Sorcerer's Kraken Bloodline

Robbie A Gray

First Post
So I decided that I wanted to make a bloodline for Sorcerers that reflected the nature of the kraken and introduced a unique play style to the game. Below is what I have so far.

Please note that due to it being such a pain to go back and forth between my word document and several forums to make changes I decided to make things easier for myself and just put it all into a Gdoc and provide a link for you all to access.

Kraken Sorcerer Bloodline Link: Here.

If you have any constructive feedback on how to improve/balance this bloodline for sorcerers feel free to offer your suggestions below.:)
 
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Interesting! The damage from the tentacles seems a bit much - tentacle "hair" doing as much damage as a spear? It's also the first mention of said tentacles... and why do this when you could blast with a cantrip etc?

In my game Kraken "mages" tend to be warlocks following them as their dark patrons...
 

Interesting! The damage from the tentacles seems a bit much - tentacle "hair" doing as much damage as a spear? It's also the first mention of said tentacles... and why do this when you could blast with a cantrip etc?

In my game Kraken "mages" tend to be warlocks following them as their dark patrons...

That is a good point. I'll probably lower it to 1D4. For the most part it is just there for flavor, however I guess one benefit is that it can grapple. Perhaps it could be used to hold additional items (perhaps similar to Mage Hand). :erm:

However, as you can see:

Those born of this bloodline have been known to have strange traits; like tentacles instead of hair, scales or webbed fingers/toes.

I did make a reference to it earlier.
 



This is a nifty idea. I like that it has specific flavor and isn't just a Great Old One Sorcerer.

How long does the ink cloud last while underwater? Can you use the rage ability an unlimited number of times per day if you keep making your save against the fatigue?

I don't like the fatigue mechanic on the rage. Since you don't choose when to use the rage, it just happens, having fatigue on it could force a group to end the adventuring day early. 1 rank of fatigue isn't too bad, though this is worse, but I dread any mechanic that encourages the 5 minute work day more.

I do like the other mechanics of the rage. Preventing ritual/concentration spells is a penalty that could be felt. It encourages a specific playstyle too; go for broke, deal damage. I like that.
 

This is a nifty idea. I like that it has specific flavor and isn't just a Great Old One Sorcerer.

How long does the ink cloud last while underwater? Can you use the rage ability an unlimited number of times per day if you keep making your save against the fatigue?

I don't like the fatigue mechanic on the rage. Since you don't choose when to use the rage, it just happens, having fatigue on it could force a group to end the adventuring day early. 1 rank of fatigue isn't too bad, though this is worse, but I dread any mechanic that encourages the 5 minute work day more.

I do like the other mechanics of the rage. Preventing ritual/concentration spells is a penalty that could be felt. It encourages a specific playstyle too; go for broke, deal damage. I like that.

I am glad you like it.

I was thinking the ink cloud would last until the end of the sorcerer's next turn. Of course if you have any suggestions for that I would greatly appreciate them.

As for the fatigue I wasn't quite sure if DnD 5e had some sort of fatigue system in place so I tried to make up one of my own. I haven't been able to find anything about fatigue in the Player's Handbook so if you could tell me the page number that would be great.
 


I am glad you like it.

I was thinking the ink cloud would last until the end of the sorcerer's next turn. Of course if you have any suggestions for that I would greatly appreciate them.

As for the fatigue I wasn't quite sure if DnD 5e had some sort of fatigue system in place so I tried to make up one of my own. I haven't been able to find anything about fatigue in the Player's Handbook so if you could tell me the page number that would be great.

5E has a fatigue system. It's a track. 1-5 (or 6), final stage is death, second to final is "Speed 0". It is only cured by a long rest or a greater restoration spell, so fatigue on something nearly flags it as a "once per day" ability. The first level of fatigue is "disadvantage on ability checks", which can already be painful.

As for the ink, 1 round would make it a minor enough ability. I'd still put a short rest recharge on it. Though I suppose its utility depends on how often the party is underwater.
 

5E has a fatigue system. It's a track. 1-5 (or 6), final stage is death, second to final is "Speed 0". It is only cured by a long rest or a greater restoration spell, so fatigue on something nearly flags it as a "once per day" ability. The first level of fatigue is "disadvantage on ability checks", which can already be painful.

As for the ink, 1 round would make it a minor enough ability. I'd still put a short rest recharge on it. Though I suppose its utility depends on how often the party is underwater.

Well for the ink cloud, the ink that is applied to the Kraken Blood ability can be recharged with a short rest. The ability to infuse spells with ink as seen with Inky Magic requires 2 sorcery points.

Now for The Kraken's Wrath do you think it should be buffed a little? The reason I ask is because when I choose the resistances I was originally looking at the resistances of the kraken in the monster manual, out of those resistances I kept all but one, which was a resistance to lightning. Would the addition of that break this sorcerer ability?

EDIT: Someone on another forum did say something that made me wonder if perhaps it would be okay if the damage dealt by the sorcerer's tentacle hair from, Agile Tentacles would be increased when the sorcerer used the Kraken's Wrath.
 
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