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Totem Animals

Bear

Totem Spirit. 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.   Aspect of the Beast. 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.   Totemic Attunement. 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. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.  

Crocodile

Totem Spirit. While you're raging, moving with a grappled creature costs no additional movement. Additionally, while raging, whenever a creature would provoke an opportunity attack from you, you can forgo that attack and attempt to grapple it instead. The spirit of the crocodile allows you to easily capture your foes   Aspect of the Beast. You become skilled in aquatic combat. You gain a swimming speed equal to your walking speed, and you can hold your breath underwater for an additional 15 minutes   Totemic Attunement. While you're raging, you can replace an attack you make on your turn when you take the Attack action to attempt to crush a creature you're grappling. Make a Strength (Althetics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses which ability to use). If you succeed, the target takes bludgeoning damage equal to half your Barbarian level + your Rage damage bonus + your Strength modifier  

Eagle

Totem Spirit. While you’re raging, 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 who can weave through the fray with ease.   Aspect of the Beast. 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 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.   Totemic Attunement. 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.  

Elephant

Totem Spirit. While you're raging, any 5-foot space of difficult terrain ceases to become difficult terrain for any creature that passes through it after that point. This effect occurs even if the difficult terrain is created by magic. The spirit of the elephant tears through snarls of vegetation and rubble.   Aspect of the Beast. You have tremorsense in a 10-foot radius around yourself. You can sense the general location of thunder damage dealt, earthquakes, storms, and burrowing creatures within a number of miles equal to your Constitution modifier (minimum 1).   Totemic Attunement. When a creature falls prone within 5 feet of you while you're raging, you can use your reaction to make a special unarmed strike by stomping on that creature. You are proficient in this attack, which deals damage equal to 2d8 + your Strength modifier in bludgeoning damage.  

Elk

Totem Spirit. While you are raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift.   Aspect of the Beast. 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 (see “Adventuring,” for rules on travel pace). The elk spirit helps you roam far and fast.   Totemic Attunement. 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.  

Flamingo

Totem Spirit. When you select the Flamingo as your totem animal at 3rd level, they impart their natural balance to you. While raging, you cannot be knocked prone or put to sleep by magical means.   Aspect of the Beast. You gain the confidence to show off your natural hue whether it be black, white, green, or blue. You gain proficiency in the performance skill if you do not already have it. You can also cast the spell Enthrall a number of times per day equal to your Constitution modifier. Constitution is your spellcasting ability for this spell.   Totemic Attunement. Your skin turns a vibrant shade pink. While you are raging, you can use your action to do a somewhat erotic dance. Enemy creatures within 30 ft., that can see you, must make a Wisdom saving throw or be charmed for one minute. They can use their action to reattempt the saving throw, ending the effect on a success. If an enemy creature's saving throw is successful or the effect ends, they are immune to this charm effect for the next 24 hours.  

Fox

Totem Spirit. While raging, you can move up to 5 feet in any direction when a creature misses you with a melee attack. This movement does not provoke attacks of opportunity. The spirit of the fox makes you swift and evasive.   Aspect of the Beast. You have advantage on checks and saves against illusions, and gain proficiency in Insight. The tricksy fox knows when it is being fooled.   Totemic Attunement. While you are raging, when you make a Charisma check or saving throw, you can replace the number you roll with your barbarian level.  

Gorilla

Totem Spirit. When you fail an ability check or saving throw while raging, you can use your reaction to gain a bonus to the roll equal to the number of allied creatures within 10 feet of you (maximum bonus of +5). This bonus cannot exceed your Constitution modifier (minimum 1). The spirit of the gorilla makes you a competent leader that never fails its troop.   Aspect of the Beast. You gain the threatening bulk of a gorilla. You have a climbing speed equal to your walking speed, and gain proficiency in Intimidation.   Totemic Attunement. While raging, your reach for making melee weapon attacks is 10 feet, rather than 5. A weapon with the reach property does not increase this reach further.  

Kangaroo

Totem Spirit. While you're raging, when you hit a creature with a melee weapon attack, you can use your reaction to jump 10 feet directly away from it. This jump doesn't provoke opportunity attacks. The spirit of the kangaroo allows you to easily out-maneuver your opponents   Aspect of the Beast. You become as agile and nimble as a kangaroo. Your jump height and distance are doubled, and you ignore the penalty for making a standing long jump.   Totemic Attunement. While you're raging, when you shove a creature, you can knock them prone and push them 5 feet away. Additionally, when you shove a creature on your turn, that creature also takes bludgeoning damage equal to 1d6 + your rage damage bonus + your Strength modifier.  

Kookaburra

Totem Spirit. While you're raging, the first creature you hit with on each of your turns with a weapon attack takes extra psychic damage equal to 1d4 + your Rage damage bonus, and must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or have disadvantage on the next attack roll it makes. The spirit of the kookaburra allows you to inspire the ire of your foes.   Aspect of the Beast. Your voice is as loud and piercing as a kookaburras. You can have your voice boom up to 3 times as loud as normal, and you can't be silenced by magical effects.   Totemic Attunement. While you're raging, when a creature moves within 30 feet of you for the first time on a turn or starts its turn there, that creature must make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier) or only be able to use its movement to move directly towards you until the end of your next turn.  

Lion

Totem Spirit. At 3rd level when you select the Lion as your totem animal, you learn to command the respect demanded of a lion. You have advantage on Intimidation rolls. You may use either your strength or charisma modifier.   Aspect of the Beast. Your royal presence bolsters your allies resolve. While raging, any friendly creatures within 30ft of you that can see you have advantage on saving throws versus being frightened.   Totemic Attunement. You gain the ability to strike fear into the hearts of your enemies. While raging, you can use your action to let out a fearsome roar. Enemy creatures within 30 ft., that can hear you, must make a Wisdom saving throw or be frightened for one minute. They can use their action to reattempt the saving throw, ending the effect on a success. If a enemy creature's saving throw is successful or the effect ends, they are immune to this fear effect for the next 24 hours.  

Locust

Totem Spirit. While raging, you have advantage on saving throws to avoid being charmed, frightened, deafened, or blinded. The spirit of the swarm gives you the independent resilience of a million eyes, ears, and minds.   Aspect of the Beast. You gain the plasticity of a swarm. You can squeeze through spaces large enough for creatures two sizes smaller than you, rather than one.   Totemic Attunement. Whenever you damage a creature while raging, it loses any temporary hit points it has, and you gain half that many temporary hit points. When you damage a creature that has no temporary hit points while raging, its maximum HP is reduced by an amount equal to your rage bonus damage until the creature finishes a short or long rest.  

Mole

Totem Spirit. While raging, you can use an action to gain a burrowing speed equal to half your normal speed until the end of your turn. This action is considered an attack for the purposes of maintaining your rage. The spirit of the mole lets you burrow through earth and stone.   Aspect of the Beast. You gain the senses of a mole, and have tremorsense in a range of 30 feet.   Totemic Attunement. While raging, you can replace one of your weapon attacks with a special melee attack (which you are proficient in) that does no damage. If it hits, the target makes Constitution saving throw (DC 8 + your proficiency bonus + your Constitution modifier). On a failed save, the target is paralyzed until the start of its next turn. Moles can produce paralyzing venom, and its spirit gives you the same power on grander scale.  

Mule

Totem Spirit. While raging, you can't be moved against your will, and you have advantage on Constitution checks and saving throws. The spirit of the mule makes you obstinate and enduring.   Aspect of the Beast. You gain the stamina of a mule. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift, and you have advantage on saving throws inflicted by a forced march.   Totemic Attunement. While raging, you ignore difficult terrain and any effect, both magical and nonmagical, that reduces your movement, so long as the effect does not reduce your movement to 0.  

Peacock

Totem Spirit. While raging, you can use your reaction to impose disadvantage on a melee attack made against you. If it misses, you can cause that attack to hit one creature of your choice other than the attacker that is within 5 feet of you. The spirit of the peacock shines with dizzying elegance.   Aspect of the Beast. You gain the splendor of a peacock. You add an amount equal to your rage bonus damage to your Charisma checks.   Totemic Attunement. The first creature you damage on each of your turns is charmed by you until the start of its next turn. The beauty of your rage dazzles your enemies.  

Ram

Totem Spirit. While raging, you have advantage on saving throws against effects that would knock you prone, move you against your will, or stun you. You also have resistance to cold damage while raging. The spirit of the ram fills you with its sure-footed resilience.   Aspect of the Beast. You gain the balance of a mountain sheep. You have a climbing speed equal to your walking speed, and have advantage on checks to maintain your grip and footing while climbing.   Totemic Attunement. When you hit a creature with a melee weapon attack while raging, you can choose to knock that creature 5 feet away from you and occupy the vacated space. This shift does not expend movement or provoke opportunity attacks.  

Serpent

Totem Spirit. While you're raging and have at least one free hand, you can attempt to grapple a creature as a bonus action. The spirit of the snake accelerates your strikes made to capture prey.   Aspect of the Beast. You gain the venomouse touch of a snake. You have proficiency in poisoner's kits.   Totemic Attunement. While raging, any creature grappled by you takes 1d6+ your Strength modifier + your rage bonus in bludgeoning damage when it starts its turn. The constricting power of the snake crushes your enemies.  

Shark

Totem Spirit. While raging, you gain temporary hit points equal to your Constitution modifier whenever you damage a creature that doesn't have all its hit points with a melee attack. The spirit of the shark makes you ferocious at the smell of blood.   Aspect of the Beast. You gain the swiftness and senses of a shark. You have a swimming speed equal to your walking speed, can breathe underwater, and creatures that do not have all their hit points cannot hide from you.   Totemic Attunement. While you are raging, when you score a critical hit, instead of rolling twice the number of dice you may instead deal the maximum of the dice you would have originally rolled for the attack. Rend their flesh, as they are your prey.  

Tiger

Totem Spirit. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance. The spirit of the tiger empowers your leaps.   Aspect of the Beast. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.   Totemic Attunement. While you’re 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.  

Toad

Totem Spirit. While raging, you gain the poisonous skin of a frog. You can use your reaction to inflict the poisoned condition on any creature that touches you, grapples you, or hits you with a natural weapon. This poison lasts until the end of the creature's next turn.   Aspect of the Beast. You gain the crural strength of a toad. The height and length of your high and long jumps are doubled.   Totemic Attunement. While raging, any creature you damage is pulled 15 feet straight towards you. The spirit of the toad snatches your foes and draws them in.  

Tortoise

Totem Spirit. While you are raging and not wearing armor, bludgeoning, piercing, and slashing damage done to you from both magical and nonmagical weapons is reduced by 3. The spirit of the tortoise grants you its incredible resilience.   Aspect of the Beast. You suffer none of the drawbacks of old age, and you can't be aged magically.   Totemic Attunement. The amount of weight that you can push, drag, lift, and carry quintuples while you are raging. Your AC when not wearing armor also becomes 18, unless it is already higher. You can still use a shield and gain this benefit. The spirit of the tortoise carries the world on its back, and so must you.  

Turtle

Totem Spirit. You gain proficiency in heavy armor. You gain the benefits of your rage even if you are wearing heavy armor. The shell of the turtle is strong, as yours should be.   Aspect of the Beast. So long as you have done nothing but travel at a slow pace for the last 8 hours of travel, you are immune to the negative effects of forced march. As the old tale says, slow and steady wins the race.   Totemic Attunement. While you are raging and wearing armor that isn't light, you may add half of your Constitution modifier (rounded up) to your AC. Your shell unbreakable, your stance indomitable.  

Whale

Totem Spirit. When you rage, you gain a number of temporary hit points equal to your Constitution score, which last until your rage ends. While you have those temporary hit points, you have resistance to cold and fire damage. The spirit of the whale protects you from the elements.   Aspect of the Beast. You gain the senses of a whale. Whenever you aren't deafened, you have blindsight out to a range of 60 feet, and gain a swim speed equal to your walking speed.   Totemic Attunement. While raging, you are under the enlarge effect of the enlarge/reduce spell. You also count as one size larger than your enraged size for the purposes of determining which creatures you can grapple and shove.  

Wolf

Totem Spirit. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.   Aspect of the Beast. 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 (see “Adventuring,” for rules on travel pace).   Totemic Attunement. 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.

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