Tier · III · Master Path · Power

Kraken Thrall — a hidden tradition —

So dangerous has the Sea of Fear become that many believe Oceanus, the god of the deep, hates land-dwellers. The waters become rough without warning, storms blow north, wind and rain slap coastal settlements, and countless ships have sunk to the bottom, dragging with them their crews. Luckily, sailors can enlist people like you to perform the proper ceremonies to appease the Great Kraken. Offerings of wine, animals, and gold can keep this monstrous deity at bay. You belong to the company of…

Belongs to I · Novice II · Expert III · Master

Level Progression

Reference during build

Level 7 Kraken Thrall

Attributes: Increase three attributes by 1 each. Health: +12 Languages: Any one Traditions: Hydromancy, Spells: One expert Blessing of the Kraken: You can breathe while submerged in water, and you gain the Swimmer trait if you don’t have it already. Finally, while you are on board a seafaring vessel, no beasts attack you, members of the crew, or other passengers, and the ship enjoys favorable winds and clement weather until it reaches its destination. The change to the weather extends out to a range of one-half mile in all directions. The Kraken’s Trident (Magical): You can use an action to cause a trident to appear in your hand and remain until it leaves your hand. The weapon is made from coral. The weapon uses the normal rules for a trident, except you can substitute Will for the attribute you normally use when you roll to attack with it. The weapon grants you 1 boon on rolls to attack with it and your attacks deal an extra 1d6 damage. At level 10, the extra damage increases to 2d6. Finally, when you get a critical success for an attack with this weapon against an air-breathing creature, you fill the target’s lungs with water. The target becomes weakened (luck ends) and subject to suffocation.

Level 8 Kraken Thrall

Health: +12, Bonus Damage: +1d6 Spells: One expert Call of the Kraken (Magical): You can use an action to evoke the essence of your god. Target any number of creatures more than 5 yards away, but within 10 yards. Each target makes a Strength roll with 1 bane. On a failure, ghostly waters drag the target into an empty space of your choice within 5 yards of you, and then the target becomes vulnerable (luck ends).

Level 10 Kraken Thrall

Health: +12 Bonus Damage: +1d6 Spells: One master Sea God’s Wrath (Magical): You can use an action to cause water to fill one Size 5 space within 15 yards. The water remains bound to that space. Creatures can move in the target space by swimming, but they cannot leave it. At the end of the round, a whirlpool forms in the center of the target space as the waters drain away. Each creature in the space takes 4d6 damage and must make a Strength roll. On a failure, the creature takes an extra 4d6 damage. Any creature incapacitated by this damage disappears, devoured by the Great Kraken. You can use this talent once. You regain the use of it after you rest.