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Published by goroiamanuci, 2023-06-16 06:39:45

Kraken - The Homebrewery

Kraken - The Homebrewery

The Kraken Warlock Otherwordly Patron Your patron is a legendary leviathan, a titan of the seas who is ancient beyond reckoning. Krakens are bent on the destruction of civilization, and you are no exception. Krakens who forge pacts are usually worshiped as gods by a congregation or cult. Their powerful telepathic abilities allow them to reach into the minds of their faithful and speak to them. Expanded Spell List The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you. Kraken Expanded Spells Spell Level Spells 1st absorb elements, create or destroy water 2nd gust of wind, pass without trace 3rd call lightning, water breathing 4th control water, ice storm 5th awaken, maelstrom Gift of the Deep Starting at 1st level, your patron bestows upon you the martial tenacity of ancient sea creatures. Whenever you make a melee attack weapon attack on your turn, you can use your bonus action to have a tentacle apparition lash out at a creature within 10 feet of you that you can see. The creature must make a Dexterity saving throw, taking 1d4 bludgeoning damage on a failed save or half as much on a successful one. This feature's damage increases by 1d4 when you reach certain levels in this class: 5th level (2d4), 7th level (3d4), 10th level (4d4), 13th level (5d4), 16th level (6d4), and 19th level (7d4). Leviathan's Fury Starting at 6th level, you can use your bonus action to surround yourself in lightning energy. Until the start of your next turn, the first creature that hits you with a melee weaponb or spell attack within 5 feet of you takes half of the damage it deals to you as lightning damage and must succeed on a Constitution saving throw or be stunned until the end of your next turn. Once you use this feature, you can't use it again until you finish a short or long rest. Primordial Deterrence Starting at 10th level, your worst fears become an inconvenience. You are immune to being frightened. Additionally, you have advantage on any ability check you make to escape being grappled or restrained. From the Depths Starting at 14th level, you can call on creatures of the deep to assist you in combat. As an action, you can summon a spectral tentacle as detailed below for 1 minute. The tentacle appears in an unoccupied space you can see within 60 feet of you and rolls its own initiative. On each of your turns, you can use a bonus action to command it to take an action on its next turn. Once you use this feature, you can't use it again until you finish long rest. Spectral Tentacle Large aberration, unaligned Armor Class 8 Hit Points 63 (14d8) Speed 0 ft. STR DEX CON INT WIS CHA 30 (+10) 6 (-2) 10 (+0) 2 (-4) 10 (+0) 2 (-4) Condition Immunities Charmed, Frightened Senses passive Perception 10 Languages Can understand the languages of its summoner Actions Slam. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 20 (3d6 + 10) bludgeoning damage. If the target is Large or smaller, it is grappled (escape DC is equal to your spell save DC). Until this grapple ends, the target is restrained and the tentacle can't attack another creature. Crush. A target that is grappled by the tentacle must make a Constitution saving throw, taking 14 (4d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Fling. One Large or smaller object held or creature grappled by the tentacle is thrown up to 60 feet and knocked prone. If a thrown creature 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 18 Dexterity saving throw or take the same damage and be knocked prone.


Invocations Absolute Bearing Prerequisite: Kraken patron You have the survival instincts of the ancient leviathans. You are proficient in the Survival and Nature skills if you weren't already, and always know which way is north. Additionally, you can't be lost at sea except by magical means. Man o' War Prerequisite: 5th level, Kraken patron, Pact of the Chain feature If you choose the Pact of the Chain feature and select an octopus as your familiar, it has the following changes: It has hit points equal to your Warlock level plus your Charisma modifier (minimum 1). Its tentacle attack deals 4 (1d6 + 1) bludgeoning damage. It uses your Warlock spell save DC for its grapple instead of its own DC. Master of Fathoms Prerequisite: Kraken patron You gain a swim speed equal to your movespeed. Additionally, you are unaffected by the pressures and cold of deep bodies of water. Rage of Gethshemeth Prerequisite: Kraken patron, 5th level, Eldritch Blast cantrip You can channel the raging tides of the sea through your eldritch blast. When you hit a creature with that cantrip, you can cast tidal wave as a bonus action using a warlock spell slot. However, the spell must originate on a creature you hit with eldritch blast. Sea in Storm Prerquisite: 7th level, Kraken patron, Pact of the Tome feature You learn to command the chaos of the seas. You can cast control water once using a warlock spell slot. You can't do so again until you finish a long rest. Slarkrethel's Trident Prerequisite: Kraken patron, Pact of the Blade feature You can create a gleaming, sliver trident with the finesse property using your Pact of the Blade feature. When you hit a creature with it, you can expend a spell slot to deal an additional 2d8 lightning damage to the target per spell level, and the creature can't take reactions until the end of your next turn. Created by /u/StxAffliction Vision of the Dreamheart Prerequisite: 9th level, Kraken patron, Pact of the Tome feature You can touch the minds of those you have met as they sleep. You can cast dream once using a warlock spell slot. you can't do so again until you finish a long rest.


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