Warriors of Blood and Brimstone The Huntsman In far off and distant lands, beasts of supernatural strength can rise to torment the population. In times of crisis, hunters of these beasts, known as Huntsmen, arrive to destroy the scourge. They are swift fighters, using speed and agility to avoid the strikes of their enormous prey before striking back with ferocity and savage blows. Speed of the Hunt Starting from when you select this archetype from 3rd level, if you are not wearing heavy armour, all creatures have disadvantage on attacks of opportunity against you. Additionally, when you take the dash or dodge action, you can make a single melee weapon attack as a bonus action. . Starting at 7th level, you have the knowledge required to silver a weapon quickly and cheaply. Over half a day of work, you can silver one weapon or 10 pieces of ammunition for half of the cost so long as you have access to smithing tools. Due to your skill in this area, no skill check is required for this. Scent of the Hunt Starting at 7th level you train yourself to identify strong smells and to track beasts. You gain advantage on Wisdom (Perception) and Wisdom (Survival) checks to track beasts and Lycanthropes. Furthermore, you can identify specific information about a creaure if you spend a minute in the creature's presence or find some method to gain the scent of the creature. You learn if the creature is a lycanthrope and one other piece of knowledge from this list: the race of the humanoid or type of creature,

its gender,

its size. If the creature is a beast or a lycanthrope, you are able to add double your proficiency modifier to any skill checks that involve tracking that particular creature for the next hour, so long as there is a strong enough scent trail to follow. Blood Invigoration Beginning at 10th level, as an action, you can expend a single hit die to regain hit points as if you had done so at the end of a short rest. Furthermore, at the end of a long rest, you regain additional hit dice equal to your wisdom modifier. Dance of Death Beginning from 15th level, You have mastered your ability to slip in and out of combat, and can fortify yourself after being struck. You no longer trigger attacks of opportunity when not wearing heavy armour, unless the enemy would have advantage on the attack roll, in which case they make the attack roll with disadvantage. Furthermore, you can expend a hit die through the Blood Invigoration feature or drink a potion as a reaction to taking damage. With Reckless Abandon Beginning at 18th level, you learn to forfeit your own safety to strike harder with each blow. When you use your Action Surge feature, you can choose to deal additional damage equaling your Strength or Dexterity modifier on any attacks you make until the end of that turn. If you do so, weapon attacks against you have advantage until the start of your next turn.

Path of the Doomslayer The history of the Doomslayer barbarians is shrouded in mystery and intrigue. Rumours and myths say the first Doomslayer is an immortal warrior, chosen by the gods to punish the forces of chaos and malice, and is a force the mightiest of foes could not stop. Those that follow this path follow in the footsteps of the first Doomslayer, sworn to crush fiends and undead wherever they are found. Armour of the Doomslayer Beginning when you choose this path at 3rd level, you become resistant to poison , fire and necrotic damage while raging. Also beginning at 3rd level, you gain proficiency with Advanced Weapons, weapons desiged for the destruction of evil by unknown forces. While you are raging, you can summon 1 weapon or swap between two weapons listed on the Weapons of Doom table below as a bonus action. Mutiple weapons can exist simultaneously, but only one Weapon of Doom can be used at at a time unless the weapon specifies otherwise. Advanced Weapons have a number of charges. Each time an attack is made with an Advanced Weapon, hit or miss, a charge is expended. An Advanced Weapon becomes unusable once it runs out of charges, or your rage ends. Once an Advanced Weapon becomes unusable, it cannot be summoned again until the end of your next Long Rest, when all charges are replenished. Some Weapons of Doom require their targets to make a saving throw. The saving throw DC equals 8 + Proficiency bonus + Strength or Dexterity (your choice) You cannot summon an advanced weapon you do not meet the level requirements for. Death From Afar At 6th level, you gain proficiency with Firearms and Advanced Firearms. While raging, you can add your rage damage to any damage you deal with them. Reloading a firearm requires an action unless the weapon specifies otherwise. Advanced Firearms can be summoned like Advanced Weapons. When summoned, an amount of ammunition is summoned equal to your Barbarian level. An advanced firearm becomes unusable if it runs out of ammunition or it misfires. Upon becoming unusable, all remaining ammunition for the weapon also vanishes, and the firearm cannot be summoned again until you finish a long rest. Unlike Advanced Weapons, Advanced Firearms can be summoned outside of Rage. Runes of Dark Fury Beginning at 10th level, any Weapons of Doom you summon count as magical for the sake of overcoming resistances and immunity, and when you reduce a Fiend or Undead to 0 hit points with this weapon, you gain temporary hit points equal to half your Barbarian level. Additionally, a series of angelic or demonic runes - your choice - form on your skin. As a result, you gain the following properties. You have advantage on saving throws against spells or abilities used by Fiends or Undead

You have advantage on intimidation checks against Fiends and Undead

You have disadvantage on stealth checks against Fiends and Undead Slayer of Evil At 14th Level, when you make a melee attack against a Fiend or Undead with an Advanced Weapon, the weapon only loses a charge on a hit.