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.
Totem Spirit
Turtle. While raging, and you aren't wearing armor, you gain a +2 to your armor class as your skin hardens and makes you harder to hit. (If you already have a shell (from a Tortle) your shell becomes denser and you still benefit from the +2). You also gain advantage on dex and con saves to avoid an explosion (such as the spell fireball). However the untrual weight makes your movement speed five feet slower. The spirit of the turtle makes you harder to hit. You also gain the ability to attack whilst in a shell if you are a tortle at disadvantage with an unarmed attack.
Aspect of the Beast
Turtle. You gain the appendages of the turtle, your gain a snapping turtle like mouth, that can crush many materials, anything you can fit your mouth around you gain advantedge in trying to break or crush. The mouth can also function as an unarmed attack that does 2d6 damage+strength modifier. This attack does not function with the multiattack trait but it does not gain disadvantage if you are prone whilst attacking. You also no longer have five foot minus to movement speed whilst raging.
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
Turtle. While you're raging, you have learned to target major arteries with your attacks. When you hit with an attack roll a d8 the target makes a con or dex saving throw against your strength score, on a fail the target takes takes this much damage for 1d4+your strength modifier rounds. The target can end this condition on itself with a constitution saving throw equal to your strength score. This ability does not affect creatures that cannot bleed. You unarmed jaw attack also now functions with the multiattack trait.
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