Jackekal
2018-12-20, 11:30 PM
*UPDATED* Thank you for all the feedback! After some careful consideration, I am replacing the abilities that were originally posted with the ones directly below. My D&D group and I have enjoyed discussing it internally as well, and have all come to like the changes put forth through your guy's feedback. Thank you again!
Some notes: I pondered the 14th level ability the most, and decided that it needed to be strong but not without some work put in. A lot of creatures at higher levels (especially the collection of devils, demons, and undead I am heavily running in my group) have immunities to poison and the poisoned condition. And so, thats why I added the tag at the end about ignoring said immunities if the creatures space was entered, to both bypass that partially as well as encouraging some more interactive mechanics with having to think about who to move through and how you can affect as many people as possible. Just figured I'd mention all this in case anyone was curious as to how I made the decisions on that one!
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 that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Rat. While raging, you are not affected by difficult terrain and can move through it normally. The spirit of the rat lets you easily navigate uneven sewer (and non-sewer) floors.
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.
Rat. You are as slippery and invasive as the rodent you’ve come to take after. While raging you can move through a friendly creature’s space at normal speed, and a hostile creature’s space at half speed; but you cannot end your movement in an occupied space. Additionally, if you pass through a hostile creature’s space, they have disadvantage on opportunity attacks made against you until the end of your turn.
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.
Rat. Your horrible stench becomes agitated as your stress levels rise. If you are raging at the end of your turn, any hostile creature within 5 feet of you must make a Constitution saving throw (DC of 8 + your Constitution Modifier + your Proficiency Bonus). On a failed save, they take 1d8 poison damage and are poisoned until the end of their next turn. If you passed through their space during this turn, this effect ignores resistances and immunities. Your stench is too much to bear even for the mightiest creatures.
Hey guys! I'm new around here but I wanted to post this homebrew totem option for 5e Barbarian that I made when one of my players asked to be a "King of Rats". We've been enjoying it so far but I was curious how it would sit with other people. Feedback is very much appreciated on how to improve the subclass, and thank you for taking the time to post said feedback!
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 that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Rat. While raging, you are able to move through any other creature’s space without a penalty to your movement speed, no matter the size of the opposing creature. You may also end your movement occupying another creature’s space. Attacks made against a creature in the same space as you have advantage. If your rage ends while you are occupying another creature’s space, you are shoved 5 feet away in a direction of your choice.
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.
Rat. You gain the ability to command your own pack of rats. You can cast animal friendship an unlimited amount of times, but you can target only rats with it. This can be any kind of rat, including a Swarm of Rats and a Giant Rat.
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.
Rat. While raging, you are no longer affected by difficult terrain. Additionally while raging, you emit a green cloud of horrible stench that surrounds you throughout your rage. Any hostile creature that starts their turn within 5 feet of you must make a Constitution saving throw (DC of 8 + your Constitution Modifier + your Proficiency Bonus) or take 1d12 poison damage and be poisoned for 1 minute. If you are occupying that creature’s space, they have disadvantage on the saving throw.
Some notes: I pondered the 14th level ability the most, and decided that it needed to be strong but not without some work put in. A lot of creatures at higher levels (especially the collection of devils, demons, and undead I am heavily running in my group) have immunities to poison and the poisoned condition. And so, thats why I added the tag at the end about ignoring said immunities if the creatures space was entered, to both bypass that partially as well as encouraging some more interactive mechanics with having to think about who to move through and how you can affect as many people as possible. Just figured I'd mention all this in case anyone was curious as to how I made the decisions on that one!
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 that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Rat. While raging, you are not affected by difficult terrain and can move through it normally. The spirit of the rat lets you easily navigate uneven sewer (and non-sewer) floors.
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.
Rat. You are as slippery and invasive as the rodent you’ve come to take after. While raging you can move through a friendly creature’s space at normal speed, and a hostile creature’s space at half speed; but you cannot end your movement in an occupied space. Additionally, if you pass through a hostile creature’s space, they have disadvantage on opportunity attacks made against you until the end of your turn.
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.
Rat. Your horrible stench becomes agitated as your stress levels rise. If you are raging at the end of your turn, any hostile creature within 5 feet of you must make a Constitution saving throw (DC of 8 + your Constitution Modifier + your Proficiency Bonus). On a failed save, they take 1d8 poison damage and are poisoned until the end of their next turn. If you passed through their space during this turn, this effect ignores resistances and immunities. Your stench is too much to bear even for the mightiest creatures.
Hey guys! I'm new around here but I wanted to post this homebrew totem option for 5e Barbarian that I made when one of my players asked to be a "King of Rats". We've been enjoying it so far but I was curious how it would sit with other people. Feedback is very much appreciated on how to improve the subclass, and thank you for taking the time to post said feedback!
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 that incorporates a part of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit.
Rat. While raging, you are able to move through any other creature’s space without a penalty to your movement speed, no matter the size of the opposing creature. You may also end your movement occupying another creature’s space. Attacks made against a creature in the same space as you have advantage. If your rage ends while you are occupying another creature’s space, you are shoved 5 feet away in a direction of your choice.
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.
Rat. You gain the ability to command your own pack of rats. You can cast animal friendship an unlimited amount of times, but you can target only rats with it. This can be any kind of rat, including a Swarm of Rats and a Giant Rat.
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.
Rat. While raging, you are no longer affected by difficult terrain. Additionally while raging, you emit a green cloud of horrible stench that surrounds you throughout your rage. Any hostile creature that starts their turn within 5 feet of you must make a Constitution saving throw (DC of 8 + your Constitution Modifier + your Proficiency Bonus) or take 1d12 poison damage and be poisoned for 1 minute. If you are occupying that creature’s space, they have disadvantage on the saving throw.