Krakin (5e Race)

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Krakin[edit]

Physical Description[edit]

The krakin stand just over the height of humans and sport larger muscle mass, but otherwise express similar traits, save two large, squidlike tentacles that emerge from their shoulder blades. These tentacles fade from the krakin's normal skin color to a darker color at the middle and end. Though not easily visible, krakin have a pair of tube-like gills just beneath their ears. A krakin's limbs work in conjunction with its tentacles to enable it to move gracefully underwater.

When a krakin so chooses, it can temporarily undergo a magical mutation called the titan state. When it enters its titan state, its appearance changes. Their skin turns to a dark color, their mouth transforms into a short, crooked beak, suction cups form on their fingers and toes, and their head elongates conically, similar to a squid's. Depending on the nature of their transformation, some other kraken-esque traits may manifest. This form allows the krakin to call upon greater titanic power stored in its blood, such as commanding waves or evoking crackling lightning storms.

History[edit]

The first krakin were the creations of a mad spellcaster fascinated with the raw power of the titans. He (barely) drew blood from the mighty kraken and imbued human fetuses with its power. Upon birth, the krakin could, albeit temporarily, successfully wield the magic of the kraken, but didn't have many legs to stand on. Some found homes on land; others under the sea. But none have a true place.

Society[edit]

Krakin have no true society of their own. Their blood has mingled and resurfaced over generations as the first krakin bore children with other races. The tentacles that indicate their heritage are seen by some a blessing and others a curse. They tend to draw fear from others when they expose their true power, so many conceal their tentacles beneath clothing. A krakin's mood is like the sea: A breeze of warmth sometimes, a secretive and inky deep during others, and a raging storm on occasion. In the heat of emotion, the primal fury of the kraken often resurfaces, and many krakin abandon any self-restraints they may have when confronting a hated foe or experiencing a major loss or betrayal.

Krakin Names[edit]

Krakin usually take names in Common or Aquan, depending on their parent culture. Most often, they'll take mysterious sounding names, reflecting on the secretive depths from which their ancestry flows.

Male: Ammon, Garth, Merlin, Raz

Female: Anette, Calypso, Heidi, Liras

Krakin Traits[edit]

Infused with the power of the mighty kraken, these betentacled humanoids can unlock the might of the ocean within their titan blood.
Ability Score Increase. Your Strength score increases by 2 and your Intelligence score increases by 1.
Age. Krakin are blessed with long lives. After reaching maturity at around the age that a human does, a krakin can expect 500-550 years of life. They show little sign of physical age until their very last years.
Alignment. Most krakin are misfit individuals that tend toward Chaotic alignment.
Size. Krakin stand just over 6 feet and weigh anywhere from 120 to 350 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
Amphibious. You can breathe air and water.
Tentacles. You have tentacles that are natural weapons, which deal bludgeoning damage equal to 1d4 + your Strength modifier on a hit. You can also use your tentacles as rudimentary hands to pick up objects or manipulate simple tools and contraptions. Your tentacles cannot carry more than 10 pounds, wield weapons, or carry a shield. As long as both your tentacles are free, you have advantage on any checks made to initiate or maintain a grapple.
Kraken Telepathy. You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
Kraken Resistance. You have resistance to lightning damage.
Languages. You can speak, read, and write Common and Primordial.
Subrace. Choose from Deepwater Titan, Storm Titan, or Surge Titan.

Deepwater Titan[edit]

Deepwater Titan State. When you reach 3rd level, you can enter your titan state as an action, gaining more squidlike features along your face and body.

  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you can spurt toxic ink from your skin to hinder your foes. As a bonus action on each of your turns, you can choose a target within 10 feet of you. That target takes poison damage equal to your level and must succeed on a Constitution saving throw (DC= 8 + your proficiency bonus + your Constitution modifier) or suffer disadvantage on the next attack roll it makes against you until the start of your next turn.
  • Once you activate this trait, you cannot use it again until you complete a long rest.

Storm Titan[edit]

Storm Titan State. When you reach 3rd level, you can enter your titan state as an action, causing your eyes to glow with a stormy fury and lightning to crackle across your body.

  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, creatures you choose within 10 feet of you share your resistance to lightning damage. Additionally, once on each of turns, you can deal extra lightning damage to one target when you deal damage to it with an attack or a spell. The extra lightning damage equals your level.
  • Once you activate this trait, you cannot use it again until you complete a long rest.

Surge Titan[edit]

Surge Titan State. When you reach 3rd level, you can enter your titan state as an action, strengthening your tentacles and streamlining your body.

  • Your transformation lasts for 1 minute or until you end it as a bonus action. During it, your swimming speed increases to 40 feet, and you ignore the effects of difficult terrain composed of strong currents or rushing tides. Additionally, you can create a stormy current in the air or water around you. As a bonus action on each of your turns, you can choose a target within 10 feet of you. That creature takes bludgeoning damage equal to your level, which is considered magical for the purposes of overcoming resistances and immunities, and must make a Dexterity saving throw (DC= 8 + your proficiency bonus + your Constitution modifier). On a failed save, you either push that creature 10 feet away from you in a straight line or knock it prone (your choice).
  • Once you activate this trait, you cannot use it again until you complete a long rest.

Suggested Characteristics[edit]

When creating a krakin character, you can use the following table of traits, ideals, bonds and flaws to help flesh out your character. Use these tables in addition to or in place of your background's characteristics.

d8 Personality Trait
1 I love the wild beauty of nature.
2 I like to flaunt my kraken-like features to gain attention.
3 Despite what others might think, I dislike the ocean.
4 I'm always hungry.
5 I can never sit still.
6 I love jewelry, especially piercings. My tentacles are covered with them.
7 I have a terrible sense of humor, but I love to annoy people with it.
8 In isolation I find myself deep in thought.
d6 Ideal
1 Discovery. I crave the ocean and all its mysteries. It's in my blood- literally. (Neutral)
2 Protection. I must use my unique abilities for the good of others. (Good)
3 Rebuke. Anyone who thinks I'm a freak will pay. (Evil)
4 Isolation. I do everything best when I go it alone. (Chaotic)
5 Power. Why should I have to listen to those weaker than me? (Chaotic)
6 Passion. I've devoted myself to a course of action, and I'll go through with it. (Any)
d6 Bond
1 My parents were always the closest to me, and I visit them all the time.
2 I've got a friend or two who's always at my side.
3 I'm much too self-reliant to associate with people I don't have to.
4 I'm always on the search for a new friend.
5 I talk to myself a lot, but I always speak like I'm talking to someone else.
6 I'm trying to make amends with an old rival.
d6 Flaw
1 I've got a mischievous streak that gets me into trouble every now and then.
2 I'm ashamed of my true appearance, and I only bear it to my closest companions.
3 Violent anger is no stranger to me.
4 I'm quite clumsy. For some reason, I rely on my tentacles to perform intricate tasks.
5 When I get mad, I get very, very mad, though it doesn't last long.
6 I'm always worried about what others think of me or my accomplishments.
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