Base Class: Barbarian
You drowned—but returned. Your fury is now cold, endless, and unnatural.
Some say the sea shows no mercy. Others know it simply doesn't care. Those who walk the Path of the Drowned Fury are not born of the waves—they are remade by them. These barbarians once drowned: in a shipwreck, a flood, or some forgotten catastrophe. But instead of dying, they returned—dragged from death by a wrathful ocean or ancient force.
Their rage is not fire, but cold pressure. It crushes and pulls, like undertow beneath stormy surf. They fight as if the sea itself lives in their lungs, relentless and vast. Some believe these barbarians are cursed. Others call them blessed. Whatever the truth, when a Drowned Fury enters battle, it feels as if the tide itself is crashing down.
Level 3: Drowned Resilience
Your body has been changed by the flood that nearly killed you. While raging:
1.You gain resistance to cold and necrotic damage.
1.You can breathe underwater and can act normally in water as though on land.
1.You gain advantage on Strength (Athletics) checks made to swim, resist being pushed, or escape grapples.
Level 3: Undying Rage
At 3rd level, while raging, you gain resistance to cold and necrotic damage.
Level 3: Abyssal Roar
Once per rage, as a bonus action, you release a roar echoing the fury of the deep.
Each creature of your choice within 10 feet must make a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take 1d6 thunder damage and be pushed 10 feet away from you. On a success, they take half damage and are not pushed.
The roar can be used even underwater and is audible up to 300 feet below the surface.
The damage increases to 2d6 at level 10 and 3d6 at level 14.
Level 6: Grasp of The Deep
The crushing force of the sea empowers your strikes.
Once per turn while raging, when you hit a creature with a melee weapon attack, you may attempt to extract their breath.
The target must succeed on a Constitution saving throw (DC as above) or be silenced until the start of your next turn—they cannot speak, cast spells with verbal components, call for help, or anything else requiring a verbal action.
Additionally, you gain swim speed equal to your walking speed, if you don’t already have one.
Level 10: Death Doesn't Drown
You’ve already drowned once—death struggles to reclaim you.
When you are reduced to 0 HP while raging, you can make a DC 10 Constitution saving throw. On a success, you drop to 1 HP instead and can continue raging. Each time you use this feature before completing a long rest, the DC increases by 5. Once you fail this save or end your rage, you must complete a long rest before using this ability again.
Level 14: Tidal Wrath
You can unleash the full fury of the sea once per rage.
As an action, you slam the ground or water, creating a 30-foot cone of forceful water and pressure.
Each creature in the area must make a Strength saving throw (DC=8 + Proficiency + Strength Modifier) or take 6d10 bludgeoning damage, be knocked prone, and pushed 20 feet back. On a success, they take half damage and are not moved.
This wave ignores cover, extinguishes flames, and makes the area difficult terrain for all creatures except you until the end of your next turn.







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