Base Class: Barbarian
Credit to redditor /u/groggen2
Totem Spirt
Shark. While you’re raging, the smell of blood heightens your brutality. When you hit a creature with a melee weapon attack on your turn, you can double your rage bonus to the attack if it’s below its hit point maximum.
Additionally your speed is increased by 15 feet when moving toward a creature if it’s below its hit point maximum.
Aspect of the Beast
Shark. You gain a swim speed of 30ft and you can cast water breathing on yourself at will, without expending a spell slot or material components.
Additionally, you have advantage in all Constitution saving throws to avoid exhaustion due to physical activity.
Spirit Walker
Shark. 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 chose from Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.
Totemic Attunement
Shark. Starting at 14th level, the ferocious nature of your attacks can tear a creature‘s flesh asunder. While raging you can use an action to attack within reach of your weapon. The creature must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Strength modifier). If it fails, it takes 8d10 weapon damage, or half as much on a success. If this would leave the creature with less hit pints than your barbarian level, it is instead reduced to 0 hit points. Once you’ve used this feature, you can’t do so again until you’ve finished either a short or long rest.
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