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Patron The Kraken

You have made a pact with a kraken that lurks somewhere in the depths. Krakens are ancient and terrifying creatures; incomprehensible alien knowledge lurks within their minds. Krakens are known to control the rain and storms in areas that surround them, and curse the sailors above.

Expanded Spell List

Spell LevelSpells
1stcreate or destroy water, thunderwave
2ndaugury, gust of wind
3rdcall lightning, wall of water
4thcontrol water, storm sphere
5thcone of cold, control winds

Curse of the Deep

When you devote yourself to this patron at 1st-level, you learn the secret of infusing your spells with a watery curse. You also learn one cantrip of your choice that deals cold or lightning damage from any spell list.   When you hit a creature with a spell attack or when a creature fails a saving throw against your spell or cantrip, you can curse the target for 1 minute or until you curse a different creature with this feature.   Once per turn when you cast a spell, you can trigger the curse if that spell deals cold or lightning damage to the cursed target or forces it to move. Doing so subjects the target to the appropriate additional effect below, and then the curse ends if the spell that triggered the curse isn’t a cantrip (you choose the effect to use if more than one effect applies):
  • Cold Damage. If the affected target takes cold damage from your spell, the target’s speed is also reduced by 15 feet until the end of your next turn. If the spell already reduces the target’s speed, use whichever reduction is greater.
  • Lightning Damage. If the affected target takes lightning damage from your spell, the target cannot take reactions until the start of your next turn.
  • Forced Movement. If the target is moved by your spell, increase the distance it is moved by 15 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 effect 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

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 resistance to cold and lightning damage. Whenever you take lightning damage from an enemy you can use your reaction to 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.

Release 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 a mass of gigantic tentacles slam onto your foes. Pick up to 5 creatures that you can see within 30 feet of the portal. Those creatures must make Dexterity saving throws against your warlock spell save DC. Creatures that fail their saving throw take 10d6 bludgeoning damage and are restrained for 1 minute. Those that succeed take half the bludgeoning 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.   Once you use this ability, you cannot use it again until you complete a long rest.
DM's Guild: Mordenkainen's Codex of Allies

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