Path of the Totem Warrior
Hit Points
Hit Dice: d12 per Path of the Totem Warrior level
Subclass Options
Spirit Seeker
You gain the ability to cast the Beast Sense and Speak With Animals spells, but only as rituals.
Totem Spirit
At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland.
- Bear: While raging you have resistance to all damage except psychic damage.
- Eagle: While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, you can also use the Dash action as a bonus action on your turn.
- Wolf: While you're raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you.
- Elk: While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
- Tiger: While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.
Aspect of the Beast
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.
- Bear: Your carrying capacity (including maximum load and maximum lift) is doubled and you have advantage on Strength checks made to push, pull, lift, or break objects.
- Eagle: You can see up to 1 mile away with no difficulty. You are able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks.
- Wolf: You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.
- Elk: Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated.
- Tiger: You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
Spirit Walker
At 10th level, you can cast the Commune With Nature spell, but only as a ritual.
Totemic Attunement
At 14th level you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
- Bear: While you're raging any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.
- Eagle: While raging you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
- Wolf: While you're raging you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
- Elk: While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
- Tiger: While you're raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.