Barbarian
Base Class: Barbarian

A merchant sailor passes through the open waters when out of nowhere, a storm starts rapidly approaching. He notices several members of the crew begin to act strange- instead of performing the duties they were hired for, their arms lay slacked at their sides, eyes rolling, heads turning towards the storm. They individually begin falling off the ship, as if they were dragged off. A flash of lightning and a Water Genasi wearing only pants made from fish scales covered head to toe in tattoos of oceanic beasts suddenly appears on the deck. The sailor scrambles to prepare his pepperbox, picks it up, and fires. The rounds impact the Water Genasi, making him stumble backward; however, this appears to only make him furious. He draws a trident and approaches the sailor. The sailor attempts to shoot again and again to no avail, he does not stop. The Genasi stands feet away, taking blast after blast when the sailor notices every single wound is closing. He looks up at the behemoth of a Water Genasi and decides to run away and jump ship.

The Genasi doesn't let him.

The sailor feels something pierce his shoulder as he's about to jump. He looks and finds nothing but a ghastly anchor lodged in his right shoulder. As he jumps he's suddenly dragged back before the Genasi, staring up at the beast before him.

The shipwreck is found by a local Sea Elf town and has become home to a ghost story of wealthy merchants and the "Sea Assailant".

Dredge Line

Starting when you choose this path at 3rd level, you can summon the wrath of the seas, grounding all who try to escape. When a creature that you can see exits the ground (Jumping/flying/etc. according to DM), you can take a reaction and cause them to suffer the effects of [spell]Earthbind[\spell] with the added caveat that it can roll to escape at the end of each of its turns. The saving throw equals DC: {{8+proficiency+abilityscore:con}}. A flying creature has disadvantage on this saving throw. The reaction appears as though tentacles or anchors are erupting from the ground.

 

This feature is upgraded at 10th level

Warrior of the Depths

At 3rd level, your soul is marked for endless swimming. You can breathe underwater, gain a swimming speed equal to your walking speed, and are unaffected by any negatives during combat underwater.

Tidal Force

Starting at the 6th level, the oceanic fury coursing through your veins allows you to deliver crushing strikes. While you're raging, if you land two or more attacks on a target in a turn, you can force your target to make a Strength saving throw  (DC: {{8+proficiency+abilityscore:con}}). On a failure, the target is pushed back 15 ft, dealing extra damage equal to {{2*proficiency}} and uniquely allowing yourself and others to make opportunity attacks when in range, even though the movement's forced. You can perform Tidal Force for an amount equal to your proficiency bonus per long rest.

Anchoring Presence

At 10th level, you learn to manifest your thessal abilities in order to drag your opponents in. As a bonus action, while you're raging, you can set yourself as the foundation for the Dredge Line. For one minute, any creature no more than one size class larger than you can be targeted by your Dredge Line if they move, make an action, a bonus action, or a reaction. The target/targets receive the normal effects except they are pulled 60ft per turn towards you (instead of the ground) as well as they gain disadvantage on any attack roll not targeting you.

Once you use this feature, you can’t use it again until you finish a long rest.

Hydrophilic Biology

Beginning at 14th level, the aquatic rage that fuels your rage allows you to replace your bodily fluids with others around you.

While you’re raging and your health is greater than 0, you heal 1d6 + half of your Barbarian level at the start of each of your turns if you come into contact or consume any form of water. This applies to spells that create magical ice, frost, rain, fog, sleet, snow, etc. 

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