Base Class: Barbarian
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.
Turtle – Snapper – The spirit of the quick and vicious turtle allows you to surprise enemies who may have underestimated your speed. While Raging, if you hit with a melee attack on your turn, you may make a bonus bite attack. You make this attack with your Strength and Proficiency and it deals 1d6 piercing damage plus your Strength modifier. If you bite a creature that would normally inflict poison damage on hit, however, you must roll to resist the poison as if it had hit you.
Turtle – Swim Upstream – You gain the turtle’s ease in water. You gain a swim speed equal to your movement speed, and attacks made underwater are made at advantage (or as a normal attack if you would usually have had disadvantage). You have advantage to Dexterity (Stealth) and Strength (Athletics) checks made in water or swampy conditions.
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.
Turtle – Blood in the Water – The spirit of the ingenious turtle inspires you to make the most of your attacks, especially in aquatic situations. While Raging, any attacks you make with slashing or piercing damage causes uncontrollable bleeding in the target, having them take half that damage again at the beginning of their turn, or full damage again if the target is submerged in water. This ability has no effect on creatures without blood or similar life sustaining substance (eg. sap or ichor)
Totem Spirit
Turtle – Snapper – The spirit of the quick and vicious turtle allows you to surprise enemies who may have underestimated your speed. While Raging, if you hit with a melee attack on your turn, you may make a bonus bite attack. You make this attack with your Strength and Proficiency and it deals 1d6 piercing damage plus your Strength modifier. If you bite a creature that would normally inflict poison damage on hit, however, you must roll to resist the poison as if it had hit you.
Aspect of the Beast
Turtle – Swim Upstream – You gain the turtle’s ease in water. You gain a swim speed equal to your movement speed, and attacks made underwater are made at advantage (or as a normal attack if you would usually have had disadvantage). You have advantage to Dexterity (Stealth) and Strength (Athletics) checks made in water or swampy conditions
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
Turtle – Blood in the Water – The spirit of the ingenious turtle inspires you to make the most of your attacks, especially in aquatic situations. While Raging, any attacks you make with slashing or piercing damage causes uncontrollable bleeding in the target, having them take half that damage again at the beginning of their turn, or full damage again if the target is submerged in water. This ability has no effect on creatures without blood or similar life sustaining substance (eg. sap or ichor).
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