Base Class: Warlock
Sailors of all races and creeds seldom breach a topic widely regarded as taboo. This one unmentionable is known to both salty seadogs and green sailors as the mighty Kraken, the terror of the deep. The notion of a beast so mighty that it can simply drag entire vessels to the briny deep is enough to convince whole crews to stay ashore, so merely mentioning the titan would bring the ire of sailors of all types upon you. That said, there are those who have faced such a beast and lived to tell the tale, if they are to be believed. While most such claims are tall tales, there are those who bargain their souls for their survival in an encounter with a Kraken. They live, and the leviathan grants them power to exact its will upon the shores.
Expanded Spell List
Kraken Expanded Spells
|
Spell Level |
Spells |
|---|---|
|
1st |
fog cloud, create or destroy water |
|
2nd |
augury, gust of wind |
|
3rd |
call lightning, water breathing |
|
4th |
black tentacles, control water |
|
5th |
commune with nature, maelstrom |
Ocean's Embrace
Starting at 1st level, your Patron has given you a measure of its aquatic prowess. You gain a swimming speed equal to your walking speed and can hold your breath up to one hour. You can also cast spells with verbal components and gain darkvision while underwater. You may also apply your charisma bonus instead of your strength bonus to grapple checks. If you choose the Gifts of the Depths Eldritch Invocation from Xanathar's Guide to Everything, your swimming speed becomes equal to double your walking speed instead.
Grip of the Master
Starting at 6th level, your Patron bestows on you two ten-foot long tentacles that adorn your shoulders. Simply used your bonus action to summon the tentacles and later banish away. You are considered proficient with unarmed strikes using your tentacles and may attack with them once per turn as either a standard or bonus action for bludgeoning damage equal to 1d4 per tentacle you have + your charisma modifier. Your tentacles have reach over ten feet's long and are able to grapple a enemy if hit, but only either Small or Medium sizes. They deal double damage against objects and structures. You gain a climbing speed equal to your walking speed, provided that you are not wearing medium or heavy armor. You can’t manifest your tentacles while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your tentacles might be destroyed when you manifest them. As an action, you can throw a Medium-size or smaller opponent that you grapple with your tentacles. They can throw them a number of feet up to 10 times your charisma modifier, to a minimum of 10 feet. They must make a dexterity check with a DC equal to your spell save DC or take 1d6 bludgeoning damage for every ten feet they were flung and become prone.
At 10th level, you gain three tentacles instead of just two, and then four tentacles at level 14, to which you get advantage on all grapple checks while using your Charisma Modifier instead of the Strength Modifier.
Scourge of the Depths
Beginning at 10th level, your patron accepts you into its inner court of servitors. You gain the following two abilities listed below from being with your Patron:
-Overcharge: When you cast a spell or use an ability that results in lightning damage, you may ignore resistance to lightning damage. Your lightning-base attacks also gained an added damage of 1d6 + your Charisma modifier.
-Flesh of the Devilfish: You whole body has been imbue with the Kraken own tissue as a form of insulator against lightning, thus granting you the immunity to lightning damage.
Primordial Storm
At 14th level, you gain the ability to call upon your patron for aid. As an action, a storm cloud appears in the shape of a cylinder that is 15 feet tall with a 90-foot radius, centered on a point you can see 120 feet's directly above you. This ability fails if you can’t see a point of air where the cloud could appear (for example in a room that can’t accommodate the cloud).
When you use this magical ability, four massive tentacles appear out from the cloud and are made of pure electricity. You can choose up to four point's you can see within range (either hitting the same spot four times or hitting three different locations). The giant bolt of lightning strikes down like a real tentacle and slam hard to that point. Each creature within a 5ft radius of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage for each tentacle that hits (A creature only makes one save) and become stunned for a minute on a failed save, or half as much on a successful one and doesn't become stunned. On the end of each turn of a stunned creature, they make a constitution saving throw against your spell save dc, ending the stun on a success. The ability ends when all four tentacles are used up in the attacks.
Once you use this ability, you cannot use it again until you complete a long rest.
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