Primal Paths

Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Path of the Totem Warrior

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as a guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object—an amulet or similar adornment—that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Badger. While raging, you have resistance to poison damage and are immune to the poisoned condition. The spirit of the badger makes you tough.

Bat. While raging, you have blindsight to a range of 30 feet while not deafened. The spirit of the bat lets you sense your enemies' presence.

Boar. Once per short rest, while raging, if you take damage equal to or less than 5 + your proficiency modifier that would reduce you to 0 hit points, you are reduced to 1 hit point instead. The spirit of the boar makes you relentless.

Bull. While raging, you may take the Dash action as a bonus action and you have improved resistance to piercing damage. Once per turn, you may further reduce the damage from a piercing attack by an amount equal to your proficiency modifier + your Barbarian level. The spirit of the bull makes you fast and deadly.

Camel. While raging, as part of a melee attack you can make a spit attack to blind your opponent. The range is 5 feet and the target must make a Dexterity saving throw (DC = 8 + your Strength bonus + your proficiency bonus) or be at disadvantage on its next attack. Creatures immune to the blinded condition are also immune to this attack. The spirit of the camel encourages you to fight dirty.

Crocodile. While raging, after a successful melee attack you may, as a part of one attack per round, attempt to grapple the target. The spirit of the crocodile allows you to get a grip on your prey.

Elephant. While raging, you can make an unarmed attack as a bonus action and you may go one round without attacking or receiving damage from a hostile creature without your rage ending early if you take the Dash, Dodge or Disengage action during that turn. The spirit of the elephant never lets you forget... to rage.

Horse. While raging, you can add 10 feet to the walking speed of you or your mount. The spirit of the horse shows you the swiftest paths.

Kangaroo. While raging, you can make a kick attack as an attack or bonus action. Your kick does 1d4 bludgeoning damage. The damage from this attack increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. You are proficient with this attack.

Instead of damage, you may use this attack to shove (knock prone or push back 5 feet, your choice) your opponent, subject to the normal shove attack rules. The spirit of the kangaroo gives you power and guides you in using it.

Lion. While raging, you have advantage on one melee attack per turn if the target is within 10 feet of another hostile creature that is friendly to you or has been hit with a ranged weapon attack since your last turn. The spirit of the lion lets you exploit the strength of the pride.

Rhinoceros. While raging, you can take the Dash action as a bonus action and you have advantage on attacks of opportunity. The spirit of the rhinoceros lets you react with agility that belies your bulk.

Seal. While raging, you can perform a melee slam attack as an attack or bonus action. The attack does 1d4 + Strength modifier bludgeoning damage. The damage from this attack increases to 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. This attack may be made even while grappled and counts as an attempt to break the grapple. The spirit of the seal shows you how to use your weight to your advantage.

Shark. While raging, you do extra damage equal to your proficiency modifier on a successful hit. The spirit of the shark allows you to be a vicious attacker.

Snake. While raging, you can make one melee weapon attack per round as though the weapon has the Reach (5 feet) property. If you are already wielding a weapon with the Reach property, its reach is extended by 5 feet. The spirit of the snake lets you reach out and strike your enemies.

Spider. While raging, you are always aware of creatures within 60 feet of you that are attacking creatures friendly to you. The spirit of the spider lets you know where the action is happening.