"Effectively a tree trunk refined into an enormous bludgeoning weapon, the totem was fashioned long ago by a Gruul shaman. An enormous tree like those of the Selesnya Vernadi was found in the arctic north, but dead and frozen to its core. Yet a small portion of its power still remained from its once active connection to the world soul of Ravnica. This mystical totem has been a weapon of Gruul heroes for millennia since."
The maul grants the below features at the indicated levels and above as long as you are attuned to it.
1st Level and Above
The totem grants you following features while you are attuned to it.
Frozen Resilience. Whenever you use your Rage feature you now gain an amount of temporary hit points equal to twice your Barbarian level and immunity to cold damage and the effects of extreme cold. The temporary hit points and immunities are both lost when your Rage ends.
Giant's Strength. The maul increases your Strength score by 2. Your Strength score can exceed 20 while attuned to the maul, but not 30.
Giant's Weapon. The maul is a magical weapon that gives you a +1 bonus on attack and damage rolls made with it.
Storm's Flurry. Whenever you take the Attack action on your turn, you can roll a d20 whenever you successfully hit with a weapon attack (this can also apply to your Bonus Action off-hand attack when dual-wielding). On a roll of 16 or higher, you can immediately make a free additional weapon attack against the same target as the initial attack.
This feature can trigger more on than once in a single turn, but the free additional attacks granted by this feature can't trigger additional attacks.
World's Voice. Beasts and plants can understand your speak as if you shared a language, and you have advantage on Charisma checks you make to influence them. This does not grant you the ability to understand beasts and plants in return.
5th Level and Above
When you reach 5th level, the totem grants you following features while you are attuned to it.
Avalanche (Recharge 5-6). As an action, you summon a downfall of ice and snow to crush foes in a 20-foot cone. All creatures in the cone must succeed on a Dexterity saving throw (DC is equal to 8 + your proficiency bonus + your Strength modifier). A creature takes 2d8 bludgeoning damage and 2d8 cold damage on a failed save and is knocked prone if it is Large or smaller. On a successful save, a creature takes half damage and isn't knocked prone.
You can use this ability once. Whenever you start your turn after you have used Avalanche, roll a 1d6. On a roll of 5 or 6, Avalanche recharges and can be used again.
Titan's Grip. While attuned to the totem, you can wield it and other melee weapons with the two-handed property in one hand, including those with the heavy property. Melee weapons that have the versatile property count as being wielded with both hands and deal their higher damage die whether you wield them in one or two hands.
You are able to perform two-weapon fighting when dual wielding two-handed and heavy weapons in addition to weapons with the light property. If you gain a feature that improves fighting with two weapons, such as the Dual Wielder feat, those features also apply to dual wielding two-handed and heavy weapons even if they otherwise would not.
Giant's Strength. The maul now increases your Strength score by 3. Your Strength score can exceed 20 while attuned to the maul, but not 30.
Giant's Weapon. The maul's attack and damage roll bonus is increased to +2.
Totems. By calling upon the power of the world soul and the primal magic of the Gruul, you can temporary summon totems that cause magical effects within a limited radius of the totem.
You can summon the totems listed below. You have a number of charges for this feature equal to your proficiency bonus and regain expended charges whenever you complete a short or long rest. Each totem expends 1 charge (unless otherwise specified) and you can only have one of each type of totem active at a time. If you attempt to create a totem when you already have the same totem summoned, the previously summoned totem immediately disappears.
Also unless otherwise specified, all totems are small sized objects with hit points equal to half your Barbarian level (rounded down) and AC equal to 5 + your Strength modifier + your Constitution modifier. Each totem also has immunity to cold, psychic, and poison damage. Every totem must be summoned in an unoccupied space, but once a totem has been summoned, Medium sized creatures or larger can enter the totem's space and stop there and do not treat the totem's space as difficult terrain.
Ice Shard Totem. As a bonus action you cause a totem covered in magical ice to appear in an unoccupied space of your choice within 30 feet of you. The totem lasts for up to 1 minute or until destroyed.
While this totem is summoned, you can use an Action on your turn to launch magical shards of ice at targeted creatures or objects within 60 feet of the totem.
Each shard of ice does an amount of cold damage equal to 1d4 + your Strength modifier and the totem launches a number of ice shards equal to your proficiency bonus each time you use your Action to activate this ability. The shards can be fired all at one target or divided however you choose among targets within range. You make a ranged spell attack using your Strength as the spellcasting ability at each target, not for each shard.
Frostbrand Totem. As a bonus action you cause a totem covered in snow to appear in an unoccupied space of your choice within 30 feet of you. The totem lasts for up to 1 minute or until destroyed.
While you are within 30 feet of the totem, your weapon attacks deal an additional to 1d6 cold damage on a hit.
While this totem is summoned, you can use a bonus action to cause the totem to magically teleport to a new unoccupied space you can see within 30 feet of you. Moving the totem in this way does not consume a charge of your Totems feature but does not refresh the duration of the totem.
Earth Shield Totem. As a bonus action you cause a totem made of earth to appear in an unoccupied space of your choice within 30 feet of you. The totem lasts for up to 1 minute or until destroyed.
The totem generates a defensive aura with a 60-foot radius around its location. You and each creature of your choice (that you designate when you summon the totem) gain an additional +2 AC and have advantage on saves and ability checks to resist being knocked prone or moved against your will while you are within the totem's aura.
Warding Totem. As a bonus action you cause a totem pulsing with green mana to appear in an unoccupied space of your choice within 30 feet of you. The totem lasts for up to 1 minute, until it expends its charges, or until destroyed.
At the end of each of your turns while the totem is summoned, the totem attempts to dispel spells and magical effects that are causing you and selected allies to be charmed, frightened, or asleep.
When the totem pulses at the end of each of your turns, you choose a number of creatures up to your Proficiency bonus (minimum of 0 creatures). The totem then casts dispel magic on the selected creatures at a level equal to your Proficiency bonus, using your Constitution as the spellcasting ability. The totem attempts to dispel a single spell or magical effect on each creature that is causing the creature to be charmed, frightened, or asleep.
The totem has a limited amount of power. The totem has a number of charges equal to your Constitution modifier when it appears and expends 1 charge each time you cause it cast dispel magic on one or more creatures. Once the totem has expended all of its charges it immediately disappears.
11th Level and Above
When you reach 11th level, the totem grants you following features while you are attuned to it.
Blizzard's Rage. Whenever you use your Rage feature, you can choose to summon a magical blizzard that surrounds you for the duration of the rage. The blizzard surrounds you with a radius of 15 feet and remains centered on you.
Whenever an enemy creature begins its turn within the blizzard or moves into it for the first time on a turn, it must make a Constitution saving throw with a DC equal to 8 + your Proficiency bonus + your Strength modifier. On a failed save, a creature takes 2d8 cold damage and its movement speed is halved until it is no longer inside the blizzard. On a successful save, a creature takes half as much damage and its speed is not reduced. Creatures immune to cold damage are also immune to the movement speed reduction of this feature.
When you cause the blizzard to appear, you can designate any number of creatures of your choice to be unaffected by it.
Giant's Strength. The maul now increases your Strength score by 4. Your Strength score can exceed 20 while attuned to the maul, but not 30.
Giant's Weapon. The maul's attack and damage roll bonus is increased to +3.
Titan's Blood. As an Action while attuned to the totem, you can enlarge yourself at will, increasing your size by 1 (Medium becomes Large etc). While your size is increased, you have Advantage on Strength based ability checks and saving throws and the damage dice of your weapons are increased by one (d4 becomes d6, d8 becomes d10 etc.). D12 damage dice instead gain a flat damage bonus of +2.
While enlarged however, you have the lumbering strength and form of a giant, giving you disadvantage on Dexterity based ability checks and saving throws.
Totems. You gain new totem options that can be summoned with your Totems feature:
Giant Strength Totem. As a bonus action you cause a totem imbued with a giant's spirit to appear in an unoccupied space of your choice within 30 feet of you. The totem lasts for up to 1 minute or until destroyed.
The totem generates an aura around it with a radius of 60 feet. You, and creatures you designate when you summon the totem, gain a bonus to all Strength based attack and damage rolls, ability checks, and saving throws while within the totem's aura. The bonus is equal to half your Proficiency bonus (rounded down).
Rejuvenating Totem. As a bonus action you cause a totem dripping with pure water to appear in an unoccupied space of your choice within 30 feet of you. The totem lasts for 1 minute or until destroyed.
The totem generates an aura with a 30-foot radius around its location. Whenever creatures that you designate when you summon the totem (this can include yourself) end their turn within the aura, the creature regains 1d4 hit points.
Proficiency with a Maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.
Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Notes: a Barbarian, Heavy, Two-Handed, Topple