Contents
Artificer: Trapper
A skilled individual both on the hunt and at the workbench. Either for a trophy of the big hunt or for the defense against the monstrosities that lurk around the defenseless. The trapper is an avid hunter and brilliant inventor, able to create devices to chain the wrath of once though unstoppable creatures.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with tinker's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Trapper Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artificer Level | Spell |
---|---|
3rd | Entangle, Wild Cunning |
5th | Cordon of Arrows, Earthbind |
9th | Conjure Barrage, Meld into Stone |
13th | Hallucinatory Terrain, Locate Creature |
17th | Swift Quiver, Tree Stride |
Harpoon Mine Launcher
Also at 3rd level, you have spent time tinkering with a harpoon gun to further its effectiveness. This device allows you to plant proximity triggered harpoon spring traps into at least one square foot flat surfaces within 10 feet of you. You have three mines that each require an action to plant, once deployed the trap is instantly armed.
If a creature of size medium or larger, other than yourself, moves within 15 feet of the mine it triggers and fires a rope tethered harpoon at the creature. The creature must make a DC 16 Dexterity saving throw or take 1d6 piercing damage and be stuck by the harpoon. Each harpoon attached adds a debuff to the creature, as specified in the effect’s table below.
The harpoon tethers have an AC of 15 and 5 hit points, breaking the tether ends its level of debuff. Creatures held by a harpoon cant move further than 30 feet from the mine. Mines stay deployed for up to an hour or until destroyed.
You cannot disarm and regain unused mines. You regain all spent shots at the end of a short or long rest.
Mobile Arena
At 5th level, you have development a portable hand held beacon that when activated, brings into existence a large containment sphere.
You throw the beacon at a medium or larger creature within 30 feet, it scans the target and builds a 120-foot-radius immobile sphere of force around the target. The sphere continues through but does not damage terrain and remains stationary for the duration. Anything may freely enter the sphere but nothing – not physical objects, energy, or other spell effects – may exit the sphere. Once used, the beacon becomes an inactive, useless object.
The sphere has an AC of 20 and 80 hit points, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it except for the sphere itself. The sphere lasts for 5 minutes but ends early if it is broken, you or the target creature leaves the sphere, if you or the target creatures falls unconscious, or if you speak the deactivation command word as an action.
You can build a new beacon at the end of a long rest.
Harpoon Redesign
Starting at 9th level, your harpoon launcher undergoes a redesign of various aspects. You can now carry five shots and the extra compression increases the punch of your harpoons, the damage dealt increases to 2d6.
You discover materials and a new braid pattern that strengthens your tethers, its AC increases to 18 and its hit points increase to 15. Additionally the tethers are now immune to fire damage and has resistance to bludgeoning, piercing, and slashing damage from non magical attacks.
Fight On Your Terms
By 15th level, your devices only get you so far and knowing your enemy is half the battle. When you deploy your mobile arena, the beacon scans the target creature and sends you vital information, while the mobile arena is active you gain the following benefits:
- You learn the target creatures Damage Vulnerabilities, Damage Resistances, and Damage Immunities.
- You gain resistance to one damage type the target creature deals. (The GM may choose for you or give you a list of options.)
- You choose when to take your initiative at the start of combat.
Additionally, your mobile Arena now lasts for up to 10 minutes.
Harpoon Effects
1. | Speed halved |
2. | Speed reduced to 0 |
3. | Disadvantage on Attack Rolls |
4. | Cant use Reactions |
5. | Cant make more than one melee or ranged Attack Roll |
Barbarian: Path of the Depths
Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from their experience.
Gift of the Drowned
At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.
Dredge Line
Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon protrudes from you back and can take many shapes such as a tentacle or a chained anchor.
As an action or bonus action, you can use lash out with this appendage to a range of 15 feet. If you strike a creature, make an attack roll which you add your Strength modifier and your proficiency bonus. On a hit, the target takes 1d8 Slashing, Piercing, or Bludgeoning damage plus your Strength modifier (your choice when you first gain this feature) this damage is considered magical for the sake of overcoming resistances.
Additionally, if the creature you hit is your size or smaller you can force them to make Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you. Alternatively, you can target a wall or sturdy object within range and pull yourself to within 5 feet of it, this movement does not provoke opportunity attacks.
Ghostwater Dive
Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You dive into the floor and teleport up to 30 feet to an unoccupied space you can see.
Adaptation to the Depths
At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.
Sounds of the Deep
You gain the ability to use echolocation. When you do so, you cast the true seeing spell on yourself, without using a spell slot or material components. After you cast the spell in this way, you can’t use this feature again until you finish a short or long rest.
Heart of the Deep
Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.
Soul of the Deep
You are now immune to all effects that would cause you to be charmed or frightened.
Armor of the Deep
Your skin hardens increasing your Armor Class by 1.
Depth Charge
At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d10 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
Barbarian: Path of the Ravager
The Ravagers are a select group of shifters that are born into or have shown enough merit to be given the title of Ragewild and surpassed it. This fierce breed of specialized warrior provides protection and guidance to less fortunate shifter tribes, often being counted as a whole army by themselves. These warriors blend their shifter abilities with berserker like fury to become a devastating force of primal fury.
Only shifters can be a part of the Ravagers and as such, they are a special force of highly respectable and capable fighters that have grown their inner beast into a devastating weapon.
Your DM can lift this restriction to better suit the campaign. The restriction exists for the Forgotten Realms. It might not apply to your DM's setting or your DM's version of the Realms.
RESTRICTION: SHIFTERS ONLY
Feral Senses
Starting when you choose this archetype at 3rd level, you begin to adopt the improved abilities of a true predator. You gain advantage on any Wisdom (Perception) checks that rely on hearing or smell.
Blood Frenzy
Beginning at 3rd level, your lust for blood and eviscerating your prey is what drives you and no amount of pain will stop you. You gain the ability to heal after taking damage.
While in combat and raging, if you have taken damage from an enemies weapon attack, your next melee attack that hits heals you for an amount equal to your Constitution modifier.
Additionally, your shifting ability feature activates each time you enter rage.
Beast's Blood
Beginning at 6th level, you gain a boon based on your beast within.
Beasthide
Your hit point maximum increases by an amount equal to twice your level in this class. Whenever you gain a level in this class thereafter, your hit point maximum increases by an additional 2 hit points. Your spirit makes you tough enough to stand up to any punishment.
Cliffwalk
While raging, your climb and swim speed equal your walking speed and you gain a burrow speed equal to 15 feet. Your spirit shall never be restricted by the world around you.
Longtooth
While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. Your spirit makes you a leader of hunters.
Swiftstride
While you're raging and aren't wearing medium or heavy armor, your movement doesn't provoke opportunity attacks. Also, you can use your bonus action to take the dash action. Your spirit makes you a predator who can weave through the fray with ease.
Razorclaw
You gain advantage on stealth rolls while in dim light or darkness. You can also take the hide action as a bonus action. Your spirit waits in ambush for the perfect opportunity to strike.
Wildhunt
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. Your spirit makes you extraordinarily swift.
Vicious Impulse
Beginning at 10th level, you learn to utilize a foe's error as an opportunity to retaliate with vicious power. If an enemy within range makes an attack toward you and misses, you may use your reaction to make a melee attack against that creature.
Visceral Strike
Upon reaching 14th level, your experience in combat has given you an intimate knowledge of exactly when to strike a creature for the most devastating blow. If a creature targets you with a weapon attack that critically hits, you can use special reaction to shove the attack aside, taking no damage.
If the creature that attacked you is within 5 feet of you, your shove leaves them vulnerable for you to make a devastating counter attack. You make an unarmed attack with advantage as a part of this reaction, this attack deals 20d10 slashing damage and you heal for half the damage dealt. You can use this feature once per long rest.
Monk: Terracotta Warrior
Monks of the Way of the Terracotta Warrior train their bodies relentlessly, to the point that their endurance becomes as strong as the earth itself. While dedicated to strength and durability of ones body, they all hold a strong conviction of honesty and reliability. Contracts made with such monks are guaranteed to be held and followed through, but anyone who breaks such a contract will suffer the wrath of the rock.
Dominance of Earth
At 3rd level, you hone your strikes to perfection, practicing power and consistency. Your health increases the weight of your strikes. You gain Stones Might, which is a modifier equal to 1 for every 10 Hit Points in your maximum HP pool (minimum of 1). Whenever you land an unarmed strike, you add Stones Might to the damage it deals as bludgeoning damage.
Additionally, your durability comes from your foresight as well as strength. When determining AC, you can use your Strength modifier instead of Dexterity.
Bulwark Resonance
Starting at 6th level, you can create a protective shield of jade and bedrock around you. As an action, you can expend 2 ki points and gain shield that grants you resistance to all damage types from the next four attacks you receive. This shield lasts for 1 minute, until depleted, or until replaced by another use of this feature.
In addition, when to gaining this shield you unleash a burst of seismic activity out from you. Each grounded enemy within 10 feet of you when you create the shield makes a Strength saving through. On a failed save, a creature takes bludgeoning damage equal to your Stones Might. On a successful save, the creature takes half as much damage.
Stone Stela
At 11th level, you gain the ability to create a pillar of stone that erupts from the ground. As an action, you can expend 4 ki points to summon a 5-foot wide, 15-foot tall pillar from a solid surface within 15 feet. When summoned, the pillar can break through weak obstacles to reach is full height, otherwise it will grow to the maximum allowable length. The pillar is a stone object that has an AC of 17 and hit points equal to your hit point maximum. The pillar falls after 1 minute or if it drops to 0 hit points.
While standing, the pillar emits a seismic wave at the start of each of your turns. Each grounded enemy within 10 feet of the pillar makes a Strength saving through. On a failed save, a creature takes bludgeoning damage equal to your Stones Might. On a successful save, the creature takes half as much damage.
This effect also triggers Bulwark Resonance in the same action if you do not already have a protective jade shield.
Planet Befall
At 17th level, your connection to rock can call forth an ecliptic meteor. As an action, you expend 10 ki points and designate a point of impact within 20 feet. Each creature in a 40-foot radius of the impact, other than you, must make a Strength saving throw. On a failed save, the creature takes 20d4 bludgeoning damage and is stunned until the end of your next turn. On a successful save, they take half damage and is not stunned.
Rouge: Fate Gambler
Some rogues favor honing their skill and precision, others perfect a silver tongue, but gamblers of fate always get a kick out of leaving things up to chance. Rogues of the Fate Gambler variety thrive on the high stakes and random thrill of the game table. Armed with cunning cheats and no small amount of luck, these sly gamblers live and die by their rules, never keen to simply accept the hand fate deals them.
Trick Up the Sleeve
Your penchant for games has afforded you the ability to subtly manipulate fortune to your favor. When you choose this archetype at 3rd level, you learn the guidance cantrip.
Starting at 9th level, it has a range of 30 feet for you, and you can cast it as a bonus action.
Wild Card’s Gambit
Also at 3rd level, you gain proficiency with one of the following gaming sets: dice set, dragonchess set, or playing card set. The gaming set you choose grants you a gambit, as detailed at the end of this subclass. If you are proficient in multiple types of gaming sets, you must choose which gambit to use when you gain this feature. You can change your choice of gambit whenever you gain a level in this class.
Finale
Starting at 9th level, as a bonus action, you can disappear with a dramatic flourish. Each creature within 10 feet of you must make a Dexterity saving throw (DC 8 + your proficiency bonus + your Intelligence modifier), taking 3d10 fire, cold, lightning, acid, or poison damage on a failed save or half as much on a successful one. You then teleport yourself to an unoccupied space that you can see within 120 feet. Once you have used this ability, you cannot use it again until you have finished a long rest.
Twist of Fate
At 13th level, your mastery over the game table hones your speed and cunning in combat. When rolling for initiative, you can forgo the roll and choose when to take your first turn. Your initiative is then recorded at that spot in the turn order. If no spot has been taken by the end of the round, your initiative is last.
Joker Wild
At 17th level, your mastery over chance encompasses even your own form, allowing you to exist between potential realities. As a bonus action on your turn, you can take on an incorporeal form, during which you gain the following benefits:
- You regain expended uses for your Wild Card’s Gambit feature:
- Your movement speed is doubled.
- You gain resistance to all damage, and are immune to the grappled , paralyzed , stunned , and restrained conditions.
- You can move through objects and creatures as if they were difficult terrain. If you end your turn inside a creature, the creature takes 1d10 force damage and is shunted into an adjacent space within 5 feet of their original location.
This incorporeal state lasts for one minute, or until you are incapacitated . Once you use this feature, you cannot use it again until you complete a long rest.
Loaded Dice
You gain a pool of d6s equal to your Sneak Attack damage. When a creature targets you with an attack, you can use your reaction to spend any number of dice from the pool and subtract the number rolled from the attack. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll hits or misses. You regain all expended dice from your loaded dice pool when you complete a long rest.
Dragonchess
Your prowess of the chessboard has made you a skilled tactician on the battlefield. As a bonus action on your turn, you can take the stance of a chess piece. Each stance lasts for 1 minute or until you use this feature again. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), which refreshes after a long rest.
- Sylph: You and all friendly creatures within 5 feet of you have advantage on Dexterity saving throws.
- Griffon: Your movement speed increases by 10 feet, and your movement does not provoke opportunity attacks.
- Dragon: When you hit with an attack that targets only one creature, each creature of your choice within 5 feet of the target makes a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Intelligence modifier) or take damage equal to your Intelligence modifier as fire, cold, lightning, acid, or poison damage. On a successful save they take half damage.
Playing Cards
You have developed a fighting style based around making the most of a gambler's closest friend. You gain a deck of 52 cards, you can throw a single card as a ranged attack up to 30 feet and deal slashing damage equal to 1d4 + your Dexterity modifier. When you make an attack with this deck, roll a separate d4 which will determine the suit of the card thrown and what effects take place, the effects are listed below. You can collect your cards after the combat has ended or restore your full deck at the end of a long rest.
d4 | Suit | Effect |
---|---|---|
1 | Diamond | At the start of its next turn, the target takes additional damage equal to half of the Sneak Attack damage dealt with this attack or your Intelligence modifier if Sneak Attack was not used. |
2 | Spade | Until the start of your next turn, the target’s speed is halved. It can’t make more than one attack on its turn while its speed is reduced in this way. |
3 | Heart | You regain a number of hit points equal to the half the damage dealt with this attack. |
4 | Clubs | This card morphs suits depending on the dealer’s wishes. Choose Diamond, Spade, or Heart. The card then immediately gains the suit’s respective effect. |
Rouge: Tengu Assassin
A swift assassin, born into or trained by the reclusive Tengu. They are sometimes perceived as harbingers of mischief and war, other times as heavenly sentinels. They spurt black wings and wear crows masks which are a symbol of their pride. They do however, hold themselves with high decorum and sense of duty as they are master martial artists and are as swift as the wind.
Osprey Dive
Beginning at 3rd level, you take advantage of vertical terrain to dispatch valuable targets.
You take half damage from falling. In addition, if you are falling and will land on top of another creature, you may make a melee weapon attack with advantage towards that creature. On a successful hit, you deal your normal attack damage and take half the amount of damage from your fall.
Dark Wings
At 9th level, visible only in dim light, you have feathery spectral wings that extend from your arms. your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.
Genjutsu
Starting at 13th level, you gain access to illusions to better infiltrate and deceive your opponents.
Spell |
---|
Disguise Self |
Invisibility |
Mirror Image |
Greater Invisibility |
You may cast each spell at their lowest level once per long rest.
Tengu's Reflexes
When you reach 17th level, you have become adept at laying ambushes and quickly taking out the enemy. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and an additional turn at your initiative plus 10. You can't use this feature when you are surprised.
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 |
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 Charisma modifier (minimum of 1). 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.
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 year, 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 sources 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.
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.
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 a weapon. On a hit, the target takes damage equal to 1d8 + 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 1d6 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 1d6 when you reach 5th Level (2d6), 11th level (3d6), and 17th level (4d6) in this class.
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.
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.
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.
Spells
Mark of Gluttony
6th level invocation
- Casting Time: Up to 10 minutes
- Range: Self(15-foot radius)
- Target: Self(15-foot radius)
- Components: S
- Duration: Concentration, Up to 10 minutes
- Classes: Sorcerer, Wizard, Warlock
The air around you starts to statically charge and dark ominous clouds gather around you. Your movement speed reduces to half and you gain a static shield. At the start of each of your turns you gain 30 temporary hit points, you do not need to make concentration checks to maintain this spell while you have these hit points from this spell.
You can use your action to end the spell early, doing so unleashes the built up charge of your storm in a radius around you. Each creature in the radius, other than you, must make a Dexterity saving throw. A creature takes Xd12 lightning damage on a failed save, or half as much damage on a successful one. Where X is the number of rounds this spell was held before unleashing it, up to a maximum of 20d12. For up to 9 subsequent rounds, you can use your action to repeat the burst, after which the spell ends.
None of these features are thoroughly playtested and are most likely over powered. Be sure to ask your GM if its ok to use these.
Inspiration for many of these features come from various video games or remixes of other sources.
Dark Tides of Bilgewater was the base for Barbarian Path of the Depths and Rouge Fate Gambler.
The Kraken Warlock was redesigned to add cool features after the publishing of WoTC official Kraken subclass.
Various other miscellaneous sources were used as inspiration for bits and pieces.
Discord: Angel-Winter#2554
Artists
- Coboltplasma
- Alrkeaton
- Peikki01