Path of the Deep Lord

Witnessing the awesome might of a kraken crushing a galleon into a mess of pulp and screaming gore will change a person. Watch an island explode into life, unfurling into an eight armed world of baleful eyes and bulbous, undulating brain and feel the awesome majesty of the Deep Lords.

Grasp of the Deep Lord

When you choose this path at 3rd level your body becomes a magnificient weapon of natures fury. The strength of the deep lord empowers you to crush your foes.

Your unarmed attacks deal 1d6 bludgeoning damage.

While raging you may make one unarmed or improvised weapon attack as a bonus action.

While raging your proficiency bonus is doubled for any ability checks you make using athletics.

No one can hear you Scream

When you choose this path at 3rd level you learn to impair your foes, blocking sight, speach, or hearing with your bulk.

While raging you can use your action to try to impair a creature grappled by you, or with you grappled to them (see "Climb onto a Bigger Creature" DMG 271). To do so, make another grapple check. If you succeed, the creature is blind, deaf, or silenced (your choice) until the grapple ends.

Aqualung

Beggining at 6th level you teach fear to those who once thought themselves safe from you.

You gain a swim speed equal to your walking speed and may breath underwater.

Your unarmed melee attacks and attempts to grapple and shove count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Stranglehold

Beggining at 10th level you gain the Stranglehold feature.

While raging, creatures who end their turn grappled by you, or with you grappled to them (see "Climb onto a Bigger Creature" DMG 271) provoke an opportunity attack from you.

Harvester of Sorrow

Starting at 14th level, while not wearing heavy armour, you can spend an action to camouflage yourself. Your skin and hair change color and texture to create your camouflage in a frighteningly display.

To camouflage yourself in this way, you can hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

You have advantage on Dexterity(Stealth) checks made while in water.

Path of the Deep Lord The first and second point of Grasp of the Deep Lord enables barbarians to twin weapon fight with fist. The third point of Grasp of the Deep Lord enables non human barbarians a way to get expertise without having to dip rogue. No one can Hear you Scream gives a Deep Lord some more interesting grapple options than the much maligned Grappler feat. Adding some options outside of attacking. The first point of Aqualung is a nice flavorful buff to an exploration ability. The second point of Aqualung allows a Hunter of the Deep to continue playing as an unarmed warrior as monsters start getting immunities. You see the same thing with monks. Stranglehold and later Sea of Arms are interesting buffs to barbarian damage that incentivizes both grapples, and the escape of grapples. Harvester of Sorrow adds a horifying new dimension to a Deep Lord's game.

Kraken by J. L. Meyer @JenniferLMeyer