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.Įyes of the Deep. Moving in this way does not provoke opportunity attacks.Īt 10th level, you can manifest additional adaptations of the deep. Before or after teleporting, you can make one attack, as part of your action. You magically teleport along with any equipment you are wearing or carrying, up to 30 feet to an unoccupied space you can see. ![]() 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.īeginning at 6th level, you can burst into water then materialize somewhere else as an action. This weapon can appear as a kraken tentacle, a giant anchor, preternatural jaws, or something else based on your history.Īs a bonus action, you can use this appendage to strike at one creature of your choice that you can see within 15 feet. ![]() Starting when you choose this path at 3rd level, you manifest an extra appendage when you enter your rage. The barbarian who walks this path has survived such an encounter and has gained extraordinary abilities from the experience.Īt 3rd level when you adopt this path, you gain a swimming speed equal to your walking speed and gain the ability to breathe underwater. 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.
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