TEXT: take the plunge and uncover 
  new options for 5th edition d&d
  take the plunge and uncover 
  new options for 5th edition d&d
  Steve Fidler
  Steve Fidler
   the 
  KraKin
   the 
  KraKin
  
  1
  Release the Krakin       ҉  Preface
  vorpal dice press
  Table of Contents
  Krakin Race
   ₀
  Description ...................................... 
  2
   ₀
  Race Features .................................. 
  3
   ₀
  Waterborn Racial Feat .................... 
  3
   ₀
  Forgotten Realms Race Variants .... 
  4
  Deep Ocean Subclasses
   ₀
  Sea Domain (Cleric) ........................ 
  5
   ₀
  Denizen of the Depths (Warlock) ... 
  6
  Credits
  Designer and Producer. Steve Fidler
  Mechanical Editor. Nicolo Dela Merced
  Copy Editor. Ryan Langr of Realmwarp Media
  Cover Illustrator. Lluis Abadias
  Page Art.
  Page 1. Under the Sea by Matt Marrow
  Page 3. Tidal Wave, used without attribution under CC0 
  License
  Page 5. Lords of Madness - Deepsea by Wizards of the Coast
  Page 6. Hail Mighty Dagon by Matt Marrow
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, 
  Forgotten Realms, Ravenloft, Eberron, the dragon 
  ampersand, Ravnica and all other Wizards of the 
  Coast product names, and their respective logos are 
  trademarks of Wizards of the Coast in the USA and 
  other countries.
  This work contains material that is copyright Wizards 
  of the Coast and/or other authors. Such material is 
  used with permission under the Community Content 
  Agreement for Dungeon Masters Guild.
  All other original material in this work is copyright 
  2019 by Vorpal Dice Press (unless otherwise 
  stated) and published under the Community Content 
  Agreement for Dungeon Masters Guild.
  
  2
  Release the Krakin       ҉  Race 
  vorpal dice press
  Krakin
  As our ship rounded the peninsula and entered the bay, 
  I remember noticing the tiny huts made of coral and stone 
  dotting the coast and thinking nothing of it. On reflection, 
  the lack of fishing boats should have been a dead giveaway. 
  We attempted to set anchor, but the anchor was thrown 
  back aboard the ship by a slick, leathery tentacle. Suddenly, 
  the water churned and the ship was locked in place. Dozens 
  of vaguely fish-like creatures rose up from the water and 
  boarded our ship, sending my crew into the depths and  
  forcing them to flee to the shore.
  At first, I surrendered to my outrage and vowed revenge 
  on these malignant creatures. As I laid in wait and observed 
  them, looking for an opportunity to strike, I was given a 
  glimpse into their life. They were a tribe of people, not 
  creatures. Mothers, fathers, children, and friends. We had 
  encroached upon their land, and they sought only to protect 
  their livelihood. As I reflect on that fateful day, I remember 
  that not one drop of blood was shed by our crew. Boards 
  were broken and masts were felled, but that was simply 
  wood, nails, and rope.
  – Knaught Alus, first mate
  Even seafaring civilizations regard the Krakin in awe and 
  distrust. Their pale and washed out features betray their 
  drowned heritage and inspire fear in those who set sights 
  on them. A Krakin is well aware of the rumors others 
  hold on their lineage–a pact made between a particularly 
  industrious kraken and a human slave, granting them 
  supernatural powers at the cost of their bloodline becoming 
  cursed. Whether a Krakin sets out on a path of redemption 
  or to prove their fears founded, they will always exist on the  
  fringes of society.
  Deep Heritage
  Krakin can always trace their lineage back to a human, and 
  as such share much of their form. However, the influence 
  of a great evil has forever tainted their appearance. Krakin 
  have pale white-blue skin and hair that resembles sea plants 
  such as kelp and ranges from blue to greenish-yellow. Their 
  faces often have small tentacles that drip from their jawline 
  like slime. The skin on the back of their arms, shoulders, 
  and buttocks are covered in fish-like scales and are slick 
  to the touch. Small spikes, not unlike fins, protrude from 
  their elbows and shoulders as well. Their eyes are yellow 
  with menacing irises. The lids close both horizontally and 
  vertically which can shock onlookers when they blink.
  Tribal Outcasts
  As outcasts in most landlocked cities, Krakin tend to form 
  small collectives that function like tribes, dotting the coasts 
  of rivers, lakes, and oceans. If a Krakin strikes out for life in a 
  big city, they will inevitably find themselves in bustling ports 
  and island nations. Krakin society is welcoming to other 
  waterborne races such as merfolk, merrow, sea elves, and 
  tritons. As a result, the collectives that become large very 
  commonly have a mixed population.
  Krakin Personality
  The cursed blood that courses through a Krakin often leads 
  them to a life of reclusion and malevolent action. However, 
  within their own collective, and with those they choose to 
  treat as ally, their personality flourishes. You can select, 
  roll, or adapt a krakin-specific quirk from the Krakin 
  Quirks table. Use the quirk to inform how you portray your 
  character.
  Krakin Quirks
  d6
  Quirks
  1
  You carry a flask or container of water from your homeland 
  with you everywhere you go, which you protect dearly.
  2
  You will only consume seafood, and the thought of land-
  borne food disgusts you.
  3
  You lace Aquan phrases and idioms into any language you 
  speak, especially Common.
  4
  You have a deep resentment towards Tritons, Water Genasi, 
  and Sea Elves for their ease of integrating with others.
  5
  You have a strong aversion to the deepest parts of the sea, 
  for fear of meeting your ancient patron.
  6
  You assume that everyone treats you as an evil creature, 
  even if your intentions clearly aren’t.
  Krakin Names
  The name a Krakin is given is unlikely to be anything based 
  on a language other than aquan, as it is their native tongue. 
  As such, Krakin who adventure outside their collectives will 
  often take a ‘common’ name, keeping their birth name close 
  to their heart.
  Male Krakin Names. Agulhas, Alborán, Aleutian, Balearic, 
  Comoro, Gascoyne, Herodotus, Makarov, Nares, Natal, Perth, 
  Sardino, Tasman, Weddell
  Female Krakin Names. Adriatic, Boreas, Cascadia, 
  Demerara, Euxine, Hellenic, Madeira, Mariana, Mascarene, 
  Penrhyn, Sicilia, Silver
  
  3
  Release the Krakin       ҉   Features
  vorpal dice press
  Krakin Traits
  Your krakin character has an assortment of abilities, 
  ingrained in their physiology and culture.
  Ability Score Increase. Your Constitution score increases by 
  2, and your Wisdom score increases by 1.
  Age. Krakin mature at the same rate as humans, but live just 
  a few years less.
  Alignment. Krakin tend toward an evil nature, as their 
  perception of the judgment against them from other races 
  leads them to an opposed lifestyle. However, they tend to be 
  lawful within their own laws.
  Size. Krakin are roughly the same size and build as humans. 
  Your size is Medium.
  Speed. Your base walking speed is 30 feet, and you have a 
  swimming speed of 30 feet.
  Amphibious. You can breath air and water.
  Darkvision. Your underwater adaptations grant you 
  superior vision in dark and dim light conditions. You can see 
  in dim light within 60 feet of you as if it were bright light, and 
  in darkness as if it were dim light. You can’t discern color in 
  darkness, only shades of grey.
  Denizen of the Depths. Adapted to even the most extreme 
  ocean depths, you have resistance to cold damage, and you 
  ignore any of the drawbacks caused by a deep, underwater 
  environment.
  Underwater Predator. Your ability to detect motion while 
  in water provides you a unique way to become aware of 
  danger. Your movement while swimming does not provoke 
  opportunity attacks. Additionally, you always treat visibility 
  underwater as if it is clear water and bright light, and the 
  range at which you detect encounters becomes 120 feet, 
  instead of 60 feet as described in Chapter 5 of the Dungeon 
  Master’s Guide.
  Monstrous Magic. You know the frostbite cantrip. Starting 
  at 3rd level, you can cast the tendrils of the depths spell 
  (sidebar); you must finish a long rest in order to cast the spell 
  again using this trait. Starting at 5th level, you can also cast 
  the darkness spell; you must finish a long rest in order to cast 
  the spell again using this trait. Wisdom is your spellcasting 
  modifier for these spells.
  Languages. You can speak, read, and write Common  
  and Aquan.
  Spell: Tendrils of the Depths
  1st-level conjuration
  Casting Time: 1 action
  Range: 60 feet
  Components: V, S, M (a vial of black ink)
  Duration: Concentration, up to 1 minute
  Classes: Sorcerer, Wizard, Warlock (depths patron) 
   
  A swirling mass of 5-foot-deep water appears in a 
  10-foot radius centered on a point you can see within 
  range. The point must be on ground or in a body of 
  water. The first time a creature that is not grappled 
  by this spell enters the affected area on its turn, or 
  starts their turn there, they must make a Strength 
  saving throw. On a failed save, a fleshy tendril erupts 
  from the ground and grapples them. Any creature 
  grappled by this spell at the start of their turn takes 
  1d8 bludgeoning damage. The creature can repeat 
  the saving throw at the end of their turn, ending 
  the grapple on a successful save. The grapple ends 
  immediately if the creature leaves the affected area. If 
  the chosen point is within a body of water, such as a 
  river or ocean, creatures damaged by this spell take an 
  additional 1d8 cold damage.
  At Higher Levels. When you cast this spell using 
  a spell slot of 2nd level or higher, the bludgeoning 
  damage increases by 1d8 for each slot level above 1st.
  Waterborn Racial Feat
  Fish In and Out of Water
  Prerequisite: A swim speed granted by your race
  The aquatic adaptations of your form allow for 
  enhanced ability when adventuring in watery 
  environments.
   ₀
  Increase your Strength or Dexterity by 1, to a 
  maximum of 20.
   ₀
  While swimming, you can take the Dash action as 
  a bonus action and have advantage on Dexterity 
  saving throws.
   ₀
  As long as you are not unconcious or incapacitated, 
  you ignore the first 100 feet you fall when diving 
  into water, for the purpose of determining falling 
  damage.
  
  4
  Release the Krakin       ҉  Variants 
  vorpal dice press
  Sea Spawn, Locathah, and You
  The Krakin race is a new addition to the Dungeons & 
  Dragons mythos. It’s spawned from a natural understanding 
  that not just fiends create pacts or curse bloodlines. In the 
  Forgotten Realms, there are two other races that occupy 
  many of the same thematics as the Krakin race. Below I 
  detail why I didn’t use these races, but how you might adapt 
  the Krakin as one of these instead.
  Sea Spawn
  These fairly monstrous creatures are a byproduct of a 
  human creating a pact with mythical sea creatures, including 
  but not limited to the Kraken. Most importantly however, it 
  is a transformation not unlike Lycanthropy or Lichdom that 
  occurs to a humanoid later in life. For this reason, I felt it 
  was inappropriate as a PC Race option. That being said, a Sea 
  Spawn who could procreate might be an early progenitor of 
  the Krakin race! Alternatively, if you or one of your players 
  wishes to be a Sea Spawn, swap your Ability Score Increase 
  and Monstrous Magic features with the following:
  Age. A sea spawn is transformed from another creature, 
  typically a human. As such, their age is impossible to 
  determine.
  Alignment. A sea spawn’s alignment comes directly from 
  their patron creature, and their actions are guided rigidly by 
  the wishes of their patron.
  Ability Score Increase. Your Constitution score increases by 
  2, and your Strength score increases by 1.
  Piscine Anatomy. You have one of the following attack 
  options, which reflects your twisted anatomy.
   ₀
  Bite. Your form includes a functional fanged maw, which 
  is a natural weapon you can use to make unarmed strikes. 
  You can use Dexterity instead of Strength for the attack 
  and damage rolls with this bite. If you hit with it, you deal 
  1d6 piercing damage, instead of the bludgeoning damage 
  normal for an unarmed strike.
   ₀
  Poison Quills. Barbs of bone appear on portions of your 
  body. When you successfully grapple or shove a creature 
  these barbs deal 1d4 poison damage to the target.
   ₀
  Tentacle. You have a fleshy tentacle as an appendage, 
  which is a natural weapon. If you hit with it, you deal 
  bludgeoning damage equal to your Strength modifier and 
  if the target is Medium or smaller, it becomes grappled by 
  you. While a creature is grappled this way, you can’t use 
  your tentacle to make an attack.
  Locathah
  The Locathah are an interesting race. They are exceptionally 
  monstrous, and have a history deeply entrenched in slavery; 
  particularly by the Kuo-toa and Ixitxachitl located in the 
  Sea of Fallen Stars. Currently, whatever slavery of their 
  race exists is minimal, but that baggage is not something 
  I felt was appropriate for a player race. Also, they have a 
  strict code of etiquette that results in them either fleeing, 
  or attacking anyone who approaches them with a weapon 
  drawn. This creates a unique challenge for a player to 
  roleplay the race appropriately and could cause conflict with 
  the party’s goals, disrupting play.
  The reason I mention them here is that their historical 
  slavery induced a culture of tight-knit communities and 
  nomadic behavior dotted along the coasts and shallow 
  waters of Serôs. This is quite similar to the collectives of the 
  Krakin, which makes it a good candidate for reskinning. I 
  wanted to provide the option for groups who are alright with 
  introducing this dynamic to the table.
  If you or one of your players wishes to be a Locathah, swap 
  your Ability Score Increase and Monstrous Magic features 
  with the following:
  Age. Locathah have a short pre-adulthood stage where they 
  are quite vulnerable and much more fish-like. They reach 
  adulthood, and a more humanoid appearance, around 10 
  years of age, and typically live about 125 years.
  Alignment. Locathah are an extremely close knit 
  community, and have very rigid ideas of what needs to be 
  done. They are most often lawful, and almost always neutral.
  Ability Score Increase. Your Constitution, Strength, and 
  Wisdom scores each increase by 1.
  Locathan Defense. Locathah have an innate distrust of 
  creatures outside their community, and have developed a 
  sort of preternatural sense towards threats. You can’t be 
  surprised while you are conscious. In addition, immediately 
  after a hostile creature moves to within 5 feet of you, you 
  can use your reaction to either make a single weapon attack 
  against that creature, or move up to half your movement. This 
  movement does not provoke opportunity attacks. Once you 
  use this trait, you can’t use it again until you finish a short or 
  long rest.
  
  5
  Release the Krakin       ҉  Subclasses
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  Sea Domain
  The divine domain of the sea is a realm held by Umberlee 
  alone. Clerics of the sea are tasked by their god to consume 
  the world around them, drowning the land and returning its 
  bounties to the original provider. Additionally, they collect 
  tribute from those who seek to traverse the sea and enact 
  the wrath of Umberlee on those who do not provide it.
  At each indicated cleric level, you add the listed spells to 
  your spells prepared.
  Sea Domain Spells
  Cleric Level
  Spells
  1st
  fog cloud, wrathful smite
  3rd
  misty step, warding wind
  5th
  call lightning, tidal wave
  7th
  control water, storm sphere
  9th
  control winds, maelstrom
  Bonus Proficiency
  At 1st level, you gain proficiency with the shortsword, 
  trident, all types of crossbows, and the net.
  In addition, being within 5 feet of a hostile creature doesn’t 
  impose disadvantage on your ranged attack rolls with a net.
  Unrelenting Tide
  Also at 1st level, your divine power is especially effective 
  against creatures whom you have censured. Whenever a 
  creature fails a saving throw against a cleric spell you cast 
  of 1st-level or higher or Channel Divinity powers, your first 
  attack against that creature within the next minute is made 
  with advantage.
  Channel Divinity: Sea Surge
  Starting at 2nd level, you can use your Channel Divinity to 
  wield the power of the tide and waves.
  As an action, you present your holy symbol and invoke a 
  swell of mystical water in a 60-foot cube centered on you. 
  Choose any number of creatures you can see within this 
  area, including yourself. The water begins to roil on one edge 
  of your choice and a wave crashes across to the opposite 
  side. Creatures in this area must make a Strength saving 
  throw to attempt to endure the wave. Creatures with a swim 
  speed make this saving throw with advantage, and friendly 
  creatures can choose to move with the tide and fail the save 
  without rolling. Creatures that fail this save are pushed 30 
  feet in the direction of the wave.
  Channel Divinity: Rebuke of the Depths
  At 6th level, when a hostile creature that is Large or smaller 
  willingly moves into a space within 5 feet of you or an ally 
  you can see within 60 feet, you can use your reaction and 
  expend a use of your Channel Divinity to have that creature 
  make a Strength saving throw. On a failed save, they are 
  pushed 30 feet directly backwards, or half as much on a 
  successful one.
  Divine Strike
  At 8th level, you gain the ability to infuse your weapon 
  strikes with divine energy. Once on each of your turns when 
  you hit a creature with a weapon attack, you can cause the 
  attack to deal an extra 1d8 cold damage to the target. When 
  you reach 14th level, the extra damage increases to 2d8.
  Umberlee’s Chosen
  At 17th level, you gain immunity to cold and resistance to 
  lightning damage. Whenever you push or pull a creature 
  with a cleric spell or Channel Divinity, you can choose to 
  knock the creature prone.
  
  6
  Release the Krakin       ҉  Subclasses 
  vorpal dice press
  The Denizen of the Depths
  You have made a pact with one of the mythical creatures 
  from the deepest crevices of the world. These creatures 
  often create warlock pacts to gain the insight of land 
  dwelling agents, to carry out their many machinations or 
  spread the reach of the sea and swallow the land whole. 
  Such patrons might include the Leviathan, any of the many 
  ancient Kraken, Iakhovas, or possibly Umberlee herself, to 
  name a few of these ancient and legendary creatures.
  Expanded Spell List
  The Denizen of the Depths 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.
  Denizen of the Depths Expanded Spells
  Spell Level
  Spells
  1st
  create or destroy water, tendrils of the depths *
  2nd
  detect thoughts, pass without trace
  3rd
  lightning bolt, tidal wave
  4th
  confusion, watery sphere
  5th
  cone of cold, maelstrom
  * denotes a spell located in this document
  Grasp from Below
  Starting at 1st level, you can conjure the might of your 
  patron to engulf your foes. This could take the form of a 
  swirling pool of water drawing them in, a hideous fish-like 
  maw erupting from below, or a mass of barbed tentacles. 
  As a bonus action on your turn, choose a creature you 
  can see within 60 feet that is Large or smaller. The target 
  must succeed on a Strength saving throw against your 
  warlock spell save DC or take 2d6 cold damage and become 
  restrained until the end of their next turn.
  You can use this feature a number of times equal to your 
  Charisma modifier (minimum of 1). You regain all expended 
  uses when you finish a long rest.
  Boons of the Deep
  Also at 1st level, your patron has granted you a series of 
  boons that aid your ability to traverse the realms they call 
  home. You become amphibious, able to breath freely in both 
  air and water. In addition, you gain a swim speed equal to 
  your speed.
  Torrential Ebb and Flow
  At 6th level, the impact of your spells mimic that of tidal 
  forces. When you cast a spell with a warlock spell slot that 
  targets a single creature that is Large or smaller, you can 
  choose to move that creature 10 feet directly toward or away 
  from you . If the spell you cast targets you, you can push 
  yourself 10 feet in any direction.
  Improved Boons of the Deep
  When you reach 10th level, you gain additional boons from 
  your patron to define your role as an apex combatant in your 
  home territory.
   ₀
  You can take the Dash action as a bonus action while 
  swimming.
   ₀
  While fully immersed in water, you are heavily obscured 
  from any creatures that do not have a swim speed.
   ₀
  You gain resistance to cold damage.
  In addition, when you take lightning damage, you can use 
  your reaction to harness that energy, storing it within you 
  for your next melee attack. You gain immunity to lightning 
  damage until the start of your next turn. Also, the first time 
  you hit with an attack on your next turn, the target takes an 
  extra 2d6 lightning damage. You cannot use this ability again 
  until you finish a long rest.
  Sea Fury
  At 14th level, you gain the ability to invoke the fury of the 
  seas. As an action, you create a storm cloud in the shape of 
  a cylinder that is 10 feet tall with a 60-foot radius, centered 
  on a point you can see within 100 feet directly above you. 
  The cloud wraps around corners and other obstacles and 
  surfaces.
  When you summon this cloud, and on each turn afterward 
  while the cloud remains as a bonus action, you can call down 
  three bolts of lightning, each of which can strike a different 
  target you can see directly below or inside the cloud. A target 
  must make a Dexterity saving throw against your spell save 
  DC, taking 3d10 lightning damage on a failed save, or half as 
  much on a successful one.
  The cloud lasts for 1 minute, or until you lose your 
  concentration (as if you were concentrating on a spell).
  You cannot use this feature again until you finish a long rest.
  
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