Warrior Tradition

Path of the Spirit Chaser

Barbarians that follow the path of the spirit chaser draws strength from the spirits of nature and the beasts that roam the wild.

 

Bestial Senses

At 2nd level, you learn two skills from the following list: animal handling, athletics, perception, stealth, survival.

You also have advantage on Dexterity saving throws if you are not blinded, deafened, or incapacitated.

You gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

 

Spirit Walker

Beginning at 10th level, when an enemy creature you can see ends its turn within sight, you can use your reaction to move up to your speed in a straight line towards that creature.

You can also use the Dash action as a bonus action on your turn. When you do so, other creatures have disadvantage when making opportunity attack against you until the end of your turn as well.

Further, you can track and sneak while traveling at a fast pace. You also do not suffer disadvantage on Dexterity (stealth) for moving more than half your speed on a turn.

 

Mystic Communion

Beginning at 17th level, you can use a bonus action to become ethereal and fly up to 30 feet to a point you can see. This movement does not provoke opportunity attacks. All creatures within 5 feet of the point you fly to must succeeds on a Wisdom saving throw or become stunned until the end of their next turn. You can use this ability once between short and long rests.

You can also use an action to focus your awareness on the region around you. For 1 hour, you can sense whether the following types of creatures are present within 1 mile of you: aberrations, celestials, dragons, elementals, fey, fiends, and undead. This feature doesn’t reveal the creatures’ location or number. You regain this feature when you finish a short or a long rest.

Lastly, you gain the ability to cast the commune with nature spell, but only as a ritual.