Path of the Fin
Tribal communities exist all across the realms, in all manner of locales and climes. While their customs
often change, one steadfast certainty seen time and time again is the reverence for particular animals
Barbarian
local to that tribe. These are often wildly varied; northern tribes may revere the Wolf or the Bear, those of
the deserts follow the Hawk or the Jackal, and those of the jungle may aspire to the Ape or the Tiger. It is
in this tradition that the Path of the Fin, island warriors capturing the bloodthirsty essence of the great
Shark, arose.
AQUATIC
Starting when you choose this path at 3rd level, you are
permanently adapted to life underwater. You can
breathe water as well as air and have a swim speed
equal to your walking speed. Additionally, if you are
swimming, your rage can’t end early, unless you choose
to end it.
FEEDING FRENZY
Unlike their land-locked brothers, fin barbarians undergo
drastic physical transformations when they enter a rage.
At 3rd level, while raging, you sprout rows of razor-sharp
shark teeth and gain a melee bite attack. Your bite is a
natural weapon, which you can use to make unarmed
strikes. If you hit with it, you deal piercing damage equal
to 1d8 + your Strength modifier instead of the
bludgeoning damage normal for an unarmed strike.
Starting at 6th level, your bite is considered magical for
the purpose of overcoming resistance and immunity to
nonmagical attacks and damage.
it's shark-tastic jaja, you get it?
When you hit a creature within 5 feet of you with a melee
attack, you can use a bonus action to make a bite attack
against that creature. This attack has advantage if the
creature has half its hit points or fewer. You can use this
feature a number of times equal to your Constitution
modifier (a minimum of once) and regain all expended
uses when you finish a long rest.
BLOOD SENSE
A fully grown shark can smell a single drop of blood in the water almost a mile away. At 6th level, you gain an
amazing sense of smell. You have advantage on all Intelligence (Investigation) and Wisdom (Perception) checks
dealing with smell, and you can automatically track a single living creature whose scent you are familiar with as
long as the trail is less than a week old. By spending a minute concentrating, you can detect the scents of all living
creatures in a 100-foot radius, or up to a mile in the water.
MAKO
Starting at 10th level, your bite attack damage increases to 1d10. Additionally, once per turn when you hit a
creature with your bite attack, it must make a Dexterity saving throw (DC 8 + your proficiency bonus + your
Strength modifier) or be knocked prone or grappled by you (your choice). The target has disadvantage on
this save if you are swimming.
TSUNAMI
Barbarian
By 14th level, as a bonus action, you can conjure a magical wave of salt water that rises at your feet and
glides beneath you. The wave is up to 15 feet wide and 15 feet tall, and moves with you as you swim. If a
creature is caught up in the wave, it is forced to swim and hold its breath until it leaves the wave’s area
or the wave moves away from it. The wave extinguishes unprotected flames in its area. The wave lasts
for 1 minute, after which it spreads across the ground in all directions and quickly evaporates.
Once you use this ability, you can’t use it again until you finish a short or long rest.