Base Class: Barbarian
A barbarian forged in the crushing pressure of the deep ocean tribes, those that walk the Path of the Depths find themselves at one with the monstrosities of the seafloor, and very much capable of bringing the fury of the waves to the surface world as well.
A Raging Ocean
Starting when you choose this path at 3rd level, you can channel the fury of the crashing waves of the sea into your weapon attacks. Once per turn while you're raging, when you hit a creature with a weapon attack, you can attempt to knock your opponent prone. A wave of magical water bursts from your weapon and washes over your target. It must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be knocked prone.
Magic of the Deep
You know the shape water cantrip, and can cast the create or destroy water spell and the fog cloud spell at 1st level each once per long rest. Strength is your spellcasting modifier for these spells.
Ocean Adept
You can breathe both air and water, and you have a swimming speed equal to your walking speed.
Wrath of the Waves
Starting at 6th level, the rage and fury of the ocean grows within you. Once per long rest, while raging, you can, as an action, release a burst of cold sea water out from you. Each creature in a 20 foot radius of you must succeed on a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier) of take 4d8 magical bludgeoning damage and be knocked prone. On a success, a creature takes half damage and is not knocked prone.
A Raging Ocean Improvement
Starting at 10th level, whenever you knock an opponent prone using your A Raging Ocean subclass feature, that creature takes 2d10 magical bludgeoning damage as they are knocked prone.
Call of the Deep
Starting at 10th level, you can cast the Conjure Elemental spell as a 5th level spell once per long rest, without material components. When you cast the spell using this feature, you can only summon a water elemental, and when concentration is broken on the spell when you have cast it using this feature, the elemental vanishes rather than turning on you. Your Strength score is your spellcasting modifier for this spell.
Monster of the Depths
Beginning at 14th level, once per long rest, when you enter a rage, you can choose to transform yourself into a Monster of the Depths. Your skin turns green and grows scales. Your hands and feet become webbed, and gills arise on your neck if you don't already have them. This form lasts for 1 minute, and while in this form your Rage Damage bonus is doubled, you are resistant to fire damage, and you gain advantage on Charisma (Intimidation) checks. Additionally, if you are completely submerged in water, you can use the Dash action as a bonus action.
Previous Versions
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