Path of the Beryl Keeper

You have inherited a role that is sacred to your bloodline - you are a stalwart protector of an ancient artifact of great power. The blood of your ancestors flows inside you, guiding and teaching you all they know so that you are best equipped to not only protect the artifact in a time of crisis, but to seek it out and restore it in the event it should ever be stolen or destroyed.

Dusty Knuckles Starting at 3rd level, your fists become reinforced by the blood of your ancestors, making them as strong as stone and your blows strong enough to crack rock. Your fists are natural weapons that deal 1d6 bludgeoning damage. When you take the attack action while you are raging, you can make a bonus action attack with your natural weapon. Additionally, while you are raging, your natural weapons ignore the damage thresholds of structures such as buildings, walls, or vehicles. At 10th level, the damage die of your natural weapons increases to 1d8, and they deal double damage to structures.

Buzzkill Also at 3rd level, thanks to your almost supernatural dedication to your task, you have become immune to some forms of psychic interference. You cannot be forced to laugh by magical means.

Over and Under At 6th level, you have fostered a powerful spiritual connection with the earth and sky, enabling you to move with relative ease among both. Earth. You gain a climbing speed equal to your movement speed, and you ignore non-magical difficult terrain made of earthen materials such as rock, soil, or sand. Sky. You gain the ability to glide. When you fall, you can enter a glide - while gliding, you move 10 feet horizontally for every 5 feet that you fall, and you are immune to falling damage so long as you are conscious.

Treasure Hunter At 10th level, you become supernaturally equipped to hunt for artifacts. You can sense the presence of a magical object within a 90 foot radius - you know the size and direction of the object, but not the exact location. You can only sense one type of magical object at a time - you must spend a short or long rest meditating and communing with your ancestors in order to change the object that you are focused on. Additionally, by punching a locked door or container, you are able to cast the spell knock without components or expending a spell slot.