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Building a Character Dungeons & Dragons Roleplaying

DnD Class Build Barbarian Totem Warror

Dungeons and Dragons – Mystara

Class Build – Barbarian: Totem Warrior

Source: Players Handbook (5e-wiz-ph-49)

For one of my new gamers they are building a barbarian using the totem warrior option that is part of my campaign setting so I thought I would make a post about all the linked content so its all in one place and will make referencing it easier.

Where to Start – Race

Race is one of the most inportant aspects of character creation as it points to solutions of class, homeland and background options that work well with the charcter concept.

There are a few different options in my setting for taking on character races, here is a link to the source material for my players – DnD Races Page.

Player was happy with Human of Earth (Ethegarian).

Class Options – Totem Warrior?

Base racial options for the character are as follows.

The player has chosen to go with Barbarian and Totem Warrior of the Horse.

Selecting Attributes

This has been left with the player to decide, when I have the details I will add them in here as part of the character build walk through.

Attributes have 27 point buy, starting with a base of 8.

  • Total Points (27/27)
  • Strength gains 15 – costing 9
  • Dexterity gains 12 – costing 4
  • Constitution gains 15 – costing 9
  • Intelligence gains 10 – costing 2
  • Wisdom gains 11 – costing 3
  • Charisma gains 8 – costing 0

STR 15 (+2) DEX 12 (+1) CON 15 (+2) INT 10 (-) WIS 11 (-) CHA 8 (-1)

After Point by add the following racial changes: +1 Str, +1 Dex, +2 Con

STR 16 (+3) DEX 13 (+1) CON 17 (+3) INT 10 (-) WIS 11 (-) CHA 8 (-1)

Backgrounds

The character background options for consideration suitable for Ethengar:

Soldier background

  • Skills – Athletics, Intimidation
  • Tools – Gaming Set, Vehicles (Land)
  • Military Rank – You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Languages

For mystara there are two common languages, Alpahtian and Thyatian. Not everyone know both languages. A good trade language is the Traladara language used as a core for a few countries in the region as well.

  • Racial Languages: Common (Thyatian) and Ethengarian
  • National Starting Languages: Bonus language learnt Traladaran
  • Background Languages – none

Name and Sex

The name of the character will be left to the player with the sex of it also being up to the player. Playing a male of a female has not impact on what the character can do, just how they will be perceived in different encounters.

This character is male.

Choice of Background and Quirks

I left the choice of quirks and background to the player.

Weapons Mastery

These are concepts that exist in the setting of Mystara that I have adapted to 5th edition and expanded. Here are all the options available to the character and when they kick in.

  • Weapons Mastery
    • 1st level class – two weapon upgrades – Javelin, Glaive
    • 1st level race – one weapon upgrade – Ranseur
    • 3rd level – one weapon upgrade – Warhammer
    • 6th level – one weapon upgrade – Glaive (expert)
    • 9th level – one weapon upgrade – Ranseur (expert)

Secret Crafts

Secret Craft Options available to the character.

  • Secret Crafts: (Starting) Your choice of secret crafts include: Earthologist
  • (1st) Initiate –
  • (2nd) Initiate –
  • (3rd) Initiate –
  • (4th) Initiate –
  • (5th) Initiate –
  • (6th) 1st Circle –
  • (7th) 1st Circle –
  • (8th) 1st Circle –
  • (9th) 1st Circle –

Spell Lists

Available from certain levels a paladin can selects spells from them when they gain new spells each level.

House Rule – In my setting, Sorcerers learn 1 cantrip for each Tier that they have achieved (a tier is every 5 character levels) with 3 extra cantrips at first level. Cantrips can come from the secret crafts they have learnt.

Character Advancement

Creating a 1st level Barbarian

Racial BuildHuman Traits

  • Age: Young Adult at 14, Adult at 18 and live to 100 years.
  • Size: Humans are 4 ½ to 5 ½ feet tall in general. Their size is Medium.
  • Speed: Your base walking speed 30 ft.
  • Weapons Mastery: Gains proficiency with one weapons of significance of your choice. If you have proficiency with this weapon, they are upgrades skilled level.

Racial BuildHumanEthengarian Traits

  • Ability Score Increase: Dexterity +1, plus one other ability of your choice
  • Skills: Proficiency with Animal Handling or Religion
  • Feat: Mage Slayer or Mounted Combatant
  • Horse Connection (Ethengarian) During a short rest you can communicate with your mount if it is a horse as if you cast speak with animals as long as you have been in its presence and cared for it over the last week.
  • Language: Common language is Thyatian. Gain bonus language Ethengar. This language can also be understood by horses raised by Ethengar tribesmen.
  • Pantheons: Ethengarian, Land Guilds, Radiance
  • Secret Crafts: (Starting) Your choice of starting secret crafts include: Earthologist.
  • Evolution (2nd Evolution): Counts as the Neathar, Oltec and Genasi races for the purposes of effects and magical items. As a 2nd evolution, there is a 20% chance for any offspring to be a Genasi.

Attributes – Earth Aspected Traits

  • Ability Score Increase: Constitution +2
  • Appearance: Green eyes, Veins, Skin or Hair are trademarks of Earth Aspected characters.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Earth Evolution: Counts as a Genasi for the purposes of using Earth Genasi effects and magical items, but not as a Earth Genasi. With every genasi offspring there is a d20 roll to determine their elemental aspect:
    • 80% chance of an Earth Aspected child (1 to 16)
    • 5% chance of an one of the other elements aspects. Air (17), Darkness (18), Fire (19), Water (20)
  • Attributes – Character Level 01 Traits
    • Proficiency Bonus: +2
    • Character Tier: Tier 1
    • Attunement Slots: 3
    • Renown at Starting City +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery: Training available up to Skilled Only.

Class BuildBarbarian – Level 01 (Starting)

  • Starting Hit Points: 12 HP + Con Mod
  • Starting Proficiencies:
    • Armour: Light and Medium Armour
    • Saving Throws: Strength, Constitution
    • Skills: Choose any two from Animal Handling, Athletics, Intimidation, Nature, Perception and Survival.
    • Tools: None
    • Weapons Mastery: Gains proficiency with simple weapons and martial weapons, two weapons upgraded to skilled.
  • Starting Equipment:
    • a greataxe or any martial weapon
    • two handaxes or any simple weapon
    • A explorers pack and four javalins
  • Rage (Barbarian 1st ph48) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
    • You have advantage on Strength checks and Strength saving throws.
    • When you make a melee weapon attack using Strength, you gain a bonus to the damage of +2.
    • You have resistance to bludgeoning, piercing, and slashing damage.
    • If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
    • Once you have raged twice, you must finish a long rest before you can rage again.
  • Unarmoured Attack (Barbarian 1st ph48) While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.
  • Player Choices:
    • Racial Options:
    • Attributes:
    • Class Options: Skills (Animal Handling, Perception)
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 2nd level Barbarian

Class BuildBarbarian – Level 02

  • Hit Points: 7 HP + Con Mod
  • Danger Sense (Barbarian 2nd ph47) You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
    • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
  • Reckless Attack (Barbarian 2nd ph47) You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 3rd level Barbarian
  • Attributes – Character level 03 Traits
    • Renown +1
    • Secret Craft: Gain one craft at Initiate.
    • Weapons Mastery – One weapon upgrade.

Class BuildBarbarian – Level 03

  • Hit Points: 7 HP + Con Mod
  • Rage Upgrade (Barbarian 3rd) +1 Rage per long rest
  • Primal Path – Select Primal Path.

Class BuildBarbarianTotem 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.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 4th level Barbarian

Class BuildBarbarian – Level 04

  • Hit Points: 7 HP + Con Mod
  • Ability Score Improvement (Select Both) Attribute and Feat
  • Player Choices:
    • Attributes – +2 Strength
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 5th level Barbarian

Class BuildBarbarian – Level 05

  • Hit Points: 7 HP + Con Mod
  • Extra Attack (Barbarian 5th ph49) You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Fast Movement (Barbarian 5th) Your speed increases by 10 feet while you aren’t wearing heavy armour.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week
Advancing to 6th level Barbarian
  • Attributes – Character Level 06 Traits
    • Character Tier: Tier 2
    • Attunement Slots: 4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade. Expert training available.

Class BuildBarbarian – Level 06

  • Hit Points: 7 HP + Con Mod
  • Primal Path Upgrade – gain the 6th level primal path feature.
  • Rage Upgrade (Barbarian 6th) +1 Rage per long rest

Class BuildBarbarianTotem 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.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Weapons Mastery Option – Arching Slash / Protius Skill Training (Religion)
    • 2nd Week – Weapons Mastery Option – Grinding Halt / Protius Skill Training (Religion)
    • 3rd Week – Weapons Mastery Option – Phalanx /Protius Skill Training (Religion)
    • 4th Week – Weapons Mastery Option – Rebuff / Protius Skill Training (Religion)
    • 5th Week – Weapons Mastery Option – Unmount /
    • 6th Week – Weapons Mastery Option – Vault /
    • 7th Week – Weapons Mastery Option – Armour-Piercing Thrust /
    • 8th Week – Weapons Mastery Option – Disarming Parry /
Advancing to 7th level Barbarian

Class BuildBarbarian – Level 07

  • Hit Points: 7 HP + Con Mod
  • Feral Instinct (Barbarian 7th) Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Weapon Mastery Upgrade (expert) Javelin / Language (1st) – Dwarven
    • 2nd Week – Weapon Mastery Upgrade (expert) Javelin /
    • 3rd Week – Weapon Mastery Upgrade (expert) Javelin /
    • 4th Week – Weapon Mastery Option – Fearsome Accuracy /
    • 5th Week – Weapon Mastery Option – Pinning Hit /
    • 6th Week – Weapon Mastery Option – Trip /
    • 7th Week – Weapon Mastery Upgrade (Skilled) Lasso /
    • 8th Week – Weapon Mastery Upgrade (Skilled) Lasso /
Advancing to 8th level Barbarian

Class BuildBarbarian – Level 08

  • Hit Points: 7 HP + Con Mod
  • Ability Score Improvement (Select Both) Attribute and Feat
  • Player Choices:
    • Attributes – +2 Strength
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week – Weapon Mastery Upgrade (Expert) Lasso /
    • 2nd Week – Weapon Mastery Upgrade (Expert) Lasso /
    • 3rd Week – Weapon Mastery Upgrade (Expert) Lasso /
    • 4th Week – Weapon Mastery Option – Blinding Binds /
    • 5th Week – Weapon Mastery Option – Bullwhip /
    • 6th Week – Weapon Mastery Option – Snare /
    • 7th Week – Weapon Mastery Option – Wing-Wrapping Attack /
    • 8th Week
Advancing to 9th level Barbarian
  • Attributes – Character Level 09 Traits
    • Proficiency Bonus increases to +4
    • Renown +1
    • Secret Craft: Upgrade one craft to 1st Circle.
    • Weapons Mastery – One weapon upgrade.

Class BuildBarbarian – Level 09

  • Hit Points: 7 HP + Con Mod
  • Brutal Critical (Barbarian 9th) You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
  • Rage Upgrade (Barbarian 9th) +1 Rage Damage.
  • Player Choices:
  • 8 Weeks Downtime (all characters get to spend 8 weeks downtime besides gaining a level)
    • 1st Week
    • 2nd Week
    • 3rd Week
    • 4th Week
    • 5th Week
    • 6th Week
    • 7th Week
    • 8th Week

Magical Items

I handle magical items differently in my world. Each character gains these options are new levels (2nd and beyond) and will only get to make the choice once their character is complete. All Items ar either random or selected by the GM.

  • Tier 1 – 2x Common Item or 1x Uncommon Item or Upgrade 1 item
  • Tier 2 – 2x lower tier or 2x Uncommon Item or 1x Rare Item or Upgrade 1 item
  • Tier 3 – 2x lower tier or 2x Rare item, or 2x Very Rare Item or Upgrade 1 item
  • Tier 4 – 2x lower tier or 2x Very Rare Item, 1x Legenday Item or Upgrade 1 item.

Items Gained in the course of the campaign –

Finished Example

This uses my annotated stat block to show how I lay out PCs and NPCs for reference, and showing how its works for me. This is what players need to provide for ongoing reference of characters.

Ethengarian Barbarian Totem Warrior of the Horse

Plamen Gorenov
Medium Male Human of Earth (Ethengarian), chaotic
Barbarian Totem Warrior (Horse) 9

  • Initiate – +1 (Feral Instincts – Advantage)
  • Armour Class: (Unarmoured Defence 10+Dex+Con)
  • Hit Points: 95 (7d12+27) 12 +7×8 + 3×9
  • Speed: 40 ft

STR 20 (+5) DEX 13 (+1) CON 17 (+3) INT 10 (-) WIS 11 (-) CHA 8 (-1)

  • Saving Throws: Strength, Constitution
  • Weapon and Armour: (Proficiency) Light and Medium Armour, Simple and Martial Weapons (Skilled) Javelin, Warhammer (Expert) Glaive, Ranseur
  • Tools: (Proficient) – Gaming Set (tba), Vehicles (Land)
  • Skills: +4 Animal Handling (W), +9 Athletics (S), +3 Intimidation (C), +4 Perception (W), Religion (I)
  • Senses: +4 Perception, Passive Perception 14
  • Languages: Common (Thyatian), Dwarven, Ethengarian, Traladaran

ABILITIES

  • Aspect of the Beast (Totem Warrior 6th) You gain a magical benefit based on the totem spirit you selected.
    • 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.
  • Brutal Critical (Barbarian 9th) You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
  • Danger of Thought (Earth aspect) When hit by Lighting or Thunder damage you take additional damage equal to your proficiency. Lightning and Thunder effects you use, have their attack, damage and saving throw reduced by your proficiency instead of increased by it.
  • Danger Sense (Barbarian 2nd ph47) You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
    • You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
  • Extra Attack (Barbarian 5th ph49) You can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Fast Movement (Barbarian 5th) Your speed increases by 10 feet while you aren’t wearing heavy armour.
  • Feral Instinct (Barbarian 7th) Your instincts are so honed that you have advantage on initiative rolls. Additionally, if you are surprised at the beginning of combat and aren’t incapacitated. you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.
  • Horse Connection (Ethengarian) During a short rest you can communicate with your mount if it is a horse as if you cast speak with animals as long as you have been in its presence and cared for it over the last week.
  • Military Rank (Soldier) You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
  • Power of Matter (Earth aspect) When using (or effected by) Acid or Poison you add your proficiency bonus to the damage (or reduce damage taken) and cause your eyes to glow green till the start of your next turn.
  • Rage (Barbarian 1st ph48) In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor:
    • You have advantage on Strength checks and Strength saving throws.
    • When you make a melee weapon attack using Strength, you gain a bonus to the damage of +2.
    • You have resistance to bludgeoning, piercing, and slashing damage.
    • If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. lt ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
    • Once you have raged twice, you must finish a long rest before you can rage again.
    • Rage Upgrade (Barbarian 3rd) +1 Rage per long rest
    • Rage Upgrade (Barbarian 6th) +1 Rage per long rest
    • Rage Upgrade (Barbarian 9th) +1 Rage Damage.
  • Reckless Attack (Barbarian 2nd ph47) You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
  • 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.
    • 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.
  • Touch of the Earth (Earth aspect) While taking a short rest on raw unworked earth or stone, you can spend 1 HD to roll two dice and take the results of both.
  • Unarmoured Attack (Barbarian 1st ph48) While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Actions (1 per round)

  • Attack Action (ph192) – you can attack twice, instead of once, whenever you take the Attack action on your turn.
  • Dash (ph192) – you gain extra movement for the round equal to your speed.
  • Disengage (ph192) – Your movement does not provoke an attack of opportunity this turn.
  • Dodge (ph192) – Until the start of your next turn, attack rolls against you have disadvantage. Dex saving throws have advantage. These last unless you are incapacitated, or your speed is reduced to zero.
  • Help (ph192) – You can aid another giving advantage on the next ability check, or attack roll if you are within 5 ft of the target.
  • Hide (ph192) – You make a Dexterity (Stealth) check to hide.
  • Ready (ph193) – You can hold an action to use as a reaction. Set a trigger, if that trigger occurs either complete the action or you lose it and your reaction. Spells require concentration to ready and can be broken.
  • Search (ph193) – Either make a Wisdom (Perception) or an Intelligence (Investigation) check to find something.
  • Use an Object (ph193) – Allows you to interact with one of more objects on your turn.

Bonus Actions (1 per round)

  • Two Weapon Fighting (ph195) – If attacking with a light weapon in one hand, you can make a melee or thrown attack with a second weapon in your other hand. You don’t add the modifier to this attack unless it is negative.

Reactions (1 per round)

  • Opportunity Attack (ph195) – You can make one attack against a hostile creature that moves out of your reach.

Available Attack Options

Equipment

  • Armour
  • Weapons

Feats

Companions

  • Name ()
  • Notes
  • Background: Soldier
  • Age: Height: Proficiency Bonus: +4
  • Characteristics:
    • Personality:
    • Ideal:
    • Bond:
    • Flaw:
    • Personal Goals:
  • Downtime:
  • Character Variations:
  • Weapons Mastery: Base DC = 8 +abil mod

Conclusion

More details to come.

Content Updates

  • 2021-10-20 – Working on character build with player.
D&D 5E in Mystara

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WRATH: Campaign, Design

Game ManagementAnnotated Stat Block, Character Creation, Choosing a New Campaign, Gaming over Skype, GM’s Luck Roll, Tracking Experience

Class Builds – Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)

FloorplansThyatian

Session Recordings – Campaign Journals

Library of Books

B5, d20 System, Pathfinder, SW

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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.

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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

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Site sponsored by the author AS Hamilton (my wife) with her books available on amazon kindle.

By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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