Base Class: Barbarian
Additional totem warrior options. All other features for the subclass remain the same.
This subclass is a Quixotic-Dragon production.
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Spirit Seeker
This ability has no changes or additions and is to be used exactly as written in the Player's Handbook.
Additional Totem Spirits
This feature works exactly as written in the Player's Handbook, these are just additional options for you to choose from.
Fear
While raging, you are treated as proficient in Wisdom saving throws. You have become the embodiment of your greatest fear and the spirit of your fear is absolutely enthralling and is always occupying your mind.
Gorilla
While you're raging and aren't wearing heavy armor, other creatures have disadvantage to escape your grapple attempts. The spirit of the gorilla makes your fingers quick and strong.
Hippopotamus
While you're raging and aren't wearing heavy armor, you have a bite attack that deals 1d8 + your Strength modifier piercing damage. The spirit of the hippopotamus makes your jaw extraordinarily strong.
Hyena
When you enter rage you start to laugh maddeningly and any enemy within 30 feet that can hear you must make a Constitution saving through (8+ proficiency bonus + your Charisma modifier) or become frightened. In the dark the range is extended to 60 feet. They are immune if they cannot hear you or are immune to being frightened. The spirit of the hyena makes you unnerving to your enemies.
Mammoth
Whle raging, you gain temporary HP equal to your level. The spirit of the mammoth makes you robust and healthy.
Addtional Aspects of the Beast
This feature works exactly as written in the Player's Handbook, these are just additional options for you to choose from.
Fear
You gain a +5 bonus to your initiative. The spirit of your fear leaves you on constant high alert.
Gorilla
You have a climb speed equal to your walking speed. The spirit of the gorilla makes you feel at home in forests.
Hippopotamus
You have a swimming speed equal to your walking speed. The spirit of the hippopotamus makes you a fairly quick swimmer.
Hyena
You have the ability to eat a dead body and gain one hit die per minute spent eating. The spirit of the hyena makes you a savage scavenger.
Mammoth
You are naturally adapted to extreme weather conditions as described in the Dungeon Master's Guide. The spirit of the mammoth makes you particularly resilient.
Spirit Walker
This ability has no changes or additions and is to be used exactly as written in the Player's Handbook.
Totemic Attunement
This feature works exactly as written in the Player's Handbook, these are just additional options for you to choose from.
Fear
While raging, you can Dash, Disengage, or Hide as a bonus action, and gain +2 AC until the end of your next turn when you do so.
Gorilla
While raging, if you have grappled a target, you can throw them a number of feet equal to your Strength score. If they hit a tree, wall, or other object before the maximum distance is achieved, they take 2d6 bludgeoning damage for every five feet they didn't travel. If the "object" hit is another creature, the damage is divided between the two.
Hippopotamus
While raging, you can make one extra attack as a bonus action if you have advantage on and hit with your first attack.
Hyena
While raging, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Mammoth
While raging, when you kill an enemy, you can hit another target within 5 feet of you and the enemy with the remaining damage as long as your attack roll would have hit its AC as well.
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