Barbarian
Base Class: Barbarian

Living on the sea and learning to rage as the ocean does.

Ocean's Fury

Your Rage taps into the power of the waves. Whenever you activate your Rage, you gain one of the following options of your choice.

Crashing. While your Rage is active, you have Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

Tranquil. When you activate your Rage, you gain +2 to your AC and to your Dex.

Relentless. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you.

Tsunami. While your Rage is active, your allies have Advantage on all attack rolls and may attack as a bonus action.

 

 

Coast

When this effect is activated, each creature of your choice in your aura gains 2 temporary hit points each turn, as icy spirits inure it to suffering. The temporary hit points increase when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Deep

When this effect is activated, all other creatures in your aura take 2 cold damage each. The damage increases when you reach certain levels in this class, increasing to 3 at 5th level, 4 at 10th level, 5 at 15th level, and 6 at 20th level.

Shallows

The twisting shallows of the sea form around you making it hard to move. When activated, you produce difficult terrain in a radius based on your level:
[3rd] 10, [6th] 20, [10th] 40, and [14th] 80

Blessing of the sea

You gain the oceans blessing gaining access to the Water breathing and Water walk spells.

These can be cast at will even during a rage.

They can not be cast on anyone else and only work on the person casting them.

You gain an Aura of 10 Feet.

You also gain a swimming speed of 30 feet.

Soul of the Sea

At 6th level, the Sea grants you benefits even when your aura isn’t active. The benefits are based on the environment you chose for your Sea Aura.

Your Aura increases from 10 to 20 feet. 

Coast

You gain the hunting sensibilities of a shark. Whether mounted or on foot, your travel pace is doubled,  you can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).

Deep

You gain resistance to fire and cold damage, and you don’t suffer the effects of extreme temperatures.

Shallows

You learn the spells control water and create or destroy water and can cast these at will.

Protecting Wave

At 10th level, you learn to use your mastery of the sea to protect others. Each creature of your choice within your aura has Resistance to every damage type except Force, Necrotic, Psychic, and Radiant.

Your Aura increases from 20 to 40 feet. 

Tsunami

At 14th level, the power of the Sea you channel grows mightier, lashing out at your foes. The effect is based on the environment you chose for your Sea Aura.

Your Aura increases from 40 to 80 feet. 

 

Coast

Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes cold damage equal to your barbarian level.

Deep

 

When you hit a creature in your aura with an attack, you can use your reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if pulled into the deep of the sea.

Shallows

 

Whenever the effect of your Sea Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Strength saving throw, or its speed is reduced to 0 until the start of your next turn, as sea foam covers its legs.

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