Path of Crashing Waves

Barbarian Subclass
Some of the primitive islanders and swampfolk, rapacious pirates, and ravening seareavers who worship Wydra, the Elemental Water Tyrant, are favored with blessings that make them extremely dangerous in their chosen aquatic environment. Though highly specialized, while on or in water these maritime marauders are terrifyingly effective.
On Or In Liquid
For purposes of the abilities of this subclass which work "on or in liquid", water and water-based fluids, acid, mud, snow, and quicksand are considered to be liquid, but lava is not.
Aquatic Blessing
Starting when you choose this path at 3rd level, your body undergoes magical changes as you are blessed with aquatic favor. You become more amphibious in form and nature with each further barbarian level you gain; you become completely hairless, start to develop fins, your eyes become fish-like, and your skin becomes some semi-transluscent shade of blue.
Your Rage feature is altered: while raging you gain resistance to bludgeoning, cold, and slashing damage (instead of bludgeoning, piercing, and slashing damage).
Your Unarmored Defense feature is altered: while you are not encumbered and not wearing any armor or using a shield, your armor class equals 12 + your Constitution modifier + your Wisdom modifier.
If you cannot already breathe underwater, you develop gills and can now breathe underwater (or in any liquid). If you do not have a swim speed, you grow webbing between your fingers and toes and gain a swim speed equal to your walking speed; otherwise your existing swim speed improves by a number of feet equal to half your walking speed. If you do not already have Darkvision, you gain it with a range of 30 feet. Otherwise your existing Darkvision's range is increased by 30 feet. In either case, your underwater visibility distance is doubled.
Icy Rage
Beginning at 6th level, the extra damage from your rage is cold damage. While raging you are immune to being frightened, poisoned, and stunned, and you may move across any liquid surface as if it were harmless solid ground.
Chilling Critical
Starting at 10th level, when you use your Brutal Critical feature you may choose to have the additional weapon damage dice deal cold damage; if you do so you may also add your Wisdom bonus (minimum 1) to the damage modifer for the attack. Additionally, your attacks against a fire elemental of any kind score a critical hit on a roll of 18-20.
Chilling Aura
Starting at 14th level, as an action you can manifest a chilling aura around yourself with an effect identical to the Armor of Agathys spell as if cast with a 5th-level spell slot, using Wisdom as your casting ability. You can use this feature a number of times equal to your proficiency bonus per long rest.
Elemental Transmogrification
Starting at 20th level, you are immune to cold damage. However, you are considered to be an elemental creature in addition to your own normal creature type, and can be targeted by spells and abilities that affect elemental water creatures. Your native plane remains the plane you were born on.

Alternate Class Features
Some who follow this path become increasingly aquatic and empowered by immersion in water. When you gain your 10th level in this class you can choose to gain the Wave Warrior and Watery Restoration features described below instead of the Chilling Critical feature. If you do so, when you gain your 14th level in this class you do not gain the Chilling Aura feature, and when you gain your 20th level you gain an additional 30 feet of swimming speed and your Darkvision improves by another 30 feet as well instead of becoming immune to cold damage.
Wave Warrior
Starting at 10th level, while submerged in liquid you may Disengage or Dash as a bonus action and you have advantage on all grappling related attacks, checks, and saving throws. You may launch yourself from a body of liquid into the air as a high jump for a distance equal to your remaining swimming speed and you can safely dive into a body of liquid deep enough to contain you from any height, without taking damage from the impact. In both cases you have advantage on any Acrobatics check you might need to make upon landing in difficult terrain or to avoid collision with hazards.
Watery Restoration
Starting at 10th level, you are refreshed and rejuvenated while submerged; your hurts are healed, your fatigue is relieved. While you are immersed in liquid, as a bonus action you may spend one of your Hit Dice, choosing one of the following options to apply to yourself:
  • Remove a disease.
  • Remove one level of exhaustion.
  • Recover hit points equal to the rolled result plus your Constitution bonus.
  • Remove one of the following conditions: blinded, deafened, frightened, poisoned.
Starting at 14th level, you gain the following additional options when you use this feature:
  • Remove one curse affecting you, including an attunement to a cursed magic item.
  • Remove any reduction to one of your ability scores.
  • Remove one effect reducing your hit point maximum.

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