Barbarian
Base Class: Barbarian

Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as helpful voices, who can guide and protect the living. Some of these spirits offer their wisdom to the living to help them in their journeys across the wilderness of the world. When a barbarian follows this path, the barbarian calls on these guardian spirits for the wisdom to guide them on their path as they roam the world, hunting all manners of creatures ranging from beasts to humanoids.

Barbarians who draw on the guidance of their ancestral guardians can better hunt down their prey and protect their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path sometimes cover themselves in elaborate tattoos that celebrate their ancestors’ deeds, or wear sacred garments or accessories to tie them to the hunters who came before. These items tell sagas of victories against terrible monsters and other fearsome rivals.

Hunter's Prey

Starting at 3rd level, your skills as a hunter begin to increase, as your ancestors whisper guidance in your ear, as well as focusing your predator's instinct on it. You may use an action to designate one creature as your target. You can only target one creature at a time.  You do not need to see the creature in order to designate it as your target, but you do need to be able to find some trace of it. All INT and WIS ability checks made to track your target gain advantage. When you hit your target with a weapon attack, roll an extra 1d8 of the weapon's damage, increasing to 2d8 at 8th level and 3d8 at 12th level. This benefit lasts for 6 hours, increasing to 12 hours at 10th level and 24 hours at 15th level.

Keen Eye

At 6th level, your experience hunting your prey has progressed immensely, so much so your ancestors have taught you how to not only track your prey but to analyze it for weaknesses. As a bonus action, making a successful Investigation check reveals any damage immunities, resistances, or vulnerabilities it may have. You must be able to see the target and be within 60 ft of it. The DC will be made at the DM's discretion, pending the difficulty and creature type of your target. 

Ancestor's Guidance

At 10th level, you have earned your ancestors' approval as a hunter, so much so that they are willing to appear to you and help you in times of need. At the DM's choice, designate the reason your ancestors have been called upon as Calm, Dire, and Very Dire. Roll a percentile die to determine if your summoning was successful. On a successful roll, one of your ancestors appears. They may take the form of a ghostly specter, a distorted reflection, or a distorted form in the clouds. You may ask them about the subject you summoned them for, straying too far from it dismisses their spirit. The spirit can only remain for 10 minutes before disappearing again. You may use this feature once per long rest.

Success for Calm equals 75-100, Dire equals 50-100, Very Dire equals 25-100.

Hunter's Avatar

By 14th level, you are embodied with all the knowledge your ancestors could offer, and your skills as a hunter are honed to perfection. While you are raging, you gain resistance to all damage dealt by the target of your Hunter's Prey ability. You also gain advantage in all saving throws they force you to make. When damaged by the target of your Hunter's Prey, you may use your reaction to make an attack roll as if you were recklessly attacking. You may choose to ignore this and roll one attack die instead.

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