Way of the Kraken
Tales of the mythical kraken has traveled far and wide, reaching from the endless depths of the darkest sea to the four corners of the world.
To you and yours, the stories are not mere tales, but guidelines. The kraken has claimed its supremacy of the oceans through its crushing, unrelenting grasp, showing by example how a dedicated martial artist can turn an embrace into a deadly squeeze.
Monks developed this style based upon the fighting technique of the Kraken which use its long tentacles to grab its foes, and they employ various grabs and holds in order to restrict their opponent's movements.
Monks of the Way of the Kraken around the Azure Sea
Whilst not following the tenets of destruction and domination that Slarkrethel and his spawn espouse, the monks of the Way of the Kraken have determined that the best way to fight such beings is by using their own strategems and abilities against them. They are based at the Tower of the Fist in Seaton, and are a small and private order that keep to themselves. None know what their true aspirations are, but they are tolerated by the townsfolk. The Way of the Kraken is based on original work by Eventyr Games.Monk of the Way of the Kraken by Leo
Way of the Kraken
Fluid Grappler. (Level 3)
At 3rd level, you can use Dexterity (Acrobatics) instead of Strength (Athletics) whenever you're initiating a grapple, or a creature is trying to escape your grapple.
Kraken's Grasp. (Level 3)
Beginning at 3rd level, you've learned to latch on like a kraken possessed. Whenever you hit a creature of large size or less with a melee attack granted by your Flurry of Blows, you can attempt to grapple the creature without spending an action to do so. If the creature is already grappled by you, you can instead make another grapple check to attempt to restrain that creature. If you succeed, the creature is restrained until the grapple ends.
Reaching Tentacles. (Level 6)
At 6th level, you've learned how to utilise your reach with your limbs like a squid's tentacles, that can be used to grasp or punch. When you make a melee attack or attempt a grapple using unarmed strikes or a monk weapon on your turn, your reach for it is 5 feet greater than normal.
Cephalopod's Camouflage. (Level 11)
By 11th level, you've learned how to alter your appearance, mimicking the crafty cephalopods of the ocean depths. As an action, you can cast the spell alter self. Once you use this ability, you must finish a short or long rest before you can use it again.
Drowning Depths. (Level 17)
Once you reach 17th level, you can channel the energy of the bottomless ocean into a creature. As an action on your turn, you can expend 3 ki points to cause water to fill the lungs of a creature you are grappling. The target must make a Constitution saving throw. On a success, the target takes 5d10 necrotic damage. On a failure, the target also runs out of breath and can't breathe or speak as long as it remains grappled by you. This ability does not affect creatures who ca breathe underwater.
At 3rd level, you can use Dexterity (Acrobatics) instead of Strength (Athletics) whenever you're initiating a grapple, or a creature is trying to escape your grapple.
Kraken's Grasp. (Level 3)
Beginning at 3rd level, you've learned to latch on like a kraken possessed. Whenever you hit a creature of large size or less with a melee attack granted by your Flurry of Blows, you can attempt to grapple the creature without spending an action to do so. If the creature is already grappled by you, you can instead make another grapple check to attempt to restrain that creature. If you succeed, the creature is restrained until the grapple ends.
Reaching Tentacles. (Level 6)
At 6th level, you've learned how to utilise your reach with your limbs like a squid's tentacles, that can be used to grasp or punch. When you make a melee attack or attempt a grapple using unarmed strikes or a monk weapon on your turn, your reach for it is 5 feet greater than normal.
Cephalopod's Camouflage. (Level 11)
By 11th level, you've learned how to alter your appearance, mimicking the crafty cephalopods of the ocean depths. As an action, you can cast the spell alter self. Once you use this ability, you must finish a short or long rest before you can use it again.
Drowning Depths. (Level 17)
Once you reach 17th level, you can channel the energy of the bottomless ocean into a creature. As an action on your turn, you can expend 3 ki points to cause water to fill the lungs of a creature you are grappling. The target must make a Constitution saving throw. On a success, the target takes 5d10 necrotic damage. On a failure, the target also runs out of breath and can't breathe or speak as long as it remains grappled by you. This ability does not affect creatures who ca breathe underwater.
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