Barbarian
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

At 6th level you can now deploy your totem into battle. When you rage you can, as part of the bonus action you use to enter rage, deploy your totem in an unoccupied space within 5ft from you. You can use another bonus action to pick it up again or to place it down, the aura fades the moment you pick it up and reappears if you deploy it again.

When is deployed the totem creates a primordial aura of 30ft around itself, the aura lasts for as long as you are raging and it ends the moment your rage ends. The aura's effect is based on the element you chose. The totem has it's own AC(which equals to 11+ your Proficiency Bonus) and Hit Points (12 + double of your barbarian level) It is resistant to bludgeoning, piercing, and slashing damage from nonmagical attacks,  it's immune to poison, psychic and thunder damage and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If the totem is destroyed the aura it generates immediatly ends. 

If the totem gets destroyed, you can either pick up it's remains and fix them or build a new one during a long rest, if the totem is damage but not destroyed, you can spend any number of your Hit Dices to fix the totem during a short rest.

If the totem aura’s effects require a saving throw, the DC equals 8+ your proficiency bonus + your Constitution modifier.

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.

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