It also contains Matthew Mercer's Duck totem spirit option (*), and some of my own creations (**). This version is the complete options for totem warrior barbarians. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. Most barbarian tribes consider a totem animal to be kin to a particular clan. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. The math is a lot lessy fussy, and it easier to come up with things that represent the fluff and not have to worry about balance.The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. I've been writing some stuff of my own and even at this stage, writing for next is a hell of a lot of fun, and quite intuitive with some of the new mechanics. This way I can see the Barbarian saving a stack of points and using the knock down effects etc then when the target is looking worn down cashing them all in for a final blow when he has advantage. The way I see it arrows flying past his unarmoured head are going to pi$$ hime off too! Throw in greater rage powers or counter abilities and the like at later levels. Since each point is only granting an extra point of damage, I say let him have a rage point everytime he is attacked. Also I'm not sure I like it for every x amount of damage, it simples maths, but it seems just that to me, maths. I wouldn't want to see anything that was based on the dice the monster used to damage you, that would break immersion for me. Really like what you have done here (also for the Warlock too.) Spirit totems could also grant abilities usable independant of rage points, such as a wolf totem making it so that certain skill checks gain the rogue’s Skill Mastery, or a hawk totem allowing you to fly x times per day. Spending rage points to gain advantage when making ability checks, skill checks, and saves, as well as impose disadvantage when things try to oppose some of your checks, damage resistance, other special attacks. When you roll initiative you gain one rage point. If the attack hits, the target is also knocked prone if it is your size or smaller. Takedown (wolf totem): When you are flanking a creature or have attack advantage against it, you can spend 3 rage before making a melee attack. This is on the fighter sheet, and I think it works out well enough. Maybe something like per-encounter/day reactions, have it do "instinctive actions", or just grant bonus damage when flanking a target with the barbarian. Not sure how to make this work with the action economy. You are also considered trained in Stealth, and gain a +3 bonus to it.Īnimal Companion: You gain a wolf companion. At 1st-level your speed increases by 10 feet when wearing light or no armor, and 5 feet when wearing medium armor. Wolf Totem: I like the idea that barbarians are able to draw power from spirit totems. If the attack hits, you deal bonus damage equal to the number of rage points spent. Mighty Strike: When you make a melee attack on your turn, before making the attack roll you can spend any number of rage points. They last until the end of the encounter or you fall unconscious. Rage points can be spent to increase your damage and activate spirit boons. Rage: Every time an enemy hits you with an attack, you gain a rage point. Class Features Rage, Mighty Strike, Spirit Totem.Armor Proficiencies Light, Medium, and Shields.Weapon Proficiencies Simple Melee, Military Melee.The main issue I am having is how to make the wolf companion work better, though if its an issue you could just swap it out for Endurance. This is based on the 4th Edition barbarian in that it channels spirits, but because I do not like per-day resource management figured I would try something that I think makes a bit more sense when you hit a barbarian, they get angrier and can hit you back a lot harder (which hopefully balances out with the fighter, who gets static damage bonuses). I also wanted to incorporate Heartlands from Heroes of the Feywild, but figured that would frontload the class a bit too much.
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