Path of the Valesman

3rd Level: Valesman's Instincts

Yours is a path that seeks attunement with the natural world. You can use a Bonus Action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Nature) check to notice details or clues about terrain, plants and animals, or the weather.

3rd Level: Carved Power

Through the Achiad art of Hyldej, you can produce equipment of such exquisite detail and quality that they imbue you with a fragment of sublime power. Choose a native Valic animal and gain its feature. You must incorporate a design element featuring the animal into your finished work in order to benefit from it.

Whenever you activate your Rage, you gain one of the following options of your choice.

Boar. While your Rage is active, you have Resistance to every damage type except Force and Psychic. The boar carving makes you tough enough to stand up to any punishment.

Forridel. When you activate your Rage and as a Bonus Action while it’s active, you can take both the Disengage and the Dash action. The forridel carving makes you a predator who can weave through the fray with ease.

Wolf. While your Rage is active, your allies have Advantage on attack rolls against any enemy of yours within 5 feet of you. The wolf carving makes you a leader of hunters.

6th Level: Aspect of the Wild

You gain a supernatural benefit based on the animal carving of your choice. You can choose the same animal you selected at 3rd level or a different one.

Whenever you finish a Long Rest, you can change your choice.

Boar. The boar carving bolsters your resolve. You gain proficiency in the Athletics or Insight skill. If you already have proficiency in the skill, you gain Expertise in it instead.

Forridel. The forridel carving lends you its eyesight. You gain proficiency in the Investigation or Perception skill. If you already have proficiency in the skill, you gain Expertise in it instead.

Wolf. The wolf carving grants you its hunting sensibilities. You gain proficiency in the Stealth or Survival skill. If you already have proficiency in the skill, you gain Expertise in it instead.

10th Level: Adaptable Instincts

Your instincts shift with your environment. You adopt one of the following instincts of your choice. Whenever you finish a Long Rest, you can change your choice.

Forager. You can always find enough food and fresh water for yourself and up to five other creatures each day, provided the environment offers any. You have Advantage on ability checks made to identify plants, animals, and natural hazards.

Handler. You have Advantage on Wisdom (Animal Handling) checks, and Beasts of CR 1 or lower are indifferent toward you unless you harm them or their allies.

Tracker. You have Advantage on Wisdom (Survival) checks made to follow tracks or navigate in the wilderness, and you can track while traveling at a fast pace.

Watcher. You have Advantage on Wisdom (Perception) checks, and in clear conditions you can see twice as far as normal.

14th Level: Mastery made Manifest

Whenever you activate your Rage, you gain one of the following options of your choice.

Boar. While your Rage is active, any of your enemies within 5 feet of you have Disadvantage on attack rolls against targets other than you or another Barbarian who has this option active.

Forridel. While your Rage is active, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Wolf. While your Rage is active, you can cause a Large or smaller creature to have the Prone condition when you hit it with a melee attack.