Base Class: Barbarian
Some barbaric tribes have discovered a way to imbue their fighting spirit into items throught enchanting rituals. In their culture these warriors imbue small totems with their primal power, the totems are shaped to represent an important element of their life,like: a loved one, a specific god or a hero of thier folklore, a legendary beast and more.
Once a barbarian has imbued a totem with their own essence the totem is linked to them, it won't work with anyone else and the warrior cannot imbue another totem with their essence, the totem could end up breaking in battle thought. If this happens the barbarian will have to build a new totem and imbue new power with another ritual into the item.
The barbarians that make use of enchanted totems are scarce around the world, few tribes developed this pratctice to begin with. But one thing is certain, a war totem barbarian on the battlefield is a bless for it's allies and a bane for it's foes.
Enchanting Ritual
Starting at 3rd level, you completed the enchanting ritual and you bonded with your totem.
Your totem is imbued with primal energy that grants you different bonuses, you must choose which enchanting ritual you have imbued your totem with. Choose between Life, Wildfire, Thunderstorm, Blizzard or Nature. Your totem’s effects depend on that chosen ritual, as detailed below.
Blizzard
When this ritual is completed you gain resistance to cold damage and the first time you hit a creature during your turn or when you perform an attack as a reaction you deal 1d6 extra cold damage.
The extra damage increases to 1d8 when you reach level 6, 1d10 at level 10 and 1d12 at level 14.
Life
When this ritual is completed you gain resistance to necrotic damage and you can as a bonus action touch a willing creature and heal them for 1d6 hit points. You can use this feature a number of times equal to your proficiency bonus + your constitution modifier, all expended uses recharge after a long rest.
The healing increases to 1d8 when you reach level 6, 1d10 at level 10 and 1d12 at level 14.
Nature
When this ritual is completed you gain resistance to poison damage and you deal of 1d6 extra poison damage when you hit a creature for the first time during your turn or when you perform an attack as a bonus action with your melee attacks.
The extra damage increases to 1d8 when you reach level 6, 1d10 at level 10 and 1d12 at level 14.
Thunderstorm
When this ritual is completed you gain resistance to lightning damage and the first time you hit a creature during your turn or when you perform an attack as a reaction you deal 1d6 extra lightning damage.
The extra damage increases to 1d8 when you reach level 6, 1d10 at level 10 and 1d12 at level 14.
Wildfire
When this ritual is completed you gain resistance to fire damage and the first time you hit a creature during your turn or when you perform an attack as a reaction you deal 1d6 extra fire damage.
The extra damage increases to 1d8 when you reach level 6, 1d10 at level 10 and 1d12 at level 14.
Totem Aura
Wildfire
When creatures hostile to you or your allies enter the aura or start their turns inside the aura they take 1d4 fire damage and they must make a Constitution Saving Throw, on a failed save they catch fire and take 1d8 extra fire damage, they then take 1d8 fire damage at the beginnign of each of their turns unless they spend their action to extinguish the flames, another creature can use it's own action to extinguish the flames on another creature. A creature that succeds on the Saving Throw or that extinguishes the flames must make a new saving throw the moment they enter the aura again.
Thunderstorm
When creatures hostile to you or your allies enter the aura or start their turns inside the aura they take 1d4 lightning damage and they must make a Constitution Saving Throw, on a failed save they receive a -1 penalty to their AC for as long they remain inside the aura, if they leave the aura the effect ends at the end ot that creature's next turn, if they enter the aura again they must make a new saving throw. A creature that succeds on the Saving Throw is immune to this effect for the next hour.
Blizzard
When creatures hostile to you or your allies enter the aura or start their turns inside the aura they take 1d4 cold damage and they must make a Constitution Saving Throw, on a failed save their movement is halved as they start to freeze. Their movement is halved for as long as they stay inside the aura, if they get out the effect ends at the end of that creature's next turn, if that creature enters the aura again they must make a new Saving Throw. A creature that succeds on the saving throw becomes immune to this effect for the next hour.
Nature
When creatures hostile to you or your allies enter the aura or start their turns inside the aura they take 1d4 poison damage and they must make a Constitution Saving Throw, on a failed save they can see only within 5 feet from themselves as a thick magical cloud of mist appears around them. if they exit the aura that creature is blinded until the end of their next turn. If a creature enters the aura again they must make a new Saving Throw. A creature that succeds on the saving throw is immune to this effect for the next hour.
Life
When creatures hostile to you or your allies enter the aura or start their turns inside the aura they take 1d4 necrotic damage and they must make a Constitution Saving Throw, on a failed save they only gain half the Hit Points they would gain from any healing source. If a creature leaves the aura this effect lasts until the end of their next turn, if they enter the aura again they must make a new Saving Throw. If the creature succeds on the Saving Throw they are immune to this effect for the next hour.
Totemic Caster
At 10th level, you learn to unleash special magic from your totem, while your totem is deployed you can cast special spells based on your enchantement choice from your totem, these spells can be casted even if you are raging.
You can cast these spells a number of times equal to your constitution modifier.
Blizzard
You can cast from your totem the "Snilloc's Snowball Swarm" spell at 4th level.
Life
You can cast from your totem the "Mass Healing Word" spell at 4th level.
Nature
You can cast from your totem the "Vitriolic Sphere" spell at 4th level.
Thunderstorm
You can cast from your totem the "Lightning Bolt" spell at 4th level.
Wildfire
You can cast from your totem the "fireball" spell at 4th level.
Primordial Champion
At 14th level, the power of the totem grows and gains new effects based on your chosen element.
Additionally the range of the totem’s aura increases to 60 feet, the totems becomes resistant to damage from spells and bludgeoning, slashing and piercing damage dealt by magical weapons, it’s basic AC changes to 12+your proficiency bonus and it’s hit points increase to 12 + tripled your barbarian level.
Blizzard
You gain Immunity to cold damage. Additionally enemies within the aura can make one less attack and one less reaction(if they already can onlt take one reaction they can't take reactions).
Life
You gain immunity from necrotic damage, additionally while within the aura every healing you or you allies do doubles the amount of hit points recovered.
Nature
You gain Immunity to poison damage. Additonally while within the aura every damage you deal with your attacks or via your totem to creatures you hit reduces their maximum hit points by the damage dealt.
Thunderstorm
You gain Immunity to lightning damage. Additionally you and your allies within the aura get +1 bonus to their AC.
Wildfire
You gain Immunity to fire damage. Additionally when enemies inside the totem aura catch fire, they take 2d8 of fire damage instead, this damage overcomes resistencies.
Previous Versions
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