Path of Drowned Fury


Salt clings to your skin and the world goes hushed when fury takes you. Waves you cannot see tug at ankles and armor, drawing foes into your orbit as if the tide itself had chosen sides. You fight with the patience of deep water and the certainty of the undertow, smothering spells, stealing breath, and grinding resistance down to silt.

Undertow Rage (3rd Level)

When you Rage, seawater beads across your skin and a dragging current coils around you until the Rage ends.

Undertow. While you are raging, once on each of your turns when you hit a creature with a melee attack, you can pull the target up to 10 feet straight toward you. This movement does not provoke opportunity attacks.

Brine Step. While you are raging, you gain a swim speed equal to your speed, and your jump distance is not reduced while underwater.

Salt in the Lungs. When you hit a creature with a melee attack while raging, you can force it to make a Constitution saving throw against your Barbarian feature save DC. On a failed save, the creature’s voice is choked by brine and it cannot provide the verbal components of spells until the start of your next turn. You can apply this effect once per turn.

Barbarian Feature Save DC. Your Barbarian feature save DC equals 8 plus your proficiency bonus plus your Strength modifier.

Dead Water (6th Level)

Your presence turns the ground to sucking silt and the air to heavy mist.

Sucking Mire. While you are raging, hostile creatures treat the area within 10 feet of you as difficult terrain.

Riptide Drag. When you use Reckless Attack, the first creature you hit before the start of your next turn must succeed on a Strength saving throw against your Barbarian feature save DC or be pulled up to 15 feet straight toward you. If the creature ends this movement within 5 feet of you, it cannot take reactions until the start of its next turn.

Pressure Hardened (10th Level)

You carry the weight of the deep.

Abyssal Adaptation. You can breathe underwater. You gain resistance to cold damage and to thunder damage. You ignore any penalties for making weapon attacks underwater.

Anchor in the Storm. You have advantage on ability checks and saving throws made to resist being pushed, pulled, knocked prone, or moved against your will. When you succeed on such a check or save while raging, you can move up to 5 feet to an unoccupied space you can see.

Crushing Silence (14th Level)

You collapse sound and strength around a foe.

When you hit a creature with a melee attack while raging, you can force it to make a Constitution saving throw against your Barbarian feature save DC. On a failed save, the creature takes 2d8 cold damage and is restrained and silenced until the start of your next turn. A silenced creature by this feature cannot speak and cannot provide the verbal components of spells. On a successful save, the creature takes half as much damage and its speed is reduced by 10 feet until the start of your next turn.

You can use Crushing Silence a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

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