Amnoriath
2014-11-08, 12:57 PM
While the Totem Warrior may not really need it I find this sub class particularly fun to brew for as they are easy to make while still giving many varied options.
Totem Spirit
Python: While raging you gain Constriction. You may add your rage damage bonus to grapple checks as well as the damage from this feature. Immediately after making a successful grapple check you force the target to become restrained. You also deal 1d8+strength modifier bludgeoning damage after this check and each round you maintain the check. If you happen to have clothing with spikes on it the base damage grows to 2d6 dealing piercing and slashing damage as well. At level 11 the base damage is increased to 1d10(or 2d8 with spikes) and may be treated as magical for bypassing resistance. You may only constrict one creature at a time. If the target is larger than you must not move to maintain the effect.
Ape: While raging you become proficient in all improvised weapons. Such weapons deal damage as a Monk's martial arts of your equivalent Barbarian level. If you possess Tavern Brawler you may increase the damage die one step. You may pick up any such improvised weapon as part of any action so long as it is something you could wield effectively as a two-handed weapon or less. Additionally if an improvised weapon would be roughly consider a one handed weapon it can be used as a throwing weapon using your Strength as your to hit bonus at a range of 30/90 feet. You never suffer disadvantage for being threatened by someone in melee when throwing them. At level 6 they may be considered magical for bypassing resistance. You may choose to make a strength check to break the object on them when you missed them in melee. When successful you may re-roll the attack dealing piercing damage instead. At level 12 they may be treated as any kind of metal for the purposes of bypassing resistances or vulnerabilities. You may also choose to make a strength check to break the improvised weapon after a successful attack dealing its base die damage in piercing damage in addition to the normal damage. At level 17 their critical threat range increases by 1 as well as always having a +1 bonus when wielding them.(which may stack with Improved Critical) and you may choose break the object after.
Aspect of the Beast
Python: While prone you may move at your normal land speed and you do not suffer disadvantage on attack rolls made with one-handed melee weapons. This also means enemies do not gain advantage on you while in their reach. Additionally you may treat yourself as being half your size when moving through constrained spaces or for cover and obscurity.
Ape: You may choose to become proficient with a tool of your choice and may help anyone else proficient with any other set of tools as if you were proficient. Additionally you gain a climb speed equal to your land speed.
Totemic Attunement
Python: Your Feral Instinct feature even applies when you aren't raging and you may add 1/2 your proficiency bonus to Initiative checks. While raging you may use your bonus action to give yourself another opportunity attack which also may be used against any creature that has just stepped into your threatened area.
Ape: While raging you may initiate the Use Object action as a bonus action. Additionally, if you at or below half your hit points you add +2 to attack rolls and +2 to damage rolls.
Totem Spirit
Python: While raging you gain Constriction. You may add your rage damage bonus to grapple checks as well as the damage from this feature. Immediately after making a successful grapple check you force the target to become restrained. You also deal 1d8+strength modifier bludgeoning damage after this check and each round you maintain the check. If you happen to have clothing with spikes on it the base damage grows to 2d6 dealing piercing and slashing damage as well. At level 11 the base damage is increased to 1d10(or 2d8 with spikes) and may be treated as magical for bypassing resistance. You may only constrict one creature at a time. If the target is larger than you must not move to maintain the effect.
Ape: While raging you become proficient in all improvised weapons. Such weapons deal damage as a Monk's martial arts of your equivalent Barbarian level. If you possess Tavern Brawler you may increase the damage die one step. You may pick up any such improvised weapon as part of any action so long as it is something you could wield effectively as a two-handed weapon or less. Additionally if an improvised weapon would be roughly consider a one handed weapon it can be used as a throwing weapon using your Strength as your to hit bonus at a range of 30/90 feet. You never suffer disadvantage for being threatened by someone in melee when throwing them. At level 6 they may be considered magical for bypassing resistance. You may choose to make a strength check to break the object on them when you missed them in melee. When successful you may re-roll the attack dealing piercing damage instead. At level 12 they may be treated as any kind of metal for the purposes of bypassing resistances or vulnerabilities. You may also choose to make a strength check to break the improvised weapon after a successful attack dealing its base die damage in piercing damage in addition to the normal damage. At level 17 their critical threat range increases by 1 as well as always having a +1 bonus when wielding them.(which may stack with Improved Critical) and you may choose break the object after.
Aspect of the Beast
Python: While prone you may move at your normal land speed and you do not suffer disadvantage on attack rolls made with one-handed melee weapons. This also means enemies do not gain advantage on you while in their reach. Additionally you may treat yourself as being half your size when moving through constrained spaces or for cover and obscurity.
Ape: You may choose to become proficient with a tool of your choice and may help anyone else proficient with any other set of tools as if you were proficient. Additionally you gain a climb speed equal to your land speed.
Totemic Attunement
Python: Your Feral Instinct feature even applies when you aren't raging and you may add 1/2 your proficiency bonus to Initiative checks. While raging you may use your bonus action to give yourself another opportunity attack which also may be used against any creature that has just stepped into your threatened area.
Ape: While raging you may initiate the Use Object action as a bonus action. Additionally, if you at or below half your hit points you add +2 to attack rolls and +2 to damage rolls.