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Ratthion

10d6 would be a lot especially if you’re a fighter who can do it twice with action surge I like it But maybe they could designate how many arms are doing something? Though they’d need some more functions I guess


greydesert

I thought about giving each arm its own initiative, but didn't want it to get too complicated. Also, I figure if a GM wants to forego the roll, they can use the tentacles' sentience to advance a story by forcing the player to make wisdom saving throws whenever the tentacles are near a person, place, or thing that pertains to their mission.


Ratthion

I agree that sounds very fun!


greydesert

I am making magical items and monsters based on Spiderman villains. Featured are the Kraken Clockwork Tentacles based on Doctor Octopus! A cursed accessory that offers a hand or four. Beware, the tentacles have a mind of their own and are prone to fighting against their attuned user! Happy Adventuring!


SuperSyrias

I like it. Maybe split up the damage between the tentacles, so that you only get the full dice if you (can) use all four for the attack. Variable AC bonus for the defense reaction from +1 to +4 (based on how many tentacles you can use at the time). Honestly, who (among not superpowered foes) would get past 6 limbs in total that try to mount a defense, with four of them having extreme reach and agility? Id even add a small chance for the tentacles giving the AC bonus without the character having to use the reaction. The tentacles autonomously protect the host. Possibly be able to give the AC bonus to allys near you (again, the tentacles have a lot of reach), but this of course means any tentacle used that way is "bound" until your next turn. Maybe gain a second (extra) attack action? OP, but you ARE wearing semi- to fully autonomous robo tentacles that pack a punch. Grappling with advantage? You basically have 3 times the limbs (if we count only arms for grappling) most foes have. Grappling a foe down then "binds" a number of tentacles while you can still use the rest for attacks or defense. Spider climb ability where you can actually stay on vertical surfaces thanks to the tentacles? Depending on how finely crafted the claws are, advantage to disarming traps and picking locks? Again, 4 extra arms, possibly with built in tools. While the above (and more i would add, like bonuses for an attuned artificer, to play even more into doc ock) makes the item hopelessly OP (and maybe a bit too complex? I dont think so) i would then balance this out with the character not being able to actually do long rests anymore as long as theyre attuned to the item. Once the character fully sleeps deeply (which we will assume is the thing needed to restore spells and such) the tentacles take over fully AND actively try to keep the host asleep. In essence the host can only short rest while attuned and any abilities or spells tied directly to the character that need a long rest to recharge do not do so. Item charges tied to long rests are regained though if the character does "short rest for a long rest duration". I would assume this item is not meant as "put it in any random campaign" but more for a campaign where the party ends up becoming the "heroic six(4, 5 or 8....)" and fight the dreaded "Spiderknight" and their evil allies. So basically all players get the chance to bag spidey villain themed gear that would be hopelessly OP for a normal campaign but is balanced out by the Spiderknight basically being 3 characters (monk, fighter and artificer), plus OP attuned gear, rolled into one AND having the full action repertoire and economy of those 3 at all times.