9/25/2023 0 Comments Dd 5e barbarian totems homebrew![]() ![]() An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.ĭesign Notes: The original build had hunter’s mark as a 3rd level option. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. Shark. Your emotionless ferocity is more terrifying than any wild rage. While you are 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. Orca. You learn to use your size and speed to your advantage in combat. You can choose the same animal you selected previously or a different one. If you are in an aquatic campaign with races that can normally breath water, you may instead cast commune with nature as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.Īt 14th level, you gain a magical benefit based on the totem animal of your choice. You can track creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.Īt 10th level, you may cast the water breathing spell as a ritual. ![]() Shark. You manifest the spirit of the ocean’s most feared predator, with senses and instincts designed to stalk prey from huge distances. You can’t use this ability while deafened. ![]() While raging, you gain blindsight to a range of 15 feet in air, or 60 feet underwater. Orca. While manifesting your totem spirit, your physiology changes to adapt to your environment. While raging, you have resistance to all damage except psychic damage.Īt 6th level, you gain a magical benefit based on the totem animal of your choice. Shark. The spirit of the shark allows you to shake off all but the most brutal damage while the scent of blood is in your nose. While you’re raging, your friends have advantage on melee attack rolls against any creatures within 5 feet of you that is hostile to you. Orca. Orcas travel and hunt in packs, learning to work together to defeat their prey. For example, you may have dark eyes, a vicious smile, lack of hair, or sharpened teeth. You may also gain minor physical attributes that are reminiscent of your totem spirit. If your race is already able to breath water, you may instead cast beast sense as a ritual.Īt 3rd level, when you adopt this path and choose either orca or shark as your totem, you may channel the power of your totem to gain additional powers, you must make or acquire a physical totem object–an amulet or similar adornment–that incorporates the teeth, skin, or jaw of the animal. At 3rd level when you adopt this path, you gain the ability to cast water breathing on yourself at-will, and speak with animals as a ritual. You seek a connection to the greatest hunters in the world, above or below the waves. As with the standard barbarian build, an aquatic barbarian may select from different animal totems at 3rd, 6th and 14th levels. Aquatic totems include killer whales (orcas) and sharks. Barbarians who choose an aquatic hunter as their spirit animal take the aquatic hunter class feature in place of the spirit seeker feature. The barbarian aquatic totem warrior first appeared at and has playtest-inspired updates.īarbarians from coastal and island cultures often draw on the spirit of the ocean’s greatest hunters to inspire them in battle. For example, the shark totem’s ability to shrug off damage is the same as the bear totem from the Player’s Handbook, but the orca totem’s echolocation powers are new. These two Totem Warrior barbarian builds showcase how you can mix-and-match the standard powers in the core rules, re-skin their special effects, and add a few new powers to create the feel you want for your campaign or specific PC. ![]()
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