Base Class: Monk
Raised among Totem barbarians as children, these monks learn to channel their animal abilities granted not through Rage, but instead through Ki.
Totem Spirit
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.
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.
Bear
When you use the Patient Defense feature, you gain resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
Eagle
When you use the Flurry of Blows feature, you also gain the benefits of the Disengage action. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
Elk
While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
Tiger
When you use the Step of the Wind feature, you may also make one unarmed strike attack as part of that bonus action, at the beginning or end of your movement. The spirit of the tiger empowers your leaps.
Wolf
When you use the Flurry of Blows technique, until the start of your next turn, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
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 the Spellcasting section.
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.
Bear
You gain the might of a bear. When you use the Stunning Strike feature, you may also shove the target (Medium or smaller) up to 10 ft in the direction of your choice, 5 ft if they are Large.
Eagle
You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
Elk
Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.
Tiger
You gain proficiency in two skills from the following list: Athletics, Acrobatics, Nature, Stealth, and Survival. The cat spirit hones your survival instincts.
Wolf
You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see “Adventuring,” for rules on travel pace).
Spirit Walker
At 11th 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 17th 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.
Bear
When you use the Patient Defense feature, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
Eagle
When you use the Step of the Wind feature, you have a flying speed equal to your current walking speed. This benefit works only in one turn; you fall if you end your turn in the air and nothing else is holding you aloft.
Elk
When you use the Step of the Wind feature, you may pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Dexterity bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Dexterity modifier.
Tiger
When using the Flurry of Blows feature, if you move at least 20 feet in a straight line toward a Large or smaller target right before making an unarmed strike against it, you have advantage on all strikes against that target until the end of your turn.
Wolf
The first time you hit a creature on your turn, you may spend a Ki Point to knock them prone.
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