Base Class: Barbarian
Many Totem Warrior Barbarians choose totems of spirits that represent brute force and endurance. However, a select few opt for wiser options, such as the Eagle, the Elk, and, with this addition, the Rabbit. These spirits give a Barbarian more flexability and versitility than simply being harder to kill, or dealing more damage.
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.
Favored Spirit
At 3rd level, when you adopt this path, you choose a rabbit as your totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur, feet, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Rabbit. While raging, you have the luck of the rabbit, giving you access to a number of luck points equal to the number of times you can rage per long rest. Whenever you or an ally within 30 feet of you that you can see makes an attack roll, an ability check, or a saving throw, you can spend one luck point per roll to add an amount to the total equal to your maximum number of luck points (maximum of 6). You can choose to spend your luck point(s) after the roll(s), but before the outcome is determined.
You regain your expended luck points when you finish a long rest.
Additionally, while you are raging and are forced to make a Dexterity saving throw, you can forgo the advantage granted by your Danger Sense feature to take no damage if you succeed on the saving throw.
The spirit of the rabbit makes you exceptionally lucky.
Aspect of the Hare
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.
Rabbit. You gain some of the physical and sensory traits of a rabbit. You have advantage on Wisdom (Perception) checks, and you gain a +5 bonus to your initiative score. Additionally, you gain a burrowing speed of 10 feet. Other creatures of size Medium or smaller may travel through your burrowed terrain with a successful DC 12 Athletics check for every 5 feet traveled, and their walking speed is reduced to 10 feet.
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.
Fleeting Attunement
At 14th 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.
Rabbit. While raging, opportunity attacks made against you are made with disadvantage. If you are raging and are hit by an opportunity attack, or a melee attack that is made with advantage, you can use a special reaction to immediately move up to your normal movement speed. The movement granted by this reaction can't be reduced or negated by features such as the Sentinel feat. However, it is still be prevented by certain Conditions, such as being Paralyzed, or Stunned.
You can use this reaction once per round, in addition to your regular reaction.
Additionally, you do not need to move before making a jump to jump its full distance.
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Posted Jan 7, 2020Jesus this is broken strong