Barbarian
Base Class: Barbarian

Encounters with the terrors of the deep can shatter weaker minds, but some survivors emerge changed—touched by the abyssal pressure of the ocean’s darkest trenches. Barbarians who follow the Path of the Depths have stared into the maw of something ancient beneath the waves and lived. The sea has marked them, and its power answers their rage.

Some manifest spectral tentacles like those of krakens. Others wield phantom anchors or the crushing force of deep ocean currents. Whatever the form, the abyss itself now fights beside them.

Gift of the Drowned Ones

Your body adapts to the crushing depths.

You gain:

• A swimming speed equal to your walking speed
• The ability to breathe underwater

You also gain darkvision out to 60 feet. If you already have darkvision, its range increases by 30 feet.

Dredge Line

When you enter your Rage, a supernatural appendage manifests from the depths. This may appear as a kraken tentacle, spectral anchor chain, crushing current, massive jaw, or another manifestation tied to your survival of the deep.

As a Bonus Action, you lash out at one creature you can see within 15 feet.

The target must succeed on a Strength saving throw
(DC = 8 + your proficiency bonus + your Strength modifier).

On a failure:

• The creature takes 1d6 bludgeoning damage, and
• It is pulled up to 10 feet toward you in a straight line.

A creature that is Huge or larger has advantage on this saving throw.

Ghostwater Dive

You can dissolve into spectral seawater and surge through space like a crashing wave.

As an Action, you teleport up to 30 feet to an unoccupied space you can see.

Immediately before or after teleporting, you can make one melee weapon attack as part of the same action.

Moving in this way does not provoke opportunity attacks.

You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a Long Rest.

Manifestations of the Deep

Your connection to the abyss grows stronger. During a Long Rest, choose one manifestation from the list below.

You gain its benefit until you choose a different manifestation during another long rest.

Eyes of the Deep

Your senses mimic creatures that hunt in total darkness.

As an action, you can gain echolocation for 10 minutes. While this sense is active, you have Truesight out to 30 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Arms of the Deep

When you rage, you manifest two appendages instead of one.

When you use Dredge Line, you may target two different creatures within range.

Heart of the Deep

The crushing pressure of the abyss hardens your vitality.

As a Bonus Action, you gain temporary hit points equal to 1d12 + your Barbarian level.

Once you use this feature, you must finish a Short or Long Rest before using it again.

Soul of the Deep

Your mind has survived unimaginable horrors.

While raging, you are immune to the Charmed and Frightened conditions.

Armor of the Deep

Your skin becomes hardened like deep-sea chitin.

Your Armor Class increases by 1.

Armor of the Deep

Your skin becomes hardened like deep-sea chitin.

Your Armor Class increases by 1.

Arms of the Deep

When you rage, you manifest two appendages instead of one.

When you use Dredge Line, you may target two different creatures within range.

Eyes of the Deep

 Your senses mimic creatures that hunt in total darkness.

As an action, you can gain echolocation for 10 minutes. While this sense is active, you have Truesight out to 30 feet.

Once you use this feature, you can’t use it again until you finish a Long Rest.

 

Heart of the Deep

The crushing pressure of the abyss hardens your vitality.

As a Bonus Action, you gain temporary hit points equal to 1d12 + your Barbarian level.

Once you use this feature, you must finish a Short or Long Rest before using it again.

Soul of the Deep

Your mind has survived unimaginable horrors.

While raging, you are immune to the Charmed and Frightened conditions.

Depth Charge

Your Ghostwater Dive erupts with crushing tidal force.

When you teleport using Ghostwater Dive, you can unleash a burst of abyssal energy.

Creatures of your choice within 10 feet of the space you appear in must make a Strength saving throw against your Dredge Line save DC.

On a failed save:

• The creature takes 3d6 force damage, and
• It is knocked prone

On a success:

• The creature takes half damage and is not knocked prone.

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