Pact of the Kraken (Warlock)

The following material was created by Dungeons & Dragons Franchise Creative Director Mike Mearls for his stream Happy Fun Hour, which you can watch live at Twitch.tv/DnD on Tuesdays at 4:00 EST or via replays on YouTube. This material is provided to facilitate community testing and feedback.

Pact of the Kraken

Flavor text.

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 you can see within 60 feet of you. A horde of grasping tendrils appears at that point. Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throw 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.

Inky Escape

At 6th level, you gain the ability to call upon your patron to escape from your foes. As a reaction, when you take damage, you can cast darkness centered on a point within 5 feet of you. The spell lasts until the end of your next turn, and it has no affect on your vision.

Once you use this ability, you cannot use it again until you complete a short or long rest.

Scion of the Depths

Starting at 10th level, your patron accepts you into its 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 reduced damage from an effect to 0, as a reaction you can cause creatures of your choice that you can see within 30 feet 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 feet of you and choose one of the following effects:

Transport. You and up to 5 willing 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 within the past 24 hours. A second portal opens, depositing you and your chosen allies there.

Fury. The tentacles slam into your foes. Pick up to 5 creatures you can see within 30 feet of the portal. Those creatures must make a Dexterity saving throw against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Creatures that succeed on their saving throw take half 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 the restrained condition.

 

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