Warlock
Base Class: Warlock

A sailor looks out over the sea, muttering under his breath. An elf clutches a necklace depicting a tentacle as she fights opponents, throwing spells of thunder and lightning at her enemies. A tiefling entangles a group of guards in spectral arms as he runs out of a bar, into the stormy night...

Expanded Spell List

The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

Fiend Expanded Spells
Spell Level Spells

1st

thunderwave, create or destroy water

2nd

silence, warding wind

3rd

call lightning, tidal wave

4th

black tentacles, control water

5th

commune with nature, maelstrom

Grasp of the Kraken

Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point that you can see within 60 ft. of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 ft. of that point must make a Strength saving throw against your Warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until they succeed at breaking the grapple as an action on their turn, against your spell save DC.

Once you use this feature, you can't use it again until you finish a short or long rest.

Inky Escape

At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction when you take damage, you can cast darkness centered on a point within 5 ft. of you. The spell lasts until the end of your next turn, and it has no effect on your vision.

Once you use this ability, you cannot use it until you complete a short or long rest.

Scion of the Depths

Starting at 10th level, your patron accepts you into his inner court of servitors. You gain the ability to breathe water, and a swim speed equal to your normal speed.

The Kraken Unleashed

At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 ft. of you. Tentacles emerge and slam into your foes. Pick up a number of creatures up to your charisma modifier that you can see within 30 ft. of the portal. Those creatures must make Dexterity saving throws against your Warlock spell save DC. Creatures that succeed take half the bludgeoning damage and are not stunned.

Once you have used this feature, you can't use it again until you finish a long rest.

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