Ocean D&D Class - Sea Urchin
An unlockable class for Spuk's Ocean D&D.

Attribute Requirements: Dex 7 or lower
Alignment: Neutral
Weapons: Latch onto an enemy
Armor: Spiky Shell - AC 1
Communication: Reef, Wiggle Spikes
Movement: Slow Crawl 5 m (15 ft)
Sea Urchins mostly just want to sit around and eat kelp all day, but sometimes one of them gets swept up by the lust for adventure and (slowly) heads out to explore the ocean floor.
| Level | XP | HD | D/W/P/B/S |
|---|---|---|---|
| 1 | 0 | 2+1 | 12/13/14/15/16 |
| 2 | 2,200 | 3+1 | 10/11/12/12/14 |
| 3 | 4,400 | 4+2 | 10/11/12/12/14 |
| 4 | 8,800 | 5+2 | 8/9/10/9/12 |
| 5 | 17,600 | 6+2 | 8/9/10/9/12 |
| 6 | 35,200 | 7+2 | 6/7/8/6/10 |
Spiky Shell
Sea Urchins have incredibly thick and spiky shells that provide an Armor Class of 1. Any successful attack against a sea urchin results in the attacker taking 1d6-1 damage due to the spikes.
Latch Onto An Enemy
Instead of an attack sea urchins can latch onto an enemy, which needs to take a Save vs Paralysis to avoid it. If the enemy fails its saving throw, the sea urchin deals an automatic point of damage equal to its level to them upon contact, and at the beginning of every round of combat that it stays latched onto.
An enemy with a sea urchin latched onto it must make a Save vs Paralysis in order to do any other action except attack the sea urchin in attempt to dislodge it.
An ally can also latch a sea urchin onto an enemy using a successful attack roll instead. Doing so deals 1 point of damage to the ally handling the sea urchin.
Once a sea urchin is is latched onto an enemy it can't dislodge itself without also making a successful Save vs Paralysis.
Carrying Capacity
Sea Urchins can jam small objects in between their spikes which lets them carry up to 3 small items. They have no way to grab onto any items otherwise.