Base Class: Barbarian
To please the will of your Gods, you have taken to the seas to raid and fight, in hopes that you will earn a place in the halls of rest. As you gain renown, the gods take notice of your deeds and begin to show their favor for you in boons.
Strike of the Worthy
Starting when you choose this path at 3rd level, your deeds have attracted the attention of one of the gods and they have granted you a slice of their power. While you’re raging, each creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 and you choose the type of damage when you gain this feature.
Acidic Ooze
The extra damage you deal with Strike of the Worthy is acid
Cold Snap
The extra damage you deal is cold.
Fire Brand
The extra damage you deal is fire
Lightning Strike
The extra damage you deal is lightning.
Thunder Clap
The extra damage you deal with Strike of the Worthy is thunder.
Venomous Blow
The extra damage you deal is poison
Sea Voyager
At 3rd level, you have spent many a night on the waves and know how to navigate the seas and steer a ship. You are proficient with Sea Vehicles and Navigation tools
Improved Critical
At 6th level, the Gods have smiled upon you and have tipped the odds in your favor. Your weapon attacks score a critical hit on a roll of 19 or 20.
Fear Inducing Rage
Starting at 10th level, when you enter your rage your physical appearance shifts to display aspects of the god whose favor you have gained. For example, if you chose Lightning for your Strike of the Worthy then perhaps your eyes glow blue and electricity seems to run across your skin. All hostile creatures that can see you must succeed a wisdom saving throw (DC equal to 8 + your Constitution modifier + your proficiency bonus) or become frightened of you.
Rage beyond Death
Beginning at 14th level, the gods are so entertained with your deeds they have blessed you with divine power that fuels your rage and allows you to shrug off fatal blows. You have earned your place in the afterlife, but they want to see more.
While you’re raging, having 0 hit points doesn’t knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don’t die until your rage ends, and you die then only if you still have 0 hit points.
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