Path of the Totem Warrior
The Path of the Totem Warrior is a path of communion with nature. When you adopt this path at 3rd level, you choose a totem animal and gain its associated feature. You can choose the same animal at each level or different ones.
Path of the Totem Warrior Table:
| Level | Subclass Features Gained |
|---|---|
| 3rd | Spirit Seeker, Totem Spirit |
| 6th | Aspect of the Beast |
| 10th | Spirit Walker |
| 14th | Totemic Attunement |
Subclass Features
Spirit Seeker
3rd-level Path of the Totem Warrior feature
Yours is a path that seeks understanding of the natural world. At 3rd level, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in chapter 10 of the Player's Handbook.
Totem Spirit
3rd-level Path of the Totem Warrior feature
At 3rd level, when you adopt this path, you choose a totem animal and gain its feature while you rage.
Bear. While raging, you have resistance to all damage except psychic damage.
Eagle. While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn.
Elk. While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet.
Tiger. While raging, you can add 10 feet to your long jump distance and 3 feet to your high jump distance.
Wolf. 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.
Aspect of the Beast
6th-level Path of the Totem Warrior feature
At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. 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.
Eagle. 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.
Elk. 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. The elk aspect works whether you are mounted or not, and extends to companions even if they are mounted.
Tiger. You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival.
Wolf. 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.
Spirit Walker
10th-level Path of the Totem Warrior feature
At 10th level, you can cast the commune with nature spell, but only 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.
Totemic Attunement
14th-level Path of the Totem Warrior feature
At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.
Bear. 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.
Eagle. 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.
Elk. 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 \(1d12\) bludgeoning damage.
Tiger. 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.
Wolf. 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 a melee weapon attack.