Base Class: Fighter
Source of Power
Totem warriors are warriors who have mastered the art of endurance. Throughout combat, Totem Warriors gain power over time by killing different foes. Using the power of conjuration, Totem Warriors can rise multiple totems from the souls of dead creatures. Using the souls of dead enemies, they raise one of multiple totems, releasing energy from the totem giving power to affecting allies. Through experience, Totem Warriors can also gain other abilities allowing them to retain combat for multiple hours, even days on end without resting.
The Original
Totem Warriors arose during the crown wars, when elves would recruit outsiders and mercenaries, these warriors had to learn to adapt the long overnight fighting of the elves. Throughout the war. Afterwards the Warriors still exist in low numbers. They often travel in nomadic tribes of other warriors and merchants, with two Totem Warriors in one pact very rare. People are aware of Totem Warriors, but almost more as a myth more than fact. Not many people have come across one, so a lot of people seem to think they are simply legends from the past.
Summon Totem
At 3rd level, using a reaction, when an enemy dies within 30 feet of you, you can use a reaction to summon a 10 foot tall totem that has one of multiple affects. Totems have a standard range of 20 feet in a cylinder around it unless specified otherwise. As you level up you will unlock new types of totems. Totems affect allies within 20 feet of it with the select buffs the Totem chosen gives. The totem has a health of 5 + 5 times the players level, and after 10 minutes the totem will dissolve back into the ground. While the totem is up, it cannot be moved and is rooted into the ground. The totem is made out of wood and has vulnerability to fire.
Spiked Totem
Spiked Totem is a totem covered in jagged edges. When in range of this totem, allies have advantage to strength attack checks and gain an additional 1d4 die when dealing physical magic. This totem does not affect spells at all, and does not affect enemy strength checks or enemy damage.
When this totem is discarded using a bonus action, all creatures (Including allies and yourself) must make a DEX saving throw of 10 + your proficiency bonus. On a failed save, creatures within 20 feet of the totem take 2d8 + 2 piecing damage.
Broadcast Totem
Broadcast Totem is a totem with a small glowing orb at the top of it. When summoned, the Totem Warrior can use a bonus action on their next turn to teleport back to the totem if they are 60 feet away at maximum of the totem, destroying the totem. Allies cannot use this totem to teleport, but while in range of this totem, all allies and Totem Warrior gain +2 in wisdom and gain advantage on perception checks while the totem is up.
When this totem is discarded using a bonus action, all creatures (including allies and yourself) must make a WIS saving throw of 10 + your proficiency bonus. On a failed save, the creature is blinded for one turn and is pushed 10 feet in a random direction (roll a d4, 1 = north, 2 = east, 3 = south, 4 = west).
Water Totem
Water Totem is a skinny totem with water spewing out the top, having the water spill over the sides into the ground where the water collects into a small puddle around the totem. This totem is immune to fire damage. While in range of this totem, healing spells and abilities gain an extra 1d6 when determining the heal amount. When gaining temporary hit points, the heal amount is increased by 1d10 instead. Enemies also have half walking speed when in range of the totem.
When this totem is discarded using a bonus action, all creatures (including enemies) are healed with 2d8, and gain 1d10 temporary health points.
Discard Totem
At level 3, you can use a bonus action to destroy one of the totems you have on the battlefield within 120 feet of yourself. When destroyed, the totem will do one last thing and then shovel itself back into the ground, leaving no trace of anything ever being there.
Scare Totem
At level 7, you gain another totem you can summon using the summon totem ability. Scare Totem is a totem with a skull on the top of it. When summoned, the user selects 2 + your Strength mod divided by 2 (Round down) amount of enemies within 30 range of the totem. These enemies make a wisdom saving throw of 8 + your proficiency bonus. On a failed save, the enemies are scared of the totem for 2 turns, and get the frightened debuff.
When this totem is discarded using a bonus action, all creatures within 20 feet (including allies and yourself) must make a WIS save of 10 + your proficiency bonus. On a failed save, the creature takes 1d6 psychic damage and have the blinded debuff for 1 turn.
Totem Enchantment
At level 7, you can gain one of multiple enchantments when you are 20 feet in range one of your totems. None of these abilities stack when being around multiple totems.
Armor Thorns
When you are wearing armor, you gain +1 to your AC. Additionally, whenever a creature lands a successful attack on you, they take 1d4 + 2 slashing damage in return. On a failed attack, the creature takes 1d4 - 2 slashing damage.
Endurance
If you take the Attack action, you can use your bonus action to hold a charge. On your next turn, if you take another attack action, you gain advantage to your attack roll, add 2 times your STR mod to the damage of the attack. If you do not attack in your next turn, your charge fades, and you take 2d8 psychic damage and you become prone.
Poisoned Metal
When holding a non-magical weapon with a metal tip, the end of the weapon gains a light green glow. If you successfully land an attack with the weapon, add 1d6 poison damage to the end damage result.
Spiritual fencing
At level 10, you can link two Totems that are 30 feet apart or closer, and create an impenetrable fence. The fence is 5 feet thick, and 30 feet tall. Creatures can see the fence and know it's there, and they can see through the fence. The fence disappears after 1 hour, and you can only have 1 fence active at a time. If you try to place another fence, the previous fence fades away. You regain all your fencing after a short rest. To summon a fence, you must be within 20 feet of one of the totems, and able to see the other Totem. The fence goes through walls, and forms around obstacles. If obstacles formed into the wall are removed, the wall reforms around the object or creature.
New Totems
At 15th level, gain 2 new types of totems that you can summon using the summon totem ability.
Magnetic Totem
Magnetic Totem has multiple long rings carved around the side of it. Ranged physical attacks from any source have disadvantage when made in range of the totem. Creatures moving within range of the totem have half walking speed.
When discarded using a bonus action, all creatures within a 30 foot radius must make a STR saving throw of 8 + your proficiency bonus. On a failed save, creatures fall prone and take 3d4 psychic damage. On a successful save, creatures take 2d4 - 2 psychic damage.
Resentful Totem
Resentful Totem has carvings of daggers along the side of it. When an enemy within 10 feet of the totem cannot attack anything other than the totem itself. Creatures outside of range of the totem attacking something in range of the totem gain disadvantage on the attack roll, but on a successful attack gain 1d12 damage to the attack.
When discarded using a bonus action, all allies and yourself within 20 feet of the totem gain 2d12 + 4 temporary hit points and gain advantage on the next non-magic attack.
Power Rest
Once per long rest, you can take a short rest without actually sleeping. If used in combat, this does take an action, but will allow you to take a short rest as long as you are not Paralyzed, Petrified, or Frightened. You go Prone until your next turn, and getting up doesn't take your next action. When you wake up, you have half your running speed and have disadvantage on your attacks, but go back to normal on your turn after that.
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