Base Class: Barbarian
Barbarians following the Path of the Tides are attuned to the well and wane of the Oceans. They know when to rush in like a rolling wave and when to retreat to safety like the mists.
Level 3: Tidal Surge
At the end of a long rest or whenever you enter your rage, you gain a number of Tidal Surges equal to your rage damage bonus. If any of your Path of the Tides abilites require the target to make a saving throw, the DC equals 8 + your proficiency bonus + your Strength or Constitution modifier (your choice). You can expend your Tidal Surges to fuel your abilities.
Breaking Waves. When you hit with an attack roll, you may expend one use of your Tidal Surge to deal an additional 1d10 cold damage to the target and they must succeed on a Strength Saving Throw or be knocked prone.
Flowing River. Once per turn when you move, you may expend one use of your Tidal Surge to make a special move. When you do, you may move one willing ally within 5ft. with you without provoking opportunity attacks, but you may only move in a straight line. This special move uses your movement as normal and you can end this movement at any time, after which you may use your remaining movement as normal.
Level 6: Eb and Flow
Eb & Flow. When you willing move into or start your turn within the Reach of another creature, you regain one use of your tidal surge. You can only regain one use per creature on each turn.
Additionally, you gain the following Tidal Surge option:
Protective Waters. Whenever an ally within 15ft. of you takes damage, you can use a reaction and expend a use of your Tidal Surge to roll a number of D6's equal to your rage damage bonus. The target gains a number of temporary hitpoints equal to the number rolled, which last until the start of your next turn.
Level 6: Born of Water
You can breathe underwater and gain a swimming speed equal to your speed.
Level 10: Enhanced Tidal Surges
Your Tidal Surges gain additional effects.
Breaking Wave. You may force any number of creatures within 10ft. of the original target to make the saving throw against this effect. On a failure, you may also move a creature up to 10ft. away from you.
Flowing River. Whenever you move within 5ft. of a large or smaller creature with this movement, you may force them to make a Strength saving throw. On a failed save, they take 1d10 cold damage and move with you to your destination, where they gain the prone condition.
Protective Waters. The die size from this trait increases to a D10. While the target has Temporary hitpoints from this trait, any creature within 5ft. that damages them takes 1D10 cold damage.
Level 14: Pull of the Deep
As a Bonus Action, you invoke the pull of the ocean. When you do so, each creature of your choice in a 30-ft. Emanation must make a Strength saving throw. Creatures that are Huge or larger make this saving throw with Advantage. On a failed save, a creature is pulled as close to you as possible and is restrained until the end of your next turn. You can expend a use of your Tidal Surge to deal 2d12 cold damage to each creature that failed the saving throw, and half of that damage to each creature that succeeded on the saving throw.
You can use this feature once per Long Rest unless you expend a use of your Rage to restore your use of it (no action required).
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