Warlock: The Kraken

by AngelWinter

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Warlock: The Kraken FIND MORE OF MY SUBCLASSES HERE

You have either sought out this entity and beseeched it for power or you were forced into servitude, whichever case you have now entered into a pact with a kraken that lurks somewhere in the deep oceans of the world. Krakens are ancient and terrifying creatures; incomprehensible alien knowledge lurks within their minds and countless plots are formed each moment to spread their control over the oceans. 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. Perhaps the Kraken's constant need for evolution and improvement to further their goal of conquering the oceans has led them to create you as their herald or perhaps you have given yourself to the Kraken for it to invoke its will through you.

You choose your relationship with your patron, undying devotion or rejection of their will. As such, your spells take on an inky tentacle appearance.

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Kraken Expanded Spells

Spell Level Kraken Spells Devotion Rejection
1st Create/Destroy Water Frost Fingers Ensnaring Strike
2nd See Invisibility Dust Devil Earthen Grasp
3rd lightning Bolt Wall of Water Call Lightning
4th Control Water Conjure Minor Elementals Storm Sphere
5th Control Winds Maelstrom Bigby's Hand
6th - Freezing Sphere Chain Lightning
7th - Teleport Whirlwind
8th - Tsunami Control Weather
9th - Gate Storm of Vengeance

Expanded Spell List

The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The Kraken Expanded Spells table shows the Kraken spells that are added to the warlock spell list for you, along with the spells associated in the table with your relationship with your patron: devotion or rejection.

Bonus Cantrips

At 1st level, you learn the Shape Water cantrip. This counts as a warlock cantrip for you, but doesn't count against your number of cantrips known.

Grasp of the Deep

Additionally at 1st level, you gain the ability to magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against a creature within 10 feet of it. On a hit, the target takes 1d8 cold damage if you are Devotion or lightning damage if you are Rejection. As a bonus action on your turn, you can move the tentacle up to 20 feet and repeat the attack against a creature within 10 feet of it.

When you reach 6th level in this class, the damage dealt by the tentacle increases to 2d8. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Fathomless Soul

At 6th level, your patron has augmented your body to be better suited to the cold depths in which it resides. You can breathe underwater, you gain a swimming speed equal to your walking speed, and you are resistant to cold damage.

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Ever Adapting

At 10th level, choose one of the following features:

Inky Escape

If a creature appears within 5 feet of you, you may create a cloud of ink as a reaction. Magical darkness spreads from a point you choose within 5 feet of you to fill a 15-foot radius sphere. The cloud spreads around corners. Any creature other than you is blinded even if the creature has darkvision, and non magical light can’t illuminate it. Each creature other than you that ends their turn there must succeed on a Constitution saving throw against your spell save DC, or take 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. A strong current disperses the cloud, which otherwise disappears at the end of your next turn. Once you use this ability, you cannot use it again until you complete a long rest.

Guardian Grasp

Requires Devotion

The tentacle you create with Grasp of the Deep takes a more physical form and can defend you or others. When a creature you can see takes damage from an attack or spell and is within reach of your tentacle, you can use your reaction to reduce the damage the target takes by an amount equal to a tentacles damage roll (to a minimum of 0 damage).

Devouring Maw

Requires Rejection

You can magically draw forth a manifestation of your patron’s insatiable hunger as your own. As an action, choose a point you can see within 60 feet of you. A translucent maw manifests in a 20-foot radius centered on that point, each creature other than you in that area when the maw appears must make a Constitution saving throw. On a failed save a creature takes 6d8 cold damage, or half as much damage on a successful one. You gain temporary hit points equal to half the total damage dealt which disappear after combat has ended. You can’t use this ability again until you finish a long rest.

Kraken’s Calling

At 14th level, you receive a final gift for your exemplary devotion or stubborn rejection.

Beckon the Master

Requires Devotion

Your master has counted you as a valuable resource and will personally assist you at times. You gain the ability to call upon your patron for aid. As an action, you open a 20-foot-radius portal centered on you and choose one of the following effects:

Transport: You and up to seven creatures of your choice that are size Large or smaller and are standing within the portal are grasped by tentacle appendages and pulled in. A second portal opens at a point of your choice within 100 miles that you have visited within the past 24 hours, depositing you and your chosen creatures there. An unwilling creature targeted by this feature must succeed a DC 18 Strength saving throw to be unaffected.

Fury: Squirming, ebony tentacles come writhing out of the portal. For the next minute, these tentacles turn the ground in the area into difficult terrain. When a creature other than you enters the affected area for the first time or starts its turn there, the creature must make a DC 16 Dexterity saving throw. On a failed save, the creature takes 8d10 bludgeoning damage and is restrained. Successfully saving takes half damage and is not restrained. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) to free itself.

You can’t use this ability again until you complete a long rest.

Master’s Form

Requires Rejection

Your continued rejection of the Kraken has grown into your own strength to subvert its control and steal its power for yourself. As an action, you magically assume the form of a Lesser Kraken (Stats shown below). While you are transformed, the following rules apply:

• Your game statistics are replaced by the statistics of the Lesser Kraken, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use whichever bonus is higher.

• When you transform, you assume the beast's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form.

• Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You also retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so.

• During the transformation, your equipment is merged into your new form. Equipment that merges with the form has no effect until you leave the form.

Your form reverts after 1 hour, if you lose all of your kraken's hp, or if you use an action to end the form. You can’t use this ability again until you complete a long rest.

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Lesser Kraken

Huge Monstrosity


  • Armor Class 16 (Natural Armor)
  • Hit Points (10 x Warlock Level)
  • Speed 20 ft., swim 50 ft.

STR DEX CON
20 (+5) 11 (+0) 20 (+5)

  • Saving Throws Str +12, Dex +5, Con +10
  • Damage Resistances Bludgeoning, Piercing, and Slashing from non magical attacks
  • Damage Immunities Lightning.
  • Condition Immunities Frightened, Paralyzed
  • Senses Truesight 120 Ft.

Amphibious. The lesser kraken can breathe air and water.

Freedom of Movement. The lesser kraken ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from non magical restraints or be grappled.

Actions

Multiattack. The lesser kraken makes two tentacle attacks, each of which it can replace with one use of Fling.

Tentacle. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained. The lesser kraken has eight tentacles, each of which can grapple one target.

Fling. One Medium or smaller object held or creature grappled by the kraken is thrown up to 40 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.

Lightning Storm. The lesser kraken magically creates three bolts of lightning, each of which can strike a target the lesser kraken can see within 90 feet of it. A target must make a Dexterity saving throw against your spell save DC, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.

Angel Winter

Pact Boon Options

When you choose your Pact Boon feature, the following options are available to you.

Pact of the Arms

A tattoo of a kraken is etched onto your back with two tentacles that reach out and protrude from your skin forming physical tentacles. These are natural melee weapons with which you are proficient. When you take the attack action, you can use one of your appendages in place of an attack. On a hit, the target takes damage equal to 1d6 + your Strength modifier. These appendages can deliver touch spells but can’t precisely manipulate anything and can't wield weapons or magic items. When you gain this feature, choose which properties your tentacles take:

Lashing

Your appendages deal slashing damage and have the reach property.

Grasping

Your appendages deal bludgeoning damage. Immediately after hitting with an appendage, you can use your bonus action to attempt to grapple the target if they are of medium or smaller.

Pact of the Tide

At the start of your turn you can choose a single creature within 5 feet of you that is size large or smaller to be battered by a wave of sea water. If the creature fails a Strength saving throw versus your spell save DC, they will be pushed away 5 feet or knocked prone, your choice.

Pact of the Spark

A number of small sparks of lighting equal to your Warlock proficiency modifier float around you like lighting bugs. They do not shine bright enough to produce light.

As a bonus action on your turn, you can expend one spark to force a creature you can see within 60 feet to make a Dexterity saving throw. The target takes 1d8 lightning damage on a failed save, or half as much of a successful one.

Your sparks are restored on a short or long rest. This abilities damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8) in this class.

Angel Winter

Eldritch Invocation Options

When you choose eldritch invocations, you have access to the following options.

Ancient Ones Respite

Prerequisite: 12th level, Great Old One patron or The Kraken patron

If you are reduced to 0 hit points and knocked unconscious, a bed of magical tendrils wrap themselves around your body. While these tendrils are wrapped, you are considered incapacitated and on the start of each of your turns in this state you regain 1d6 health. This state lasts for up to 1 minute, until the tendrils are destroyed, or you dismiss them as a bonus action. The tendrils have an AC equal to your spell save DC and health equal to five times your charisma modifier (minimum 5). You cannot use this again until you finish a long rest.

Animated Marionette

You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a long rest, you can spend all 8 hours doing light activity.

Antagonizing Roar

Prerequisite: 5th level

As a bonus action, you can unleash a ferocious roar, issuing a challenge to your foes. Each enemy within 10 feet of you must make a Wisdom saving throw against your warlock spell save DC or have disadvantage on any attack roll that doesn't target you. This effect lasts until the beginning of your next turn.

Arms of Deceit

Prerequisite: Pact of the Arms feature

Your appendages turn inky black and can be melded back into your skin as if they were only tattoos. Your attacks and damage can now use your Charisma modifier instead of Strength if you choose. They are also considered magical for the sake of overcoming resistances. You may draw or retract both of your tentacles as a free action.

Book of High Arcanum

Prerequisite: 18th level, Pact of the Tome feature

You may choose one additional 6th, 7th, 8th, and 9th level spell from any spell list. These spells function as a second Mystic Arcanum.

Bubble Armor

Prerequisite: Pact of the Tide feature

When you use your pact of the tide feature, a large sea foam bubble forms over you. This bubble grants you temporary hit points equal to your charisma modifier (minimum of 1) until the start of your next turn.

Chain Master's Focus

Prerequisite: 9th level, Pact of the Chain feature

While your familiar is active, you may have them rest upon your shoulder. While perched on your shoulder, the familiar can’t be targeted by any attack or other harmful effect; it can’t take damage; and it is restrained. While in this state however, you may transfer concentration of a single spell onto your familiar while you concentrate on a second spell. As an action, you may free your familiar from this state, restoring their ability to act and move, but immediately ending any concentration spell it was holding.

Each time you take damage, you make a separate concentration check for each spell that is being concentrated on as per normal.

Chained Sparks

Prerequisite: 12th level, Pact of the Spark feature

Your sparks power is augmented. When you expend your spark to attack a creature, the bolt can leap to up to three new targets, subjecting each target to the effect of the spark. Each target must be within 15 feet of the previous, and a target can be a creature or a metal object and can be targeted only once.

This affect cannot be used with another invocation that augments your sparks.

Crashing Tide

Prerequisite: 5th level, Pact of the Tide feature

When you can use your Pact of the Tide feature, you can instead target all creatures within 5 feet. If you do this, the same effect that you choose applies to all creatures that fail.

Chidori

Prerequisite: 12th level, Eldritch Blast cantrip

Instead of unleashing your Eldritch Blast, you catch and mix the beams together in your hand to deliver a single devastating blow. Make a melee spell attack against the target. On a hit, you unleash each Eldritch Blast beam into the target, increasing each beam’s damage to 2d10.

Death's Hand

Prerequisite: 9th level, Eldritch Blast cantrip

Instead of casting Eldritch Blast as per normal, you can now throw multiple blasts in a 15-foot cone in front of you. Make a ranged spell attack against each creature within range. On a hit, the creature takes damage equal to one Eldritch Blast beam.

Demonic Mobility

Your walking speed increases by 10 feet. You gain a climbing and swim speed equal to your walking speed.

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Desiccate

Prerequisite: Shape Water cantrip

When you cast Shape Water you can target a creature and force them to make a Constitution saving throw or take 1d10 necrotic damage as you extract the water from their body. This spell's damage increases to 2d10 at 5th level, 3d10 at 11th level, and 4d10 at 17th level. Plant creatures affected by this spell take additional necrotic damage equal to your warlock level. This does not work on creatures that do not have water in their bodies.

Devil's Tongue

Prerequisite: 7th level

You can cast tongues on yourself at will, without expending a spell slot or material components.

Eldritch Rebuke

Prerequisite: 5th level, Great Old One patron or The Kraken patron

You learn the Arms of Hadar spell if you don't know it already. You can now cast this spell as a reaction which you take in response to being damaged. You may use this feature once without a spell slot and regain the ability to do so again when you finish a short or long rest.

Electrify

Prerequisite: Shocking Grasp cantrip

As part of the action used to cast the Shocking Grasp spell, you can make a melee attack with a metal weapon against one creature otherwise the spell fails. On a hit, the target suffers the Shocking Grasp's effects as well as the weapon attack's normal effects. You have advantage on the weapon attack roll if the target is wearing armor made of metal.

Ensnaring Blast

Prerequisite: Eldritch Blast cantrip

When you cast eldritch blast, you can choose to deal no damage; instead force a creature to make a Strength saving throw or be restrained until the end of your next turn. If you do this, it counts for all beams.

Fade Away into Shadow

You can take the disengage action as a bonus action.

Fling

Prerequisite: Pact of the Arms Grasping feature

When you take the attack action on your turn, you can replace one attack to throw one creature which you are grappling with an appendage up to 15 feet and knocking them prone upon landing. The thrown target takes 3 (1d6) bludgeoning damage for every 10 feet. If the target is thrown at another creature, that creature must succeed on a DC 14 Dexterity saving throw or take the same damage and be knocked prone.

Flurry of Blades

Prerequisite: Sword Burst cantrip

Sword Burst uses the damage die of your currently equipped main weapon as force damage.

Foresight

Prerequisite: True Strike cantrip

You can cast True Strike as a bonus action and without concentration.

Hungry Arms

Prerequisite: 5th level, The Kraken patron

When you hit with your Grasp of the Deep feature, add your Spellcasting Ability modifier to the damage dealt.

Knitting Flesh

Prerequisite: 7th level

Whenever you regain hit points treat any dice rolled to determine the hit points you regain as having rolled their maximum value for you.

Krakens Grasp

Prerequisite: The Kraken patron

You learn the Earthen Grasp spell if you don't already know it. You can now summon the arm from any non-magical surface, including liquids.

Leech Touch

Prerequisite: Chill Touch cantrip

Creatures healing blocked by this spell is directed to you instead.

Life from Death

Prerequisite: Spare the Dying cantrip

When you cast Spare the Dying on an unconscious creature, that creature can immediately expend one hit dice and be healed by that amount.

Lightning Web

Prerequisite: Lightning Lure cantrip

When casting Lightning Lure, all creatures within 5 feet of the target will also be damaged and affected.

Martial Training

Prerequisite: Pact of the Blade feature or The Hexblade patron

You can choose one fighting style from the fighters list. You lose this fighting style if this invocation is changed.

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Micro Storm

Prerequisite: 7th level, Pact of the Spark feature

Your sparks power is augmented. As an action, you can detonate one or more of your sparks at a point within 90 feet, creating a 5-foot sphere of whirling dark clouds and lightning that lasts for up to 1 minute. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 1d4 bludgeoning damage.

Until the spell ends, you can use a bonus action on each of your turns to cause a bolt of lighting to leap from the center of the sphere towards one creature you choose within 30 feet of the edge of the sphere’s radius. Make a ranged spell attack. On a hit, the target takes 1d6 lightning damage. You have advantage on the attack roll if the target is within the sphere.

If you use more than one spark at the detonation of this spell, increase each damage die by the number of sparks used above one, likewise multiply the radius of the sphere by how many sparks used.

This affect cannot be used with another invocation that augments your sparks.

Mouth of the Void

Prerequisite: 9th level

A mouth opens in the palm of your hand. When you are subjected to a spell effect that allows you to make a saving throw to take only half damage, you can use your reaction to have your hand eat a part of the spell, instead take no damage if you succeed on the saving throw and only half damage if you fail. This feature can be used a number of times equal to your Charisma modifier.

This ability refreshes after a long rest.

One Is Not Enough

Prerequisite: 15th level

You may beseech your patron for a second boon.

Otherworldly Skill

You gain expertise in three skills of which you are proficient in. Those skills revert if this invocation is replaced.

Patron's Blessing

Prerequisite: Any Warlock patron

Spells granted to you by your patron are always prepared and do not count against your number of Warlock spells known.

Patron's Presence

While you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Persistent Ward

Prerequisite: Blade Ward cantrip

The effects of Blade Ward last for 1 minute or until the next attack that hits you.

Rift Walker

Prerequisite: 12th level

You can cast Misty Step at will, without expending a spell slot.

Shallow Dive

Prerequisite: 7th level, Pact of the Tide feature

While standing in at least ankle deep water, you can use a bonus action to dive in and reappear in an unoccupied space up to 500 feet away within the same body of water.

You can use this feature once per short rest.

Spark Bolt

Prerequisite: Pact of the Spark feature

Your sparks power is augmented. When you use a spark, it becomes a stroke of lightning forming a line of 90 feet long and 5 feet wide out from you in a direction you choose. Each creature in the line is subjected to the effect of the spark.

This affect cannot be used with another invocation that augments your sparks.

Star Mines

Prerequisite: 5th level, Pact of the Spark feature

Your sparks power is augmented. As an action, you can place a spark into a non-magical surface you can within 30 feet. The spark fades into the surface and becomes invisible, it stays like this until triggered or until you finish a short or long rest. You can use your bonus action to detonate all or specific sparks. Each creature within 5 feet of a spark upon detonation is subjected to the effect of the spark, a creature can be affected by multiple mines making a separate check for each.

This affect cannot be used with another invocation that augments your sparks.

Storm Grenade

Prerequisite: 12th level, Pact of the Spark feature

Your sparks power is augmented. You can now throw a spark up to 90 feet, the spark then turns into a thunder cloud just before impact. A thunderous bolt of lightning crashes down along with a shower of sparks subjecting each creature in a 20-foot-radius sphere centered on the target to the effect of a spark. For the initial targeted creature and all creatures within 5 feet of it, double the number of dice when determining the damage dealt by this spark.

This affect cannot be used with another invocation that augments your sparks.

Synaptic Stabilization

Prerequisite: 7th level, Pact of the Spark feature

If you fail a concentration check on a spell and have a spark remaining, you can use your reaction to expend a spark and maintain your concentration.

Angel Winter
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