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Path of the Waves

3rd Level: Waves of Rage

When you enter your rage, you manifest a spiritual wave that swirls protectively around you. While raging, you have resistance to cold damage, and when a creature hits you with a melee attack, you can use your reaction to deal cold damage to the attacker. The damage is equal to 1d12 at 3rd level, increasing to 2d12 at 6th level, 3d12 at 10th level, and 4d12 at 14th level. You add half your barbarian level to the damage.   When you deal damage this way, your attacks against that creature score a critical hit on a roll of 19 or 20 until the end of your next turn.  

3rd Level: Blessing of The Water Goddess

You develop an innate connection with the water, granting you a swim speed equal to your walking speed.   Additionally, you no longer suffer any adverse effects from being underwater, and you can breathe underwater effortlessly.  

6th Level: Waving Surge

Your spiritual wave grows in power, capable of unleashing devastating energy when unleashed. While raging, you can use your action to end your rage early and release a burst of primal cold energy in a 100-foot-long, 5-foot-wide line. Each creature in the line must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). A creature takes 6d8 cold damage on a failed save, or half as much on a successful one. At 10th level, the damage increases to 8d8.  

10th Level: Submerging Fury

The chilling force of your Waves of Rage pulls marked foes into a spectral tide, as though they are submerged underwater. When you mark a creature with your Waves of Rage feature, it counts as submerged until the start of your next turn. While submerged, the following rules apply to the creature:
  • If it doesn’t have a swimming speed (natural or magical), it has disadvantage on melee weapon attack rolls unless the weapon is a dagger, javelin, shortsword, spear, or trident.
  • Ranged weapon attacks automatically miss the creature if they are beyond the weapon's normal range. Even within normal range, the attack roll has disadvantage unless the weapon is a crossbow, net, or thrown (such as a spear, trident, or dart).
 

Roar of The Tsunami

You channel the devastating power of the ocean's fury into a single overwhelming surge. As an action, you can expend a use of your Rage to cast the Tsunami spell without requiring material components or concentration. The Tsunami spell created by this feature is centered on you and extends outwards as if you were the epicentre of a catastrophic tidal wave.   Additionally, you are now immune to any effects that would restrict your movement while underwater. This includes entanglement, difficult terrain, or other magical or environmental hazards that would impede your ability to move gracefully through the water.
Path of the Waves barbarians are fierce warriors who draw their strength from the power of the ocean. They are able to harness the raw energy of the waves and use it to bolster their attacks and protect themselves from harm. These barbarians are often seafarers, fishermen, or pirates who have spent their lives battling the sea and its many dangers.

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