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Path of the Raging Sea

Depths of Rage

At 3rd level, the Sea's energy roiling inside you sometimes erupts. When you enter your rage, roll on the surge table to determine the magical effect produced. These effects last until your rage ends.   If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Strength modifier.

SURGE TABLE

D10 Ability
1 A field of lightning surrounds you in a 30 ft radius. any hostile creature that is within that radius must make a dexterity saving throw or take 2d6 lightning damage on a fail or half as much on a success. As well as any attack you take while this field is active does an additional 2d6 lightning damage.   The damage increases when you reach certain levels in this class, increasing to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.
2 Heavy rain begins swirling around you and any ally within 15 ft of you. All attacks made against you or your ally's are made at disadvantage as well as gaining 2d6 temporary hit points.   The number of temporary hit points increases when you reach certain levels in this class, increasing to 3d6 at 10th level, 4d6 at 15th level, and 5d6 at 20th level.
3 Your size is doubled, You gain advantage on strength checks.   When you reach certain levels in this class, you gain an additional 5 ft of movement speed at 10th, 15th, and an additional 10 ft at 20th level.
4 you choose a number of enemies equal to your proficiency modifier (minimum of 1). Tendrils of kelp(seaweed) wrap tightly around the legs of the chosen enemies. They must succeed a strength saving throw or they are considered grappled. As a bonus action you can move the kelp to a new target.   They can use their action to attempt the save again once, on each of their turns.   When you reach certain levels in this class, you gain additional benefits, at 10th as an action you can now attempt to restrain any creature you have grappled, at 15th you can now attempt to restrain them as a bonus action, and at 20th creatures make the saves at disadvantage.
5 You flash freeze the ground around you until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.   The radius increases when you reach certain levels in this class, Increasing to 20 at 10th level, 30 at 15th level, and 40 at 20th level. In addition, the affected area now is able to move with you only thawing once it's no longer in the radius
6 You summon 1 waterspout within 120 ft that you can see. The whirlpool has a 5ft radius and is 40ft high. When a creature enters the waterspout area for the first time on a turn or starts its turn there, it must make a strength saving throw. It takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one. On each of your turns you can use a bonus action to move the waterspout 60 feet in any direction.   The damage increases when you reach certain levels in this class, increasing to 3d10 at 10th level, 4d10 at 15th level, and 5d10 at 20th level.
7 A howling storm of thick snow and ice crystals appears in a cylinder 40 feet high and 20 feet in diameter centered on you, and moves with you. The area is heavily obscured by the swirling snow.   When the storm appears, each creature other than you, in the area takes 2d8 cold damage, or half as much damage with a successful Constitution saving throw. A creature also makes this saving throw and takes damage when it enters the area for the first time on a turn or ends its turn there.   In addition, creatures other than you gain disadvantage on attacks of opportunity.   The damage increases when you reach certain levels in this class, increasing to 3d8 at 10th level, 4d8 at 15th level, and 5d8 at 20th level.
8 You can channel the ocean's magic within yourself. As part of your attack action, you can swing your weapon, Sending out a wave of force energy in a 30 ft cone from you. Each creature within range must make a dexterity save or take 3d8 force damage.   The damage increases when you reach certain levels in this class, increasing to 4d8 at 10th level, 5d8 at 15th level, and 6d8 at 20th level. In addition, beginning at 10th level if any creature fails its dexterity save that is knocked prone.
9 Your Rage boils inside you granting you the ability to spew scalding steam from your mouth. Until your rage ends, you can use a bonus action to exhale a 15-foot cone of steam. Each creature in that area must make a Constitution saving throw, taking 3d8 fire damage on a failed save, or half as much damage on a successful one.   Being underwater doesn't grant resistance against this damage.   When you reach certain levels in this class, the damage increases to 4d8 at 10th level, 5d8 at 15th level, and 6d8 at 20th level.
10 you are surrounded by multicolored, protective lights; Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet.   If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn. In addition when you reach certain levels in this class, you gain a +1 bonus to AC at 10th level, +2 at 15th level, and +3 at 20th level.

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: Ice envelopes your skin, increasing your Armor Class by 1.   Iceberg of the Deep: You can incase a weapon in ice dealing an extra 1d6 cold damage. Making that weapon magical for the purposes of overcoming non magical resistances.

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 3d8 force damage and is knocked prone. On a successful save, a creature takes half damage and is not knocked prone.

Depths of Rage Advanced

Also at 14th level, whenever you roll on the surge table, you can roll the die twice and choose which of the two effects to unleash. If you roll the same number on both dice, you can ignore the number and choose any effect on the table.

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