Base Class: Warlock
You have made a pact with a Kraken that lurks somewhere in the oceans of the world. Krakens are eldritch, ancient and terrifying creatures; incomprehensible alien knowledge lurks within their minds. Forged by the gods themselves as weapons of war, Krakens are known to control the rain and storms in the region around them. Many farmers or sailors are drawn to worship Krakens in the hope of fair weather or safe seas, but you commune with it more deeply.
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.
Kraken Expanded Spells
| Spell Level | Spells |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Power of the Sea
At 1st level, your tie to the sea grants you the ability to breathe underwater, in addition, you can walk on water and have a swim speed equal to your walking speed. You also learn the cantrip Shape Water which doesn't count against your number of cantrips known.
Voice of the Kraken
The Kraken speaks through you with a thunderous voice audible within 300 feet. Creatures of your choice that can hear the Kraken must succeed on a Charisma Saving throw equal to your spell DC, or be frightened for 1 minute. The frightened creature can repeat the saving at the end of each of its turns ending the effect on a success.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Scion of the Depths
Starting at 10th level, you gain resistance to thunder and lightning damage. Additionally, you can use your reaction push yourself 15 feet away from a hostile creature that ends its turn within 5 feet of you without provoking attacks of opportunity.
Unleash the Kraken
Starting 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 60 feet of you and choose one of the following effects.
• Transport. Up to 8 willing creatures of your choice that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited within the past 24 hours. A second portal opens, depositing the chosen creature there.
• Fury. The tentacles slam onto your foes. Pick up to 8 creatures that you can see within 60 feet of the portal. Those creatures must make Dexterity saving throws against your spell save DC. Creatures that fail their saving throw take 5d10 bludgeoning damage and 5d10 lightning damage, and are also stunned for one round. Those who succeed take half damage and are not stunned.
Once you use this feature, you cannot use it again until you complete a long rest.
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