Path of the Totem Warrior

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.   Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.  

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, 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 – an amulet or similar adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.   Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.   Ape. While raging, you seem to be more maneuverable in close up fights. After landing a successful attack on a creature, you can use your bonus action to attempt to grapple it. While you are grappling a creature, it takes bludgeoning damage equal to your rage damage at the start of each of its turns. The spirit of the ape makes you a resilient fighter.   Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.   Bull. While raging, your body stubbornly refuses to fall during combat. Whenever you are hit with a weapon attack by a creature you can see, you can use your reaction to reduce any damage you take from that creature by 1d6 + your rage damage. This ability lasts until the start of your next turn. The spirit of the bull makes you a headstrong combatant.   Cobra. While raging, you gain temporary hit points equal to your rage damage + 1 at the start of each of your turns. The spirit of the cobra grants you life immortal.   Deer. While raging, you gain the ability to use the dash action as a bonus action and you do not provoke opportunity attacks. The spirit of the deer gives you swiftness and grace.   Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.   Elephant. While raging, your attacks seem to possess more strength than you do naturally. Whenever you make a successful melee weapon attack against a creature that is one size category larger than you or smaller, you can use your bonus action to attempt to shove them a number of feet equal to 5 times your Strength modifier. The spirit of the elephant makes you a brutish powerhouse. Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.   Lion. While raging, you can add your rage bonus to your saving throws and ability checks if a friendly creature is within 10 feet of you. The spirit of the lion makes you empowered in a pride.   Owlbear. While raging, you can add your ability modifier to attacks made with an off-hand weapon. Like the owlbear’s claws and beak, you strike quickly and savagely.   Rhinoceros. While raging, your skin seems to thicken up, making it harder to penetrate. You gain a +1 bonus to AC while not wearing armor. This bonus increases to +2 at 6th level and +3 at 14th level. The spirit of the rhinoceros makes you a hearty creature.   Scorpion. While raging, moving with a grappled creature costs no additional movement. Additionally, while raging, whenever a creature would provoke an opportunity attack from you, you can forgo that attack and attempt to grapple it instead. The spirit of the scorpion allows you to easily catch your prey.   Shark. While raging, the scent of blood heightens your savagery. When you hit a creature with less than their maximum hit points with a melee weapon attack on your turn, your rage bonus is doubled. In addition, if you make an opportunity attack against a creature leaving your reach, you can also move with that creature up to 15 feet as part of the same reaction. The spirit of the shark makes you a relentless predator.   Spider. While raging, you can take the disengage action in the form of a swift jump as a bonus action. This jump allows you to move up to 15 feet away without using any movement speed. Should you land next to another hostile creature because of this, you can make a melee attack against it. The spirit of the spider makes you a nimble assailant.   Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.   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. The spirit of the wolf makes you a leader of hunters.  

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.   Ape. You gain the ape's ability to learn and adapt. You have advantage on Wisdom (Survival) checks and Intelligence (Nature) checks when trying to navigate, forage, or learn what you can about the environment and the creatures within it.   Bear. You gain the might of a 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.   Bull. You gain the bull's stubborn nature. You have advantage on saving throws against being charmed or frightened. If you possess a racial trait that grants you advantage on one or both of these conditions, you instead gain immunity to that condition.   Cobra. The captivating gaze of the cobra bestows knowledge of manipulation upon you. You gain proficiency in Persuasion if you were not already proficient in it, and your proficiency bonus is doubled for all Charisma (Persuasion) checks you make if the creature you are making the check against can see your eyes.   Deer. You gain the alertness of a deer. You cannot be surprised and can add your Constitution score to your Initiative.   Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, 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.   Elephant. You gain the memory and empathy of the elephant. You gain proficiency in two skills that rely on either Intelligence or Wisdom.   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. The elk spirit helps you roam far and fast.   Lion. You gain the lion's sense of family. Friendly creatures who take a short or long rest with you gain temporary hit points equal to 5 + your Charisma modifier.   Owlbear. You gain the senses of the owlbear. You gain 60ft of darkvision and gain advantage on Wisdom (Perception) checks relying on sight or smell.   Rhinoceros. You gain the rhinoceros's incredible constitution. You have advantage on all ability checks and saving throws relating to poison damage, the poisoned condition, or resisting disease.   Scorpion. The nocturnal nature of the scorpion grants you the ability to hunt in the dark. You have darkvision with a range of 60 feet. Alternatively, if you already possess darkvision, then its range increases by 30 feet.   Shark. You gain the shark's aquatic nature. You now have a swim speed equal to your movement speed and can cast water breathing targeting only yourself at will without expending a spell slot or material components.   Spider. You gain the subtle grip of the spider. You gain a climb speed equal to your movement speed and can climb difficult surfaces, including upside down on ceilings, without making an ability check.   Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.   Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.  

Spirit Walker

At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.  

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.   Ape. While raging, you can make an additional attack as a bonus action. If this attack hits it deals an additional 1d10 damage and the targeted creature must make a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). On a failure the creature is knocked prone by you as they are deftly thrown down. On a success, the creature can move away from you up to 15 feet without provoking an attack of opportunity from you.   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.   Bull. Should you use your Relentless Rage feature you can choose to reduce the DC for the saving throw by your rage bonus and instead of dropping down to 1 hit point, you regain a number of hit points equal to your Constitution modifier times 2. You can use this ability up to three times and you regain all expended uses after you have completed a long rest.   Cobra. While raging, you are immune to poison damage, and the poisoned condition.   Deer. While raging, when you take the dash action, you can immediately make a melee weapon attack against a creature within your reach. In addition, once per turn, if you move at least 30 feet in a straight line before hitting a creature, you may add an additional 1d6 + your Strength modifier to the damage dealt.   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.   Elephant. While raging, you thrash around wildly in a savage fury. As an action, you can attack up to four times, choosing to attack one creature or multiple creatures within 10 feet of you and suffering a point of exhaustion after you do so. Once you use this ability, you can't use it again until you complete a short or long rest.   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.   Lion. While raging, you can use a bonus action to emit a powerful roar that bolsters your allies and discourages your enemies. Each friendly creature within 20 feet of you that heard you adds your rage bonus to their weapon attack rolls, while every hostile creature within 20 feet of you subtracts your rage bonus from their weapon attack rolls. This effect lasts a number of turns equal to your Charisma modifier (a minimum of one). Once you use this ability, you can't use it again until you complete a short or long rest.   Owlbear. While raging, you radiate an aura of ferocity that affects any enemies that come within 10 feet of you. Any enemy that fails a Wisdom Saving Throw (DC = 8 + your proficiency bonus + you Charisma modifier) takes additional damage equal to your strength modifier from melee attacks from you. An enemy is immune to this effect if it cannot be frightened.   Rhinoceros. While raging, you can unleash a destructive charge attack. As an action, you can make a single melee weapon attack. This attack deals additional weapon damage equal to 1d10 for every 10 feet of movement used to reach the chosen target. A Huge or smaller creature must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier), or be knocked back 10 feet on a failure. Once you have used this feature, you can't use it again until you move 0 feet on one of your turns.   Scorpion. While raging, you can attempt to grapple a creature as a bonus action. Additionally, you can grapple creatures two sizes larger than yourself, instead of only one size larger than yourself.   Shark. While raging, you can use an action to make a single weapon attack against a creature within reach of your weapon. That creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). If it fails, it takes an additional 5d10 weapon damage, or half as much on a success. If this would leave the creature with less hit points than your barbarian level, it is instead reduced to 0 hit points. Once you've used this feature, you can't do so again until you've finished a short or long rest.   Spider. While raging, you secrete a poisonous venom that coats your weapons. All melee weapon attacks deal an additional 1d8 poison damage and each creature hit must make a Constitution saving throw (DC equal to 8 + proficiency bonus + your Constitution modifier). On a failure, a creature is paralyzed for 1 minute and has disadvantage on all Strength checks for the next hour. A creature can repeat its saving throw at the start of each of their turns, ending the effect on a success. A creature that succeeds is immune to the additional effects of the poison, but not the damage.   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.   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.

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