Base Class: Barbarian
Path of the Totem Warrior: Sea Turtle
Barbarians who follow the way of the Sea Turtle embrace patience, resilience, and flowing defense. They carry the spirit of the sea turtle and the grace of the ocean tides, turning their defense into a weapon against those who strike them.
Spiritual Attribute (3rd Level)
The sea turtle spirit teaches you patience and guidance.
You can hold your breath for up to 5 minutes.
After 10 minutes of meditation, you instinctively know the direction of the place where you last finished a rest (short or long).
Totem Spirit (3rd Level)
When you choose this path, you adopt the spirit of the sea turtle as your totem animal. While raging, you have resistance to all damage except psychic damage. The turtle’s harden hide shields you from nearly all harm.
Your totem object must be a physical symbol of the turtle spirit.
Aspect of the Beast (6th Level)
You gain the protective resilience of the sea turtle’s shell. While you are not wearing armor, you gain a +1 bonus to AC. You may still use a shield and benefit from this feature.
Spiritual Gift (10th Level)
The sea turtle spirit grants you its clarity and endurance.
At 10th level, you can meditate for 10 minutes to connect to the deeper senses. When you do so, you gain the following benefits for 1 hour:
- You can hold your breath for up to 10 minutes at a time.
- You can see clearly out of water and underwater as though it were normal light, ignoring dimness and murkiness.
- Once you use this feature, you cannot use it again until you finish a long rest.
Totemic Attunement (14th Level)
The sea turtle spirit teaches you to flow with your enemies’ aggression and turn it against them. While raging, when a creature within 5 feet of you makes a melee weapon attack against you, it must make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength modifier).
- Fails by less than 5: Weapon Shock : The attack is completed, but the weapon reverberates violently with the force of your deflection. The attacker makes its next attack roll with disadvantage.
- Fails by 5 or more: Rebound : The attack is incomplete and the attacker’s weapon is knocked from its grasp and lands at its feet (disarmed).
- Natural 1: Counter : Using the turtle’s fluid grace, you redirect the strike, sending the attacker off balance and knocking it prone.
This feature has no effect on natural weapons (such as claws, bites, or unarmed strikes).
You may use this feature once per turn.
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