Base Class: Sorcerer
A Kraken bloodline is rare, very rare but not all are proud of it. It is said that if the purity is high enough the Krakens compulsure to destroy will affect the mind.
Nonethless, this bloodline is as dangerous as it is powerful and fighting one underwater is suicide.
Blood of the Deep
At 1st level, your Bloodline awakens and you discover its purity.
- Bloodline Purity: Choose between a Minor, Major or Superior Bloodline.
- You can speak, read and write Abyssal.
Major Bloodline
Some are born with a stronger bloodline. Granting them more strength. But also poisoning everything they touch.
- Gain lightning and poison resistance
- Increase hit points per level by 1.
- Poison Touch: Creatures you touch, take 1d4+ constitution modifier poison damage.
Minor Bloodline
Born with a minor bloodline. One is granted only a fraction of its power. This has its upside, for one does not inherit the flaws.
- Gain lightning damage resistance.
Superior Bloodline
Those of superior bloodline, inherited a lot of power, but also their desire for destruction.
- Gain lightning and poison resistance
- Increase hit points per level by 1.
- Poison Touch: Creatures you touch, take 1d4+ constitution modifier poison damage.
- Child of the Kraken: Gain extra 4 sorcery points.
- When using the extra sorcery points, you need to make a wisdom saving throw.
- The DC is 10 + total sorcery points used/2 rounded up.
- On fail, you are forced to attack a random creature, until you succeed the save again at the start of your turn.
- Nearby allies, can take the help action to calm you down, allowing you to repeat the saving throw.
Kraken Ancestry
Your Body starts to change, becoming more elastic and durable.
Your Skin gains a tint of purple and a bit of mucus appears sometimes.
- Kraken Ancestry: You have a minimum armor class of 15.
- Gain an innate swimspeed of 30ft.
- You can breathe underwater.
- If you dont have darkvision you gain 60ft. of it.
- You can swim up to a depth of 500ft. without being bothered by water pressure or temperature.
Ink Cloud
Starting at 6th level, you gain the ability to produce the Krakens poisonous Ink.
- Ink Cloud: Shoot out ink in a 30ft. cone, forcing a constitution saving throw on every creature within range.
- On fail, the ink causes blindness for 2 rounds, and deals 1d6 poison damage.
- On success, it deals half as much damage.
- Inside water, it spreads out in a 30ft. radius and heavily obscures everything except for the caster.
- The saving throw is then forced, on creatures entering or starting its turn inside.
- Maximum duration is 1 minute.
- Its charges are equal to your proficiency bonus, and reset on long rest.
- The damage increases by 1d6 at level 10(2d6), 14(3d6) and 18(4d6)
Affinity of the Ocean Depths
At 14th level, your affinity with the deep water increases, blessing you with the boon of the depths.
- From The Depths: Increase swim speed by 10ft.
- You can endure the water pressure up to 2000ft. in the ocean depths.
- Gain advantage against fear.
- Ocean Affinity: Water can't knock you prone.
- Gain the innate ability to cast maelstrom once per long rest.
- Gain the innate ability to cast black tentacles.
- It has a maximum of 4 charges that recharge during a long rest.
- Tentacles share your traits (purple tint, poison touch)
Ruler of Water
Beginning at 18th level, you become one of the rulers of water.
- Ocean Authority: Gain immunity to being restrained inside water.
- Gain the Innate ability to cast watery sphere without Somatic and material component at will.
- You can summon one water elemental under your control, for 5 sorcery points.
- Maximum duration is 2 hours.
- Ruler of Water: Aquatic or water elemental creatures attacking you or your allies, with a CR equal or less than half your level rounded up, need to make a charisma saving throw.
- On fail, they become frightened for 1 minute.
- On success, they are immune to this effect for 24 hours.
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