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Path of the Drowned

The Path of the Drowned is walked by those who fall into the dark depths of the sea and survive. Most of these barbarians did not choose this fate. Instead, their all-consuming rage is the legacy of a prolonged brush with death. Some belong to tribes who venerate the power of the sea and willingly give themselves to the waves for a chance at such strength.   Falling somewhere between the living and the dead, barbarians who walk this path remember the rattling of chains and crashing waves when they rage. Their spectral powers control the battlefield around them as they drag their enemies into the cold and crushing depths to suffer their own grim fate.

Flooded Lungs

Starting at 3rd level, you take on certain characteristics that walk the brink of life and death. You gain the following benefits:
  • You gain a swimming speed of 30 feet.
  • You are immune to the effects of being underwater at a depth greater than 100 feet.
  • You no longer need to breathe.
  • You appear dead to spells and magical effects used to determine your status, and are indistinguishable from a corpse while you remain motionless.

Spectral Chains

Also at 3rd level, your memories of the crushing depths cause you to manifest spectral chains that wrap around you or hang off your person. The chains are visible to only you when you are not raging and cannot travel more than 10 feet away from you. The chains can be used to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The chains cannot perform any task that requires careful handling, attack, activate magic items, or carry more than 10 pounds. When your Spectral Chains require a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

Oppressive Haul

When you choose this path at 3rd level, you learn to fully embrace your spectral powers by summoning a ghostly anchor that connects to your chains. When you enter a rage, you can hurl the anchor at a creature within 30 feet of you. The creature must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line towards you by your Spectral Chains. While you’re raging, you can use a bonus action on your turn to toss the anchor again, targeting the same creature or a different one.

Heave-To

Beginning at 6th level, you can cause your Spectral Chains to bind and harm your foes. When a creature fails its save against your chains, its speed is halved until the start of your next turn. In addition, the creature takes 1d6 cold damage. When you reach certain levels in this class, the damage dealt by your chains increases: 2d6 at 10th level and 3d6 at 14th level.

Dead Men Talking

At 10th level, your connection to the dead is strong enough to contact them directly. When you do so, you cast the speak with dead spell without using a spell slot or material components. Rather than speaking with the corpse’s mouth, you see a spectral image of the creature as it was in life hovering above the body. After you cast the spell in this way, you can’t use this feature again until you finish a short or long rest.

Batten Down the Hatches

Starting at 14th level, you can call upon the drowned to restrain the living with your chains. When you take damage from a creature that is within 5 feet of you, you can use your reaction to wrap that creature in Spectral Chains. The creature must succeed on a Dexterity saving throw or be restrained until the end of your next turn.

Close to Death

The Temple of the Deathsworn's complicated views on death, Undeath, and revivification often make for tense and awkward encounters between themselves and the barbarians of this path. These barbarians are close enough to death to trigger their senses however just alive enough to be safe from their actions. So long as the barbarian was not saved through revivification magic, or so far as it isn't noticed, the temple's followers will take no action, though some members may look for excuses to act if given the chance.

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