Barbarian
Base Class: Barbarian

The terror of the Depths can change those exposed to it, Many are too weak-willed to endure the terrors of the Depths, their minds shattered as they are dragged into the current of its unending abyss. Those who do endure are forever changed, capable of absorbing and unleashing its power. Some may have pushed themselves through hell to stare into the abyss, Others may have been traumatized but not broken, Whatever the Case may be, Fortuna favours the Fortunate. Those who Survived an Encounter with the Horrors that waiting in the Abyss, Can derive Strength from it, Abilities Which now Linger Inside one, Waiting to be freed and Unleashed.

Davey Johnes´s Breath

3rd-level Path of Bellowing Depths feature

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.

Fortuna´s Favours

3rd-level Path of Bellowing Depths feature

The Surging Tides erupt from inside you. When you enter your rage, roll on the Fortuna´s Favour´s table to determine the magical effect produced.

If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.

All Effects End when your rage does.

Fortuna´s Favours
d8 Effect
1 Your Weapon gains Additional Weight reinforced By the Crushing Waves. You can use your Reaction to add additional force to your Melee Attack If you Hit, Push a creature 10ft in any given Direction, should a creature Collide with another or is hit against a wall. The creature takes 1d4 Cold Damage and 1d4 Force Damage, Additionaly you gain 2d4 Temporary Hit points.
The dice Increases at level 5 (1d6Cold , 1D6 Force, 2d6 Temporary Hp) Level 11 (1d8Cold, 1d8 Force, 2d8 Temporary Hp) Level 15 1d10 Cold, 1D10 Force, 2d10 Temporary HP. 
2 A huge Anchor/Tentacle/Chain Shoots out towards a creature Dragging it towards you.
A creature you see in 30 feet must Succeed on a Dexterity Saving throw or be dragged onto the next free space towards you with a maximum range of 30ft. Additionaly If the creature Roles a Flat one or two on that dice irrelevant of its bonuses, it is Knocked Prone. You can use this once per your turn without using an action.
3 An intangible spirit, which looks like a sea creature (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
The Dice increases at Level 5 d8, Level 11 d10, Level 15 d12
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon’s damage type changes to force, and it gains the light and thrown properties, with a normal range of 30 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
The damage increases at Level 5 d8, Level 11 1d10, Level 15 1d12
6 The waves who once pushed you around now fortify Your Stance, Granting you and one ally in 30Ft Your constitution Mod + Half your barbarian Level as Temporary Hitpoints. This Used your bonus action and can be used again next round. These Hitpoints Last as Long as your rage does. 
7 A whirpool channels around you , Upon activation Every creature in a 10fft radius must make a constitution Saving throw or be moved 5 ft towards you, If they end Their turn inside of it they will be pushed 5 ft closer to you. Any Creature in this radius has Disadvatage on attacking anyone who is not you.  This ends once your rage ends. 
8 Fortuna Favours you, Roll 2 more D8 and you must take the 2 unique results, If you roll the same number reroll one of the dice this happens on another 8 aswell. These 2 Abilities are only active for the first round, After which you choose one of the two for the next rounds. 
At Level 5 It lasts for 2 rounds. At Level 11 For 3 rounds, At Level 15. 4 rounds. 

Diving into the Abyss

6th-level Path of Bellowing Depths feature

Your mastery over your once lingering powers start to manifest themselves in greater ways, Allowing you to now Move with the waves behind you. 

Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.

.

Fortunas Coin Toss

10th-level Path of the Bellowing Depths feature

Your control over your Powers Grows, they have strenghtend your body and mind even further.

When raging on your turn instead of Rolling 1d8 on Fortuna´s Fortunes you can choose an effect from 1-7 of that table or change your current effect, Using this costs one Fortunas Coin. 

 
You can also Use one of Fortunas Coin to Reroll a Dice rolled Normally by Fortunas Fortunes.

Only one Fortunas coin can be spend per Turn.

You gain 1 Fortunas Coin for every 2 Levels of Barbarian. They Recharge after a Long rest.

Additionaly you now have Advantage on Constitution Saving throws and are immune to being frightend.  

Davy Johnes´s Locker

14th-level Path of the Bellowing Depth feature

Your Control Over your powers are at their peak. You are now Able to Manifest what you had once feared. Reel them into your own Hometurf crushing them with weight of the sea floor. 

The Ground changes to resemble the sea Floor, Putting down pressure as if one was at the bottom of the sea, This Last for one Minute the ground within 15 feet of you is difficult terrain for your enemies. Entering this zone will deal 2D10 Force Damage, Should they remain in this Area at the start of their next turn, they must make a Constitution saving throw on a Failed Save they receive 2d6 Force damage and are knocked prone. On a success they take half of that damage and are not knocked prone. This can be activiated without using an action.

You can Use this Feature once every Long Rest.

You now gain Advantage on Intimidation and are able to use your strenght modifier Instead of Charisma.

Knowing some of the secrets from the bottom of the sea, You are able to put fear into the uninitiated. It must make a wisdom saving throw on a failure the creature is frightend. 
This can be used equals to your Proficiency Modifier.
You get all expended uses back after a Long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
3/18/2022 10:32:44 PM
9
1
1
Coming Soon
4/1/2022 5:11:29 PM
20
1
--
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes