Barbarian
Base Class: Barbarian

The path of the Spirit Walker calls to those with a deep connection to the spirits of the wild. Those who embrace these spirits and promise to protect them are granted the power to become a force of nature.

Stances of the Primal Spirits

When you chose this archetype at 3rd level, you learn four stances that emulate each of the primal spirits. As a bonus action while raging, or as a part of the bonus action used to enter your rage, you can adopt one of the four stances. You can only enter each stance once per rage, and entering a new stance ends your old stance. You cannot enter a stance while wearing armor or wielding a weapon or shield. If you don armor or pick up a weapon or shield you immediately leave your current stance.

Tiger Stance. When you enter this stance, you can deal extra damage to the first creature you hit with an unarmed strike this turn. This damage is equal to twice your proficiency bonus. The ferocity of the tiger empowers your stikes.

Turtle Stance. When you enter this stance, you gain temporary hit points equal to half your barbarian level (rounded down) plus your Constitution modifier. These temporary hit points last until the end of your next turn. The durability of the turtle sustains you.

Bear Stance. When you enter this stance, until the start of your next turn your speed increase by 10 feet, and opportunity attacks made against you have disadvantage. The power of the bear let you chase down your foes.

Phoenix Stance. When you enter this stance, each creature within 10 feet of you takes fire damage equal to your proficiency bonus. The flames of the phoenix cleanse your enemies.

Living Weapon

Starting at 3rd level, your body becomes more dangerous than any weapon. Your unarmed strikes deal bludgeoning damage equal to 1d8 + your Strength modifier on a hit. This damage increase to 1d10 at 6th level, and 1d12 at 10th level.

Monkey's Agility

At 6th level, your connection with the spirit of the monkey has granted you greater flexibility in your stances. You no longer have a limit on how many times you can enter each stance during a rage, although you cannot enter a stance that you are already in. Additionally, you can enter stances even when you aren't raging. Lastly, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Spirit Gaurdian

At 10th level, the spirits of the wilds are with you always, granting you additional benefits whenever you utilize their stance.

Tiger Stance. The spirit of the tiger helps you stalk your prey. While you are in this stance, you gain a bonus to any Dexterity (Stealth) check you make equal to your Constitution modifier.

Turtle Stance. The spirit of the turtle sustains you in all environments. While you are in this stance, you can hold your breath for up to an hour, and you have a swimming speed of 30 feet.

Bear Stance. The spirit of the bear lets you overcome any obstacle. While you are in this stance you ignore the effects of non-magical difficult terrain, and you deal double damage to objects and structures.

Phoenix Stance. The spirit of the phoenix burns even the toughest foes. The damage you deal when entering this stance can be fire or radiant damage (your choice)

Avatar of the Primal Spirits

Starting at 14th level, the barrier between yourself and the spirits you channel is destroyed entirely, granting each of your stances greater power.

Tiger Stance. While you are in this stance, at the end of your turn you can use your reaction to make one unarmed strike.

Turtle Stance. While you are in this stance, once per turn when you have no more than half your hit points and hit a hostile creature with an unarmed strike, you may regain hit points equal to the damage dealt.

Bear Stance. While you are in this stance, the first time you hit a creature with an unarmed strike on your turn, you can force them to make a Constitution saving throw (DC 8 + your Constitution modifier + your proficiency modifier) or be stunned until the end of your next turn. After a creature has been stunned in this way, it is immune to this ablility for 1 minute.

Phoenix Stance. While you are in this stance and hit a creature with an unarmed strike, that creature and each creature of your choice within 5 feet of it take additional fire or radiant damage equal to your proficiency bonus.

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