Dungeons and Dragons – Mystara
Primal Path – Totem Warrior
Path of the Totem Warrior
- Source: GM modified from base Players Handbook (ph50), expanded in Sword Coast Adventurer’s Guide (scag121).
- Totem Spirits
- Character Build Shortcuts
- Content Updates

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as 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.
- Secret Craft: Devourologist, Shadeologist, Spiritologist
- Locations: Atruaghin, Darokin, Ethengar, Glantri, Karameikos
- Races: Human (Atruaghin, Ethengarian, Traladaran)
- A character must choose a single totem and can’t change that once selected.
- Totems: Bear, Boar, Eagle/Hawk/Vulture, Elk/Puma, Horse, Tiger, Turtle, Wolf
- Note: Special Champion option also available with GM permission.
- (3rd) Spirit Seeker – Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals, but only as rituals.
- (3rd) Totem Spirit – You must make or acquire a physical totem object – an amulet or similar physical adornment – that incorporate the fur, or feathers, teeth or bones of the totem animal. You have physical traits associated with that totem. Each animal provides a different bonus as listed below.
- (6th) Aspect of the Beast – You gain a magical benefit based on the totem spirit you selected at 3rd level.
- (10th) Spirit Walker – You can cast the Commune with Nature spell, but only as a ritual. When you do, a spiritual version of your Totem Spirit appears to you to convey the information you seek.
- (14th) Totemic Attunement – You gain a magical benefit based on your totem animal you selected at 3rd level.
Totem Spirits
Spirit of the Bear
- Source: Players Handbook (ph50)
- Restrictions: Atruaghin Human, Traladaran Human
- Totem Spirit – While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
- Aspect of the Beast – 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.
- Totemic Attunement – While you are raging, and creature within 5ft 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 the effect if it can’t see or hear you or if it can’t be frightened.
Spirit of the Boar
- Source: GM created (gm)
- Restrictions: Traladaran Human
- Totem Spirit – While you are raging, you have advantage on melee attack rolls against any creature you have moved at least 10 ft towards in melee that is hostile to you. The spirit of the boar makes you aggressive.
- Aspect of the Beast – You gain the keen scent of a boar. You can track other creatures while travelling at a fast pace and have advantage on check relating to scent.
- Totemic Attunement – 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 melee weapon attacks.
Spirit of the Eagle / Hawk / Vulture
- Source: Players Handbook (ph50)
- Restrictions: Ethengarian Human, Traladaran Human
- Totem Spirit – While you are raging and aren’t wearing any heavy armour, other creatures have disadvantage on opportunity attack rolls against you, and you can use the dash action as a bonus action on your turn. The spirit of the eagle makes you a predator who can weave through the fray with ease.
- Aspect of the Beast – 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 ft away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
- Totemic Attunement – 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.
Spirit of the Elk / Puma
- Source: Sword Coast Adventurer’s Guide (swag121)
- Restrictions: Atruaghin Human, Ethengarian Human, Traladaran Human
- Totem Spirit – While you’re raging and aren’t wearing heavy armour, your walking speed increases by 15 ft. The spirit of the elk makes you extraordinarily swift.
- Aspect of the Beast – 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 ft of you and you’re not incapacitated. The elk spirit helps you roam far and wide.
- Totemic Attunement – 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 bludgeoning damage equal to 1d12 + your Strength modifier.
- Notes: In Traladaran culture the totem is called the Puma.
Spirit of the Horse
- Source: GM created (gm)
- Restrictions: Atruaghin Human, Ethengarian Human
- Totem Spirit – While you’re raging, you succeed at any check to control or direct your mount and can add benefits from your barbarian class features to its actions. The spirit of the horse provides a bond with a mount making it more powerful and easier to control.
- Aspect of the Beast – Your mount gains half your hit dice to its hit points, and shares your class features as if it was a barbarian of half your level. Your mount acts during your turn and can alternate its actions with you.
- Totemic Attunement – While you are raging, you can use a bonus action to make an extra action with your mount, such as a dash, single attack or overrun ability.
Spirit of the Tiger
- Source: Sword Coast Adventurer’s Guide (swag121)
- Restrictions: Atruaghin Human, Ethengarian Human
- Totem Spirit – While raging, you can add 10 ft to your long jump distance and 3 ft to your high jump distance. The spirit of the tiger empowers your leaps.
- Aspect of the Beast – You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth and Survival. The cat spirit hones your survival instincts.
- Totemic Attunement – While your raging, if you move at least 20 ft in a straight line towards a Large or smaller target right before making a melee attack against it, you can use a bonus action to make an additional melee weapon attack against it.
Spirit of the Turtle
- Source: GM created (gm)
- Restrictions: Atruaghin Human
- Totem Spirit – While you’re raging, hostile creatures cannot gain advantage against you for flanking. The spirit of the turtle protects you from attacks on all sides.
- Aspect of the Beast – You gain a swim speed equal to your walking speed, you can hold your breath for twice as long and gain low-light vision while underwater.
- Totemic Attunement – While you are raging, you gain resistance to Bludgeoning and slashing effects.
Spirit of the Wolf
- Source: Players Handbook (ph50)
- Restrictions: Ethengarian Human, Traladaran Human
- Totem Spirit – While you are raging, your friends have advantage on melee attack rolls against any creature within 5 ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
- Aspect of the Beast – You gain the hunting sensibilities of a wolf. You can track other creatures while travelling at a fast pace and you can move stealthily while travelling at a normal pace.
- Totemic Attunement – 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 melee weapon attacks.
Champion of the Tribe
Restricted Option
- Source: GM crated (gm)
- Requirement: Must be a member of good standing with the restricted race and a member of the Secret Craft of the Spirits.
- Restrictions: Atruaghin Human, Ethengarian Human, Traladaran Human
- There are three types of Champions, they represent each of the cultures which they belong to and can switch between the totems of their people:
- Rages: if they yell out which totem they are using as a Bonus action, at the cost of an unspent rage. This only effect a rage started after the totem has been named. A manifestation of the totem they have named flows around their actions for the duration of the effect.
- Aspect: They can change their aspects during a short or long rest for the day.
- Champion of the Atruaghin – Bear, Elk, Horse, Tiger, Turtle
- Champion of the Ethengar – Eagle, Elk, Horse, Tiger, Wolf
- Champion of the Traladara – Bear, Eagle, Puma (Elk), Wolf
Character Build Shortcuts
Class Build – Barbarian – Totem Warrior – Level 03
- Spirit Seeker (Totem Warrior 3rd) Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. You gain the ability to cast the Beast Sense and Speak with Animals, but only as rituals using a nature check with DC equal to 10 + 2x spell level. If your not already proficient in Nature you gain proficiency in Nature.
- Totem Spirit (Totem Warrior 3rd) You must make or acquire a physical totem object – an amulet or similar physical adornment – that incorporate the fur, or feathers, teeth or bones of the totem animal. You have physical traits associated with that totem. Each animal provides a different bonus as listed below.
- Bear – While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.
- Boar – While you are raging, you have advantage on melee attack rolls against any creature you have moved at least 10ft towards in melee that is hostile to you. The spirit of the boar makes you aggressive.
- Eagle/Hawk/Vulture – While you are raging and aren’t wearing any heavy armour, other creatures have disadvantage on opportunity attack rolls against you, and you can use the dash action as a bonus action on your turn. The spirit of the eagle makes you a predator who can weave through the fray with ease.
- Elk/Puma – While you’re raging and aren’t wearing heavy armour, your walking speed increases by 15 ft. The spirit of the elk makes you extraordinarily swift.
- Horse – While you’re raging, you succeed at any check to control or direct your mount and can add benefits from your barbarian class features to its actions. While not on a horse and raging you can become a mount for an ally gaining any features they provide to mounts. The spirit of the horse provides a bond with a mount making it more powerful and easier to control.
- Tiger – While raging, you can add 10 ft to your long jump distance and 3 ft to your high jump distance. The spirit of the tiger empowers your leaps.
- Turtle – While you’re raging, hostile creatures cannot gain advantage against you for flanking. The spirit of the turtle protects you from attacks on all sides.
- Wolf – While you are raging, your friends have advantage on melee attack rolls against any creature within 5ft of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.
Class Build – Barbarian – Totem Warrior – Level 06
- Aspect of the Beast (Totem Warrior 6th) You gain a magical benefit based on the totem spirit you selected.
- 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.
- Boar – You gain the keen scent of a boar. You can track other creatures while travelling at a fast pace and have advantage on check relating to scent.
- Eagle/Hawk/Vulture – 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 ft away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.
- Elk/Puma – 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 ft of you and you’re not incapacitated. The elk spirit helps you roam far and wide.
- Horse – Your mount gains half your hit dice to its hit points, and shares your class features as if it was a barbarian of half your level. Your mount acts during your turn and can alternate its actions with you. If you don’t currently have a mount, you can provide the benefits of one to an ally up to your size without their weight being added to your carrying capacity.
- Tiger – You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth and Survival. The cat spirit hones your survival instincts. (or expertise if you have proficiency in all of them)
- Turtle – You gain a swim speed equal to your walking speed, you can hold your breath for twice as long and gain low-light vision while underwater.
- Wolf – You gain the hunting sensibilities of a wolf. You can track other creatures while travelling at a fast pace and you can move stealthily while travelling at a normal pace.
Content Updates
- 2021-08-15 – Updates to layout and menu.
Mystara 5E Classes
Overview, Downtime for Gaining Level
Artificer: Alchemist, Armourer, Artillerist, Battle Smith, Bombardier, Engineer, Stitcher
Barbarian: Amber’s Enlightened, Ancestors, Ancestral Guardian, Battlerager, Beast, Beast Slayer, Bearsarker, Berserker, Carcharodon, Dreadnought, Fractured, Fungal Hulk, Harrier, Herculean, Juggernaut, Primal Spirit, Primordial Predator, Rager, Storm Herald, Tempest, Totem Warrior, Ulfhander, Wild Magic, Wizard Slayer, Zealot
Bard: Adventurers, Ancients, Creation, Eloquence, Entropy, Epic Poetry, Fey Magic, Glamour, Grace, Greenleaf, the Jester, Lore, Loremaster, Minstrel, Mirthful Mariarchi, Mountebank, Requiems, Singer of the Deeps, Spirits, Swords, Troubadour, Valour, Virtue, Warchanter, Whispers, Wyrdsingers
Cleric: Aberrance, Alhool Keener, Air, Ambition, Apocalypse, Arcana, Balance, Beauty, Beer, Blood, Cats, Chaos, City, Clockwork, Corruption, Crafts, Creation, Darkness, Death, Dragon, Earth, Eldritch, Enigma, Fire, Force, Forge, Grave, Healer, Hunger, Hunt, Hunting, Inquisition, Justice, Knowledge, Labyrinth, Law, Life, Light, Luck, Lust, Madness, Messiah of Ashes, Moon, Mountain, Mushroom, Naraneus, Nature, Nobility, Oceans, Oracle, Order, Peace, Prophecy, Repose, Sharing, Sickness, Solidarity, Speed, Strength, Sun Priest, Tempest, Time, Travel, Trickery, Twilight, Tyranny, Undeath, Void, War, Warpriest, Water, Winter, Zeal
Druid: Ancestors, Blood, Dreams, Feyfriend, the Forest Kingdom, Guardian, the Land, the Moon, Mushrooms, Mutation, Oaks, Owls, Roses, Sacrifice, the Shapeless and Prime Terror, the Shepherd, Skinchanger, Spirits, Stars, the Stones, the Tree of Life, Treespeaker, Wildfire
Fighter: Arcane Archer, Banneret, Battle Master, Bladebonded, Blind Duelist, Boarder, Brute, Bulwark Warrior, Captain, Cavalier, Champion, Clacking Mercenary, Duelist, Echo Knight, Edjet, Eldritch Knight, Fortune’s Smith, Gholaad’s Translation, Ghost Knight, Gladiator, Griffon Knight, Hoplite Soldier, Hospitaller, Knight, Knight Surgeon, Living Crucible, Living Vampire, Prescient Knight, Psi Warrior, Rune Knight, Samurai, Sapper, Sharpshooter, Shield Bearer, Smithkin, Sword Dancer, Thug, Weapons Master, Woodlands Cavalier
Marshal: Crusader, Gambling General, Guerrilla, Kingpin, Mindbender, Noble, Path (Master, Night, Reaper), Rallier, Reaver, Redeemer, Revolutionary, Strategist, Swift Strategist, Tactician, Talented Tactician, Tyrant, Warbringer
Monk: the Ascendant Dragon, the Astral Self, the Bo’faquan, the Crystal Cannonade, Brawler, the Cobalt Soul, the Drunken Master, the Elements, the Exalted Athlete, Iron, the Kensai, the Leaden Crown, the Long Death, Mercy, the Open Hand, Pain, Pride, Reaving Vortex, Shadow, the Shield, the Sun Soul, the Warrior Monk
Paladin: the Ancients, the Annihilator, the Ascetic, Battle, Conquest, the Crown, Despair, Destruction, Devotion, the Dragonlord, the Eagle, Elimination, the Errant, the Giving Grave, Glory, Green Knight, Holy Champion, Inquisitor, Mercy, Pearl, Pestilence, Perfection, the Radiance, the Raven, Redemption, Spear Maiden, Thunder, Vengeance, the Watchers, Zeal. Special – Oathbreaker
Ranger: Beast Master, Explorer, Fey Hunter, Fey Wanderer, Gloom Stalker, Green Reaper, Hidden Guardian, Horizon Walker, Horse Nomad, Hoyrall Shredder, Hunter, Monster Slayer, Netherworld, Explorer, Privateer, Swarmkeeper, Underminer, Unicorn Charger, Urban Shadow, Vampire Slayer, Vermin Lord, Warden, Wildborn, Zobecker Scout
Rogue: Arcane Trickster, Assassin, Burglar, Cutthroat, Duelist, Fixer, Highway Rider, Hitman, Infernal Talismancer, Inquisitive, Investigator, Mastermind, Misfortune Bringer, Odyssean, Phantom, Poisoner of Minds, Scout, Soulknife, Spy, Svirf Scientist, Swashbuckler, Thief, Trapsmith, Whisper
Scholar: Alchemy, Mind-Delving
Sorcerer: Aberrant Mind, Aristocratic, Ascendant, Bloodlines (Boreal, Draconic, Dryad, Enigma, Lycanthrope, Mazeborn, Nerid, Norn, Nymph, Satyr, Serophage, Shadow, Wretched), Clockwork Soul, Cunning Woman, Divine Inspiration, Divine Soul,, Draconist Elemental Essence, Facets (Flawless Caster, Gemblade), Farseer, Haunted, Psychic Magic, Pyromancer, Runechild, Shadow Magic, Soul Burner, Spore-cerer, Storm Sorcery, Traveler, Wild Magic
Underterror: Hel Savant, Slaver of the Damned, Underworld Monstrocity
Warlock: Alienist, Archfey, Archfiend, Black Woods, Celestial, Colloid, Diabolist, Fates, Fathomless, Fiend, First Vampire, Fragment Channeler of Zagnexis, Frozen One, the Genie, Genie Lord, Grand Void, Great Machine, Great Old One, Hexblade, Light Eater, Oracle, Parasite, Primeval One, Sargasso Siren, Sibyl, Spellbound, Undead, Undying, Voices of the Ancestors
Wizard: Academy Philosopher, Alkemancer, Angelic Scribe, Aquanaught, Arcane Specialist, Arcanist, Bladesinger, Blood Mage, Castellan, Chronury Magic, Demonologist, Disenchanter, Doom Croaker, Dragon Masks, Elementalist, Entropist, Geomancy, Graviturgy Magic, Illuminator, Mage, Master of Fiends, Mystifier, Necrophagy, Order of Scribes, Plague Doctor, Ring Warden, Rune Caller, Sangromancer, Schools (Abjuration, Artifice, Blood Magic, Clockwork, Conjuration, Divination, Elven High Magic, Enchantment, Entropy, Evocation, Illumination, Illusion, Necromancy, Pyromancer, Transmutation, Void Magic), Ship Mage, Timekeeper, Transgnomamist, War Mage, White Necromancer
D&D 5E in Mystara
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Game Management – Annotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience
Class Builds –
Artificer – Bombardier (Tinkerkin),
Barbarian – Totem Warrior (Plamin, Camdu),
Bard – College of Valour (Sunfey),
Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey),
Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Lani), Weapons Master (Stonebound),
Monk – Way of the Elements (Tidal),
Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild),
Sorcerer – Wild Magic (Shadowfey),
Warlock – Celestial (Llewell),
Wizard – Bladesinger (Nerye),
Dragon – White (Calcryx).
Multiclass – Cleric/Wizard (Xhall), Rogue/Cleric (Dracnomir), Rogue/Sorcerer (Yodrey), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
Library of Books
B5, d20 System, Pathfinder, SW

This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.
General Links
Basic Links: Who Am I?, Home, Game Tools, Game Session Videos, My Campaigns, My Library, Site Map, Subscription Information
Game Systems: Dungeons & Dragons, Pathfinder 1 & 2, Shadowrun, Star Wars. Other Game Systems
Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.