Primal Path - Path of the Totem Warrior
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.
This version is the complete options for totem warrior barbarians. It also contains Matthew Mercer's Duck totem spirit option (*), and some of my own creations (**) .
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, as described in chapter 10 of the Player's Handbook.
Totem Spirit
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 and maybe vertical pupils.
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, or a lion or panther in place of 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.
Crab.** While raging, enemies have disadvantage on escaping grapple checks against you and disadvantage on rolls to disarm you. The grip of a crab's claw is everlasting.
Duck.* While raging, when an attacker that you can see targets you with an attack, you can use your reaction to impose disadvantage on the attack roll, helping you shrug off the blow. It's like water off a duck's back.
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.
Monkey.** While raging, your unarmed strikes deal bludgeoning damage equal to 1d4 + your Strength modifier, and you make an attack with an unarmed strike as a bonus
action on your turns. An angry monkey is not a fun monkey.
Snake.** While raging, on your first turn of each combat, the first creature you hit takes an additional 1d6 damage of the weapon's type akin to striking like a snake. In addition, your Rage damage becomes poison damage.
Spider.** While raging and not wearing heavy armor, you gain tremorsense with a range of 15 feet, unless you're incapacitated, and you ignore difficult terrain while climbing. The spirit of the spider grants you superior senses.
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
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.
Crab.** You have immunity to fire damage while underwater, you gain a swimming speed equal to your walking speed while benefiting from Fast Movement, and you can breathe air and water.
Duck.* You gain resistance to acid damage, as the liquids mostly slides off your strangely waxy exterior. In addition, you gain a swimming speed equal to your walking speed.
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. The elk spirit helps you roam far and fast.
Monkey.** You gain a climbing speed equal to your walking speed, and you add your Dexterity modifier to any Athletics checks made to climb or jump.
Snake.** You gain proficiency with the poisoner's kit. In addition, you and one other companion are able to use the Stealth skill while traveling at a normal pace.
Spider.** You can cast the spider climb spell on yourself, but only as a ritual. Your Danger Sense feature works even while blinded against audible traps and spells with verbal components.
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.
©Wizards of the Coast LLC.
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.
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.
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.
Crab.** While raging, you can attempt to grapple a creature as a bonus action. If you succeed on a grapple check, the grappled creature takes bludgeoning damage equal to 1d8 + your Strength modifier.
Duck.* While raging, if you hit a creature with a melee attack on your turn, you can forgo one of your other attacks to
flap your arms while honking and flailing about that same target. The creature must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn.
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 modifier + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
Monkey.** While raging, weapons you wield with the versatile property with one hand counts as wielding them with both hands (there is no added benefit for wielding it with two hands). Alternatively, while raging, weapons with the heavy property can be wielded by you without penalty.
Snake.** While raging, the additional damage from your Brutal Critical feature is poison damage that ignores resistances, and your critical hits made with melee weapons causes the target to become poisoned until the start of your next turn.
Spider.** While raging, you gain the ability to cast the web spell once per rage at 2nd level, without expending a spell slot. The spell last until you dismiss it as a bonus action or when your rage ends.
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.
Credits & Change Log
Created by Homebrew Barcana
Last Update: December 13th, 2018
- DLecossu Tigrou by D--CO
Version 1.1
- Fixed wording on Crab, Monkey, and Snake totemic spirit options
- Added the Spider totem spirit option.
Version 1.0
- Document Created with Elk and Tiger totems from Sword Coast Adventurer's Guide.
- Added Totem of the Duck as designed by Matthew Mercer.
- Added the Crab, Monkey, and Snake totem spirit options.
©Wizards of the Coast LLC.