Kraken

Sailors of all races and creeds seldom breach a topic widely regarded as taboo. This one unmentionable is known to both salty seadogs and green sailors as the mighty Kraken, the terror of the deep. The notion of a beast so mighty that it can simply drag entire vessels to the briney deep is enough to convince whole crews to stay ashore, so merely mentioning the titan would bring the ire of sailors of all types upon you. That said, there are those who have faced such a beast and lived to tell the tale, if they are to be believed. While most such claims are tall tales, there are those who bargain their souls for their survival in an encounter with a Kraken. They live, and the leviathan grants them power to exact its will upon the shores.

Kraken Expanded Spells

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 spells list for you.

Spell Level Spells
1st Fog Cloud; Create or Destroy Water
2nd Silence; Warding Wind
3rd Call Lightning; Tidal Wave
4th Black Tentacles; Control Water
5th Dominate Person; Maelstrom

Bonus Cantrip

At first level, you learn the Shape Water and Shocking Grasp cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

Ocean's Embrace

Starting at 1st level, your Patron has given you a measure of its aquatic prowess. You gain a swimming speed equal to your walking speed and can hold your breath up to one hour. You can also cast spells with verbal components and gain darkvision while underwater. You may also apply your charisma bonus instead of your strength bonus to grapple checks. If you choose the * Gifts of the Depths * Eldritch Invocation from Xanathar's Guide to Everything, your swimming speed becomes equal to double your walking speed instead.

Grip of the Master

Starting at 6th level, your Patron bestows on you two ten-foot long tentacles that adorn your sholders. You are considered proficient with unarmed strikes using your tentacles and may attack with them once per turn as either a standard or bonus action for bludgeoning damage equal to 1d4 per tentacle you have + your charisma modifier. Your tentacles have reach. They deal double damage against objects and structures and may be used to grapple. You gain a climbing speed equal to your walking speed, provided that you are not wearing medium or heavy armor.

Storm-Tossed Body

Beginning at 10th level, you gain resistance to lightning and thunder damage, as your frame has been pitched by unruly seas. You also are unaffected by difficult terrain as no fixed feature can match the chaos of the rolling decks that you've traversed.

Mastery of the Sea and Sky

Starting at 14th level, as a standard action, you can magically create three bolts of lightning, each of which can strike a target you can see within 120 feet. A target must make a dexterity saving throw with a DC equal to your spell save DC or take 4d10 lightning damage. A successful save halves the damage. Once you use this feature, you must complete a long rest to use it again. Additionally, you may cast * Control Weather * once per day without consuming a spell slot.

Pact Boon - Pact of the Appendage

Your Patron has bestowed upon you two ten-foot long appendages that sprout from your back, just below where your arms connect to your torso. They appear to be appropriate to your patron: muscular arms for the Fiend, tentacles for the Kraken, or segmented, insectoid legs for the Great Old One, as examples. You may strike with them once per turn as either a standard or bonus action for bludgeoning damage equal to 1d4 per appendage + your charisma modifier. They have reach and may be used to grapple. You gain a climbing speed equal to your walking speed, provided you are not wearing medium or heavy armor. If your otherworldly patron is The Kraken and you have this pact while you have Grip of the Master, you will have a total of four tentacles instead of two, and you get advantage on all grapple checks. Warlocks of the Kraken with Grip of the Master may forgo this advantage in order to attempt to grapple two foes of medium size or smaller that are adjacent to each other.

Additional Eldritch Invocations:

Otherworldy Awareness

Pact of the Appendage or Grip of the Master
You may attack more than one foe with your pact appendage or tentacle strike. If you choose to do so, divide your d4s of bludgeoning damage amongst two or more foes within reach. If you strike more than one foe in this way, you no longer add your charisma bonus to the damage.

Fling

Pact of the Appendage or Grip of the Master; 5th Level
As an Action, you can throw a medium-size or smaller opponent that you grapple with your pact appendages or tentacles. They can throw them a number of feet up to 10 times your charisma modifier, to a minimum of 10 feet. They must make a dexterity check with a DC equal to your spell save DC or take 1d6 bludgeoning damage for every ten feet they were flung. If you have both the Pact of the Appendage and Grip of the Master, you may instead throw a single Large-sized or smaller opponent, and they travel a distance up to 15 times your charisma modifier.

Lightning Whip

Pact of the Appendage or Grip of the Master; 5th Level
As a Bonus Action, you may charge your pact appendages or tentacles with electricity for one minute. Until the effect ends, your pact appendage and/or tentacle strike damage is increased by 1d6 lightning damage, and any creatures grappled by you take 1d6 lightning damage at the start of each of your turns. Once you use this feature, you may not do so again until you complete a short or long rest.

Overcharged

Kraken Otherworldly Patron, 7th Level
When you cast a spell or use an ability that results in lightning damage, you may ignore resistance to lightning damage and deal half damage to foes with immunity to lightning damage.

Crushing Grip

Pact of the Appendage or Grip of the Master, 11th Level
Whenever a creature being grappled by your pact appendages and/or tentacles fails an attempt to free themselves, you may deal damage equal to your pact appendage or tentacle strike as a reaction. You may also use a standard action to deal damage equal to your pact appendage or tentacle strike to a creature you are grappling.

Master's Form

Kraken Otherworldly Patron, 15th Level
As an action, you may magically assume the form of a Lesser Kraken (see statblock below) once per day. You retain your hit points, charisma, intelligence, wisdom, and traits. You may remain in this form for a number of minutes equal to your Warlock level, or until you end the effect as a bonus action. If you are reduced to zero hitpoints, you return to your normal form and are knocked unconcious.

Eldritch Storm

Kraken Otherworldly Patron; Eldritch Blast Cantrip
Whenever you cast your ** Eldritch Blast ** cantrip, you may have it deal lightning or thunder damage instead of force. If you choose lightning, the blast creates a burst of light that gives creatures within five feet of you disadvantage on melee attacks against you until your next turn. If you choose thunder, the blast creates a burst of sound that wakes any sleeping creatures within 120 feet of the target.

Lash of the Deep Ones

Kraken Otherwordly Patron; Pact of the Blade; 7th Level
If you select a whip as your pact weapon, its damage die becomes d8. If you land a critical hit against an opponent that does not have water breathing or amphibious, and they are still alive after damage is dealt, they are considered grappled and begin suffocating as the whip is wrapped around their neck or the equivalent.

Friends from the Sea

Kraken Otherwordly Patron
If you selected an octopus as your familiar, replace the water breathing and hold breath traits with amphibious, and it gains a flying speed equal to its swimming speed and treats the air as if it were underwater for all its traits and features. When your octopus uses its ink cloud ability, the ink doesn't obscure your vision. If you selected the Pact of the Chain, you may have a Giant Octopus as your familiar, instead, and it gains the above traits.

Lesser Kraken

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- Armor Class 16 (natural armor)
- Speed 30 ft., swim 60 ft.


Amphibious. You can breathe both water and air.
Freedom of Movement. You ignore difficult terrain, and magical effects can't reduce your speed or cause you to be restrained. You can spend ten feet of movement to escape from nonmagical restraints or being grappled.
Seige Monster You deal double damage to objects and structures.


Actions

Tentacle. *Melee Weapon Attack:* +12 to hit, reach 20 ft., one target. Hit 3d6+8 bludgeoning damage, and the target is grappled. Until this grapple ends, the target is restrained. You have ten tentacles, each of which may grapple one target
Fling. One Medium or smaller object held or creature grappled by you is thrown up to 50 feet in a random direction and knocked prone. If the thrown target strikes a solid surface, it takes 1d6 bludgeoning damage for every 10 feet it was thrown. If the target is thrown at a creature, that creature must make a DC 16 dexterity check or take the same damage.
Lightning Storm (Recharge 5-6). You magically create three bolts of lightning, each of which can strike a target you can see within 100 feet. A target must make a DC 16 dexterity saving throw or take 4d10 lightning damage. A successful save halves the damage.
Multiattack (Recharge 6). You make three tentacle attacks, each of which you may replace with one use of Fling.

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