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Otherworldy Patron : The Elder Kraken

A Kraken is a powerful and cataclysmically dangerous Monstrosity and you have made a Deal with one that has been around since the making of the world maybe even the first one to exist. This powerful being has made promises of power over the oceans and storms and grants you boons to that end.

Features

Grasp of the Kraken

  Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point that you can see within 60 ft. of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 ft. of that point must make a Strength saving throw against your Warlock spell save DC. Creatures that fail their saving throws are grappled for 1 minute or until you use this ability again. The spectral tentacle's Strength (Athletics) bonus is 2 + your proficiency bonus and its reach is 10 feet.  

Warrior of the Depths

  A Krakens servant can be many a thing and thus embodies a different aspect of the Kraken alltogether choose from : The Krakens Fury, The Krakens Mind or The Krakens Rage  

The Krakens Fury

  You gain proficiency with martial weapons.   The influence of your patron also allows you to mystically channel your will through a particular melee weapon. Whenever you finish a long rest, you can touch one melee weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.  

The Krakens Mind

  Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitaded. Until the curse ends, you gain the following benefits:   You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus. Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).   You can't use this feature again until you finish a short or long rest.  

The Krakens Rage

  You gain proficiency with martial weapons.   The influence of your patron also allows you to mystically channel your will through a particular ranged weapon. Whenever you finish a long rest, you can touch one ranged weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.  

Grip of the Master

  Starting at 6th level, your Patron bestows on you two ten-foot-long tentacles that adorn your shoulders. Simply used your bonus action to summon the tentacles and later banish away. You are considered proficient with unarmed strikes using your tentacles and may attack with them once per turn as either a standard or bonus action for bludgeoning damage equal to 1d4 per tentacle you have + your charisma modifier. Your tentacles have reach over ten feet long and are able to grapple an enemy if hit, but only either Small or Medium sizes. They deal double damage against objects and structures. You gain a climbing speed equal to your walking speed, provided that you are not wearing medium or heavy armour. You can’t manifest your tentacles while wearing armour unless the armour is made to accommodate them, and clothing not made to accommodate your tentacles might be destroyed when you manifest them. As an action, you can throw a Medium-size or smaller opponent that you grapple with your tentacles. They can throw them a number of feet up to 10 times your charisma modifier, to a minimum of 10 feet. They must make a dexterity check with a DC equal to your spell save DC or take 1d6 bludgeoning damage for every ten feet they were flung and become prone.   At 10th level, you gain three tentacles instead of just two, and then four tentacles at level 14, to which you get advantage on all grapple checks while using your Charisma Modifier instead of the Strength Modifier.  

Scion of the Depths

  Starting at 10th level, your patron accepts you into his inner court of servitors. You gain the ability to breathe water, and a swim speed equal to your normal speed.   You gain immunity to lightning damage. When your immunity reduces damage from an effect to 0, as a reaction you can cause creatures of your choice that you can see within 30 ft. of you to take lightning damage equal to your Charisma modifier + your proficiency bonus.  

Unleash the Kraken

  At 14th level, you gain the ability to call upon your patron for aid. As an action, you open a portal at a point you can see within 30 ft. of you and choose one of the following effects.

Transport.

  You and up to 5 creatures of your choice that you can see are grasped by tentacles that emerge from the portal. A second portal opens at a point of your choice within 100 miles that you have visited in the past 24 hours, depositing you and your chosen allies there.

Fury.

The tentacles slam into your foes. Pick up to 5 creatures that you can see within 30 ft. of the portal. Those creatures must make Dexterity saving throws against your Warlock spell save DC. Creatures that fail their saving throws take 10d6 bludgeoning damage and are restrained for 1 minute. Creatures that succeed take half the bludgeoning damage and are not restrained. On its turn, a restrained creature can use its action to attempt a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check to end its restrained condition.   Once you use this ability, you cannot use it until you complete a long rest.


Created by

JordanGrant.

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