User:ArcaediusX/Totemtic Warrior Variant(Barbarian Path)

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The Totemic Warrior (Variant)[edit]

Barbarian Primal Path (Formerly known as 'The Shaman')

The sun sets upon the small village as the fires of the forge die down and its masters move to the mess hall or their homes for an evening meal. From his seat at the head of the gathering, the chieftain of the orc tribe lets out a quite sigh as he reflects on things to come; fingers curling around the ornately carved staff in his hands. A barbarian is not always an instrument of pure destruction. The Totemic Warrior is a path that connects the barbarian to the world of beasts and allowing them to call upon their mighty spirits for aid in times of need. Within orcish communities, these warriors might serve as both protectors and spiritual leaders; while the tribes of other races that have adopted these teachings and traditions may simply use these blessings to protect nature or the world around them - often finding themselves in the company of rangers or druids. Following the path of the Totemic Warrior, a Barbarian gains a number of spiritual blessings from a variety of different beasts and wildlife. It is said that those that truly embrace the path may even receive the blessing of mythical creatures such as dragons. Whether these rumors are true or not, the Totemic Warrior is a great boon to any battlefield and can even temporarily share some of their blessings with their allies.

Path Features[edit]

Heart of the Wilds[edit]

Beginning at 3rd-level, when you choose this Path, you open yourself upon to the spirits and power held within the beasts and wildlife of this world. You learn the Speak with Animals and Animal Messenger spells and may cast them at will, without requiring spell slots or any material components.

Additionally, you gain proficiency in Animal Handling, if you do not possess it, and you may double your proficiency bonus with this skill.

Lastly, you also gain proficiency in Wisdom saving throws.

Bestial Blessings[edit]

Your connection to the spiritual world allows you to channel the spirits of powerful animals and call upon their aid for you and your companions. You know two blessings of your choice from the table below, and you gain an additional blessing known at 6th, 10th, and 14th-level.

While you are raging, you may as a bonus action on your turn, invoke one of these blessings by releasing a booming shout that reverberates throughout an area around you. Each blessing affects all targets of your choice (including yourself, if you wish), that can hear you, within a radius of 15 feet of you, unless otherwise stated. This radius extends an additional 5 feet at 6th-level and again at 10th and 14th-levels.

You may use this feature twice at 3rd-level and you gain an additional use at 6th, 10th, and 14th level. You recover all uses after completing a short or long rest.

Totemic Blessings
Blessing Effect
The Swan Targets recover 1d12 + your Constitution modifier Hit Points. The die used for this healing increases to 2d12 at 10th-level.
The Bull Targets within a 10 foot radius of you take thunder damage equal to your proficiency bonus.
The Turtle Targets gain resistance against the next attack they are successfully hit with before the start of your next turn.
The Jaguar Targets can move an additional 10' each turn, until the start of your next turn.
The Falcon Targets gain a +2 bonus the attack roll of their next attack roll (weapon or otherwise) that is made before the start of your next turn.

The First Blessing[edit]

At 3rd-level, when you select this Path, you may choose the first spiritual animal to instill their knowledge upon you. Select one of the following options:

  • Bear. The spirit of the bear lends it resilience to you. You gain a +1 bonus to your AC.
  • Hawk. The spirit of the hawk lends it sharp senses to you. You gain proficiency in Wisdom (Perception) checks if you do not already have it, otherwise you may double your proficiency bonus to these skill checks.
  • Leopard. The spirit of the cheetha lends it speed to you. Your walking speed increases by 10 feet.
  • Wolf. The spirit of the wolf lends its hunting instincts to you. You gain proficiency in Wisdom (Survival) checks if you do not already have it, otherwise you may double your proficiency bonus to these skill checks.

The Second Blessing[edit]

At 6th-level, your experiences have earned you the right to select a second spiritual guide and the benefit of their wisdom. Select one of the previous carving options that you did not choose for your First Carving, or you may choose one of the following options:

  • Owl. The spirit of the owl lends it great knowledge to you. You may gain proficiency in one skill of your choice that uses Intelligence or Wisdom as its modifier.
  • Panther. The spirit of the panther strengthens your reflexes and muscles. You gain proficiency in your choice of Strength(Athletics) or Dexterity(Acrobatics). Additionally, select one of these skills that you are proficient in and double the proficiency bonus you add to rolls using that skill.
  • Snake. The spirit of the serpent instructs you how to be more cunning. You gain proficiency in Dexterity(Stealth) checks, if you do not possess it, otherwise you may double your proficiency bonus to these skill checks.
  • Shark. The spirit of the shark grants you adaptability. You gain a swimming speed equal to your movement speed and can breathe underwater.

The Third Blessing[edit]

At 10th-level, you have become even more attuned to the world around you and the spirit within you, allowing you to select your third spirit guide. Select one of the previous options you did not choose for your First or Second Carvings, or you may choose one of the following options:

  • Elk. The spirit of the elk teaches you to think quickly on your feet. Your walking speed increases by 10' and you may add your proficiency bonus to your Initiative rolls.
  • Dire Bear. The spirit of the dire bear increases your ability to withstand hardship. Your maximum Hit Points increases by 1 per level, and increases by an additional 1 each time you gain a level in this class.
  • Dire Wolf. The spirit of the dire wolf further sharpens your swiftness in combat. You may now use a bonus action to take the Dash and Disengage actions during your turn.
  • Lion. The spirit of the lion teaches you how to better assist your allies. You may now use a bonus action to take the Help action on your turns. In addition, the target of this action may be up to 30' away from you instead of the normal 5'. Lastly, when you use Help, the ally you give advantage to gains a bonus to hit equal to your proficiency level on their next attack against your target.

The Final Blessing[edit]

At 14th-level, you have all but mastered your Shamanistic practices, earning you the right to call upon the spirits of truly powerful creatures for aid. Select one of the following creatures of legend for your final carving. You may also choose to instead select one of the options you did not choose for any of your previous Blessings:

  • Dragon. The spirit of the dragon instills you with its legendary power. Once per turn, whenever you take Movement on your turn while you are raging, you may choose to instead leap through the air, ignoring normal rules for Jumping. If you choose to leap, you must leap a distance of no less than 15 feet. You subtract this distance as you normally would for movement and may not move beyond your normal maximum distance. While traveling through the air, you soar at a height of ten feet off the ground (this vertical distance is not subtracted from your movement) and you fall prematurely if you would collide with any physical object in your path. Upon landing at your chosen destination, all creatures with 10 feet of you, that you can see, must make a Constitution saving throw against a DC of (8 + your proficiency bonus + your Constitution bonus) or take 1d10 thunder damage and be knocked prone as your mighty landing sets off a strong shockwave. On a successful save, creature take half damage and are not knocked prone. If you land successfully at your destination, you ignore any fall damage you normally would have taken. If you fall prematurely or your destination leaves you in midair, you take fall damage as normal.
  • Phoenix. The spirit of the phoenix teaches you how to sustain your allies. You may, as an action, bathe the area around you in a 30' radius in a flurry of ethereal embers. Each creature of your choice within this area, that you can see, either: recovers 2d8 Hit Points and may immediately spend one of their available Hit Dice to recover additional Hit Points, or takes 2d8 fire damage. Once you have used this ability, you must finish a long rest before you may use it again.
  • Basilisk. The spirit of the basilisk grants you the ability to disable your enemies. When you make a weapon attack against a target, after rolling for damage you may use a bonus action to force that target to make a Constitution saving throw against a DC of (8 + your proficiency bonus + your Constitution modifier). Upon a failure, that target is stunned until the end of their next turn.
  • Unicorn. The spirit of the unicorn protects you from corruption. You gain immunity to poison and disease; and resistance to necrotic damage. Additionally, as an action, you may call upon the unicorn spirit and touch another living creature to purge them of poisons and diseases. Once you have done so, you must finish a long rest before you may do so again.


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