Warlock Patron: The Kraken
You made a pact with a kraken that lurks somewhere in the world’s ocean.
Expanded Spell List
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 spell list for you.
The Kraken Expanded Spells
Spell Level Spells
1st create or destroy water, thunderwave
2nd augury, gust of wind
3rd call lightning, water breathing
4th control water, Evard’s black tentacles
5th commune with nature, cone of cold
Grasp of the Kraken
Starting at 1st level, you gain the ability to call forth spectral tentacles that grab at your foes. As an action, pick a point you can see within 60 feet of you. A horde of grasping tendrils appear at that point. Creatures of your choice within 10 feet of that point must make a Strength saving throw against your warlock spell save DC. Creatures that fail their saving throw are grappled for 1 minute or until you use this ability again. The spectral tentacle’s Strenght (Athletics) bonus is 2 + your proficiency bonus and it’s reach is 10 feet.
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.