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Barbarian: Path of the Mythic Totem

It is no secret that some barbarians shape their rage through a connection to animal totems, but some stories speak of warriors who forge connections to greater, legendary creatures. Walk the path and pursue spiritual encounters with one of three mythic benefactors: the Chimera, the Hydra, or the Sphinx. The Chimera ties your anger to the weave of magic itself. The Hydra grants you its relentless endurance and mighty strength. The Sphinx hones your mind, making you as unpredictable as you are strong.   If you follow the Path of the Totem Warrior from the Player’s Handbook, you have access to the options presented here—new totems specific to Edinia, inspired by its mythic monsters.  

Path of the Mythic Totem Features

 
Barbarian Level Feature
3 Spirit Seeker, Totem Spirit
6 Aspect of the Beast
10 Spirit Walker
14 Totemic Attunement

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

These options are available to you when you choose a totem animal at 3rd level.   As with the spirits in the Player’s Handbook, the options here require a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as scales across part of your body if you have a hydra totem or sharpened lion’s teeth if you have a sphinx spirit.
  • Chimera. While you’re raging, you have advantage on saving throws to resist spells and magical effects. In addition, you gain the benefits of your Danger Sense feature even when you are blinded or deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness.
  • Hydra. While you’re raging, you regain hit points equal to half your barbarian level (rounded down) + your Constitution modifier at the start of each of your turns. If you take fire damage, this trait doesn’t function on your next turn. The spirit of the hydra makes you incredibly tenacious in combat.
  • Sphinx. While raging, you have resistance to psychic damage. In addition, you have advantage on saving throws to see past illusions and resist being charmed. The spirit of the sphinx makes your mind impenetrably sharp.

Aspect of the Beast

These options are available to you when you choose a totem animal at 6th level.
  • Chimera. You gain the magical senses of a chimera. You can cast detect magic, but only as a ritual. Additionally, you gain proficiency in Arcana.
  • Hydra. You gain the relentless endurance of a hydra. Once per day when you finish a short rest you can reduce your exhaustion level by 1. The hydra’s spirit grants you the strength to persevere through the most difficult of circumstances.
  • Sphinx. You gain the primal magic of a sphinx. When you enter your rage, you unleash a powerful, bestial roar. Each creature you choose within 30 feet of you must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier). A creature that fails the saving throw is deafened and frightened of you for 1 minute and takes thunder damage equal to 1d10 + your barbarian level. On a successful save, the creature takes half as much damage and isn’t frightened or deafened. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spirit of the sphinx makes you proud and imperious.
   

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

These options are available to you when you choose a totem animal at 14th level.
  • Chimera. While you’re raging, if you are targeted by a spell, you can use your reaction to immediately move up to your speed. If you end your movement within 5 feet of the caster, the caster must succeed on a Constitution saving throw (DC = 8 + your Strength bonus + your proficiency bonus) or the spell is interrupted and the caster takes bludgeoning damage equal to 1d12 + your Strength modifier. On a successful save, the spell is not interrupted and the caster takes half damage.
  • Hydra. While you’re raging, if you attack at least two different creatures when you take the Attack action, you can make one additional melee weapon attack as a bonus action.
  • Sphinx. While you are raging, you can use your action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action.

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