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## Way of the Abyssal Kraken ### Kraken's Tentacles *3rd level feature* You gain the ability to summon eldritch tentacles to wreak havoc on the battlefield. Whenever you perform a melee attack on your turn, you may use a tentacle to perform an eldritch technique with your tentacle. This feature can be used an amount of times on each turn equal to the maximum amount of tentacles you can summon. You cannot use the same technique on a creature more than once a turn. If a technique requires a saving throw, use your ki save dc. You can summon a maximum of one tentacle. This number increases when you reach higher levels: 2 tentacles at 6th level, 3 tentacles at 11th level, and 4 tentacles at 17th level. ### Eldritch Techniques * **Abyssal Strike**: * Use a tentacle to whip all creatures of your choice in a 15ft cone, or send a piercing tentacle forward attacking all creatures in a 20ft line that is 5ft wide. Each creature in the area must perform a dexterity saving throw, taking force damage equal to your martial arts die minus a die size (minimum 1d4) on a failure. * You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again. * **Poison Barb**: * Use a tentacle to pierce a creature within 30ft. Make an attack roll against a creature within 30ft using your wisdom modifier, if you hit, deal force damage equal to one roll of your martial arts die. The creature gets disadvantage on their next saving throw or attack roll. * You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again. * **Grasp of the Deep**: * Use a tentacle to grab a creature within 30ft. The creature must perform a dexterity saving throw or be grappled. You have advantage on attack rolls against a creature you are grappling with this feature. * While a creature is being restrained with this ability, the maximum amount of tentacles you can use is temporarily decreased by 1. It is further decreased by 1 for each size above medium the target creature is. You can't use this technique on a creature if your maximum amount of tentacles drops to or below zero. * You can use this feature a number of times equal to your half proficiency bonus rounded down, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 2 ki points to use this feature again. * **Undertow**: * Use a tentacle to drag a creature within 40ft closer to you. Perform an attack roll using your wisdom modifier, if it hits then pull the target creature up to 10ft closer to you. This can only be used on creatures that are large or smaller. * You can use this feature a number of times equal to your proficiency bonus and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 ki point to use this feature again. ### Reach of the Abyss *3rd level feature* You learn to have greater control over your shadowy tentacles, allowing them to manipulated nearby objects. You gain the ability to cast the Mage Hand cantrip. ### Tortured Storm *6th level feature* You’re able to combine your ki with a portion of your vitality to temporarily summon additional tentacles to batter your opponents. As an action you may spend 3 ki to summon up to twice your maximum tentacles and perform an eldritch technique with each one summoned. Eldritch techniques performed with this feature are free and don't cost any uses or ki. After you use this feature, you can't perform any eldritch techniques for the remainder of the turn. If you use Grasp of the Deep with any tentacles summoned using this feature, the creatures are released at the end of your next turn. The cost of this feature may be reduced (to a minimum of 0) by taking 1d4 damage for each ki point you reduce it by. \pagebreakNum ### Depth Sight *11th level feature* As a bonus action, you can spend 1 ki to gain darkvision in normal and magical darkness up to 80ft for 10 minutes. ### Snare *11th level feature* You gain greater expertise over controlling the battlefield with your eldritch tentacles. If a creature moves in or out of a 10ft range of you, you can use your reaction to perform an unarmed strike against them. If this strike hits, the creature is knocked prone. ### Kraken’s Domain *17th level feature* You can cast the spell Hunger of Hadar at your location without any material components using wisdom as your spell casting stat. When you cast this spell using this feature, you don’t suffer any of the effects of the spell and the area of effect of the spell moves with you, always being centered on your location. You can use this feature once, and regain the ability to do so on a long rest. While you have no uses available, you can spend 5 ki to use this feature again.