Barbarian
Base Class: Barbarian

Encounters with the great and terrible things that dwell deep beneath the waves often irreparably shatter the minds of the weak willed. However, some who live through these traumatic experiences with eldritch horrors awaken an otherworldly rage that is rarely experienced on the material plane.

Those who walk the Path of the Deep are mortals who have survived an experience with the unexplained depths and gained extraordinary, and often unsettling, eldritch abilities.

Gift of the Depths

You have been irreparably changed by your exposure to the deep. At 3rd level, you gain a swimming speed equal to your movement speed and you can breathe both air and water.

Otherworldy Grasp

Your eldritch power manifests when you rage. Starting at 3rd level, when you enter your rage you manifest one additional appendage, the appearance of which reflects the nature of the creature which infused you with otherworldly power. This appendage lasts for the duration of your rage.

As a bonus action, your appendage can force creature you can see within 15 feet to make a Strength saving throw. DC equal to 10 + your Constitution modifier. On a failed save, it is pulled up to 10 feet in a straight line towards you. Creatures that are more than one size larger than you have advantage on this saving throw.

Reality Warp

Your mind-altering experiences allow you to identify, and slip through, cracks in reality. Beginning at 6th level, you can use an action to magically teleport, along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Immediately before or after teleporting, you can make one attack as part of the same action. When you use this feature to teleport you do not provoke opportunity attacks.

You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses when you complete a long rest.

Eldritch Scream

Starting at 10th level, you can cast Dissonant Whispers once per a long rest, on 3rd level. Instead of melody, it is a loud scream. Strength is your spellcasting ability.

The Horrors Beyond

Starting at 14th level, when you use Reality Warp, you can choose to reveal a brief glimpse of the horrors beyond reality when you reappear. When you reappear, all creatures within 10 feet of you must make a Wisdom saving throw. DC equal to 10 + your Constitution modifier. On a failed save, creatures take 3d6 psychic damage and are frightened of you until the beginning of your next turn.

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