Warlock
Base Class: Warlock

You have made a pact with a Kraken that lurks somewhere in the oceans of the world. Krakens are ancient and terrifying creatures; incomprehensible alien knowledge lurks within their minds. Krakens are known to control the rain and storms in the region around them, thus drawing many farmers or sailors to worship Krakens in hopes of fair weather.

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

1st

Create or Destroy Water, Thunderwave

2nd

Blindness/Deafness, Gust of Wind

3rd

Call Lightning, Tidal Wave

4th

Control Water, Evard's Black Tentacles

5th

Cone of Cold, Maelstrom

 

 

 

Gift of the Depths

Starting at level 1, you gain a natural swimming speed equal to your walking speed, along with the ability to breathe air and water, as well as being able to read, speak and write primordial.

 

Kraken's Grasp

Also at 1st level, you gain the ability to call forth a spectral tentacle, which can emerge from the ground, or the middle of the air. As a bonus action, pick a point you can see within 60 feet of you and cause this spectral tendril to appear for 1 minute. Once summoned, you can immediately make a Tendril Strike, or a Tendril Grapple. As a bonus action on your following turns, you can move the tendril up to 20 feet and repeat either attack against a creature in range.

 

Tendril Strike: Make a melee spell attack against one creature within 10 feet. On a hit, the target takes 1d8 force or lightning damage (your choice when it takes the damage).

 

Tendril Grapple: One creature of your choice within 10 feet, must make a Strength saving throw against your spell save DC, or be grappled. Once you have a creature grappled, you must spend your bonus action on subsequent turns to maintain it. (They can repeat the save at the end of each turn)

 

At 5th level, you summon 2 spectral tendrils instead of one, this increases to 3 at 10th level, and then 4 at 15th level. You can make either attack for each of the tendrils with the same bonus action.

You can summon this tentacle a number of times equal to your Charisma modifier (minimum of once), and regain all expended uses when you finish a long rest.

 

Sea's Guardian

At 6th level, the tentacles you create with Grasp of the Kraken can defend you and others. When you and/or an ally are within 10 feet of the tentacles you summoned, you can use your reaction to half the damage you and/or your ally would take by using the same number of tendrils. After doing so, the tentacles that you used vanish.

 

Pride of the Ocean

Upon achieving 10th level, your patron accepts you into its inner court of servitors. Your swim speed is now double your walking speed, and gain resistance to lightning damage (or immunity if you already have resistance). Also, when you defeat a creature using an attack that deals lightning damage, you gain temporary hit points equal to half your Warlock level + your Charisma modifier.

 

Patron's Release

In reaching 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 feet of you and cause one of the following effects.

 

• Dragged into the Depths. Choose up to three targets within 30 feet of the portal, which are then pulled through it by a series of large tentacles. The creatures disappear and are pummeled by the Kraken itself for 12d6 bludgeoning damage. At the end of your next turn, they return to the space they previously occupied, or the nearest unoccupied space.

 

• Lightning Call. The Kraken magically creates three bolts of lightning that shoot through the portal. Each of which can strike a single, or separate targets you can see within 120 feet of the portal. A target must make a Dexterity saving throw against your spell save DC, taking 4d10 lightning damage on a failed save, or half as much damage on a successful one. Any creature killed by this attack counts toward your Pride of the Ocean feature.

 

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

 

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