Base Class: Barbarian
The shark, natural born hunter, as an aspect makes you a deadly foe against all who choose to cross your path.
Smell of Blood
Starting when you choose this path at 3rd level, the spirit of the shark takes over, and the smell of blood overwhelms your senses. While raging or when you move 15 feet toward a target, you can make a single melee weapon attack as a bonus action on each of your turns after this one. In addition, you have advantage while attacking a target below half health. Once your rage subsides, you suffer 1d12 psychic damage, as a result of the blood frenzy leaving your body.
Aspect of the Shark
Beginning at 6th, you take on the aspect of the mighty hunter. You gain swim speed equal to your walking speed, plus you can breathe underwater. Also, when raging if you hit a target, you learn the target's resistances.
Spirit Walker
At 10th level, you can cast the commune with nature spell, but only as a ritual.
When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement
Starting at 14th level, your rage damage is doubled against target's with less than half their health. In addition, you have advantage on attacks against creatures that are below their max hit points.
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