Base Class: Barbarian
The Path of the Depths is for those who seek to channel the untamed, mysterious, and often feared aspects of the deep seas, blending the barbarian's raw power with the cunning and resilience of sea creatures. Path of the Depths barbarians are as unpredictable and formidable as the ocean itself, making them excellent allies or fearsome enemies. These warriors have either been shaped by the ocean's relentless force or have forged a bond with its depths through a significant encounter. They are known for their ability to adapt and thrive in aquatic environments, embodying the strength and mystery of the ocean in their combat style.
Nautical Blessing
3rd-level Depths feature
At 3rd level when you adopt this path, you are imbued with the essence of the sea. You gain a swimming speed equal to your walking speed and gain the ability to breathe underwater.
Additionally, your time spent in or near the water has given you a deep understanding of how to chart and navigate the seas. You gain proficiency with Navigator's Tools. You also always know which direction is north.
Dredge Line
3rd-level Depths feature
Also at 3rd level, you manifest a spectral extra appendage when you enter your rage. This appendage may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice.
As a bonus action, you can use this appendage to strike at one Huge or smaller creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.
Ghostwater Dive
6th-level Depths feature
Beginning at 6th level, you can vanish in a burst of water, materializing elsewhere. While you are raging, 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. Before or after teleporting, you can make one melee weapon attack as a part of this action.
Adaptations of the Deep
10th-level Depths feature
At 10th level, you have honed your connection to the sea's mysterious depths, allowing you to develop unique adaptations. Select one of the following adaptations. When you finish a long rest, you may replace your chosen adaptation with a new option from this list:
Armor of the Deep
Your skin toughens, mimicking the rugged exoskeletons of deep-sea dwellers, granting you resilience against the frigid depths. You have a +1 bonus to your AC and have resistance to cold damage.
Arms of the Deep
The spectral appendages you manifest have become powerful and versatile, akin to the many-armed creatures of the ocean. While raging, you now manifest two magical appendages instead of one. These appendages may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your Dredge Line feature, you can target two different creatures at the same time and they are considered grappled on a failed save.
Eyes of the Deep
Your eyes adapt to the darkest depths, granting you a form of echolocation. You can cast the True Seeing spell without providing material components. After you cast this spell using this feature, you can’t do so again until you finish a long rest.
Heart of the Deep
The resilient heart of the ocean's creatures now beats within you. As a bonus action, you can grant yourself temporary hit points equal to 1d12 + your barbarian level. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest.
Soul of the Deep
You embody the unbreakable spirit of the ocean's depths. You are immune to being charmed or frightened.
Depth Charge
14th-level Depths feature
Starting at 14th level, whenever you use your Ghostwater Dive feature, you can choose to appear with a wave of tidal force. All creatures within 10 feet of the space you appear in must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.
Previous Versions
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1/7/2024 10:22:35 AM
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