Path of the Totem Warrior, Expanded, Expanded Variant (5e Subclass)

From D&D Wiki
Jump to navigation Jump to search
Scales.png This page is of questionable balance. Reason: Massive power disparity throughout. At 3rd level alone, you can choose basilisk or turtle and gain a permanent +3 bonus to your AC or tarrasque and never have to worry about spellcasters again, or you can pick bunny to gain a jump bonus. 21:50, 8 May 2024 (MDT)


You can help D&D Wiki by better balancing the mechanics of this page. When the mechanics have been changed so that this template is no longer applicable please remove this template. If you do not understand balance please leave comments on this page's talk page before making any edits.
Edit this Page | All pages needing balance

Path of the Totem Warrior, Expanded, Expanded Variant[edit]

Barbarian

This is a dramatic expansion of the other Path of the Totem Warrior with the goal of including many the edits made to it to add interesting, and exciting totems, and make it feel more powerful, as well as more interesting. It is designed for high fantasy, and for one on one campaigns, therefore may not work as well for large groups, so some powers may at times seem one sided. Although overall it is meant for fairness, however feel free to in your own way for your own character work with your DM to modify the abilities further in anyway you like.

Totem Spirit[edit]

At 3rd level, you pick your first totem. The animal of the totem is a creature from which you draw inspiration and possibly base your philosophies of life around. You may even adopt physical characteristics based on the creature chosen. Keep in mind the chosen creature will not lock you into its path; you may pick different animals for each milestone

  • Basilisk: You gain a permanent +3 to AC, in addition to this every time a monster attacks you in melee range you can choose to inflict 1d8+Constitution modifier to it, if it succeeds on a constitution saving throw of higher that your constitution score it takes half damage rounded down.
  • Beholder: You gain advantage on all attacks made by a beholder against yourself,
  • Bull: While raging, when you take damage, you can reduce the damage you take by your Rage damage.
  • Bunny: While raging, you may leap as high as half your movement speed. Your fall damage is halved from what it would otherwise be without this totem's effects. You take no damage if you fall the same distance as your full movement speed.
  • Corpse Flower: You can can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Dragon: Refer to the Dragonborn table. You may pick one draconic element. While in a rage, you will gain resistance to the element aligned there. If you already have resistance to that element, you become completely immune.
  • Lion: While you are raging, if you move at least 10 feet straight toward a creature then hit it with a melee attack in the same turn, the target must succeed on a Strength saving throw or be knocked prone. The DC for the saving throw is 8 + your proficiency modifier + your Strength modifier.
  • Jaguar: While raging, you gain advantage on Stealth checks. Your rage burns cold; you may hold your rage for three minutes without attacking or being attacked.
  • Kraken: You may breathe underwater. Your swimming speed is that of your normal movement speed. While raging, you may not be grappled underwater.
  • Tarrasque: You gain the reflective armor of a tarrasque, any time you are targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, you are unaffected. On a 6, however you are unaffected, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target.
  • Turtle: While raging, you gain an additional +5 to AC. While you are not raging, you still retain +3 to AC.
  • Unicorn: You gain the ability to touch a creature, and cause them to gain 1d8+constitution modifier hit points. You may do this three times per short rest.
  • Snake: You can substitute your weapon's damage type for poison. In addition, while raging, every first melee attack dealt within your turn deals an additional 1d6 poison damage.
  • Griffon: While raging, you may levitate and gain a flight speed equal to your movement speed.
  • Phoenix: If your hit points reach 0 while in a rage, you return to life with 1 hit point. You may do so again after finishing a short or long rest.
  • Hyena: When you enter a rage, you laugh maddeningly. Any hostile creature within 30 feet that can hear you need to make a Wisdom saving throw (8 + your proficiency bonus + your Charisma modifier) or become frightened. In the dark, the range is extended to 60ft, and they are immune if they cannot hear you.

Aspect of the Beast[edit]

At the 6th level, you gain yet another path option. Any path may be taken, regardless of your choice at the 3rd level.

  • Basilisk: While raging all enemies in twenty feet must make a constitution save (CD 8 + constitution + proficience) or take 2d12 poison damage or half of that on a successful save. As well as resistance to poison damage, and if you already have resistance immunity to poison damage.
  • Beholder: Roll a d10, and you fire a random one of the beholders eye rays at a target, you can use this trait a number of times equal to your proficiency bonus long rest.
  • Bull: While raging, you cannot be frightened or charmed. If you are forced to make a saving throw that would cause these conditions, your rage damage is doubled until the end of your next turn.
  • Corpse Flower: As an action, you target one undead creature you can see within 30 feet of you. The target must make an Intelligence saving throw. On a failed save, the target must obey your commands for the next 24 hours, then there must be another intelligence saving throw.
  • Bunny: While raging, you may triple your walking speed.
  • Dragon: Refer to the Dragonborn table. You may pick one draconic element. While in a rage, you can imbue that element into your weapon, replacing the damage type with that element.
  • Lion: While raging, as a bonus action, you make a melee weapon attack against a prone target.
  • Jaguar: Your critical hit range is expanded to 19-20.
  • Kraken: While raging, organic or ethereal tentacles sprouting from your chosen place. You can attempt to grapple enemies up to a size larger than yourself without negatives. In addition, you have advantage on all Strength (Athletics) made to grapple creatures of your size or smaller.
  • Tarrasque:Learning lessons from the animal that inspires your inner beast, you deal double damage to buildings, and structures.
  • Turtle: While raging, you may sacrifice the movement of the following round and gain advantage on all saving throws, excluding death saving throws.
  • Snake: While raging you gain advantage in all grappling checks. You may grapple without having a free hand. While grappling, you may inflict 1d4 poison damage at the start of your turn. You do not have to halve your speed to move enemies one size smaller than yourself.
  • Unicorn: If you chose this at 3rd level you get to add an additional 1d8 to the healing, otherwise you just get the original option.
  • Griffon: While raging, choose two saving throws. You count as proficient in these for the duration of the rage.
  • Phoenix: If you reach 0 hit points while in a rage, whoever dealt the last blow to you, their hit points decrease equal to double the damage you received in that round.
  • Hyena: Your predatory instincts have been honed so that it can take advantage of pack tactics. While raging, you have advantage on attacks against targets that are 5ft within an ally.

Expanded, Expanded 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 a Totem Spirit appears to you to convey the information you seek.


Totemic Attunement[edit]

At 14th level you arrive at the final steps of your primal soul searching; here you chose a final totem. This totem, as before, can be chosen regardless of previous choices.

  • Basilisk: Any creature that looks a barbarian of this totem in the eye and the barbarian chooses must pass a intelligence roll that is DC 10+Constitution modifier(of player barbarian) or on a failed saving throw. On a failed saving throw the creature is frightened, and if the saving throw is repeated it becomes petrified and requires a lesser restoration spell to be saved.
  • Beholder: Roll a d10, and you fire a random one of the beholders eye rays at a target, you can do this three times per long rest.
  • Bull: When take this path you grow horns to gore with. While you are raging and you move at least 10ft in a straight line, you can make a gore attack as part of your attack action, dealing 1d8 + Strength modifier and knocking them prone on a hit. They can only be knocked prone if the target is one size smaller or larger than you.
  • Bunny: While raging, you may use your bonus action to instead make another move action.
  • Corpse Flower: At this level, you gain the ability to cast create undead as a ritual. When you cast this spell at 14 level, you can animate or reassert control over four Ghouls. When you cast this spell using an 16 level, you can animate or reassert control over five Ghouls or two ghasts or wights. When you cast this spell at 18th level , you can animate or reassert control over six Ghouls, three ghasts or wights, or two mummies.
  • Dragon: Refer to the Dragonborn table. You may pick one draconic element. While in a rage, you deal 2d10 extra damage on melee weapon attacks, of a type based on the element you chose.
  • Lion: While raging, when you are hit by a melee attack, you may use a reaction to make a single attack against the creature which attacked you.
  • Jaguar: Your thirst for blood becomes greater as you rage, you want to kill anything and everything, deal as much damage as possible to accomplish this. Your rage damage is now your proficiency bonus + your Strength modifier.
  • Kraken: While raging, while grappling a creature, at the start of your turn you deal 1d10 + your Strength modifier magical bludgeoning damage to them.
  • Tarrasque:Once per long rest you may choose to automatically succeed any roll made against you.
  • Turtle: You forsake your Fast Movement feature and gain an additional +2 AC in perpetuity.
  • Unicorn: You may teleport yourself, and a max of three creatures to a location you are familiar with within a mile from your current location.
  • Snake: While raging, if an enemy uses a reaction or enters your throwing or striking distance, you may use a reaction of your own to perform an attack against them.
  • Griffon: Your flight speed triples if you had picked Griffon at the third level, otherwise you simply gain that totem. You may no longer be blinded while in a rage.
  • Phoenix: If you have taken Phoenix as your totem at 3rd level, when you use that feature your hitpoints instead become half your maximum. Otherwise, you gain the original feature only.
  • Hyena: Your predatory instincts are further honed as you unleash certain scavenger traits. You have advantage on attacks against targets below half their hitpoints.
0.00
(0 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses