 17th level, this cold damage increases to 2d6. Your tentacles now also add your charisma modifier to their damage.
Contempt of Nagakabouros
Prerequisite: 12th level, a spell with Nagakabouros in its name
Whenever you cast a spell with Nagakabouros in its name, you may choose a creature you can see. The chosen creature has disadvantage on the first saving throw it makes against the cast spell.
Hurrican Aura
Prerequisite: 15th level, Nagakabouros Patron
As a bonus action you cause the sky to darken as storm clouds begin to swell in the skies above for a 2 mile radius centered on you. Heavy rain begins to pour, and winds begin to pick up. But, around your body, this rain and wind is moving much faster in a 10ft radius as your body becomes the center of this Hurrican. Anyone who moves within 10ft of you or starts their turn within 10ft of you takes 2d6 cold damge and 2d6 bludgeoning damage. This ability lasts for 1 minute, and you must finish a long rest before using this ability again.
At 17th level, you gain fire resistance while this ability is active.
Additional Nagakabouros Spells
Voice of Nagakabouros
2nd level enchantment spell
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (the radula of an octopus)
- Duration: 1 hour
A creature of your choice you can see within range must make a Wisdom saving throw. On a failure, its speech becomes unintelligible to all creatures except you and aberrations for the duration. Additionally, as long as it is enchanted in this way, whenever the creature casts a spell that requires verbal components, it must succeed on a Wisdom saving throw against your spell save DC or the spell fails and has no effect.
At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the spell's duration increases by 1 hour for each slot level above 5th.
Coil of Nagakabouros
4th level conjuration spell
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a pickled squid tentacle)
- Duration: Concentration, up to 1 minute
You cause dark, spectral tentacles to reach up from the ground and envelop a creature you can see within range. The creature must make a Strength saving throw. On a failure it takes 4d8 cold damage and is restrained until the spell ends. On a success, it take half as much damage and isn't restrained.
A creature restrained by this spell repeats the saving throw at the end of each of its turns, it takes 4d8 cold damage and is still restrained on a failure, or half as much and is no longer restrained on a success.
As an action on your turn, if the summoned tentacles aren't restraining a creature, you can choose a creature you can see within range, and force that creature to make a Strength saving throw, on a failure it is restrained by the tentacles as they spring up around it until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the spell's damage increases by 1d8 for each slot level above 5th.
Visions of Nagakabouros
5th level divination spell
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a squid brain)
- Duration: 10 minutes
You choose up to three willing creature you can see within range and imbue them with terrible knowledge and visions of the future. The creatures each takes 1d8 psychic damage, this damage can't be prevented. The creatures add 1d8 to all ability checks attack rolls and saving throws they makes for the duration.
Investiture of Nagakabouros
6th level transmutation spell
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
Strange otherwordly whispers surround you as your veins become black. You gain the following benefits for the duration:
- You are immune to psychic damage and have resistance to cold damage.
- You can move across difficult terrain created by tentacles or darkness without spending extra movement.
- You gain a blindsight of 15 feet.
- As an action you can cause spectral dark tentacles to lash out at those around you. Each creature within 15 feet of you must make a Strength saving throw. A creature takes 3d8 cold damage on a failed save, or half as much on a successful one. If a creature fails this save, it also can't take reactions until the end of its next turn.
Herald of Nagakabouros
7th level transmutation spell
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (a statuette of a mindflayer, a beholder or another aberration, worth at least 500 gp)
- Duration: Concentration, up to 1 minute
You are surrounded by strange unintelligible whispers as you gain aberration-like features, becoming a herald of Nagakabouros. You gain the following benefits until the spell ends:
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Telepathy. You can communicate telepathically with creatures you can see within 120 feet of you.
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Tentacles. Your speed increases by 10 feet, and you gain the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You also gain a climbing speed equal to your walking speed.
-
Mind blast. When you cast this spell, and as an action on subsequent turns for the duration, you can target a creature within 90 feet of you with a blast of psychic energy. The creature must make an Intelligence saving throw. It takes 5d8 psychic damage and is stunned until the start of your next turn on a failed save, or half as much damage and isn't stunned on a successful one.
Hatred of Nagakabouros
8th level enchantment spell
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S, M (an octopus brain)
- Duration: Instantaneous
You attempt to corrupt the mind of a creature that you can see within range, to fill it with Nagakabouros's hate and hunger. The target takes 4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature's Wisdom score becomes 1. The creature must use its action on each of its turns to attack the creature nearest to it, or move towards that creature if the creature is beyond the range of its attacks.
If there are multiple creatures the same distance from it, it selects one of them at random. If the target can't see any creatures, than it will look after its physiological needs such as eating and sleeping but will do nothing else.
At the end of every 24 hours, the creature can repeat its saving throw against this spell. If it succeeds on its saving throw, the spell ends and its Wisdom score reverts to its original value.
The spell can also be ended by Greater Restoration, Heal or Wish.
Journey to the Depths
9th level conjuration spell
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a pinch of star dust)
- Duration: Concentration, up to 1 minute
When you cast this spell, a creature you can see of your choice within range is surrounded by a cacophony of whispers as you attempt to send it to the dark between the stars, a region infested with unknown horrors. The target takes 6d8 psychic damage and must make a Charisma saving throw. On a failure, the creature is teleported to the far realms. On a success, it isn't teleported, and the spell ends.
While in the far realms, the target is blinded and incapacitated. At the beginning of each of its turns while there, it must make a Constitution saving throw against your spell save DC. It takes 2d8 cold damage, 2d8 acid damage and 2d8 cold damage on a failure, or half as much on a success.
When the spell ends, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the creature is killed while in the void, its corpse reappears turned inside out. A body turned inside out this way can only be brought back to life using Wish or True Resurrection.
If you maintain your concentration on this spell for its full duration, the target is affected by one form of madness at random from the Indefinite Madness table. This effect can be ended by Greater Restoration, Heal or Wish.