suplee215
2019-09-06, 09:34 PM
Out of a combination of boredom and thought experiment I decided to make some. I have figured out the level 3 and 6 ability for each animal I am using although I can use some advice for the 14th on some. I also am just wondering how balance they are and if my wording is too confusing (especially the snake). Also, I was unable to figure out an animal for 2 of the abilities. I liked the idea of a barbarian able to shore up one of their weaknesses with the mental save (at the cost of something like Bear totem) and I think a barbarian as a face could be interesting. I am thinking maybe an Owl as the SOMETHING but unsure. Any advice and constructed criticism will be most welcomed. Also I am leaving out a lot of my own thoughts on these so that I can see what is and isn't obvious in my intent but am willing to answer questions.
Totem Options:
Spirit
Shark: While raging advantage on melee attack rolls against any creature that doesnt have all its hit points. The spirit of the shark allows you to take advantage of a wounded foe.
Turtle While raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. The spirit of the turtle allows you to brush off the brunt of certain attacks.
Spider: While raging, when you hit a creature with a melee attack you may add 2d4 poison damag. The spirit of the spider makes your strikes venomous.
Snake: While raging, when you hit a creature with a melee attack, the creature is grappled if you have a free hand. The spirit of the snake squeezes your enemies and keep them from fleeing.
Chameleon: While raging, you may use the hide action as a bonus action. The spirit of the chameleon allows you to blend in to your surroundings.
SOMETHING: While raging you gain profincency in your choice of Wisdom, Intelligence, or Charisma saving throws. The Spirit of SOMETHING fortifies your mind.
Aspect
Shark: You gain a swim speed equal to your walking speed and the ability to breathe under water.
Turtle: The turtle helps you make your home anywhere. You and up to ten companions can gain the benefits of a short rest in 30 minutes and of a long rest in 6 hours.
Spider: You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down.
Snake: You gain the senses of a snake. You have tremor sense out to 30 feet.
Chameleon: The aspect of the chameleon helps you blend into your surroundings. You can hide without obvious cover as long you are not in direct line of sight of a hostile creature.
Something: The aspect of SOMETHING gives you a charismatic personality. You can add your con modifier to any charisma check.
Attunement
Shark: ?????????????????????????
Turtle: While raging, when you take damage you can use your reaction to reduce the damage by an amount equal to your level.
Spider: While raging, whenever you hit a creature with a melee attack that creature must make a con saving throw or be poisoned for 1 minute. A creature who succeeds is immune to this ability for 24 hours. The creature may repeat this saving throw at the end of each of their turns. The DC is equal to 8+your profiency bonus+ your con modifier.
Snake: While raging, creatures you have grappled are restrained until the grapple ends. As a bonus action, you may constrict a creature that is restrained by you. The creature takes 4d12 bludgeoning damage.
Chameleon: While raging, range attacks against you have disadvantage.
SOMETHING: ??????????????????????????????
Totem Options:
Spirit
Shark: While raging advantage on melee attack rolls against any creature that doesnt have all its hit points. The spirit of the shark allows you to take advantage of a wounded foe.
Turtle While raging, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. The spirit of the turtle allows you to brush off the brunt of certain attacks.
Spider: While raging, when you hit a creature with a melee attack you may add 2d4 poison damag. The spirit of the spider makes your strikes venomous.
Snake: While raging, when you hit a creature with a melee attack, the creature is grappled if you have a free hand. The spirit of the snake squeezes your enemies and keep them from fleeing.
Chameleon: While raging, you may use the hide action as a bonus action. The spirit of the chameleon allows you to blend in to your surroundings.
SOMETHING: While raging you gain profincency in your choice of Wisdom, Intelligence, or Charisma saving throws. The Spirit of SOMETHING fortifies your mind.
Aspect
Shark: You gain a swim speed equal to your walking speed and the ability to breathe under water.
Turtle: The turtle helps you make your home anywhere. You and up to ten companions can gain the benefits of a short rest in 30 minutes and of a long rest in 6 hours.
Spider: You gain a climb speed equal to your walking speed. You can climb difficult surfaces, including upside down.
Snake: You gain the senses of a snake. You have tremor sense out to 30 feet.
Chameleon: The aspect of the chameleon helps you blend into your surroundings. You can hide without obvious cover as long you are not in direct line of sight of a hostile creature.
Something: The aspect of SOMETHING gives you a charismatic personality. You can add your con modifier to any charisma check.
Attunement
Shark: ?????????????????????????
Turtle: While raging, when you take damage you can use your reaction to reduce the damage by an amount equal to your level.
Spider: While raging, whenever you hit a creature with a melee attack that creature must make a con saving throw or be poisoned for 1 minute. A creature who succeeds is immune to this ability for 24 hours. The creature may repeat this saving throw at the end of each of their turns. The DC is equal to 8+your profiency bonus+ your con modifier.
Snake: While raging, creatures you have grappled are restrained until the grapple ends. As a bonus action, you may constrict a creature that is restrained by you. The creature takes 4d12 bludgeoning damage.
Chameleon: While raging, range attacks against you have disadvantage.
SOMETHING: ??????????????????????????????