Base Class: Barbarian
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. There aren’t many halflings that still live the Old Way, among those who do, the fiercest are the Fox Tribe, stout halflings who live in complex villages built under the roots of the thickets along the riverbanks. Almost every family in the tribe has a fox in their home, as a pet or a familiar, and most warriors follow its totemic path.
Halfling Tribe
The Fox Tribe are halflings only, and while outsiders may be accepted into the tribe, including those who are not stout halflings, only halflings may be taught the secrets of the Fox.
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 fox totem spirit, your hair may turn red-orange, or your eyes may turn amber or golden yellow, with slitted pupils.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, while this assumes a red fox as the totem animal, it could also be an arctic fox in a tundra climate or a crab-eating fox in a tropical climate.
Fox. While raging, you ignore difficult terrain and do not provoke attacks of opportunity if you enter and exit a creature's threat range in the same turn or attack and withdraw in the same turn, regardless of whether you hit. The spirit of the fox makes you quick and elusive.
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.
Fox. You gain the cunning of a fox. You have 60 foot darkvision, you have advantage on survival checks used for tracking by scent, and you have advantage on stealth checks when at least partially concealed. The Fox is at home in the darkness, using its superior senses of sight and smell to track prey and avoid pursuers in the night.
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.
Fox. While you're raging, if you have no allies within 5 feet of your target and you have not yet taken an attack action, you may attempt to grapple your target as a bonus action. You may ignore size restrictions for the purpose of this grapple attempt. Two handed and versatile weapons are treated as using two hands while you have a target grappled and have no allies within five feet of the target. The Fox is a tenacious predator, and once it pounces on its prey it is nearly impossible to shake off, holding on until its target tires out fighting it off.
Previous Versions
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7/1/2022 4:29:20 PM
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