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.
Perhaps you were raised by squirrels, or your tribe felt a strong affinity to these noble rodents. Maybe you simply had a pet squirrel and the bond and connection between you was so strong that it was magical. Whatever the cause, your spirit animal is the elegant and powerful squirrel.
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, as described in chapter 10, "Spellcasting" of the Player's Handbook.
Totem Spirit
At 3rd level, when you adopt this path, you choose a tote 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 squirrel totem spirit, your front teeth may grow abnormally large.
Squirrel. While you’re raging and aren’t wearing heavy armor, your movement is unaffected by difficult terrain, you have a climbing speed equal to your walking speed, and you have advantage on Dexterity (Acrobatics) checks. The spirit of the squirrel makes you agile and unhampered. You also gain an eidetic memory of where items you have placed are located.
Additionally, You gain the resourcefulness of a squirrel. Your left and right cheeks each act as a separate extra-dimensional space. Each cheek can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. If either cheek is overloaded, you involuntarily vomit up the entire contents unharmed. You can retrieve an item from your cheeks using a bonus action, although anyone else retrieving an item requires an action.
Aspect of the Beast
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.
Squirrel. You gain the ability to use your now squirrel like chompers to make a bite attack as a bonus action when within 5ft of a creature. Can be used even if restrained unless mouth is restrained. Also does bonus double damage when used on material like wood and soft metals. To strike is d20+ prof bonus. Successful hit damage: 1d4 + Strength modifier
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
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.
Squirrel. While raging, you can pass through the spaces of hostile creatures regardless of their size, and can move along vertical surfaces on your turn without falling during the move.
Totem Spirit
Totem Spirit
At 3rd level, when you adopt this path, you choose a tote 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 squirrel totem spirit, your front teeth may grow abnormally large.
Squirrel. While you’re raging and aren’t wearing heavy armor, your movement is unaffected by difficult terrain, you have a climbing speed equal to your walking speed, and you have advantage on Dexterity (Acrobatics) checks. The spirit of the squirrel makes you agile and unhampered. You also gain an eidetic memory of where items you have placed are located.
Additionally, You gain the resourcefulness of a squirrel. Your left and right cheeks each act as a separate extra-dimensional space. Each cheek can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. If either cheek is overloaded, you involuntarily vomit up the entire contents unharmed. You can retrieve an item from your cheeks using a bonus action, although anyone else retrieving an item requires an action.
Aspect of the Beast
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.
Squirrel. You gain the ability to use your now squirrel like chompers to make a bite attack as a bonus action when within 5ft of a creature. Can be used even if restrained unless mouth is restrained. Also does bonus double damage when used on material like wood and soft metals. To strike is d20+ prof bonus. Successful hit damage: 1d4 + Strength modifier
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
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.
Squirrel. While raging, you can pass through the spaces of hostile creatures regardless of their size, and can move along vertical surfaces on your turn without falling during the move.
Nimble
While raging, you can pass through the spaces of hostile creatures regardless of their size, and can move along vertical surfaces on your turn without falling during the move.
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