In the ancient, undulating depths of the world, where the ocean’s heart beats with a rhythm older than time, lies the genesis of the Kraken Titans. It is said that during the epoch of creation, when the land and sea were still entwined in their primordial dance, the deity of the deep, Thalassar, summoned forth the Kraken Titans. These beings, colossal and wise, were born from the ocean's most secretive cradle, a place where light dares not linger and the water whispers of the world’s oldest secrets.
The history of the Kraken Titans is as vast as the ocean they hail from. In the earliest days, their colossal forms glided through the abyssal waters, nurturing the life that bloomed in their wake and guarding the secrets that slumbered in the ocean’s darkest recesses. However, their purpose evolved with the emergence of Alavir, the land of splendor, where civilizations thrived under the sun.
The Kraken Titans felt the tremors of discord as terrestrial beings vied for dominion, oblivious to the ancient darkness that stirred in the ocean's uncharted depths. Access to Verna by land dwellers is a closely guarded secret, known only to the highest echelons of Alavir’s rulers. In a secluded chamber, veiled from prying eyes, lies the portal to Verna. Its swirling depths reflect the ocean’s vastness, a gateway for those who dare to embrace the ocean’s call.
Recognizing the need for guardians against these encroaching shadows, the Kraken Titans, under the guidance of Thalassar, founded Verna, a city of shimmering spires and bioluminescent streets, hidden within the ocean’s embrace. Verna became a sanctuary for the Titans and a bastion against the darkness. Here, they trained in the arcane arts and martial prowess, their strength intertwined with the ocean’s timeless might.
Level 1
At 1st level, As an action, you can summon a tentacle that will attempt to grapple a creature within 30 feet of you. If the grapple succeeds the creature takes Water damage in place of the normal grapple damage. You can grapple up to 8 creatures at a time but only one per round. You have a swimming speed equal to your walking speed and can breathe under water.
You gain 1 level of proficiency in the Grapple skill.
At 3rd level, you add your Intelligence, Wisdom, or Charisma modifier to Initiative rolls. Additionally, if you are in the top 3 in initiative order, you can pull a grappled creature within 5 feet of you at the start of combat.
At 6th level, when you succeed on an Grapple skill check all creatures you have grappled take an additional (PM)d4 damage.
At 8th level, Once every 3 round, make an intimidation skill check on a creature who can see you if you succeed the creature is Petrified.
At 11th level, When a creature you have grappled takes damage, you can use your reaction to thrash them around, forcing all other creatures within 10 feet of you to make a Dexterity saving throw. On a failure they take (PM)d4 + STR bludgeoning damage from your grappled target being whipped around.
At 13th level, Your grappled targets have disadvantage on ability checks and saving throws made to try to escape your grasp or avoid being grappled. In addition, you have advantage on ability checks made to initiate or maintain a grapple on targets. Your tentacle-like limbs wrap tightly to prevent any hope of breaking free dealing (PM)d4 + STR on a failed escape.
At 16th level, You have immunity to Water, Ice, and Force damage.
At 18th level, Your Kraken features deal d12 instead of D4, and your tentacle grapple range increases to 300 feet. In addition, you can now use Gift of the Deep on 2 creatures per round.