Barbarian: Path of the Depths

by AngelWinter

Search GM Binder Visit User Profile

Barbarian: Path of the Depths
FIND MORE OF MY SUBCLASSES HERE

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 their experience.

Gift of the Drowned

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 protrudes from you back and can take many shapes such as a tentacle or a chained anchor.

As an action or bonus action, you can use lash out with this appendage to a range of 15 feet. If you strike a creature, make an attack roll which you add your Strength modifier and your proficiency bonus. On a hit, the target takes 1d8 Slashing, Piercing, or Bludgeoning damage plus your Strength modifier (your choice when you first gain this feature) this damage is considered magical for the sake of overcoming resistances.

Additionally, if the creature you hit is your size or smaller you can force them to make 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. Alternatively, you can target a wall or sturdy object within range and pull yourself to within 5 feet of it, this movement does not provoke opportunity attacks.

Ghostwater Dive

Beginning at 6th level, you can burst into water 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.

Adaptation to the Depths

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.

Sounds of the Deep

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

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 3d10 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Angel Winter
1
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.