Base Class: Barbarian
The Path of the Tide is walked by barbarians that wish to call upon the fury of the seas and the oceans of the world. Whether you are simply a pirate, you swore an oath to a vengeful god of the depths, you were chosen by a deity of the sea, or were empowered during a watery brush with death, you channel the power of waves and maelstroms to knock your enemies and slam them into the terrain around them, washing away any hope of victory and letting the tide carry away even a glimmer of success.
Flooded Existence
Beginning when you first choose this path at 3rd level, you gain a swimming speed equal to twice your walking speed, and can breathe both air and water.
In addition, you can cast the Speak with Animals spell at will, though the beasts you can communicate through the spell cast this way must have an innate swimming speed, otherwise you are unable to communicate with them.
Tidebringer's Fury
Also at 3rd level, your strikes inflict the force of a violent jet stream. Whenever you hit a creature with a weapon attack, you can choose to push the target 10 feet away from you. If they are pushed into a wall, an obstacle or another creature this way, the target takes bludgeoning damage equal to your Constitution modifier.
Second Wave
Starting at 6th level, you can cause your foes to explode in a blast of tidal might when moved by the ocean’s majesty. Whenever a creature is pushed into a wall, an obstacle or another creature via your Tidebringer’s Fury feature, they emit a watery wave around them.
Creatures of your choice within 10 feet of them must succeed on a Strength saving throw (DC= 8 + your proficiency bonus + your Strength modifier). The original creature, and any creature that failed the saving throw, is pushed 10 feet away from the wall, obstacle or different creature that caused the push originally, and take bludgeoning damage equal to your Constitution modifier.
Breaking Rupture
At 10th level, you have learnt to curse your foes with the terror of the massive oceanic expanse. Whenever a creature is forcibly moved or pushed by your Tidebringer’s Fury or Second Wave feature, they become ruptured until the beginning of their next turn.
While ruptured, a creature takes cold damage equal to your rage damage bonus for each 5 feet it moves, forcibly or otherwise.
Final Tide
By the time you’ve reached 14th level, you can call the aid of the depths and the tides. Whenever you rage, you may choose to fully invoke your power, gaining the following benefits during the duration of your rage:
- Whenever you roll a critical hit on an attack, the attack deals an extra 1d12 cold damage and the creature becomes ruptured until the end of their next turn.
- The distance that creatures can be pushed or moved by your Tidebringer’s Fury and Second Wave features, and the bludgeoning damage they may take through those features, are doubled.
- You gain resistance to cold damage.
- You can use your movement to move vertically and you can hover, as a waterspout causes you to rise, descend or maintain altitude.
- Moving directly towards an enemy pushed or moved by your Tidebringer’s Fury and Second Wave features does not cost you any extra movement.
You can use this feature once, regaining the ability to use it again when you finish a long rest or by expending a use of your Rage feature.
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