Kraken Soul (Sorcerer)

Sometimes the spark of magic that fuels a sorcerer comes from the inspiration of a powerful entity that exists within the world. Your power comes from crashing waves and watery depths that fuel and twist around the Kraken.

Sorcerers of this path worship the Krakens of the world and will go out of there to see one for themselves and witness the absolute power of these magnificent beasts.

Soul from the Deep At 1st level, you gain the ability to conjure water by touching an object you wish to drench or fill with water. You can cast the Create, and Destroy Water spell at will, you also gain the ability to spurt an inky cloud out of your mouth in a 20-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than yourself. Each creature other than you and your allies that ends its turn there must succeed on a DC Constitution saving throw against your Spell DC, taking 2d8 poison damage on a failed save, or half as much damage on a successful one. The cloud lasts 1 minute. The ink cloud damage increases to 3d8 at 6th Level, 4d8 at 12th Level, and 5d8 at 18th Level. You can squirt out this ink once per Long Rest.

Hide of the Kraken Starting at 1st level, you can unleash the soul of the Kraken that lives within you. As a bonus action, you magically gain slight appearance traits of the Kraken. Small tentacle like appendages grow from your face and your skin is covered in a slippery slime-like substance. For 1 minute, you gain the following benefits: You can breathe underwater.

Your Swim speed is increased to 40ft.

Creatures have disadvantage when trying to Grapple you due to your now slippery skin.

You can use your tentacles to ensnare a creature within 15ft. The creature makes a Strength DC against yours or becomes Grappled by your tentacles. You can only grapple one creature with your tentacles. Once you use this feature, you can’t use it again until you finish a Long Rest.

Tentacle Walk Tentacles permanently form on your body, but can be easily concealed within clothes and armor. At 6th Level, The palms of your hands and bottoms of your feet also gain the suction pads common with octopi, squids and the kraken itself. Your Climb speed is increased to whatever your base movement speed is. You also gain the ability to climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Call of Poseidon Starting at 14th level, the kraken's soul within you grows restless and vengeful. In the face of defeat, it unleashes itself to protect its host from death. If you are reduced to 0 hit points, you can use your reaction to draw on the powers of the kraken itself. Crashing waves erupt around you and all creatures (allies included) within a 20ft radius of you are stuck in the swirling vortex and dealt bludgeoning damage equal to your Charisma modifier + your Sorcerer level. After being damaged all affected creatures are thrown back 20ft and knocked Prone. Once you use this feature, you can’t use it again until you finish a long rest.