Barbarian
Base Class: Barbarian

Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.

 

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.

Grasp of the Kraken

Starting when you choose this path at 3rd level, your connection with the ocean bestows onto you a ten-foot long tentacle that adorns your shoulders. You can use your bonus action to manifest the tentacle, which lasts until you use this feature again. Your tentacle is a melee weapon with a range of 10ft with which you can make unarmed strikes. If you hit with it, you deal bludgeoning damage equal to 1d4 + your Strength modifier, instead of the normal damage for an unarmed strike. In addition, you can use your Bonus Action to make an attack with the tentacle. If you do, that attack deals 1d4 bludgeoning damage instead. Your tentacles deal double damage against objects and structures. 

When you attempt to grapple a creature, you can instead use your tentacle for that attempt. If you do, you can target a creature within 10ft of you. While a tentacle is grappling a creature, you cannot use it to make an unarmed strike. You can’t manifest your tentacles while wearing armor unless the armor is made to accommodate them, and clothing not made to accommodate your tentacles might be destroyed when you manifest them. 

You gain more tentacles and their damage increases as you gain higher levels in this class: two tentacles at level 6 (1d6), three tentacles at level 10 (1d8) and four tentacles at level 14 (1d10).

Tongue of the Depths

Beginning at 6th level, your connection to the ocean and its inhabitants has grown. Beasts with an innate swimming speed can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.

At 10th level, you can speak this way to any creature with an innate swimming speed.

Ghostwater Dive

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.

Crushing Grip

Beginning at 6th level you can materialize a second tentacle, and they've grown in strength and size enough for you to use them in new ways. While you have two or more tentacles manifested, you gain a climbing speed equal to your walking speed.

At the beginning of your turn, any creature grappled by you takes 1d8 bludgeoning damage.

In addition, when you take the Attack action on your turn, you can replace one of your attacks with an attempt to throw a creature that is no more than one size larger than you that you are grappling. If you do, the creature must make a Dexterity saving throw. On a failed save, the creature is thrown a distance equal to 10 times your Strength modifier and knocked prone,  and take damage equal to 1d6 per 10ft travelled (rounded down). On a successful save, they are thrown half that distance and are not knocked prone. The DC for this saving throw equals 8 + your Strength modifier + your proficiency bonus. Any creature that is larger than you has advantage on this saving throw. 

Coiling Clutch

At 10th level, you can manifest a third tentacle. In addition, whenever you make a grappling attack with a tentacle, you can use a second tentacle to target two creatures instead of one with the same grappling attack.

Depth Charge

At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you 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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