TEXT: PATH OF THE KRAKEN
  A terror surfaces from beneath the waves.
  A BARBARIAN PATH
  
  By Matt Vaughan
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  4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
  A Dungeon Rollers Product
  Writing: Matt Vaughan
  Layout: Matt Vaughan
  Editing: James Braund
  Barbarian Advisor: James Braund
  Additional Thanks: The Adventurer’s Guild of Holmsgarth for playtesting putting up with my barrage 
  of ideas. A special mention to Rob Tew for his bizarre mind that led to many of the items being designed.
  Cover Art: Used under license from Shutterstock.com
  Internal Art: Character artwork by Forrest Imel. Other illustrations used under license
  from Shutterstock.com
  PATH OF THE KRAKEN
  A BARBARIAN PATH
  
         
  A  
  primordial force, worshipped and 
  feared by any being who has seen one 
  , physically or in warped visions, a 
  Kraken is a creature far beyond that 
  which most mere mortals can even 
  comprehend. For generations, Krakens 
  sleep deep below the surface of the amethyst depths, 
  awaiting malign portents to wrest them from their 
  stolid slumber.
   
  When these great beings awake, they surface 
  amongst the lesser races as though a god has risen 
  from these tempestuous depths. In the face of such a 
  primordial being, whole nations kneel before their new 
  master, whilst a chosen few are blessed by the beast - 
  awakening new powers inside them far beyond than of 
  their kin. 
   
  This supplement includes rules for one set of such 
  blessed champions. Those who follow the Pact of the 
  Kraken. This barbarian subclass offers new rules for 
  those who follow their ominous god.
  Introduction
  Nestled sleepily amongst the coves North of Rogarsham, 
  sits the fishing village of Hilsbrig. For generations, this 
  small community has shunned the outside world for they 
  hide a terrible secret. For in this quiet place, omens of a 
  terrible fate have surfaced deep in the minds of those who 
  reside here. No inhabitant is spared these baleful visions 
  which drive many of the residents insane, as they witness 
  the end of times and destruction of civilization as they 
  know it, as the world erupts in brimstone and ash.
        With each generation of children who are born in this 
  village, two are chosen to be presented as gifts for this 
  almighty power. One child will be drawn into the oceans 
  deep, sacrificed in honor of the deity. The other will be 
  blessed by their primordial master, gaining otherworldly 
  powers and appointing them as a scion of the Kraken, 
  marked for greatness. As this champion fulfills their 
  destiny they are overseen from beneath the tumultuous 
  waves by their master. Always watching, always waiting.
  
  What Lurks Beneath
  At level 3, with each of your blows, your target finds 
  themselves weighed down with the depths of the 
  seas themselves, and should they attempt to escape 
  become entrapped by void-formed tentacles launching 
  from deep within your being.
   
  While you’re raging, the first creature you hit with 
  a melee attack on your turn has their movement speed 
  halved until the start of your next turn. During this 
  time, when that creature's movement provokes an 
  opportunity attack from you, you can use your reaction 
  to launch spectral tentacles towards the creature, 
  wrapping it in a monstrous assault.
   
  You make a grapple attack against the target, with 
  this being performed by these spectral extensions, 
  grappling the target on a successful attack. Whilst 
  grappled, the spectral tentacles extend from your body, 
  holding the target in place, the grapple ends if you 
  attack another creature, move away from the target, or 
  your rage ends.
  Grasp of the Void
  Beginning at 6th level, When you rage, you summon 
  spectral tentacles from the void, launching these 
  malevolent appendages across the battlefield aiding 
  you and your allies.
   
  Manifestations. You can use Grasp of the Void to 
  perform manifestations a number of times between long 
  rests equal to your proficiency modifier. When you finish 
  a short or long rest, you regain your expended uses. 
   Saving Throws. Some of your manifestations 
  require your target to make a saving throw to resist 
  the effect. The saving throw DC is calculated as 
  follows:
   
  Manifestation save DC = 8 + your proficiency 
  modifier + your Strength modifier.
  While you’re raging, you can wield the spectral 
  appendages surrounding you as weapons. As 
  an attack, you can select an option from the 
  manifestations shown below.
  Manifestations
  The manifestations are presented in alphabetical order:
   
  Bulwark. Target a willing ally who becomes 
  restrained for 1 minute. For this time they gain +5 
  bonus to their AC, and are resistant to bludgeoning, 
  piercing, and slashing damage. The ally can end the 
  effect at will, and it ends if you use this feature again.
   
  Entrap. Target creature you can see of large size 
  or smaller, up to 40 feet away, must make a Strength 
  saving throw or become grappled in place for 1 minute 
  or until you use this feature again. A creature can 
  repeat the saving throw by using an action to attempt 
  to break free, ending the effect on a success.
  F
  eatured below you will discover a new 
  subclass for Barbarian players, the Path 
  of the Kraken. Barbarians are often the 
  steady rock of a Dungeons and Dragons 
  party, their brute force backed up by a 
  powerful self-belief that instills trust and 
  courage in those around them. Though those warriors 
  who follow the Path of the Kraken often replace this 
  feeling of trust with an unease and wisely placed fear.
   
  For these characters are driven by a power granted 
  by a greater will than that possessed by any mere 
  mortal. They are guided by the ages-old will of an 
  unshackled servant who drives for the ruination of 
  all that stands in their path, though the power offered 
  to those who choose to control this strength. The 
  sacrifice may end up more than any can imagine.
  Path of the KraKen
  Barbarians who follow the path of the Kraken often 
  arise from villages or even cults where the worship of 
  these ancient leviathans has gifted bountiful seas and 
  protection for generations. These groups will treat 
  their Kraken overlord as a god, whose whims they 
  oversee at the cost of all others.
   
  Others will have chosen the path after receiving 
  visions from the murky depths, the primeval being 
  having seen greatness within their mortal pawn 
  promising strength beyond compare, in exchange for a 
  lifetime of servitude. 
   
  However the barbarian comes to this path, they 
  will find themselves blessed with gifts beyond their 
  wildest dreams as they channel the power of the 
  Kraken through their very actions.
  Path of the Kraken Features
  Barbarian  
  Level
  Feature
  3rd
  Kraken's Blessing, What Lurks Beneath
  6th
  Grasp of the Void
  10th
  Leviathanic Strike
  14th
  Unleash the Kraken
  kraken's BLessinG
  When you choose this path at 3rd level, you are 
  gifted with the blessing of the primordial Kraken you 
  follow, who bestows upon you their favor. You gain the 
  following benefits:
  • 
  You have a swimming speed equal to your 
  movement speed
  • 
  You become amphibious, you are able to breathe 
  both air and water
  • 
  You can understand but not speak Abyssal
  Path of the Kraken
  
         
   
  Fling. A shadowy tendril lashes out at a creature 
  forcing them away from you. Target a creature within 
  15 foot who must make a Dexterity saving throw. On 
  a failed save the creature is pushed 20 foot directly 
  away from you. If the target strikes a solid surface as a 
  result of this push, it ends it's movement immediately 
  and takes 1d6 bludgeoning damage for every 10 feet it 
  was pushed.
   
  Spectral Grasp. You grab a creature, pulling them 
  violently through the air towards you. Target creature 
  you can see of large size or smaller, up to 40 feet away, 
  must make a Strength saving throw or be pulled 20 
  foot directly towards you, ending the movement in an 
  open space. Any creature or terrain the target creature 
  collides with stops their movement immediately. A 
  target with an ally within 5 foot may use their reaction 
  to gain advantage on the save.
  LeViathanic strike
  At 10th level, you gain the ability to channel your 
  tentacles into a destructive strike. Whilst raging you 
  can use an action to expend all remaining charges of 
  Tentacles to strike out at the enemies around. 
   
  You make a number of melee attacks with a range 
  of 30-foot. For each charge of tentacles expended you 
  summon a tentacle that targets a creature of your choice 
  within range, and you can direct them to hit one creature 
  or several. Each attack deals magical bludgeoning damage 
  equal to 1d12 + your strength modifier, and if the d20 roll 
  for an attack is a 20 the creature is knocked prone.
  unLeash the kraken
  At level 14 you become the very essence of the storm when 
  you rage, darkening the air around you and filling it with an 
  electric charge. 
   
  When you enter a rage, all creatures within 15 foot 
  must make a Dexterity saving throw, with a DC equal to 
  your manifestation save DC. Each creature suffers 3d10 
  lightning damage, or half as much on a successful save. 
   
  Each creature that fails the save by 5 or more becomes 
  blinded for 1 minute. A blinded creature can attempt this 
  saving throw again at the beginning of each of its turns, 
  ending the effect on a success.
  
  Ancestral Weapons are powerful 
  heirlooms gifted through the 
  generations that scale up in power as 
  your adventurers perform heroic deeds. 
  As these weapons grow, they unlock new 
  and more powerful upgrades such as 
  inflicting damage caused by the elemental 
  energy trapped inside, causing a foe to 
  flee in fear when struck, or allowing you 
  to deflect even the fiercest of blows. 
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/DMsGuild/Path of the Kraken [5E].pdf