Path of the Deep

Encounters with the great and terrible things that dwell deep beneath the waves often irreparably shatter the minds of the weak-willed. However, some who survive these traumatic and otherworldly experiences awaken with an eldritch Rage that is rarely experienced on the material plane.   Those who walk the Path of the Deep are mortals who have survived an experience with the unexplained depths and gained extraordinary, and often unsettling, eldritch abilities.

Deep Exploits

3rd-Level Barbarian (Path of the Deep) Feature

You learn certain Exploits at the Barbarian levels noted in the table below. These don't count against your number of Exploits Known and can't be switched upon gaining a level.
Barbarian LevelExploit
3rdcrushing grip, cunning instinct
5thimmovable stance, rending strike
9thprimal terror

Gift of the Depths

3rd-Level Barbarian (Path of the Deep) Feature

You have been irreparably changed by your exposure to the mysterious depths. You gain a swimming speed equal to your walking speed and you can breathe both air and water.

Otherworldly Grasp

3rd-Level Barbarian (Path of the Deep) Feature

Your eldritch power becomes apparent when you Rage. Whenever you Rage, you instantly manifest one additional appendage, the appearance of which reflects the nature of the being which infused you with otherworldly eldritch power. Your eldritch appendage lasts for the duration of your Rage, and can be attacked as part of you.   As a bonus action, you can use this appendage to force a target you can see within 15 feet to make a Strength saving throw against your Exploit save DC. On a failure, it is pulled up to 15 feet toward you. Any target larger than you has advantage on its Strength saving throw.

Reality Warp

6th-Level Barbarian (Path of the Deep) Feature

Your mind-altering experiences allow you to identify, and slip through, the cracks in reality. As an action, you can teleport, along with any equipment you are wearing or carrying, to an unoccupied space you can see within 30 feet. This does not provoke opportunity attacks. Immediately before, or after, you do so, you can make one attack as part of the same action.   When you reach 14th level in this class, you can use this feature as part of the bonus action you use to enter a Rage.   You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all uses when you finish a long rest. When you have no uses left, you can expend an Exploit Die to use this feature again.

Eldritch Tentacles

10th-Level Barbarian (Path of the Deep) Feature

The strange eldritch power inside you allows your body to mutate further. When you Rage, you manifest two additional appendages which last until the end of your Rage.   As a bonus action, you can cause both of your appendages to use Otherworldly Grasp, or grapple a creature you can see within 15 feet. Each of your appendages can target the same, or different, creatures. If they target the same creature, the target has disadvantage on its saving throw (Otherworldly Grasp) or ability check (grapple). Each appendage can use the same, or a different feature as part of the same bonus action.   When you reach 14th level in this class, the range of your additional appendage abilities increases to 20 feet.

The Horrors Below

14th-Level Barbarian (Path of the Deep) Feature

When you travel through the cracks in reality, you can reveal the eldritch horrors beyond this world. When you use Reality Warp, you can force creatures within 10 feet of the point you appear to make a Wisdom saving throw against your Exploit save DC. On a failure, creatures take psychic damage equal to two rolls of your Exploit die and are frightened of you until the start of your next turn. On a successful save, creatures take half as much psychic damage and are not frightened of you.   Creatures that are immune to the frightened condition automatically succeed on the saving throw and take no psychic damage.

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