Kraken Bloodline (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Kraken Bloodline[edit]

Your innate magic comes from the fearsome monstrosity that lurks in the deepest parts of the oceans—the kraken.

Krakens communicate telepathically in several languages, but not in Common, so tales of pacts are quite rare save for those races that speak the languages known by krakens, say tieflings who know Abyssal or Infernal, or those with religious backgrounds who know Celestial. Rarer still are those who are bestowed boons, as it is not a krakens' nature to be benevolent. Most pacts are those of servitude.

Perhaps the rarest, though, are those sorcerers who tell stories of an ancestor's blood being awakened after slaying a kraken, as such feats are the stuff of legends—perhaps next only to those that speak of similar feats against ancient dragons or the mythical tarrasque.

Note: See here for my homebrew of the Sorcerer class which goes with this sorcerous origin.

Kraken Bloodline Bonus Spells
Sorcerer Level Spells
1st create or destroy water, witch bolt
3rd blindness/deafness*, hold person
5th lightning bolt, tidal wave
7th control water, freedom of movement
9th cloudkill, hold monster

* Unless you gain this spell from another source, you can only inflict blindness with it.

Kraken Ancestor[edit]

At 1st level, you have the ability to breathe underwater and you have a swim speed equal to your walking speed.

Blot[edit]

Starting at 1st level, when you are attacked by a creature within 30 feet of you that you can see, you can use your reaction to impose disadvantage on the roll by conjuring an inky cloud around the creature. An attacker that can't be blinded is immune to this feature.

Once you use this feature, you can't use it again until you finish a short or long rest.

Insulation[edit]

At 6th level, you gain resistance to lightning damage.

Slippery Form[edit]

Starting at 6th level, you have advantage on saving throws against being restrained. You also have advantage on Strength (Athletics) and Dexterity (Acrobatics) checks made to escape being grappled.

Arcane Constriction[edit]

At 14th level, you pay homage your ancestor's penchant for immobilizing its foes by projecting spectral tentacles from your arms. You use your Charisma score to resolve a grapple instead of your Strength score and you add your proficiency bonus to your checks. You can grapple as many creatures as you have free arms.

You can also use your Distant Spell Metamagic option when you use your Attack action to grapple a creature as if you were casting a spell. If you choose to move a grappled creature that is more than 5 feet from you, you must use your bonus action to do so. You can move the creature a number of feet up to half your Charisma score unless it is two or more sizes smaller than you, in which case you can move it a number of feet up to your Charisma score.

Static Soul[edit]

At 18th level, you gain immunity to lightning damage.

Additionally, when you cast a spell of 1st level or higher that deals lightning damage, choose one creature damaged by that spell on the round you cast it. That creature takes extra lightning damage equal to your sorcerer level. This damage is doubled if you and your foes are underwater.

0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: