Base Class: Barbarian
Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.
Gift of the Drowned Ones
3rd-level Path of the Depths feature
At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.
Dredge Line
3rd-level Path of the Depths feature
Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history. You choose whether the damage is Bludgeoning, Piercing, or Slashing when you rage.
As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15ft of you.
The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or take 1d8 damage. If it is no more than one size large than you, you can also pull it to be within 5ft of you, or as close as possible.
The damage increases by 1d8 and the range by 15ft, at levels 8, 12, 16, and 19.
Bludegeoning
The extra damage you deal with your extra appendage is bludgeoning.
Piercing
The extra damage you deal with your extra appendage is piercing.
Slashing
The extra damage you deal with your extra appendage is slashing.
Ghostwater Dive
6th-level Path of the Depths feature
Beginning at 6th level, you can burst into water then materialize somewhere else as an action.
You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action.
You can use this feature a number of times equal to your constitution modifier per long rest.
Manifestations of the Deep
10th-level Path of the Depth feature
At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.
Arms of the Deep
When you use your dredge line ability and the creature fails the saving throw, you can attempt a grapple with your appendage if they end within 5 feet of you.
Eyes of the Deep
You gain the ability to use echolocation. You gain blindsight with a range of 30 feet
Heart of the Deep
Your skin hardens, increasing your Armor Class by 1.
On your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again
Soul of the Deep
You are now immune to all effects that would cause you to be charmed or frightened.
Depth Charge
14th-level Path of the Depth feature
At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force.
When you appear all creatures within 15 feet of you must make a Strength saving throw. On a failed save a creature takes 3d12 bludgeoning damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
Additionally, the range of your Ghostwater Dive ability increases to 90ft.
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