Barbarian
Base Class: Barbarian

The Path of the Ocean is walked by those who fell in the sea, whether to the depths and to the great and terrible things that dwell deep beneath the waves, or simply cast ashore by shipwrecks and tossed aboard during a terrible storm.

No one chooses this fate, as these experiences often irreparably shatter the minds of the weak willed. However, some who live through these traumatic experiences awaken with an otherworldly rage and a rare connection to the ocean, granting them fathomless and drowned magical abilities.

Flooded Lungs

When you choose this path at 3rd level, your experience at sea has changed your physical form forever. You gain a swimming speed of 50 feet and can breathe underwater.

Oceanic Grasp

Also at 3rd level, your connection to the ocean manifests when you rage. When you enter your rage, you manifest one extra weapon that lasts until your rage ends. This weapon can appear as a giant anchor, a sharp harpoon, spectral chains, an eldritch tentacle, or even a ship rudder made of bones.

As a bonus action, you can use this weapon to strike at one creature of your choice within 15 feet of you and force it to make a Strength saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed safe, it is pulled up to 10 feet in a straight line towards you. A creature may willingly fail this saving throw.

Heave-To

Beginning at 6th level, the pull of the ocean becomes impossible to resist. Once on each of your turns when you hit a creature with a melee attack or successfully use your Oceanic Grasp feature against a creature, its speed is halved until the start of your next turn, as the grasp itself binds and impedes it.

Fathomless Grasp

Starting at 10th level, your Oceanic Grasp becomes more powerful. When you enter your rage, you manifest two extra weapons rather than one. You can use them both individually to pull 2 different creatures towards you with the same bonus action, or both at the same time as a bonus action to grapple a creature you can see within 15 feet of you.

Form of the Drowned

At 14th level, as an action, you can enter a terrifying state, channelling all the might of the sea and the spirits of those who lost their battle against it into you. For 1 minute, you gain the following benefits:

  • You can use an action on your turn to cast the Fear spell without components and without expending a spell slot. Strength is your spellcasting ability for this spell.
  • Your movement doesn’t provoke opportunity attacks.
  • Once per turn when you hit with an attack, you may deal extra cold damage equal to half your barbarian level.
  • Your Oceanic Grasp and Fathomless Grasp range is doubled.

You can enter this form a number of times equal to your proficiency bonus, and gain all expended uses when you finish a long rest.

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