Sorcerer
Base Class: Sorcerer

A Kraken Bloodline Sorcerer is a powerful underwater and outside of water, being able to harvest the power of the oceans anywhere at any time to fuel its magical power, having powerful ways to control large crowds of enemies, with powerful manipulation of tentacles and water.

Kraken Magic.

You learn additional spells when you reach certain levels in this class, as shown on the Kraken Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a conjuration or an evocation spell from the warlock spell list.

 Kraken Spells
Sorcerer Level Spells
1st arms of hadar, summon lesser tentacles*
3rd crown of madness, create or destroy water
5th fear, Summon shadowspawn
7th elemental bane, hallucinatory terrain (Only water/underwater)
9th summon greater tentacle*, negative flood energy (Raises a 1/4 cr constrictor snake instead of a zombie)

Kraken's wrath

As your connection to the kraken's becomes stronger, you are able to breathe in the air and underwater. 

Additionally, whenever you cast a spell, as a bonus action you are able to summon a tentacle to damage an enemy affected by said spell, dealing 1d4+(charisma mod) and decreases the enemy's movement speed by 10ft, this attack uses your spell attack modifier for the attack. 

Call into the abyss

You can call to the underwater abyss for help, allowing you to as action spend 3 sorcery points to summon a shadow tentacle anywhere within 30ft of you, using the enormous tentacle statblock with the following changes:

- The tentacle counts as a monstrosity
- The tentacle uses your spell casting modifer/spell attack modifier for its attacks.
- Enemy's within 5ft of the tentacle take an additional 1d6 cold damage from any source. 

Kraken's mutation

At lvl14, you gain the ability to transform your body to be more like a Kraken, allowing you to use your bonus action and 3 sorcery points to gain a swimming speed of 40, as well as resistance to cold damage while this is active, this transformation wears off on its own after a minute. 

The resistance becomes an immunity at level 18, and the Swimming speed becomes 60. 

Full Becoming

Beginning at 18th level,  You fully become one with the power of the deep seas, once per long rest allowing you to become a Kraken yourself, changing your creature type to monstrosity, Increasing your size large, gaining temporary hp equal to your sorcery level + your charisma mod. 

Additionally, your unarmed attacks are now tentacles, causing them to have 15ft range, deal 3d6 + your charisma mod damage. You can attack with a tentacle once, however by spending 2 sorcery points you can make an additional unarmed attack.

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