Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Sea feel an innate bond with water and the forces that shape it. They learn to fight with the strength of the surf and the persistence of the tide, unleashing their fury like crashing waves. Whether raised along rugged coastlines, aboard seafaring vessels, or among elemental cultures, these warriors master the power and unpredictability of the open sea.

Natural Swimmer

Beginning when you choose this path at 3rd level, you move through water as effortlessly as you do on land. You gain the following benefits:

  • You gain a swim speed equal to your walking speed.
  • You can breathe in both air and water.
  • While submerged in water, your movement does not provoke attacks of opportunity.

Raging Waters

Also at 3rd level, your strikes carry the ferocity of crashing waves. While you're raging, the first creature you hit on each of your turns with a weapon attack takes 1d6 extra cold damage. If the target is of Large or smaller size, you can also force it to make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, it is knocked prone.

At 10th level, the extra damage increases to 2d6.

Tidal Force

At 6th level, you can unleash the power of the sea in sweeping bursts of water. As an action while raging, you can call forth spectral water to swirl around you, channeling it into one of the following attacks:

Riptide. You launch yourself horizontally, riding a surge of spectral water. You move in a straight line a number of feet equal to ten times your Rage Damage bonus, to an unoccupied space you can see. This movement does not provoke attacks of opportunity. Each creature of your choice within 10 feet of the space you arrive in must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature takes cold damage equal to a number of d6s equal to your Rage Damage bonus and is knocked prone. On a successful save, a creature takes half damage and isn’t knocked prone.

Maelstrom. You whirl your weapon through the spectral waters, generating a powerful vortex. Each creature of your choice within a number of feet equal to ten times your Rage Damage bonus must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature takes cold damage equal to a number of d6s equal to your Rage Damage bonus and is pulled to an unoccupied space within 5 feet of you. On a successful save, a creature takes half damage and isn’t pulled.

Wavecrash. You channel the spectral water into your weapon and release it in a crashing wave in a cone with a length of ten times your Rage Damage bonus feet. Each creature of your choice within the area must make a Strength saving throw against a DC of 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature takes cold damage equal to a number of d6s equal to your Rage Damage bonus and is pushed 10 feet away from you. On a successful save, a creature takes half damage and isn’t pushed.

You can use this feature twice per rage, and you can’t choose the same option twice in a row.

One with the Sea

At 10th level, the depths bend to your will. You gain resistance to cold damage. While you are raging, this becomes immunity to cold damage. In addition, you learn how to cast the Water Breathing spell, but only as a ritual. Constitution is your spellcasting ability for this spell. Creatures under the effect of your Water Breathing spell gain a swimming speed equal to your swimming speed.

Surging Strength

At 14th level, nothing can hold back your rising tide. When you use your Tidal Force feature, you can choose to make the attack recklessly, as per your Reckless Attack. If you do, creatures have disadvantage on the saving throws they make against it. In addition, while you are raging, you cannot be grappled, restrained, pushed, pulled, or knocked prone against your will.

Previous Versions

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11/25/2025 12:56:48 PM
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