Abyssal Domain

A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.

The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priest's personality and control it. Kraken priests can thereby act as eyes and ears for their masters, and when the kraken has something to say, the priest becomes its mouthpiece.

Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how its reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter its dire pronouncements.

Abyssal Domain Spells

Cleric Level Spells 1st command, create or destroy water 3rd darkness 5th call lightning, water breathing, water walk 7th control water, evard's black tentacles 9th maelstrom, destructive wave

Aquatic Combatant

When you choose this domain at 1st level, you gain proficiency in heavy armor and tridents.

The Depths of Fanaticism

From 1st level, you gain the ability to breathe air and water, have a swim speed of 30ft, and have learned either Abyssal, Infernal, or Primordial.

Channel Divinity: Voice of the Kraken

Beginning at 2nd level, A kraken speaks through you with a thunderous voice audible within 150ft. Creatures of the your choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Channel Divinity:

Behold! MY TENTACLES!

Beginning at level 6, as a reaction in response to any enemy action, you may spawn a number of aqueous tentacles equal to your class level/5 (rounded down) from your person to grapple any targets of your size within 30ft. of you. Using multiple tentacles to grapple the same target increases the maximum grapple size equal to the number additional of tentacles used.

Grapples with this ability use your spell attack modifier and are made with disadvantage against Small and smaller sized creatures. The channeling lasts for up to 1 minute or until you use a bonus action to release it.

While grappling, you may not move further than 30ft away from any target without relinquishing your hold.

On each of your turns you may use a bonus action to command each of your tentacles.

Fling. One Medium or smaller object held or creature grappled by your tentacles must either make a Strength saving throw or be thrown up to 30ft in a direction of your choosing and knocked prone. If a thrown target strikes a solid surface, the target takes 3(1d6) bludgeoning damage for every 10ft it was thrown. If the target is thrown at another creature, that creature must succeed on a Dexterity saving throw or take the same damage and be knocked prone if it is the same size or smaller than the creature thrown.

A Sickly Grasp. Pick any number your of tentacles to attempt a grapple on a target. Multiple grapple rolls may be made if size requirements are sufficient in the case of multiple tentacles.

For example, a medium creature being targeted by 3 tentacles will contest 3 times where as a large target would only contest once.

Scion of the Abyss

At 17th level, You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.