Barbarian
Base Class: Barbarian

Some barbarians have embraced the strange fury of the deep ocean. Whether from an encounter with a horror from the depths or cultural reverence, a barbarian that follows the Path of the Abyss gain extraordinary nautical prowess.

Blessing of the Deep

At 3rd level when you begin down this primal path, you gain a swimming speed equal to your base walking speed and you can breathe underwater.

Drag Down

Beginning at 3rd level when take this subclass, you can manifest part of the depths of the sea while you rage.  While you are raging, a spectral tentacle, maw, or other thematically appropriate appendage grows out of you. The turn when you enter rage and as a bonus action on subsequent turns, you can use it to try to strike your foes. You target a creature within 15 feet of you and they must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Strength modifier. On a failure they are dragged up to 10 feet towards you in a straight line.

Relentless Current

Upon reaching 6th level you can flow like the crashing wave across the shore. Non-magical difficult terrain no longer impedes your movement. In addition you can squeeze through spaces down to 1-inch small while moving, but you can't end your turn while squeezing.

Deepwater Mutation

Starting at 10th level you gain further adaptations from the deep. At the end of a long rest choose one of the following options, which you gain until you use this feature again.

Armor of the Abyss

You have resistance to cold and fire damage.

Arms of the Abyss

You gain a second manifestation of your Drag Down appendage even when you are not raging. When you use a bonus action to Drag Down you can attack with one or both of the tentacles.

Eyes of the Abyss

You can grow the sensory organs of deep sea creatures, gaining tremorsense 30 feet.

Heart of the Abyss

When you enter a rage you gain temporary hit points equal to half your barbarian level.

Soul of the Abyss

You are immune to the charmed and frightened conditions.

Abyssal Voyage

While raging, as an action you can teleport up to 30 feet to an unoccupied space you can see and erupt in a geyser of force. Each creature of your choice within 5 feet of where you appear must make a Strength saving throw, DC 8 + your proficiency bonus + your Strength modifier, taking 3d6 force damage on a failed save or half as much on a successful one. Creature that fail their saving throw are also knocked prone. After emerging you can make a single melee weapon attack as part of this action.

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