Barbarian
Base Class: Barbarian
Ocean Barbarian features
Barbarian level Feature

3rd

Gift of the Ocean, Watery Rage

6th

Disappearing Dive

10th

Watery Double

14th

Improved Watery Double
 

Gift of the Ocean

At 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed, the ability to breathe underwater and the ability to speak aquan.

 

Watery Rage

Starting at 3rd level, when you enter your rage water flows out of you and can cause several effects. You may use only one effect per turn unless it is stated otherwise.

The save DC for your Barbarian abilities is 8 + proficiency bonus + wisdom modifier.

 

Disappearing Dive

Beginning at 6th level, you can burst into water at your feet then materialize somewhere else as an action. You dive into the floor and teleport up to 30 feet to an unoccupied space you can see. Enemies do not get an attack of opportunity on you if you use this ability.

You may use this ability unlimitedly (as an action) while raging but outside of your rage you may use it as many times as your wisdom modifier per long rest.

 

Watery Double

At 10th level, you can use your bonus action to create a duplicate of yourself made of water. This duplicate lasts only while you are raging.

While your double is active, you may only use the frightening appearance and water dart watery rage abilities unless you dismiss the double. Dismissing the double has the same effect as your rage ending for the purposes of this ability.

Your double has AC 14 + your proficiency bonus, immunity to all conditions, resistance to cold damage and it's hit points are a 2d8 that you roll when you summon it. Alternatively, you can chose for it to have 8 hit points instead of rolling. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its own space. On your turn, you can mentally command the double to move up to 30 feet in any direction (no action required). Also, if you use your disappearing dive ability, your double moves 30ft in that direction with you automatically. If your double is ever more than 30 feet from you at the end of your turn, it is dissolves back into water.

Once per turn you can use your bonus action to order your double to make an attack. Its weapon does 1d8 cold damage + your strength modifier (which is taken as bludgeoning damage).

Once you use this ability, you cannot use it again until you have a short rest even if you enter another rage.

 

Improved Watery Double

At 14th level, your double can attack twice.

 

Previous Versions

Name Date Modified Views Adds Version Actions
8/22/2021 12:04:41 AM
10
1
5e
Coming Soon

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