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Totem Spirit List

Totem Spirit

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.   Beaver. While you’re raging, whenever you hit a creature with a melee weapon as a part of the Attack action, the creature takes an extra 1d8 piercing damage. The damage increases by 1d8 if the target is a plant. The spirit of the beaver chews through your foes.   Crocodile. While you're 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 crocodile allows you to capture your foes easily.   Eagle. While you’re raging, 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 you're raging, any 5-foot space of difficult terrain ceases to become difficult terrain for any creature that passes through it after that point. This effect occurs even if the difficult terrain is created by magic. The spirit of the elephant tears through snarls of vegetation and rubble.   Elk. While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.   Fox. While raging, you can move 5 feet in any direction when a creature with advantage on attacks against you misses. This movement does not provoke attacks of opportunity. The spirit of the fox makes you swift and evasive.   Gorilla. When you fail an ability check or saving throw while raging, you can use your reaction to gain a bonus to the roll equal to the number of allied creatures within 10 feet of you (maximum bonus of +5). This bonus cannot exceed your Constitution modifier (minimum 1). The spirit of the gorilla makes you into a competent leader that never fails its troop.   Kangaroo. While you're raging, when you hit a creature with a melee weapon attack, you can use your reaction to jump 10 feet directly away from it. This jump doesn't provoke opportunity attacks. The spirit of the kangaroo allows you to easily out-maneuver your opponents.   Kookaburra. While you're raging, the first creature you hit with on each of your turns with a weapon attack takes extra psychic damage equal to 1d4 + your Rage damage bonus, and must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or have disadvantage on the next attack roll it makes. The spirit of the kookaburra allows you to inspire the ire of your foes.   Locust. While raging, you have advantage on saving throws to avoid being charmed, frightened, deafened, or blinded. The spirit of the swarm gives you with the independent resilience of a million eyes, ears, and minds.
Mole. While raging, you can use an action to gain a burrowing speed equal to half your normal speed until the end of your turn. This action is considered an attack for the purposes of maintaining your rage.   Peacock. While raging, you can use your reaction to impose disadvantage on a melee attack made against you. If it misses, you can cause that attack to hit one creature of your choice other than the attacker that is within 5 feet of you. The spirit of the peacock shines with dizzying elegance.   Ram. While raging, you have advantage on saving throws against effects that would knock you prone, move you against your will, or stun you. The spirit of the ram fills you with its sure-footed resilience.   Scarab. While raging, you regain lost hit points equal to your Constitution modifier at the end of each of your turns and you can't be aged magically. The spirit of the scarab touches your soul with the power of eternity   Serpent. While you’re raging and aren’t wearing heavy armor, you can't be restrained or knocked prone by nonmagical means. The spirit of the serpent makes you move with exceptional grace.   Shark. While raging, you gain temporary hit points equal to your Constitution modifier whenever you damage a creature that doesn't have all its hit points with a melee attack. The spirit of the shark makes you ferocious at the smell of blood.   Spider. You gain a spider-like ability to sense impending danger and take evasive action. You may use your reaction to add your Dexterity modifier to your AC against a single attack each turn.   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.   Toad. While raging, you gain the poisonous skin of a frog. You can use your reaction to inflict the poisoned condition on any creature that touches you, grapples you, or hits you with a natural weapon. This poison lasts until the end of the creature's next turn.   Tortoise. While you are raging and not wearing armor, bludgeoning, piercing, and slashing damage done to you from both magical and nonmagical weapons is reduced by 3. The spirit of the tortoise grants you its incredible resilience.   Whale. When you enter a rage, you gain temporary hit points equal to your barbarian level. While you have these temporary hit points, you can ignore any levels of exhaustion you have. The spirit of the whale is tireless in its voyage.   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

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.   Beaver. You can shape the landscape to your needs. You deal double damage to objects and structures.   Crocodile. You become skilled in aquatic combat. You gain a swimming speed equal to your walking speed and can hold your breath underwater for an additional 15 minutes.   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 have tremorsense in a 10-foot radius around yourself. You can sense the general location of thunder damage dealt, earthquakes, storms, and burrowing creatures within a number of miles equal to your Constitution modifier (minimum 1).   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 (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.   Fox. You have advantage on checks made to inspect or investigate illusions, and gain proficiency in Insight. The tricksy fox knows when it is being fooled.   Gorilla. You gain the threatening bulk of a gorilla. You have a climbing speed equal to your walking speed, and gain proficiency in Intimidation.   Kangaroo. You become as agile and nimble as a kangaroo. Your jump height and distance are doubled, and you ignore the penalty for making a standing long jump.   Kookaburra. Your voice is as loud and piercing as a kookaburras. You can have your voice boom up to 3 times as loud as normal, and magical effects can't silence you.   Locust. You gain the plasticity of a swarm. You can squeeze through spaces large enough for creatures two sizes smaller than you, rather than one.
Mole. You have blindsight in a range of 10 feet.   Peacock. You gain the splendor of a peacock. You add an amount equal to your rage bonus damage to your Charisma checks.   Ram. You gain the balance of a mountain sheep. You have a climbing speed equal to your walking speed, and have advantage on checks to maintain your grip and footing while climbing.   Scarab. The mystical forces of eternity speak to you. You can discern the age of a creature, object, or structure you touch with incredible precision   Serpent. You can move through a space large enough for a creature one size smaller than you without squeezing.   Shark. You gain the swiftness and senses of a shark. You have a swimming speed equal to your walking speed, can breath underwater, and creatures that do not have all their hit points cannot hide from you.   Spider. You gain the ability to maneuver much like a spider, attacking from unexpected quarters. When you enter your rage, you immediately cast the spell Spider Climb as a free action, and are considered to be concentrating on it for the duration.   Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.   Toad. You gain the crural strength of a toad. The height and length of your high and long jumps are doubled.   Tortoise. You suffer none of the drawbacks of old age, and you can't be aged magically.   Whale. You can traverse the seas with ease. You can hold your breath for an additional 8 hours, and when you are underwater and are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.   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 (see “Adventuring,” for rules on travel pace).

Totemic Attunement

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.   Beaver. While you’re raging, when you take the Attack action on your turn, you can replace an attack you make to slap the ground. Each creature within 10 feet of you must succeed on a Strength saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier) or be knocked prone and take bludgeoning damage equal to your rage damage bonus. If you are swimming, the range of this feature increases to 15 feet.   Crocodile. While you're raging, you can replace an attack you make on your turn when you take the Attack action to attempt to crush a creature you're grappling. Make a Strength (Althetics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability to use). If you succeed, the target takes bludgeoning damage equal to half your Barbarian level + your Rage damage bonus + your Strength modifier.   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. When a creature falls prone within 5 feet of you while you're raging, you can use your reaction to make a special unarmed strike by stomping on that creature. You are proficient in this attack, which deals damage equal to 2d8 + your Strength modifier in bludgeoning damage.   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.   Fox. While you are raging, when you make a Charisma check or saving throw, you can replace the number you roll with your barbarian level.   Gorilla. While raging, your reach for making melee weapon attacks is 10 feet, rather than 5. A weapon with the reach property does not increase this reach further.   Kangaroo. While you're raging, when you shove a creature, you can knock them prone and push them 5 feet away. Additionally, when you shove a creature on your turn, that creature also takes bludgeoning damage equal to 1d6 + your rage damage bonus + your Strength modifier.   Kookaburra. While you're raging, when a creature moves within 30 feet of you for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or only be able to use its movement to move directly towards you until the end of your next turn.   Locust. Whenever you damage a creature while raging, it loses any temporary hit points it has, and you gain half that many temporary hit points. When you damage a creature that has no temporary hit points while raging, its maximum HP is reduced by an amount equal to your rage bonus damage until the creature finishes a short or long rest.
Mole. While raging, you can replace one of your weapon attacks with a special melee attack (which you are proficient in) that does no damage. If it hits, it forces the target to make a Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). on a failed save, the target is paralyzed until the start of its next turn.   Peacock. The first creature you damage on each of your turns is charmed by you until the start of its next turn. The beauty of your rage dazzles your enemies.   Ram. When you hit a creature with a melee weapon attack while raging, you can choose to knock that creature 5 feet away from you and occupy the vacated space. This shift does not expend movement or provoke opportunity attacks.   Scarab. While raging, when a creature that you can see within 30 feet of you regains lost hit points from a spell or other magical effect, you can use your reaction to reduce the number of hit points regained by half, and you regain a number of lost hit points equal to that amount.   Serpent. While raging, when you drag or carry only one creature you have grappled, your speed isn't halved.   Shark. While raging, the first enemy you damage with a melee weapon attack each turn has disadvantage on attack rolls against you until the end of its next turn. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened.   Spider. Once on each of your turns, when you deal damage to a creature with a melee weapon attack, you can cause that attack to deal an additional 2d4 poison 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.   Toad. While raging, any creature you damage is pulled 15 feet straight towards you. The spirit of the toad snatches your foes and draws them in.   Tortoise. The amount of weight that you can push, drag, lift, and carry quintuples while you are raging. Your AC when not wearing armor also becomes 18, unless it is already higher. You can still use a shield and gain this benefit. The spirit of the tortoise carries the world on its back, and so must you.   Whale. When you enter a rage, you can gain the "enlarge" effect of the enlarge/reduce spell. This effect lasts for the duration of your rage. While enlarged in this way, you gain a bonus to Strength checks and Strength saving throws equal to your rage damage bonus.   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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