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# Warlock: The Kraken 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. ### 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 |
\columnbreak ### 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 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.
Kraken Warlock by Angel Winter
\pagebreakNum ## 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: \columnbreak • *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 power to subvert its control. 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 which ever 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.
Kraken Warlock by Angel Winter
\pagebreakNum ## Pact Boon Options When you choose your Pact Boon feature, the the following option is 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 on your lower back, forming physical tentacles. These are natural melee weapons with which you are proficient. When you take the attack action, you can use your appendages in place of a standard 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 tentacles deal slashing damage and have the reach property. #### Grasping Your tentacles deal bludgeoning damage. Immediately after hitting, you can try to grapple the target as a bonus action. ### 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. ### Pact of the Chain You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, sprite, or an ice mephit. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack of its own. \columnbreak ## Eldritch Invocation Options When you choose eldritch invocations, you have access to the following options. ### Amorphous Armor *Prerequisite: 6th level* As a bonus action, you can take an amorphous form for 1 minute. While in this state you gain temporary hit points equal to your charisma modifier (minimum of 1) at the start of your turn. You regain this ability after a short or long rest. ### Ancient Ones Respite *Prerequisite: 9th level, Great Old One patron or The Kraken patron* When you are reduced to 0 hit points, 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. ### 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 now use your Charisma modifier instead of Strength and are considered magical for the sake of overcoming resistances. You may draw or retract your tentacles as a free action.
Kraken Warlock by Angel Winter
\pagebreakNum ### 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 in this state, your familiar may not take any actions and their movement speed is reduced to 0. While in this state however, you may choose to transfer concentration of a single spell onto your familiar. This allows you to maintain concentration on a single spell while your familiar maintains concentration on a second spell. At any point as a bonus action, you may free your familiar from this state, restoring their ability to move and act, but losing your secondary concentration slot. Each time you take damage, you make a seperate concentration saving throw for each spell that is being concentrated on. ### Chained Sparks *Prerequisite: 6th level, Pact of the Spark feature* When you expend your spark to attack a creature, the bolt leaps from that target to as many other targets equal to your Warlock proficiency, each of which must be within 15 feet of the previous target. A target can be a creature or an object made of metal and can be targeted only once. This affect cannot be used with another invocation that augments your sparks. ### Death's Hand *Prerequisite: 11th 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 *Prerequisite: 5th level* Your walking speed increases by 10 feet. You gain a climbing and swim speed equal to your walking speed. ### 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 spells 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 level. This does not work on creatures that do not have water in their bodies. ### Devil's Tongue *Prerequisite: 9th level* You can cast tongues on yourself at will, without expending a spell slot or material components. \columnbreak ### 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 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 weapon attack's normal effects and Shocking Grasp's effects. ### 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. ### 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 Medium or smaller creature you are grappling up to 15 feet and knock 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 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. ### Hungry Arms *Prerequisite: 3rd level, The Kraken patron* When you attack with your Grasp of the Deep feature, add your Spellcasting Ability modifier to the damage it deals on a hit.
Kraken Warlock by Angel Winter
\pagebreakNum ### Knitting Flesh *Prerequisite: 9th 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. ### Leech Touch *Prerequisite: Chill Touch cantrip* You regain hit points equal to half the damage dealt by Chill Touch. ### Life from Death *Prerequisite: 5th level, Spare the Dying cantrip* When you cast Spare the Dying on an unconscious creature, that creature can immediately expend one hit dice. ### Lightning Strike *Prerequisite: 9th level, Pact of the Spark feature* Your spark grows in power. Your sparks range increases to 120 feet, when used, your spark detonates and calls a devastating bolt of lightning from above. Each creature within a 20-foot-radius of the target suffers the effects of your spark. This affect cannot be used with another invocation that augments your sparks. ### Lightning Web *Prerequisite: Lightning Lure cantrip* When casting Lightning Lure, all creatures within 5 feet of the target will also be damaged and affected. ### Micro Storm *Prerequisite: 5th level, Pact of the Spark feature* As an action, you can detonate one or more of your sparks at a point within 120 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, likewise multiply the radius of the sphere by how many sparks used. This affect cannot be used with another invocation that augments your sparks. \columnbreak ### Mouth of the Void *Prerequisite: 7th level* In the palm of your hand, a mouth opens. When you are subjected to a spell effect that allows you to make a saving throw and deals damage, you can use your reaction to eat a part of the spell. You 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, which you regain when you complete a long rest. ### 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 Spells granted by your patron are always prepared and do not count against the number of your spells known. ### Persistent Ward *Prerequisite: Blade Ward cantrip* The effects of Blade Ward last until the next attack that hits you. ### Rift Walker *Prerequisite: 6th level* You can cast Misty Step at will, without expending a spell slot. ### Sparking Bolt *Prerequisite: Pact of the Spark feature* Your sparks are now able to pierce multiple enemies. When you expend a spark, it travels in a straight line 90 feet long, subjecting each creature in that line to the effect of the spark. This affect cannot be used with another invocation that augments your sparks. ### Star Mines *Prerequisite: Pact of the Spark feature* You gain a new form in which to use your sparks. 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, the spark 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 the spark upon detonation is subjected to the effect of the spark. This affect cannot be used with another invocation that augments your sparks. ### Suspended Animation You no longer need to eat, drink, or 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. ### Synaptic Stabilization *Prerequisite: Pact of the Spark feature* If you fail a concentration check and have a spark remaining, you can use your reaction to expend a spark and maintain your concentration.
Kraken Warlock by Angel Winter
\pagebreakNum ### Voidlight *Prerequisite: Dancing Lights cantrip* When casting Dancing Lights you can instead summon four motes of darkness which turns all light within 10 feet of the mote into dim light and turn dim light into darkness.
\columnbreak ___ > ## Lesser Kraken >*Huge Monstrosity* > ___ > - **Armor Class** 18 (Natural Armor) > - **Hit Points** (4 x Warlock Level) > - **Speed** 20 ft., swim 60 ft. >___ >|STR|DEX|CON| >|:---:|:---:|:---:| >|20 (+5)|11 (+0)|19 (+4) >___ > - **Damage Resistances** Cold; Lightning; Bludgeoning, Piercing, and Slashing from nonmagical attacks. > - **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 nonmagical restraints or being grappled. > > ***Siege Monster.*** The lesser kraken deals double damage to objects and structures. > > ### Actions > ***Multiattack.*** The lesser kraken makes three 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: 13 (2d8 + 5) bludgeoning damage. The target is grappled (escape dc 16) Until this 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 leser kraken is thrown up to 30 feet 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 16 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 120 feet of it. A target must make a DC 18 Dexterity saving throw, taking 12 (3d8) lightning damage on a failed save, or half as much damage on a successful one.
Kraken Warlock by Angel Winter
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