Starting at 14th level, as an action, you can magically create three bolts of lightning, each of which can strike a target you can see within 120 feet. A target must make a Dexterity saving throw, against your warlock spell save DC, taking 4d10 lightning damage on a failed save, or half as much damage on a successful one. Once you use this feature, you must complete a long rest to use it again. Additionally, you may cast Control Weather once per day without consuming a spell slot.

Beginning at 10th level, you gain resistance to lightning and thunder damage, as you know the true fury of the powerful storms raised by your master. You also are unaffected by difficult terrain as no fixed feature can match the chaos of the rolling decks that you've traversed.

Starting at 6th level, your Patron bestows on you two long tentacles which adorn your sholders. These tentacles are considered natural weapons with the reach and light properties. They each deal 1d4 bludgeoning damage on a hit, and you can use your Charisma modifier, instead of Strength, for attack and damage rolls with them. They deal double damage against objects and structures and may be used to grapple. You gain a climbing speed equal to your walking speed, provided that you are not wearing medium or heavy armor.

At first level, you learn the Shape Water and Shocking Grasp cantrips. They count as warlock cantrips for you, but they don't count against your number of cantrips known.

The Kraken lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spells list for you.

Sailors of all races and creeds seldom breach a topic widely regarded as taboo. This one unmentionable is known to both salty seadogs and green sailors as the mighty Kraken, terror of the deep. The notion of a beast so mighty that it can simply drag entire vessels to the briney deep is enough to convince whole crews to stay ashore, so merely mentioning the titan would raise the ire of sailors of all types upon you. That said, there are those who have faced such a beast and lived to tell the tale, if they are to be believed. While most such claims are tall tales, there are those who would bargain their souls for their survival in an encounter with a Kraken. They live, and the leviathan grants them power to exact its will upon the shores.

Pact Boon -

Pact of the Appendage

Your Patron has bestowed upon you two long appendages that sprout from your back, just below where your arms connect to your torso. They appear to be appropriate to your patron: perhaps clawed, muscular arms for the Fiend; suckered tentacles for the Kraken; or segmented, insectoid pincers for the Great Old One. They are considered natural weapons with the reach and light properties. They each deal 1d4 bludgeoning damage on a hit, and you can use your Charisma modifier, instead of Strength, for attack and damage rolls with them. They may be used to grapple, and you gain a climbing speed equal to your walking speed, provided you are not wearing medium or heavy armor. If your otherworldly patron is The Kraken and you have this pact and Grip of the Master, you will have a total of four tentacles instead of two. With four tentacles, you get advantage on all grapple checks, and you may give up this advantage in order to attempt to grapple two creatures of medium size or smaller, that are adjacent to each other.

Additional Eldritch Invocations:

Otherworldy Awareness

Pact of the Appendage or Grip of the Master

You may attack more than one foe with your pact appendage or tentacle strike. If you choose to do so, divide your d4s of bludgeoning damage amongst two or more foes within reach. If you strike more than one foe in this way, you no longer add your charisma bonus to the damage.



Fling

Pact of the Appendage or Grip of the Master; 5th Level

As an Action, you can throw a medium-size or smaller opponent that you grapple with your pact appendages or tentacles. You can throw them a number of feet up to 10 times your charisma modifier, to a minimum of 10 feet. They must make a dexterity check with a DC equal to your spell save DC or take 1d6 bludgeoning damage for every ten feet they were flung. If you throw the target into another creature, that creature must make a dexterity check with a DC equal to your spell save DC, or be knocked prone. If you have both the Pact of the Appendage and Grip of the Master, you may instead throw a single Large-sized or smaller opponent, and they travel a distance up to 15 times your charisma modifier.

Lightning Whip

Pact of the Appendage or Grip of the Master; 5th Level

As a Bonus Action, you may charge your pact appendages or tentacles with electricity for one minute. Until the effect ends, your pact appendage and/or tentacle strike damage is increased by 1d6 lightning damage, and any creatures grappled by you take 1d6 lightning damage at the start of each of your turns. Once you use this feature, you may not do so again until you complete a short or long rest.















Overcharged

Kraken Otherworldly Patron, 7th Level

When you cast a spell or use an ability that results in lightning damage, you may ignore resistance to lightning damage and deal half damage to foes with immunity to lightning damage.

Crushing Grip

Pact of the Appendage or Grip of the Master, 11th Level

Whenever a creature being grappled by your pact appendages and/or tentacles fails an attempt to free themselves, you may deal damage equal to your pact appendage or tentacle strike as a reaction. You may also use a standard action to deal damage equal to your pact appendage or tentacle strike to a creature you are grappling.



Master's Form

Kraken Otherworldly Patron, 15th Level

As an action, you may magically assume the form of a Lesser Kraken (see statblock below) once per day. You retain your hit points, charisma, intelligence, wisdom, and traits. You may remain in this form for a number of minutes equal to your Warlock level, or until you end the effect as a bonus action. If you are reduced to zero hitpoints, you return to your normal form and are knocked unconcious.



Eldritch Storm

Kraken Otherworldly Patron; Eldritch Blast Cantrip

Whenever you cast your Eldritch Blast cantrip, you may have it deal lightning or thunder damage instead of force. If you choose lightning, the blast creates a burst of light that gives creatures within five feet of you disadvantage on melee attacks against you until your next turn. If you choose thunder, the blast creates a burst of sound that wakes any sleeping creatures within 120 feet of the target.



Lash of the Deep Ones

Kraken Otherwordly Patron; Pact of the Blade; 7th Level

If you select a whip as your pact weapon, its damage die becomes d8. If you land a critical hit against a creature, you may choose to force them to make an Intelligence saving throw against your spell save DC. They make this saving throw with disadvantage. On a failure, the creature is affected by a Phantasmal Force that provides the illusion that it is deep underwater with no way out. Creatures with water breathing or amphibious may breath normally although they are still unable to see past the spell, creatures without these traits begin to drown. Subsequent Investigation checks to discover the illusion are not made with disadvantage.



Friends from the Sea

Kraken Otherwordly Patron

If you selected an octopus as your familiar, replace the water breathing trait with amphibious, and it gains a flying speed equal to its swimming speed and treats the air as if it were underwater for all its traits and features. When your octopus uses its ink cloud ability, the ink doesn't obscure your vision. If you selected the Pact of the Chain, you may have a Giant Octopus as your familiar, instead, and it gains the above traits.

