Base Class: Barbarian
There is nothing more sacred to a barbarian that follows the Path of the Blue than freedom. These barbarians hold in their hearts the ideals that the color blue represents, freedom, intuition, and inspiration. They strive to emulate the open blue sky, to soar unto even greater heights. But they are still barbarians, and woe betide any who dare stand in between a Barbarian of the Path of the Blue and their freedom, for they draw their rage from one of the most destructive forces in the Multiverse.
The rage of the Path of the Blue Barbarian is distilled from an understanding that, just as the freedom of the open sky is a source of great power, so too is the crushing fury of the deep blue of the ocean. Those who fight a Path of the Blue barbarian fight nothing less than a sentient tidal wave with the power of the entire ocean contained within each strike.
Freedom of the Winds
The spirit of a barbarian of the Path of the Blue cannot be held down by means mundane or magical, and their connection to the very concept of freedom has given them the preternatural ability to avoid being captured or caged. You gain advantage on all saving throws made to avoid being paralyzed or restrained.
In addition, you can cast the longstrider spell once on yourself. You must complete a long rest before you can cast this spell again.
Tidal Fury
As a bonus action at 3rd level, you can empower your attacks with the strength of the raging ocean, adding an extra 1d8 + your strength modifier bludgeoning damage to your next melee attack.
On a hit with one of these attacks, the target must succeed on a strength saving throw or be pushed back 10 ft. or be knocked prone (your choice). The DC for this saving throw is equal to 8 + your strength modifier + your proficiency bonus. You can use this bonus action a number of times equal to 1 + your strength modifier (minimum of 1).
at 10th level the extra damage of this strike is increased by 2d8
Investiture of Sky and Sea
At 6th level, your connection to sea and sky deepens, and you gain the ability to draw on their strengths in new and unique ways. Difficult terrain that is caused by water no longer effects your movement speed, and standing on a watery surface at the end oy your turn will heal you for 1d4 hit points. In addition, while raging, you gain a flying speed equal to your walking speed.
Chain-Breaker
at 10th level, your connection to the open sky and the freedom that it represents has infused the very nature of your rage. While you are raging, you and creatures you chose within 30 ft. of you cannot have their movement speeds reduced, and any friendly creature you chose that was within 30 ft. of you when your rage began, including you, has their movement speed increased by 15 ft. for 1 minute.
Oceanic Maelstrom
Starting at 14th level your mastery over sea and sky are complete, and you can call on the most powerful of gale forces to bring an end to your enemies. As an action you can conjure a magical storm in a 30 ft. area centered on yourself foe 1 minute. This storm moves with you, heavily obscures the area to everyone but yourself, and becomes difficult terrain for any creatures hostile to you. In addition, any hostile creature that starts its turn in the area takes 4d10 cold damage, and any creature that ends its turn in the area takes 4d10 thunder damage.
Once you use this feature, you must complete a long rest before you can use it again.
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