Barbarian
Base Class: Barbarian

Krakens are highly destructive and evil creatures. With their strong tentacles and massive strength, they can pull an entire ship down into the ocean. They have often completely wiped tropical islands of all life, and deep beneath the ocean, they have cavernous lairs where they breed human slaves to feed and tend them. Krakens were supposedly once the rulers of the sea, but eventually the forces of good drove them back, though legends say they will one day rise again. Krakens attack predominantly with their tentacles. They can both constrict opponents, and bring them into the reaches of the creature's huge jaws. In addition, Krakens can also release an enormous cloud of jet-black ink, regenerate severed limbs, and can even cast spells.

Freedom of Movement

Starting when you choose this path at 3rd level, you gain the freedom of movement of a Kraken in its lair. While you’re raging, you ignore difficult terrain and magical effects can't reduce your speed or cause you to be restrained. You can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Siege Beast

When you reach level three, you gain the strength of a Kraken when attack a defensible position. While raging you deal double damage to objects and structures.

Reach of the Depths

Beginning at 6th level, while raging when you hit a large or smaller creature with a melee attack you can use a reaction to grapple it. The DC to escape this grapple is 8 + your Strength Modifier + your proficiency.

When you have a large or smaller object held or creature grappled you can throw them 20ft in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity Saving Throw or take the same damage and be knocked prone. The DC to avoid being hit is 8 + your Strength Modifier + your proficiency.

Natural Defenses

When you reach 10th level like the namesake creature, you can expel an ink cloud in a 15ft radius. The cloud bursts out from your tattoos and spreads around corners, and that area is heavily obscured to creatures other than the barbarian. Each creature other than the barbarian that ends its turn there must succeed on a Constitution saving throw, taking 3d10 poison damage on a failed save, or half as much damage on a successful one. While underwater the range on the cloud expands to 60ft. A strong wind or current disperses the cloud, which otherwise disappears at the end of the barbarian's next turn.

You can’t use this feature again until you finish a long rest.

Vengeful Brood

At 14th level, your kraken blood grow powerful enough to retaliate. When you use your are raging and are hit by an enemy you can see within 120ft, you can cause a bolt of lighting to strike out at them. The target must make a DC 20 Dexterity saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one.

You can use this feature a number of times equal to your Constitution modifier between long rests.

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