Order of the Kraken (5e Subclass)

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Order of the Kraken[edit]

Blood Hunter Subclass

Next to the Tarrasque, the Kraken is one of the most famous, or rather infamous, forces of destruction in existence. Even those who do not spend their lives at sea, shudder when they hear tales of the horrible Kraken. As the undisputed ruler of the seas, many have tried to align themselves with the monster, and some have even succeeded. However, the Blood Hunters who founded the Order of the Kraken realized that this was a menace that needed to be exterminated. The Kraken, along with all the other terrors of the ocean, became prey to this order.

Each order of Blood Hunters have unique initiation rituals when joining. But despite many having an over the top nature, there is a reason for each, but the rite of passage for this order even scares other orders. Members of this order understand that returning to the surface may not be an option on many missions, and so, force themselves to adapt. And so, the Primordial Plunge became a dreaded, yet very respected ritual. In this ritual, initiates have large stones strapped to their feet, and then thrown into the sea. The initiate is then expected to use their power of hemocraft, to rapidly and forcibly cause their body to evolve. To change their genetic make up in a matter of moments. Many fail, but the few that succeed, are among the most respected of all Blood Hunters.

Herald of the Deep

When you choose this archetype at 3rd level, your body fully mutates to survive the deep sea. You gain a swimming speed equal to your walking speed, you can breathe underwater, and you have blindsight out to 10ft while underwater.

Aspect of the Kraken

Also at 3rd level, you further mutate your body to mimic that of the legendary Kraken. As a bonus action, you manifest abilities or appendages that resemble the Kraken for up to 1 hour. You can speak, use equipment, and wear armor while in this form, and can revert to your normal form as a bonus action. You automatically revert to your normal form if you fall unconscious or die.

When you transform, choose one of the following aspects to manifest:

  • Ink Cloud. As a reaction when you take damage, you can cause the area within 10ft of you to become heavily obscured with dark mist until the start of your next turn.
  • Lightning Rod. You can cast Absorb Elements at its lowest level at will. If the triggering damage is lightning, the added damage to your next attack becomes d8's instead of d6's.
  • Tentacles. You sprout a tentacle from your back. When you transform and as a bonus action on subsequent turns, you can make a single attack with this tentacle. It counts as a simple melee weapon with a range of 5ft and uses your choice of Strength or Dexterity for attack and damage rolls. You can apply a Crimson Rite to the tentacle and it deals 1d4 bludgeoning damage on a hit.

While transformed, you can use an action to switch to a different manifestation.

Once you use this feature, you must finish a short or long rest before you can use it again.

Trench Lurker

At 7th level, you have become accustomed to survival far below the surface of the water. You gain resistance to cold damage. In addition, you have advantage on checks and saving throws to avoid becoming grappled, restrained, and effects that would reduce your speed.

Champion of the Deep

At 11th level, you take the next step in evolution and become even more like the great sea beast. You can now communicate telepathically with creatures that are within 60ft of you, while you are both underwater. You do not need to share a language, but they must be able to speak at least one language. In addition, the following benefits are granted to you transformation options:

  • Ink Cloud. When you use this ability, you can immediately move up to half your movement speed without provoking opportunity attacks.
  • Lightning Rod. If the triggering damage is lightning damage, you are immune to it instead of resistant.
  • Tentacles. Instead of attacking with the tentacle, you can use a bonus action to attempt to grapple a creature within range.
Brand of the Abyss

At 15th level, your Brand of Castigation can place the crushing weight of the sea on their shoulders. Whenever you hit a branded creature with a weapon for which you have an active crimson rite, you can force them to make a Strength saving throw or have an intense pressure come down on them. While this pressure is upon them, their speed is reduced to 0 and they cannot take reactions.

Ruler of the Deep

At 18th level, you become a visage of the mighty Kraken and unleash its full power. The following benefits are granted to you transformation options:

  • Ink Cloud. When you use this ability, you can move your full movement speed and become invisible until the start of your next turn.
  • Lightning Rod. When you cast Absorb Elements with this feature, it is at a level equal to your Hemocraft modifier (minimum of 1st).
  • Tentacles. You sprout two tentacles and they have a range of 10ft. You can make a single attack with each as a bonus action.

You also gain the Blood Curse of the Fathomless for your Blood Maledict feature. This doesn’t count against your number of blood curses known.

Blood Curse of the Fathomless. As an action, you mark the water in a creature's blood as a focus point for all that lurks below. When you do this, tendrils or dark blood erupts the target and pulls them down. They are knocked prone, restrained, and blinded until the end of their next turn.

Amplify. This curse lasts for 1 minute. A cursed creature can make a Wisdom saving throw at the end of each of its turns, ending the curse on itself on a success.

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