Path of the Sea Totem Warrior

The Path of the Sea Totem Warrior is a spiritual journey embarked on by seafaring races comparable to that of the land-folk. The barbarian accepts a sea spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with the wrath and strength of the sea, adding magical fuel to your barbarian rage.

Many underwater clans consider a sea totem spirit to be kin to a particular clan. Just as often however, a clan will revere all of the sea spirits in tandem.

Race Restrictions The vast majority of Sea Totem Warriors are Tritons or Lizardfolk. However, heavily seafaring clans of other races may also adopt these totemic idols and embrace their spirits. Elves, Humans and other races may learn these traditions if they have strong connections to the water or to seafaring races.

Spirit Seeker

Yours is a path that seeks attunement with the beasts, gaining you kinship with animals. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals (described in chapter 10, "Spellcasting").

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 that incorporates scales, teeth, bones, or another element of the animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a shark totem spirit you might have smooth and tough skin, or if you have an octopus totem spirit you might have rectangular pupils.

Your totem animal might be an animal related to those listed here but more appropriate to your aquatic territory. For example, you could choose a dolphin rather than an orca, or a hammerhead shark rather than a great white.

Great White. While raging, when you deal damage with a melee attack against any creature that is not a construct, elemental, ooze, plant or undead, you may make another melee attack against that creature as a bonus action. The spirit of the shark gives you an insatiable bloodlust in battle.

Orca. While raging, reducing an enemy to zero hit points with a melee attack gives you temporary hit points equal to your barbarian level. The spirit of the orca makes you a ravenous beast.

Octopus. You gain proficiency in the Stealth skill. While raging, You may grapple two targets with one open hand, or one Huge target. The spirit of the octopus conseals you, and makes you a legendary constrictive force.

Aspect of the beast

At 6th level, you gain a magical benefit based on the totem animal of your choice You can choose the same animal you selected at 3rd level or a different one

You also gain advantage on Stealth, Athletics, and Survival checks made in water.

Great White. While raging, your rage explodes from you. When a creature hits you with a melee attack, as a reaction you can deal cold damage to that target equal to your barbarian level. Enemies within 5 feet must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Constitution modifier) or take this damage as well.

Orca. While raging, you open up enemies for additional attacks, granting allies advantage against enemies you've dealt damage to this turn.

Octopus. While raging, your unearthly movements cause enemies nearby to become weary of you. You emenate difficult terrain in a 10 foot radius around you.

Spirit Walker

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

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.

Great White. While raging, you cannot be blinded, deafened, or stunned, and you may use the Search action as a bonus action. You are also resistant to acid and force damage. The spirit of the shark imbues you with advanced perceptive abilities and thick skin.

Orca. While raging, allies within range can use their reaction to make a melee attack against any creature you damage this turn. The spirit of the orca grants you the pack mentality.

Octopus. While raging, when you may deal damage to all grappled creatures equal to your barbarian level as an action. The spirit of the octopus gives you an iron grip.