Base Class: Barbarian
Path of the Riptide Barbarians can find their peace staring out at sea, but know when the pressure is on the ocean will never be too far behind them. Creating pockets of water these barbarians will feel right at home in any environment while leaving their enemies gasping for air. Being in the right place at the right time is no difficult task for these barbarians as the waves will make sure friend or foe is right where they want you to be. Whether it is to close distance or push enemies aside, the riptide will leave you feeling lost at sea.
Gift of the Sea
You gain a swimming speed equal to your movement speed, and you can breathe underwater.
Ebb and Flow
Starting when you choose this path at 3rd level, when you enter your rage, water begins to condense around you 30 feet in every direction. Upon entering your rage and on each of your turns as a bonus action you may choose a creature that you see within 30 feet. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) or be moved 10 feet in a direction you choose as a wave crashes into them. A creature can willing fail this save. Movement is increased to 15 feet when reaching 11th level in this class.
Aqua Prison
Beginning at 6th level, you have learned how to bring your favored terrain to the battle. As an action, you create a 15 foot sphere of water in every direction centered on you, but not through total cover, upon activation choose creatures up to your proficiency modifier to gain the benefits of "Gift of the Sea" feature while they are in the water sphere.
Underwater Combat rules apply while in the sphere as well as:
- Every successful melee attack against a creature that cannot breathe underwater loses 1 minute of air
- Every spell cast that requires a verbal component loses 2 minutes of air
- Once a creature runs out of air the creature begins to drown, at the end of their turn make a constitution saving throw (DC 10 raising by 5 every success), on a fail, creature falls unconscious and making death saves at the beginning of their turn.
- Being removed from the sphere a creature regains air and any unconscious creatures can gain consciousness requiring a conscious creatures action.
At 10th level, Upon activation, creatures you choose within 30 feet of you are effected by the Ebb and Flow feature.
Against the Current
At 10th level, when a creature you can see within 30 feet of you ends their turn, you can expend your reaction to use "Ebb and Flow" against that creature
Riptide Mastery
At 14th level, the power of the sea flows through you, as you master its violent nature gaining the following features:
- Once per successful use of "Ebb and Flow" you may make an attack versus the effected creature if it is within your reach.
Ebb and Flow
- You may now target one additional creature or forgo the addition to require the save to be made at disadvantage.
- After movement made from Ebb and Flow you may cause the creature to fall prone or become restrained.
- Creatures that fail the Strength save take 2d8 Bludgeoning damage or half as much on a successful one.
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