Base Class: Barbarian
Many barbarians model themselves after powerful totemic creatures, drawing on their animalistic might to amplify their rage. Wolves, Bears and Birds of Prey are common but in distant corners of the world there are whispers of one particularly fearsome breed of totemic barbarians, the Bloodseekers. These Bloodseekers, as they are called in whisper and lore, embrace the predatory spirit of the Shark and Bulette, vicious stalking hunters of the land and sea.
Bloodseeker barbarians gain a prodigious mastery over water, soil and stone, learning to dive beneath their surfaces and leap out to catch their foes by surprise. Bloodseekers also gain their name sake's olfactory capabilities and accompanying blood frenzy. Bloodseeker barbarians are rumored to be able to track bloodied foes for miles and gain horrifying strength against wounded foes. Masters of the Path of the Bloodseeker learn to exploit even the slightest hint of weakness with devastating results.
Blood in the Water
Starting when you choose this path at 3rd level, you are suffused with the blood frenzy of your totem when you rage. While raging you double your Rage Damage against targets under half health. You also know instinctively if a creature you can see or a creature within 30 ft. is under half health. You gain advantage on Wisdom (Survival) skill checks to track a creature that is missing any of its hit points.
Silent Hunter
Starting at 6th level, the blending of your brutal strength and totemic essence allows you to swim with ease, even through solid earth. You gain the following abilities:
Swimming
You gain a swimming speed equal to your walking speed, and you can breathe underwater.
Burrow
You gain a burrow speed equal to your walking speed and you can hold your breath for up to an hour while burrowing. You have tremorsense within 30 ft. while burrowing.
When you are swimming or burrowing while raging you do not provoke an attack of opportunity from creatures you have damaged this turn.
Voracious
At 10th level, the insatiable hunger of your totem courses through your body whenever you are in the presence of weakened prey. You have advantage on attack rolls against creatures with less than half their health. Once per turn, when you deal damage to a creature with less than half its hit points you deal an addition 1d6 + your Constitution modifier magical piercing damage and gain that many temporary hit points. These temporary hit points last until you take a long rest. This damage increases to 2d6 + your Constitution modifier at 16th level.
You can now burrow through solid rock at half your burrow speed and can choose to leave a 5-foot-diameter tunnel in your wake.
Apex Predator
Beginning at 14th level, the hunter's spirit within you becomes even more attuned to your prey. You now treat any creature with less than its maximum hit points as having less than half its hit points for the purpose of your Bloodseeker abilities.
When you come within 30 feet of a creature with less than its maximum hit points and do not have any uses of Rage remaining you can enter a Rage as a bonus action.
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