Remove these ads. Join the Worldbuilders Guild

Path of the Deep


Hit Points

Hit Dice: d12 per Path of the Deep level
Hit Points at first Level: See Barbarian
Hit Points at Higher Levels: See Barbarian

Proficiences

Armor: See Barbarian
Weapons: See Barbarian
Tools: See Barbarian
Saving Throws: See Barbarian
Skills:

Overview & Creation

Encounters with the terrors of the deep can break the minds of the weak-willed, but some forge their trauma into weapons never seen above the waves. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.


Class Features

Gift of the Drowned Ones

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

Dredge Line


Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.   As a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. The target must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be pulled up to 10 feet in a straight line towards you.  

Ghostwater Dive


Beginning at 6th level, you can burst into water then materialize somewhere else as an action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. Before or after teleporting, you can make one attack, as part of your action. Moving in this way does not provoke opportunity attacks.  

Manifestations of the Deep


At 10th level, you can manifest additional adaptations of the deep. Select one of the below adaptations you manifest, during a long rest you may replace your chosen manifestation with a new option from this list.  

Eyes of the Deep

You gain the ability to use Echolocation. When you do so, you cast the true seeing spell, without using a spell slot or material components. After you cast a spell in this way, you can’t use this feature again until you finish a short or long rest.

Arms of the Deep

While raging, you now manifest two magical appendages, which may be tentacles, chains and anchors, animated rigging, or another grasping arm of your choice. When you use your dredge line ability, you can attempt a grapple with each of your appendages.

Heart of the Deep

Now on your turn, you can use a bonus action to gain temporary hit points equal to 1d12 + your barbarian level. Once you use this feature, you must finish a short or long rest before you can use it again.

Soul of the Deep

You are now immune to all effects that would cause you to be charmed or frightened.

Armor of the Deep

Your skin hardens increasing your Armor Class by 1.  

Depth Charge


At 14th level, when you use your ghostwater dive ability, you can choose to appear with a wave of tidal force. When you appear all creatures within 10 feet of you must make a Strength saving throw. On a failed save a creature takes 3d6 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.


Barbarian LevelFeature
3rdGift of the Drowned Ones, Dredge Line
6thGhostwater Dive
10thManifestation of the Deep
14thDepth Charge

Created by

Second Default.

Statblock Type

Class Features

Link/Embed