Krakenborn (5e Race)
Krakenborn[edit]
Concept[edit]
The Krakenborn are a race of beings descended from the great kraken, born in the depths of the oceans and shaped by the primordial forces of the sea. These beings combine elements of both aquatic and terrestrial life, carrying the weight of their heritage, which includes an affinity for controlling water and manipulating the minds of others. Though they are alien to the world of land-dwellers, the Krakenborn have established their presence in coastal cities, hidden coves, and beneath the waves, waiting for the right moment to rise again.
Physical Description[edit]
Krakenborn are humanoid in shape but feature distinctive traits reflecting their kraken ancestry. Their skin is typically a deep shade of blue, green, or even black, often with faint bioluminescent markings or iridescence running across their bodies. Their eyes are large and reflective, often appearing in shades of yellow or pale white, giving them an eerie, almost predatory gaze. Their hair, where it exists, might appear like long, flowing tendrils, resembling octopus or kraken tentacles, shifting in the water and dry air alike.
They are tall and robust, standing between 6 and 8 feet in height, with muscular frames that speak of their oceanic strength. Most Krakenborn also possess several appendages resembling the tentacles of a kraken. These might be small and tucked close to their sides or more pronounced, sprouting from their backs or shoulders. Their hands and feet are webbed, aiding in both swimming and grappling in combat.
History[edit]
Krakenborn are thought to be the product of ancient rituals and divine experiments, merging the power of the kraken with humanoid forms. Legends speak of them as a race forged in the deepest trenches of the sea, either by kraken gods seeking to control the surface world or by powerful sea mages looking to harness the kraken’s deadly might. Their earliest records are hidden beneath the waves, in sunken cities forgotten by time, but over the centuries, Krakenborn have emerged from their aquatic homes to forge their own destinies.
In some settings, Krakenborn might even serve as remnants of an ancient civilization that sought to rule the world by controlling both the oceans and the minds of other races. They were once considered a terrifying and powerful force but have since become fragmented, with their numbers scattered across the seas and coastlines of the world.
Their inherent power and connection to the oceans have led some to believe they were created as guardians of the deep, protecting lost treasures or ancient sea secrets, though many Krakenborn now seek their own paths.
Society[edit]
Krakenborn society is one built on hierarchy and power, influenced by the dominant nature of their ancestors. The strong command respect, and in Krakenborn culture, leadership is often earned through feats of strength, mastery over water, or cunning manipulation. They tend to live in coastal cities, deep sea lairs, or sunken ruins, forming tight-knit communities built around ancient rites or the worship of powerful sea entities.
Though they are isolationist by nature, Krakenborn may form alliances with surface dwellers if their goals align, often working as mercenaries, mystics, or advisors. Due to their alien nature, they are often distrusted by other races, and Krakenborn may prefer to live in hidden corners of the world, where they can pursue their agendas without interference.
The Krakenborn view themselves as part of a greater aquatic ecosystem and generally feel a deep connection to the ocean, considering it a sacred space. They are wary of surface dwellers who seek to exploit the sea’s resources, and some may even work as protectors of the oceans, though others are more selfish and indifferent to the wellbeing of others.
Culture and Values[edit]
Krakenborn values strength, cunning, and adaptability. Their culture is built around the idea of survival in an unforgiving world, one where only the most capable thrive. Their understanding of water, the ocean's depth, and the currents of power allows them to manipulate both the sea and others with great ease.
Due to their connection to the sea, Krakenborn tend to have a deep respect for the natural world and its cycles. They may also have a fondness for treasure hunting or seeking knowledge lost beneath the waves.
Krakenborn are known to engage in rituals and ceremonies that pay homage to the ancient krakens, or their forebears, as they strive to maintain the balance of their culture and connection to the depths. Their history and legends are often passed down in oral form, as well as in the form of tattoos, glyphs, and carvings found in ancient ruins or on the Krakenborn themselves.
Racial Traits[edit]
Ability Score Increase: Your Constitution score increases by 2, and your Wisdom score increases by 1.
Age: Krakenborn mature at the same rate as humans but can live up to 300 years.
Alignment: Krakenborn lean toward neutrality, particularly toward neutral evil, neutral good, and chaotic neutral, given their alien nature and focus on self-preservation.
Size: Krakenborn are typically between 6 and 8 feet tall, and their frames are heavy and muscular. Your size is Medium.
Speed: Your base walking speed is 30 feet. You have a swimming speed of 40 feet.
Aquatic Affinity: You are naturally adapted to underwater environments. You can breathe underwater and have advantage on Strength (Athletics) checks made to swim.
Tentacle Appendages: As a Krakenborn, you have additional appendages resembling small tentacles. These tentacles allow you to grapple with greater ease. When you take the Attack action and make a grapple check, you can use your bonus action to attempt to grapple one additional creature.
Mind of the Deep: You have advantage on saving throws against being charmed or frightened. Your connection to the depths of the ocean grants you resistance to psychic damage.
Kraken's Grip: As an action, you can use your tentacles to manipulate water and objects. You can cast the Mage Hand cantrip, but it is a watery tendril and can carry a maximum weight of 20 pounds. Additionally, you can cast Tidal Wave once per long rest. Wisdom is your spellcasting modifier for this ability.
Darkvision: Due to your connection to the deep sea, you have darkvision with a range of 60 feet.
Languages: You can speak, read, and write Common and Aquan.
Subraces: Tidalborn Krakenborn Tidal Manipulation: You have the ability to control water around you. As an action, you can cause a small amount of water to shift in your vicinity, such as creating a wave that knocks over objects (equivalent to the Control Water spell at will but on a smaller scale). Waveform Step: You can use your action to teleport up to 30 feet, leaving behind a ripple of water that grants you temporary concealment (you can hide as part of this movement). This feature can be used once per short rest.
Tempestborn Krakenborn Stormcaller: You can manipulate storms and weather. You can cast Call Lightning once per long rest. Unyielding Force: When you hit a creature with a melee weapon or unarmed strike, you can force the creature to make a Strength saving throw (DC 12). On a failure, the creature is knocked prone.