Base Class: Barbarian
Encounters with the great and terrible things that dwell deep beneath the waves often irreparably shatter the minds of the weak willed. However, some who live through these traumatic experiences with eldritch horrors awaken an otherworldly Rage that is rarely experienced on the material plane.
| Barbarian Level | Primal Path Feature |
|---|---|
| 3rd | Gift of the Depths, Otherworldly Grasp |
| 6th | Reality Warp |
| 10th | Eldritch Tendrils |
| 14th | Depth Charge |
Gift of the Depths
3rd-level Path of the Deep feature
You have been irreparably changed by your exposure to the unknowable horrors of the deep. You gain a swimming speed equal to your walking speed you can breathe both air and water, and you gain resistance to cold damage.
Otherworldly Grasp
3rd-level Path of the Deep feature
Your eldritch influence manifests itself when you Rage. Whenever you Rage, you manifest one additional appendage, the appearance of which reflects the nature of the eldritch creature that infused you with strange power. Your eldritch appendage lasts for the duration of your Rage. As a bonus action on your turn, you can cause this appendage to lash out, forcing one target you can see within 15 feet to make a Strength saving throw (Save DC = 8 + your proficiency bonus + your Constitution modifier). On a failure, it is pulled up to 15 feet toward you in a line. If your target is one size larger than you or larger, it has advantage on its Strength saving throw to resist this feature.
Reality Warp
6th-level Path of the Deep feature
Your mind-altering experiences allow you to identify, and slip through, the cracks in reality. As an action, you can teleport along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet. This does not provoke opportunity attacks. Immediately before or after you do so, you can make one attack as part of the same action.
You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all of your expended uses when you finish a long rest.
Eldritch Tendrils
10th-level Path of the Deep feature
The otherworldly eldritch influence within your body truly reveals itself in your fury. When you Rage, you can manifest up to two eldritch appendages which last until the end of your Rage. As a bonus action, you can cause both appendages to use Otherworldly Grasp, or try to grapple a creature you can see within 15 feet. Each appendage can target the same, or different, creatures. If they target the same creature, it the target disadvantage on its saving throw (Otherworldly Grasp) or ability check (grapple). Each appendage can use the same, or a different feature as part of the same bonus action.
The Horrors Below
14th-level Path of the Deep feature
When you travel through the cracks in reality, you can reveal the eldritch horrors beyond this world. When you use Reality Warp, you can force creatures within 10 feet of the point you appear to make a Wisdom saving throw (Save DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, creatures take 2d8 psychic damage and are frightened of you until the start of your next turn. On a successful save, they take half as much psychic damage and aren't frightened.
Creatures that are immune to the frightened condition are immune to the effects of this feature, including any damage.
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