Barbarian
Base Class: Barbarian

Those who choose the Path of the Wavebreaker are drawn by the destructive power of the Sea. These barbarians form a deep relationship with the sea becoming as relentless as crashing waves and harnessing the freezing power of the ice-cold currents. These Barbarians are at home in the water as if on land,  their movements are as fluid as water itself, they are known to ride the tides into battle with unwavering determanation and the relentless power of the sea.

Torrential Strike

Starting when you choose this path at 3rd level, you infuse your weapon with the essence of the sea. Whilst Raging, once per turn, when you hit a creature with a melee attack, you can choose to deal an extra 1d6 cold damage. The target must also make a Strength saving throw (DC 8 + your Strength modifier + your proficiency bonus) or be pushed 10 feet away from you as if struck by a powerful water blast.

Cold

The extra damage you deal with Torrential Strike is cold

Aquatic Resilience

At 6th level, you gain resistance to cold damage, and you can hold your breath indefinitely. Additionally, you gain a swimming speed equal to your current walking speed, and you no longer suffer penalties for fighting underwater.

Frostwave

At 10th level, your control over water reaches a new level. While raging, you can unleash a devastating wave of frozen water. As an action, you create a 30-foot cone of frigid water in front of you. Each creature in the area must make a Dexterity saving throw (DC 8 + your Strength modifier + your proficiency bonus) or take 6d6 cold damage and be pushed 30ft from you. On a successful save, they take half damage and are not pushed.

Once you use this feature, you can’t use it again until you finish a long rest.

Tidal Onslaught

Beginning at 14th level, your connection to the water has become stronger. You gain the following effects.

  • Whilst raging your Torrential Strike damage increases from 1d6 to 3d6. They are also pushed 20 feet away from you.
  • Your swim speed is doubled.
  • Those pushed away by your Torrential Strike that fail their saving throw become restrained until the end of their next turn.

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