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==== Spirit Seeker ==== | ==== Spirit Seeker ==== | ||
''3rd Level Path of Totem Warriors Feature''<br> | ''3rd Level Path of Totem Warriors Feature''<br> | ||
Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak With Animals spells, but only as | Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak With Animals spells, but only as Rituals. | ||
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==== Totem Spirit ==== | ==== Totem Spirit ==== | ||
''3rd Level Path of Totem Warriors Feature''<br> | ''3rd Level Path of Totem Warriors Feature''<br> | ||
You attune yourself to a type of creature, potentially picking up some physical characteristics of that creature, and you gain a totem or other small object that represents this creature. Choose one of the following: | |||
*'''Bear.''' While | *'''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. | ||
*'''Chimera.''' While | *'''Chimera.''' While Raging, you have Advantage on Saving Throws to resist spells and other magical effects and cannot be Blinded or Deafened. The spirit of the chimera makes you more resilient to hostile magic and grants you preternatural awareness. | ||
*'''Eagle.''' While | *'''Eagle.''' While Raging, other creatures have Disadvantage on Opportunity Attacks 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 | *'''Elk.''' While Raging, your Speed increases by 15ft. The spirit of the elk makes you extraordinarily swift. | ||
*'''Hydra.''' While | *'''Hydra.''' While Raging, if you took Damage since the end of your last turn, you can use a Bonus Action to regain Hit Points equal to half your Barbarian Level. The spirit of the hydra makes you incredibly tenacious in combat. | ||
*'''Sphinx.''' While | *'''Sphinx.''' While Raging, you have Resistance to Psychic Damage. In addition, you have Advantage on Saving Throws to see past Illusions and resist or end being Charmed or Frightened. The spirit of the sphinx makes your mind impenetrably sharp. | ||
*'''Tiger.''' While | *'''Tiger.''' While Raging, you can add 10ft to your Long Jump Distance and 3ft to your High Jump distance. Additionally, you can take the Disengage Action as a Bonus Action. The spirit of the tiger empowers your leaps. | ||
*'''Wolf.''' While | *'''Wolf.''' While Raging, your allies have Advantage on Melee Attack Rolls against any creature within 5ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters. | ||
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==== Aspect of the Beast ==== | ==== Aspect of the Beast ==== | ||
''6th Level Path of Totem Warriors Feature''<br> | ''6th Level Path of Totem Warriors Feature''<br> | ||
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 | 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 | *'''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. | ||
*'''Chimera.''' You gain the magical senses of a chimera. You can cast Detect Magic, but only as a | *'''Chimera.''' You gain the magical perception of the Chimera. You gain the magical senses of a chimera. You can cast Detect Magic, but only as a Ritual. Additionally, you gain Proficiency in Arcana. | ||
*'''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 | *'''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 100ft 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. | *'''Elk.''' The elk spirit helps you roam far and free. 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. Additionally you have advantage on Saving Throws against being Slowed or Restrained. | ||
*'''Hydra.''' You gain the relentless endurance of a hydra. As an | *'''Hydra.''' You gain the relentless endurance of a hydra. As an Action, you can reduce your Exhaustion level by 1. You can use this Action once per Long Rest. | ||
*'''Sphinx.''' You are | *'''Sphinx.''' The spirit of the sphinx makes you proud and imperious. You are Immune to any effect that would sense your emotions, read your thoughts, or magically discern your location. In addition, when you make a Charisma (Deception) Check, if the roll on the d20 is lower than your Constitution Score, you can increase your roll to be equal to that score. | ||
*'''Tiger.''' You gain | *'''Tiger.''' You gain the survival instincts of the tiger. You gain Proficiency in two Skills from the following list: Athletics, Acrobatics, Stealth, and Survival. | ||
*'''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. | *'''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. Additionally, you have advantage on Wisdom (Perception) Checks, and Intelligence (Investigation) Checks to track or locate creatures. | ||
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==== Spirit Walker ==== | ==== Spirit Walker ==== | ||
''10th Level Path of Totem Warriors Feature''<br> | ''10th Level Path of Totem Warriors Feature''<br> | ||
You can cast the Commune With Nature spell, but only as a | 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 your Totem Spirit or your Aspect of the Beast appears to you to convey the information you seek. | ||
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''14th Level Path of Totem Warriors Feature''<br> | ''14th Level Path of Totem Warriors Feature''<br> | ||
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. | 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 | *'''Bear.''' The power of the bear makes you unable to be ignored. While Raging, any hostile creature within 5ft of you has Disadvantage on Attack Rolls against targets other than you. An enemy is immune to this effect if it can’t see or hear you or if it can’t be Frightened. | ||
*'''Chimera.''' While | *'''Chimera.''' The power of the chimera nullifies nearby magic. While Raging, if you are targeted by a spell, you can use your Reaction to immediately move up to your Speed. If you end your movement within 5ft of the caster of the spell, the caster must succeed on a Constitution Saving Throw with a DC of 8 + your Strength Modifier + your Proficiency Bonus, on a failure, the spell is not cast and the caster loses the Action used to case the spell, the caster also takes Bludgeoning Damage equal to 1d12 + your Strength Modifier. On a successful Save, the spell is cast and the caster takes half Damage. | ||
*'''Eagle.''' While | *'''Eagle.''' The flight of the eagle manifests in you. While Raging, you have a Flying Speed equal to your Walking Speed. | ||
*'''Elk.''' While | *'''Elk.''' The swiftness of the elk topples your foes. While Raging, you can use a Bonus Action during your movement to pass through the space of a Large or smaller creature. That creature must succeed on a Strength Saving Throw with a DC 8 + your Strength Modifier + your Proficiency Bonus or be knocked Prone and take Bludgeoning Damage equal to 1d12 + your Strength Modifier, on a successful Save the target is not knocked Prone and takes half Damage. | ||
*'''Hydra.''' While | *'''Hydra.''' The many heads of the hydra begin to fill you with relentless fury. While Raging, if you attack at least two different creatures when you take the Attack action, you can make one additional Melee Weapon Attack as a Bonus Action. | ||
*'''Sphinx.''' While | *'''Sphinx.''' The magic of the sphinx allows you to travel quickly through the battlefield. While Raging, you can use your Action to magically teleport, along with any equipment you are wearing or carrying, up to 120 feet to an unoccupied space you can see. When you appear in the targeted space, you can make one melee weapon attack against a creature within your reach as a bonus action. | ||
*'''Tiger.''' While | *'''Tiger.''' The speed of the tiger allows you to more effectively charge into your foes. While Raging, if you move at least 20ft in a straight line toward a Large or smaller creature, 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 | *'''Wolf.''' The instinct of the wolf allows you to place weakness into your foes. While Raging, you can use a Bonus Action on your turn to knock a Large or smaller creature Prone when you hit it with a Melee Weapon Attack. | ||
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