Barbarian
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.

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 - Axolotl or Emu

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 bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Emu:  While raging, any ally within 10 feet of you gains resistance to non-magical range attacks. The spirit of the emu makes your pack extra resilient.

Axolotl: While you're raging, you gain a swimming speed equal to your walking speed and the effects of water breathing. These effects last one additional hour after you stop raging. 

Aspect of the Beast - Axolotl or Emu

 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.

Emu: You and your pack gain the elusiveness of the dreaded emu. Whenever you’re not incapacitated or fatigued, you can add your proficiency bonus to any dexterity or constitution saving throw againsts attacks. Any ally within 10 feet of you also benefits from this bonus.

Axolotl: The unawareness of the axolotl benefits you. You gain magic resistance against any enchanting magic, taking half damage and having advantage against any saving throws of that school of magic.

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 - Axolotl or Emu

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.

Emu: While you're raging, any damage you take is reduced by 3. Any ally within 10 feet of you also benefits from this reduction. The toughness of the emu grants you extra resilience for you and your pack.

Axolotl: While you're raging, you can heal 1d8 hit points as a bonus action. Additionally, when completely submerged underwater, any healing you receive while raging is doubled. The unstoppable regenerative powers of the axolotl protect you.

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