Base Class: Barbarian
Encounters with the terrors of the deep can drive the minds of weak willed people, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path and survived such encounters and had gained extraordinary abilities from them.
Gift of the drowned
At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and you the ability to breath under water
Dredge Line
Starting when you choose this path at 3rd level, you manifest a extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else related to your backstory.
As a bonus action, you can use this appendage to strike at a creature of your choice that can be seen within 15 feet. The target must succeed on a strength saving throw (DC 8 + your proficiency bonus + your strength modifier) or be pulled up to 10 feet in a straight line towards you.
Ghost Water Dive
Beginning at 6th level, you can burst into water then materialize somewhere else as a action. You magically teleport along with your equipment you where 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. Moving in this way does not provoke opportunity attacks.
Manifestations of the deep
At 10 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 adaptations with another one in the list
Armor of the deep
Your skin hardens, increasing your armor class by 1
Arms of the deep
While raging, you manifest two magical appendages, which can be tentacles, chains and anchors, animated rigging, or another grasping arm of your choose. When you use your dredge line ability, you can use your three other arms to grapple the same creature or two other different creatures.
Eyes of the deep
You gain the ability to use echolocation. When you do so, you can see things for what they truly are, for 1 hour you gain the power to see threw illusions and invisibility, see secret doors hidden by magic, and can see into the ethereal plane, all with in 100 feet. After you use this feature, you can’t use this feature again unless you finish a short or long rest
Soul of the deep
You are now immune to all effects that would cause you to being charmed or frightened.
Depths Charge
At 14th level, when you use your ghost water dive ability, you can choose to appear with a tidal wave of force, when you appear you all creatures 10 feet of you must make a strength saving throw, on a failed roll the creature is dealt 3d6 force damage and is knocked prone, if the creature succeeds the save they only take half damage.
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