Difference between revisions of "Path of the Totem Warrior"

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Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle, a horse or stag, rather than an elk, or a lion, panther, or other big cat, rather than a tiger.  
 
Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle, a horse or stag, rather than an elk, or a lion, panther, or other big cat, rather than a tiger.  
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'''Bear.''' While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
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'''Eagle.''' While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.
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'''Elk.''' While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
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'''Tiger.''' While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.
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'''Wolf.''' While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
  
 
=== Aspect of the Beast ===
 
=== Aspect of the Beast ===
 
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.  
 
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.  
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'''Bear.''' You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.
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'''Eagle.''' You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
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'''Elk.''' Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast.
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'''Tiger.''' You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
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'''Wolf.''' You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).
  
 
=== Spirit Walker ===
 
=== Spirit Walker ===
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=== Totemic Attunement ===
 
=== Totemic 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.  
 
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.  
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'''Bear.''' While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.
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'''Eagle.''' While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.
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'''Elk.''' While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
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'''Tiger.''' While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.
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'''Wolf.''' While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.
  
  

Latest revision as of 00:37, 3 February 2018

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

The Path of the Totem Warrior is a Primal Path for the Barbarian class.

Spirit Seeker[edit]

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, as described in chapter 10.

Totem Spirit[edit]

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow; a prominent nose if you have an elk totem spirit or catlike eyes if you have a tiger totem spirit.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle, a horse or stag, rather than an elk, or a lion, panther, or other big cat, rather than a tiger.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you’re raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Elk. While you’re raging and aren’t wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.

Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.

Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

Aspect of the Beast[edit]

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.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Elk. Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they’re within 60 feet of you and you’re not incapacitated (see chapter 8 in the Player’s Handbook for more information about travel pace). The elk spirit helps you roam far and fast.

Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace (see chapter 8 for rules on travel pace).

Spirit Walker[edit]

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.

Totemic Attunement[edit]

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.

Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Elk. While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.

Tiger. While you’re raging, if you move at least 20 feet in a straight line toward a Large or smaller target right before making a melee weapon attack against it, you can use a bonus action to make an additional melee weapon attack against it.

Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.


Path of the Totem Warrior in the Sword Coast[edit]

The totems of the Uthgardt barbarians of the North (described in chapter 5) correspond to the spirits of the Path of the Totem Warrior as shown in the following table.

Uthgardt Totems[edit]

Totem Spirit
Black Lion Tiger
Black Raven Eagle
Blue Bear Bear
Gray Wolf Wolf
Great Worm Wolf
Griffon Eagle
Red Tiger Tiger
Sky Pony Eagle, with the Elk Aspect of the Beast
Thunderbeast Bear, with the Tiger Totemic Attunement
Tree Ghost Bear, with speak to plants in place of the normal rituals for the Spirit Seeker feature


Path of the Totem Warrior in Krynn[edit]

Barbarians are most common among Kagonesti elves and human nomad tribes. Both groups have a healthy respect for the land and its creatures, and the tiger and elk totems both have devotees among them. While the folk of Ansalon know of elk, the griffon replaces the tiger as an object of respect.


Path of the Totem Warrior in Eberron[edit]

The new totem warrior options are an obvious choice for barbarians with an affinity for a tiger or an elk. The option can also reflect an Argonnessen barbarian’s ties to a specific dragon type. Use the tiger totem for a red dragon totem and the elk for a silver dragon totem.


Path of the Totem Warrior in Oerth[edit]

Barbarians are common throughout the northern reaches of Oerik. From the lands of the Wolf Nomads to the enclaves of the Ice Barbarians, these characters venture south in search of loot, glory, and power. Others are exiles, forced to leave their homeland under penalty of death.

The tiger totem is an easy match for barbarians who hail from the realm of the Tiger Nomads. The elk totem is most common among the Rovers of the Barrens, preserving an ancient Flan tradition.


Path of the Totem Warrior in Homemade Worlds[edit]

For the tiger and elk totems, conversion is simply a matter of replacing them with more suitable animals (if necessary).



Sources: