Homebrew carrier of the kraken's curse Species Details
for one reason or another, you have been marked by an ancient entity, maybe you were saved in a shipwreck, cursed by a cult or simply born unlucky. this curse grants you skills beyond your typical form but also marks you out as an aberration if not hidden well. many may seek this curse to gain power and revel in their newfound strength whilst others hide their marked self, choosing isolation.
those who are marked, slowly gain traits similar to deep sea creatures, be this the eyes of an octopus, patches of hardened crustacean carapace or cephalopod skin on the minor level.
as the curse takes hold the strength of this change can be harnessed by or thrust upon the cursed one, temporarily transforming them into a grotesque melding of man and sea creature. the sea creature in question is up to the player and dm, options include: crusteaceans, cephalopods, sharks or a hybrid of many.
although a curse, the spell remove curse does not permanently cure the marked one, it can hold back or temporarily weaken it's hold however. only the curse giver, death or the spell wish can remove the curse. if the curse giver sets out conditions that will remove the curse, and these conditions are met, the curse giver must remove the curse.
carrier of the kraken's curse Traits
as a cursed one, you gain the following traitsCursed Form
While in your cursed form, your dexterity score becomes 16 if it was not already 16 or higher and your unarmed strikes are now tentacle attacks which do 1d6+Dexterity damage and the target must make a Strength saving throw(DC=8+your proficiency bonus+your dexterity modifier) or be grappled by you. The creature can repeat the saving throw as an action on each of their turns. at a point of the Dm's choice, you must make a DC 14 Wisdom saving throw or be turned into this form.
you can choose to be in this form but you will remain as such for an hour or until otherwise incapacitated. spells like remove curse, lesser restoration and greater restoration can end the transformation early, but the curse remains. you can attempt to end the transformation early with a DC14 wisdom saving throw, failing this roll causes 1d4 psychic damage and further attempts increase the DC and dice size by two each failure. when in this form you gain an advantage to insight and intimidation checks, but a disadvantage to persuasion and athletic checks.
Creature Type
You are a Humanoid. You are also considered an aberration for any prerequisite or effect that requires you to be an aberration.
Size
Your size is Medium.
Speed
Your walking speed is 30 feet. your swim speed is 30 ft.
Darkvision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Inky Cloud
as an action, you can shoot ink at a target within 30 feet, requiring them to make a DC14 dexterity saving throw or be blinded until the end of their next turn,
Long-Limbed
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.
gills
you can breathe in air and water
cephalopod flexibility
You are proficient in the Stealth skill. In addition, without squeezing, you can move through and stop in a space large enough for a Small creature.
Surprise Attack
If you hit a creature with an attack roll, the creature takes an extra 2d6 damage if it hasn’t taken a turn yet in the current combat.
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