Totem Warrior
Barbarian archetype
(as Totem Warrior & Rage of the Beast hybrid)
Barbarian archetype
(as Totem Warrior & Rage of the Beast hybrid)
I used the bear and wolf forms, as I think they are the only druid animal forms that can be paired with the barbarian. Although it can be further expanded with additional totems and forms - even for druids.
I added a non-Druid version as an encore.
Dnd 5E - Totem WarriorEnhancement tree:
Wolf totem (Stalker): Frenzied Breserker, Ravager* (ver 2. *Deepwood Stalker) & Nature's Warrior
Bear totem (Warden): Occult Slayer, Frenzied Breserker* (ver 2. *Vanguard) & Nature's Protector
Deer totem : Ravager, Frenzied Breserker* (ver 2. *Kensei) & Thief Acrobat
Totem's power:
You can use these power of totem animal (equal effect with named spells without SP use), cooldowns halved while in Totem form (rage).
DC: 10 + Half Barbarian level + Strength bonus + <Sunder/Trip/Stun> bonus
Level 3 Totem's power (cooldown 12/6 sec):
Charge forward, inflicting +20% damage with a +1 critical damage multiplier to target & knocking down. A successful balance check negates knockdown.Level 6 Totem's power (cooldown 18/9 sec):
Shred (bear),
Baiting Bite (wolf)
Skewering (deer)
Level 9 Totem's power (cooldown 30/15 sec):
Roar (bear),
Jaws of Winter (wolf)
Greater Deer Charge (deer)
Level 12 Totem's power (cooldown 60/30 sec):
Tremor (bear)
Howl of Terror (wolf)
Herd Attack (deer)
You partially take on the form of your totem for the duration of your rage. While breaking the oath, cannot use totem and drudic powers (totem form & totem's powers), but you can rage as normal barbarian.
You become half-wolf (~werewolf), half-bear or half deer. This is not a complete transformation, you still use your own weapons and equipment. You do not gain natural weapons, can't learn/use Natural Fighting, you still use the weapon styles.
Barbarian rage grants the following addition bonuses in totem form:
Note additional bludgeoning, piercing, slashing damage: paralel with AA morphic arrow for rage duration. e.g.Wolf totem:
half barbarian level% racial bonus to attack speed if you are wearing cloth or light armor.
half barbarian level racial bonus to hide & move silently skill.
half barbarian level bonus to sneak attack damage.
Your weapon(s) deal additional slashing damage.
-2 penalty to Intelligence and Charisma.
Bear totem:
half barbarian level% racial bonus to AC if you are wearing medium/heavy armor or shield.
half barbarian level racial bonus to heal & intimidate skill.
+2 racial bonus to constitution.
+3% Strikethrough per Barbarian level.
Your weapon(s) deal additional bludgeoning damage.
-2 penalty to Intelligence and Charisma.
Deer totem:
half barbarian level% racial bonus to movement speed if you are wearing cloth or light armor.
half barbarian level racial bonus to balance, jump & tumble skill.
+2% additional damage to helpless opponents per Barbarian level.
Your weapon(s) deal additional piercing damage.
-2 penalty to Intelligence and Charisma.
A good part of your Druid-derived abilities (from Nature tree) are only available this way for the duration of the rage (should be treated as equivalent to the wolf or bear forms in Nature trees).
You don't have spell points, you have to get it from other sources for magical abilities.
(wolf: Ghost Wolf Pack, Alpha Strike --- bear: Great Maul - however, you don't have a spellbook -, Lightning Strikes the Mountain)Rat
Wildboar
Tiger
Tier 3 - Savage Roar:
Using the Roar spell with 1 stack of Killer Instinct active now triggers a burst of 1 - 3 Sonic Damage per Druid Barbarian level you have. Scales with Melee Power. If you have 2 stacks it also stuns. At three stacks the damage is increased to 5 - 10 per Druid Barbarian level and also applies the stun. Fortitude save negates stun. Stun Fortitude DC: 10 + Half Druid Barbarian Level + Highest of Wisdom or Strength + Stun Bonuses. Casting Roar clears all stacks of Killer Instinct.
Tier 5 - Bear Charge:
Bear Form Melee Attack: Charge forward, inflicting +2(W) with a +1 critical threat and damage multiplier to all targets before you, knocking down enemies. A successful balance check negates knockdown. Trip vs Balance DC: 10 + Druid Barbarian Level + Highest of Wisdom or Strength + Trip bonuses. (15 second cooldown)
No need modification.
Tier 5 - Throat Rip:
Requires Wolf Form. Melee attack that strikes 3 times, adds 6 sneak attack dice on each attack. Each hit on a living target inflicts a Bleed which causes 1d6 damage every 3 seconds for 18 seconds. Bleed stacks up to 10 times and scales with 200% melee power.
Target must also make a Fortitude save (DC: 10 + Druid Barbarian Level + Highest of Wisdom or Strength + Stun Bonuses) or be silenced for 15 seconds. Bosses are immune to the Silence effect but take a 25 spell power debuff instead.
(Cooldown: 15 seconds)
Tier 5 - Go for the Kill:
Requires Wolf Form. You charge your target for +4(W) damage, +5 to critical threat range, +1 crit damage multiplier, and knock them down and grant yourself a +15 melee power boost for 30 seconds. Charging from a distance of over 10 meters causes the melee power bonus to be doubled. Deals an additional 50 points of damage to helpless targets. Scales with melee power. A successful Balance check negates the Knockdown.
(Activation cost: 15 Spell Points. DC: 10 + Druid Barbarian Level + Highest of Wisdom or Strength + Trip Bonuses)
Tier 5 - Head Shot:
Ranged Attack. +5[W] attack that is automatically considered a critical threat. On hit, blinds the opponent for 6 seconds. (Fortitude save negates, 14 + Ranger Barbarian level + Dexterity Mod + Tactical Feat DCs) Cooldown: 12 seconds.
Taking this ability also grants Head Strike, a Melee version of the exact same ability.
Bug: Doesn't seem to give a save against the blind.
Tier 3 - Sweeping Strikes:
Melee Quarterstaff Trip Cleave Attack: +1/3/5[W] to all nearby enemies and trips them. Listed DC: Balance DC 10 + Rogue Barbarian Level + Dexterity Modifier Negates trip (Actual DC is a Strength save for 10 + Rogue Barbarian Level + Dexterity Modifier + Trip Bonuses). Cooldown: 30/25/20 seconds. Despite saying "all nearby enemies", the attack hits enemies in a 180 degree arc.
No need modification.