Path of the Kraken

Witnessing the awesome might of a sea kraken crushing a galleon into a right mess of pulp and screaming gore will change a person. Tribal cultures living in the wake of such raw awesome might strive to emulate these eight armed demi-gods.

Grasp of the deep lord

When you choose this path at 3rd level your body becomes a magnificient weapon of natures fury. The strength of the deep lord empowers you to crush your foes.

Your unarmed attacks deal 1d4 bludgeoning damage. Use your str modifier for the attack and damage rolls.

While unarmed you may make one unarmed attack as a bonus action. You use your str modifier for the attack and damage rolls.

While raging your proficiency bonus is doubled for any ability checks you make using athletics.

While unarmed the number of creatures you may grapple at one time increases to 3. This number increases to 4 at 6th level, 5 at 10th level, and 6 at 14th level.

Whenever you may make an unarmed attack, you may instead attempt to grapple or shove.

Hunter of the deep

Beggining at 6th level you teach fear to those who once thought themselves safe from you.

You gain a swim speed equal to your walking speed and may hold your breath for thrice the normal duration.

Your unarmed melee attacks and attempts to grapple and shove count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Stranglehold

Beggining at 10th level you gain the Stranglehold feature.

While raging and unarmed, creatures who end their turn grappled by you, or with you grappled to them (see "Climb onto a Bigger Creature" DMG 271) provoke an opportunity attack from you.

Sea of arms

Starting at 14th level, the first time you use your Stranglehold feature in a round doesn't require your reaction.