Barbarian
Base Class: Barbarian

Your energies are directed at hunting down and destroying malevolent spirits

Spirit sense

Starting when you choose this path at 3rd level, the presence of spirits registers on your senses like a noxious odour, and rings in your ears. As an action, you can open your awareness to detect spirits. Until the end of your next turn, you know the location of any fey, fiend or undead within 1km of you. 

You know the type (fey, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.

Additionally you can choose to take a level of exhaustion to increase your focus and maintain awareness of one entity detected in this manner for 1 hour, as long as they remain on the same plane of assistance.

You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses.

Spirit affinity

You gain advantage on all attacks and skill checks against beings who you have detected and maintained awareness of using your spirit sense

You gain +10 to survival checks to track beings who you have detected and maintained awareness of using your spirit sense

Spirit strikes

Starting at 6th level, when raging your strikes against spirits (fey, fiend or undead) count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage and your Rage Damage is doubled against spirits (fey, fiend or undead)

Spirit hunter's knowledge

Starting at 6th level you gain a deeper understanding of your spirit quarry. You gain advantage on all intelligence (History) checks relating to malevolent spirits

Spirit hunter's cry

At 10th level, you learn to channel your energies to distract and disconcert malevolent spirits. As a bonus action, you unleash a battle cry infused with energy. Up to ten sprits of your choice within 60 feet of you that can hear you suffer disadvantage on attack rolls and saving throws until the start of your next turn.

Once you use this feature, you can’t use it again until you finish a long rest.

Spiritbane aura

Starting at 14th level your hunter’s energy extends beyond your physical body. When a spirit  (fey, fiend or undead) within 5 feet of you hits you with a melee attack, the attacker takes 3 points of force damage if you are raging and aren’t incapacitated.This aura also grants you resistance to fear, charm and possession effects.

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