Base Class: Barbarian
Barbarian homebrew class for the Roaring Embers server.
Gift of the Drowned Ones
At 3rd level, when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.
Dredge Line
Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.
As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.
You lack control over this appendage to do do very complex tasks, such as reloading weapons, interacting with objects, or grappling creatures.
Ghostwater Dive
Beginning at 6th level, you can burst into water then materialize somewhere else. While raging, you can use your action to magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. You can make one melee weapon attack before or after you teleport, as part of the same action.
Manifestations of the Deep
At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list:
- Arms of the Deep: While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. You can now use these appendages to grapple creatures, and ,when you use your Dredge Line ability, you can attempt a grapple with a free appendage if the enemy is pulled within 5 feet of you.
- Heart of the Deep: On your turn, while raging, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again. You lose these temporary hit points when your rage ends, or when you rage again.
- Soul of the Deep: When you fail a saving throw that causes you to be charmed or frightened, you can use your reaction to instead succeed. After you succeed on a saving throw using this feature, you can't use this feature again until you finish a long rest.
- Armor of the Deep: Your skin hardens, increasing your Armor Class by 1.
Depth Charge
At 14th level, when you use your Ghostwater Dive ability, you can choose to appear with a wave of tidal force. On your turn, when you teleport using Ghostwater Dive, all creatures within 10 feet of you after you appear must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone
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