Base Class: Barbarian
A Barbarian with a natural connection to the sea might come across some strange abilities. When they feel the Rage build within the clouds darken and a storm gathers as the ground parts and sputters to make way for a deadly pool of strong waves.
Gathering Storm
Starting when you choose this path at 3rd level, a powerful maelstrom gathers around you when you enter your rage. While you’re raging, any creatures you choose that starts its turn within 10ft of you has to succeed on a strength saving throw against your Rage Save DC (8+ Proficiency Bonus + Constitution Modifier), or be pulled in into your melee range. The maelstrom counts as difficult terrain for these creatures.
The Area of the maelstrom increases to 20ft at 8th level, and 30ft at 15th level.
Terrifying Tentacle
Beginning at 6th level, you can call upon your Maelstrom to summon forth tentacles from the deep. These tentacles grasp at enemies within the storm gathered around you. If you take the attack action on your turn, you can use a Bonus Action to have a tentacle reach out and grasp for a creature within your Maelstrom. The targeted creature must succeed on Strength Saving Throw against your Rage Save DC (8 + Proficiency + Constitution Modifier). If the creature fails the save it is restrained. Creatures can try to succeed on this save again at the end of its turn. 1 creature can be restrained by this feature at the same time.
When you reach certain levels in this class, you can have the tentacles restrain more than one creature: 2 at 10th level and 3 at 14th level.
Summon the Seas
At 10th level, you gain the ability conjure the seas. When you do so, you cast the water walk or wall of water spell, without using a spell slot or material components. This use of water walk summons your tentacles to carry you over whatever body of water your trying to cross.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Freezing Frenzy
At 14th level, your Tentacles are fuelled by the power of the cold unruly seas. While a creature is restrained by one of your tentacles it takes 1d6 + your Rage Damage Bonus in Cold Damage at the start of your turn, as the tentacles drag it into the freezing depths.
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