Barbarian
Base Class: Barbarian

A barbarian's rage is a product of the world and its resources. Every time a rage is called, the self pulls in the world's energy in such a way that it, inevitably, sends silent ripples across the Planes of Existence. Sometimes, the primal power called for by a barbarian beckons the attention of otherworldly predators. Only regarded in ancient murals and castaway folklore, Astral Stalkers were a species of savages known to stalk creatures across the forests. They remained invisible until a proper vantage point could be scored to gain the upper hand. Depictions of these creatures show them as lurching abominations, towering above most prey, wreathed in muscle and adorned with shard, aeonian claws. Astral Stalkers resonate personally with the potential barbarians contain within their rage, sometimes being able to link through the weaves of time and life to aid the rage at any cost.

Bonus Proficiencies

A distant, unreal creature extends a psychic reach towards you, granting minor abilities. You gain the ability to speak Deep Speech, and gain proficiency in Stealth if you do not have it already.

Ambush Predator

Whenever you begin a rage, you can choose to expend a rage charge to become invisible. This effect lasts until you end your rage or attack another creature. While invisible, you can choose to make your Dexterity (Stealth) checks with your Strength modifier.

Astral Connection

You establish a psychic connection to a commander of an Astral Stalker tribe. As a ritual lasting for ten minutes, you are able to commune with your commander. Choose a benefit from the provided list, depending on the content of your conversation.

You can only have a single effect active at a time and are able to change or refresh the chosen effect by communing with your Astral Commander again. You gain more Astral Connection benefits at Level 14.

Battle Preparation

During your discussion, your Astral Commander allocated time to prepare you for combat. Choose one maneuver from the Fighter's Battle Master subclass. You are able to use that maneuver a number of times equal to half your proficiency bonus (rounded down). You maintain the knowledge of this maneuver until you use your Astral Connection again, or use every charge of your maneuver.

Bolstered Grace

During your discussion, your Astral Commander allocated time to discuss the workings of the material mind. You gain proficiency in Charisma checks and saving throws. In addition, you are able to cast Detect Thoughts once without expending a spell slot. Creatures affected by this casting of Detect Thoughts makes the initial Wisdom save to block deeper probing with disadvantage.

Hunter's Eyes

During your discussion, your Astral Commander laced its words with subtle magic, enhancing your sight. Until your next Astral Connection, you gain expertise in Wisdom (Perception) checks and Intelligence (Investigation) checks.

Raging Stalker

When you activate your rage, you can choose to morph into your Stalker Form. Your equipment merges into you for the duration of your rage, but you retain any passive benefits (such as the passive healing from a Ring of Regeneration) from magic items or class abilities. Your stats are as follows (remaining as they are if they are higher than listed):

 

AC: 20

Speed: 50ft., Climb 20ft. 

Darkvision up to 120ft.

STR: 24 (+7)

DEX: 21 (+5)

CON: 22 (+6)

(INT, WIS, & CHA remain the same as your base form)

 

You also gain natural weapons, detailed at the bottom of this feature. You are proficient with these weapons, and they count as magical for the purposes of overcoming damage resistances.

Claws (Multiattack)

Light (can make two Claw attacks per attack), Finesse 

On hit: 1d6+STR/DEX MOD Slashing

 

Throat Dart

You generate a spike of bone-like substance in your throat, being able to launch it at foes.

On hit: 2d4+7 Piercing, DC 16 CON, Astral Poisoning (1d12 Poison Damage, Paralyzed for 1d4 turns, able to reroll on their turn or when hit)

Improved Astral Connection

You have become crucial in spreading your Astral Commander's influence. You gain more options for benefits, as detailed below. You are now able to have two effects up simultaneously. 

Astral Escape

During your discussion with you Astral Commander, you warn of possible danger to come to you. In an effort to protect you, your Astral Commander performs a ritual for one hour after your discussion. Once the ritual is complete, you are able to cast Plane Shift on yourself and up to five other creatures without expending a spell slot.. Casting it takes up to 1d4 turns. This casting is limited to transporting you to the Astral Plane, and only near a dedicated Safe House for the tribe that adopted you. While there, your tribe will do their best to protect and provide for you and your party within the best of their ability. However, the Astral Stalkers will not be compelled to provide much for you without you providing something in return. After twelve hours, you are automatically sent back to your previous plane of existence. You can only use this ability once per week.

Natural Rogues

During your discussion with your Astral Commander, your Commander placed their honed skills in your mind. You gain access to Sneak Attack (see rules for Sneak Attack). The number of Sneak Attack die (d6) you get are equal to your number of rage charges (maximum of six). You ignore the weapon requirements while you are raging. In addition, you gain access to the Evasion feature while you are raging.

Untraceable

During your discussion with your Astral Commander, you were subtly influenced to fade into the background. You are able to take the Hide action as a bonus action. You are also able to hide in any unobscured area, so long as you are not moving. You can continue to hide in an unobscured area without provoking a Wisdom (Perception) check so long as you are moving no more than half your movement speed.

Previous Versions

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