Base Class: Barbarian
There are those who have heard the Ocean's call and answered. It's not uncommon to find a Barbarian who spent time aboard a ship acting as it's strongman or bruiser. Their large and muscular stature can make a difference during ship skirmishes. Barbarians who have spent time sailing the open seas have seen the ocean's strength and respect it. When enraged, they come crashing down on you with the strength of a Tsunami.
Mariner
Skirmishes on ships are quick and chaotic. Many sailors tend to favor the use of two weapons because it grants a certain sense of adaptability on the battlefield. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
The Black Spot
The Black Spot is a mark of death among sailors. When you take this Path, at 3rd level you gain the ability to mark a creature with the Black Spot. You do this with your bonus action. The creature must be within 90 feet of you and this creature is marked for up to 1 hour.
A creature marked with this is your target. While you are in a rage, you deal an extra 1d6 of damage to the target whenever you hit it with a weapon attack including attacks made with your offhand weapon. If the target drops to 0 hit points before this ability ends and you are still raging, you can use a bonus action on a subsequent turn of yours to mark a new creature.
You can only mark up to one creature at a time and can use this ability a number of times equal to the number of times you can enter a rage before needing to enter a long rest. You regain the maximum number of uses after completing a long rest.
Seasoned Sailor
Years on the sea has turned you into a well seasoned sailor. Beginning at 6th level, your movement is greatly improved. Climbing and swimming do not cost any additional movement and while raging, terrains that are windy, wet, or icy.
Ocean's Savagery
Beginning at 10th level, as a bonus action you can order companions to attack a creature marked with the black spot. The next companion that uses a weapon attack on that target gains advantage on their attack roll and add 1d6 extra damage whenever they hit it with a weapon attack. Each companion may use this bonus for only one of their attack actions. This ability fades when it is your next turn.
Commandeer
You are a master of the seas and your name is known far and wide. Your voice and presence are imposing which tend to pressure opponents into giving ground. Starting at 14th level, you gain advantage on aggressive Charisma checks. You may use your bonus action to attempt to demoralize a humanoid and within 30 feet of you. Make a Charisma (Intimidation) check. If the check succeeds, that target becomes frightened by you until the end of your next turn.
You may use this action equal to your charisma modifier and regain a use after a short rest.
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