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.

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.

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 b ones o f 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 thickskinned,
or if your totem is the eagle, your eyes turn
bright yellow.
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.
Bear. While raging, you have resistance to all damage
except psychic damage. The spirit o f 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 w ho 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 elf makes you extraordinarily swift.
Tiger. While raging, you can add 10 feet too 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 o f 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 o f your choice. You can choose the same
animal you selected at 3rd level or a different one.
Bear. You gain the might o f 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 o f 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 10 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 tiger spirit hones your survival instincts.
Wolf, You gain the hunting sensibilities o f 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

At 10th level, you can cast the commune with nature
spell, but only as a ritual. When you do so, a spiritual
version o f one o f the animals you chose for Totem Spirit
or Aspect o f 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 o f 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
o f 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 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

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