Tentacle Blade

Most rogues live a life filled with action and danger. Their lives usually end with a trap, at the hands of a guardian of some treasure, or under the ruins of a collapsing building that once held a shiny jewel which they moved from its original place. Yet those who follow the path of the Tentacle Blade meet a different fate. A Tentacle Blade’s path might have crossed with a cult, worshipping entities beyond the stars, or an aberration hiding in a dungeon, or an alien sentient artifact. Whatever they worship, it has to have been corrupted by an aberrant touch. When their mind accepts the corruption and embraces the madness, the rogue is gifted a special blade called a Tentacle Blade. The Tentacle Blade then works for its new master.

Tentacle Blade

At 3rd level, you gain the ability to use your Tentacle Blade. The Tentacle Blade is a living blade made of a living tentacle, which stretches out from a tattoo-like mark on one of your inner forearms. It moves all the time and is always wet, just as if it were fresh out of the water. It can count as any melee slashing or piercing weapon that has the finesse property. As an action, you can change its form and turn it into a different weapon.

Tentacle Blade has the following properties:

  • The one who gifted you with this blade can hear, see, or feel through the blade by using a special, magic bond.
  • You can hide the blade within your body. When you want to do that, the blade understands this and burrows into your flesh, dealing you 5 damage. As an action, you can take it out or put it back anytime you want. The blade does not damage you when you take it out.
  • Thanks to its living and moving nature, the Tentacle Blade deals 1d6 bonus damage when you use your Sneak Attack. Additionally, when a target takes damage from a sneak attack with this blade, it must make a DC 10 Constitution saving throw. On a failed save, the target can’t take a reaction until that round ends because of the disturbing feeling caused by the blade. Bonus damage on Sneak Attacks increases to 2d6 at 9th and 3d6 at 13th level.

Tentacle Arm

At 9th level, you grow a second Tentacle Blade on the same or another arm. You can also let one of the blades grow and try to grapple an opponent within 5 feet as an action. The blade has a +8 bonus on its Strength (Athletics) check to grapple. If a target is grappled for 3 rounds, it becomes restrained by the growing tentacle slowly embracing its entire body. The target takes 1d12 bludgeoning damage every turn it stays restrained.

Paralyzing Tentacle

Starting at 13th level, you can use a Tentacle Blade to paralyze others. When you deal damage to an opponent with it, you can choose to let the blade burrow through the target’s body. At this moment, the creature must make a Constitution saving throw (DC equals 8 + your Intelligence modifier + your proficiency bonus). On a failed save, the blade deals 5 extra damage of its type, and the target becomes paralyzed as long as the blade stays inside it. The target can repeat its saving throws at the end of each of its turns, to take the blade out and reverse the effects of this feature.

Once you use this feature with one of your blades, you must finish a long rest to use it with that blade again.

Memory Drinker

At 17th level, you gain the ability to block the knowledge of your opponents. When you hit a creature with an attack, you can order your blade to leave your arm and attach itself to the creature. The creature must succeed on an Intelligence saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) or the blade is attached. While the blade digs into its flesh, one of the features of the creature is disabled for a number of rounds equal to your Intelligence modifier (minimum one).

The GM can roll to randomly determine the feature or special attack or special action that is disabled. For example, if the creature’s total number of features, special attacks, and special actions amount to 4, the GM can roll 1d4 to determine which one is disabled. If the total is 3, the GM can roll 1d6 and divide the result into two.

Features that are about spellcasting cannot be disabled. Instead, if you try to block a feature about spellcasting, the target creature must make a saving throw with its spellcasting ability, every time it tries to cast a spell. It cannot cast spells that require concentration.

If the creature you target using this feature does not possess any features or special attacks, an ability is disabled, making the creature fail relevant ability checks or saving throws automatically. Roll 1d6 to determine the ability that is disabled. You can use this feature a number of times equal to your Intelligence modifier. You regain any expended uses after you finish a long rest.

Additionally, you can attach the blade onto a sentient, unconscious enemy. When you do so, you spend 1 minute stealing the creature’s knowledge and information. When you retrieve the blade, you must make a successful Wisdom (Insight) check to learn the knowledge the creature possessed. The GM determines the DC of this check, as well as the nature and depth of the information you recover. You can use this feature whenever you want.

You possess the skills and talents necessary to imitate others. After some practice, you can even wear others’ faces. You master the very fundamentals of being someone, and later being no one, when your art reaches its peak. As a Rogue of a Thousand Faces, you can be an excellent spy or a skilled thief of life. You can be an assassin that nightmares are made of, as well, since you not only take lives, but also steal them from your victims. In many realms, guilds or organizations that are tied to Thousand Faces are well-hidden communities. Thus, the origins of the Thousand Faces’ supernatural gifts are unknown to most.

Section 15: Copyright Notice

Corpus Malicious © 2020 Dream Realm Storytellers LTD. All rights reserved.

This is not the complete section 15 entry - see the full license for this page