I was hoping to get some feedback on three homebrew totemic spirit options I wrote for the Totem Warrior subclass for barbarians
Totem Spirit
Hare: While raging and not wearing heavy armor, when a creature makes a melee attack against you, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see. The spirit of the hare makes you difficult to pin down.
Monkey: While raging, you gain a bonus to the damage roll of ranged weapon attacks made using a melee weapon with the thrown property equal to your Rage damage bonus. The spirit of the monkey empowers your grip and heightens your aim.
Viper: A creature grappled by you must use Strength (Athletics) to attempt to escape the grapple. While raging, any creature your size or smaller which is grappled by you takes additional bludgeoning damage equal to your rage damage at the start of each of your turns. The spirit of the viper aids in making your enemies quickly submit.
Aspect of the Beast
Hare: You gain the hearing of a hare. You enhanced hearing grants you blindsight with a range of 15 feet. Within that range, you can effectively “see” anything that is not behind total cover, even if you’re blinded or in darkness. Moreover, you know the location of an invisible creature within that range, unless the creature successfully hides from you. You lose this blindsight if you are deafened.
Monkey: You gain a climbing speed equal to your walking speed and gain proficiency in Acrobatics. If you are already proficient in Acrobatics, you can instead gain proficiency in another skill available to the Barbarian class which you are not yet proficient with.
Viper: Your bite counts as a natural weapon for you and deals 1d4 piercing damage on a hit. You use your strength or dexterity modifier for the attack and damage rolls. While raging, a creature hit by an attack made with your bite must make a Constitution saving throw (DC is equal to 8+your proficiency bonus+your constitution modifier). On a failed save, the creature takes an additional 2d6 poison damage and is poisoned until the end of your next turn.
Totemic Attunement
Hare: When you enter a rage, if you are not wearing heavy armor you are treated as if affected by the Freedom of Movement spell. This effect lasts until your rage ends.
Monkey: While raging, when you make a ranged weapon attack against a creature using a weapon with the thrown property, you can use your bonus action to teleport to the weapon’s location (or the nearest unoccupied space if that space is occupied by another creature). Immediately after teleporting, you can choose to make a single unarmed strike against a creature within your reach using your reaction.
Viper: While raging, immediately after grappling an enemy as part of your action you can use your bonus action to make a single attack against that creature.
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I was hoping to get some feedback on three homebrew totemic spirit options I wrote for the Totem Warrior subclass for barbarians
Totem Spirit
Hare: While raging and not wearing heavy armor, when a creature makes a melee attack against you, you can use your reaction to teleport up to 15 feet to an unoccupied space you can see. The spirit of the hare makes you difficult to pin down.
Monkey: While raging, you gain a bonus to the damage roll of ranged weapon attacks made using a melee weapon with the thrown property equal to your Rage damage bonus. The spirit of the monkey empowers your grip and heightens your aim.
Viper: A creature grappled by you must use Strength (Athletics) to attempt to escape the grapple. While raging, any creature your size or smaller which is grappled by you takes additional bludgeoning damage equal to your rage damage at the start of each of your turns. The spirit of the viper aids in making your enemies quickly submit.
Aspect of the Beast
Hare: You gain the hearing of a hare. You enhanced hearing grants you blindsight with a range of 15 feet. Within that range, you can effectively “see” anything that is not behind total cover, even if you’re blinded or in darkness. Moreover, you know the location of an invisible creature within that range, unless the creature successfully hides from you. You lose this blindsight if you are deafened.
Monkey: You gain a climbing speed equal to your walking speed and gain proficiency in Acrobatics. If you are already proficient in Acrobatics, you can instead gain proficiency in another skill available to the Barbarian class which you are not yet proficient with.
Viper: Your bite counts as a natural weapon for you and deals 1d4 piercing damage on a hit. You use your strength or dexterity modifier for the attack and damage rolls. While raging, a creature hit by an attack made with your bite must make a Constitution saving throw (DC is equal to 8+your proficiency bonus+your constitution modifier). On a failed save, the creature takes an additional 2d6 poison damage and is poisoned until the end of your next turn.
Totemic Attunement
Hare: When you enter a rage, if you are not wearing heavy armor you are treated as if affected by the Freedom of Movement spell. This effect lasts until your rage ends.
Monkey: While raging, when you make a ranged weapon attack against a creature using a weapon with the thrown property, you can use your bonus action to teleport to the weapon’s location (or the nearest unoccupied space if that space is occupied by another creature). Immediately after teleporting, you can choose to make a single unarmed strike against a creature within your reach using your reaction.
Viper: While raging, immediately after grappling an enemy as part of your action you can use your bonus action to make a single attack against that creature.
Three-time Judge of the Competition of the Finest Brews! Come join us in making fun, unique homebrew and voting for your favorite entries!