Path of the Primeval Totem Spirit (5e Subclass)
This subclass uses the structure of Path of the Totem Warrior, but expands the concept to include legendary and mythic spirit beasts with more dramatic abilities. !}}
Path of the Primeval Totem Spirit[edit]
- Barbarian
"You channel the fury of beings that roamed before the gods wrote their laws."
A primal path for barbarians who bond with the ancient spirits of titanic beasts — beings whose power echoes through the bones of the world. You commune with the spirits of mythic beasts — not ordinary animals, but those from legend, extinction, or nightmare. Their essence fuels your rage and shapes your body and soul.
Primeval Totem Spirit[edit]
At 3rd level, you pick your first primeval totem. The animal of the totem is a creature from which you draw inspiration and possibly base your philosophies of life around. While raging, you gain its benefits. At 6th and 14th level, you may choose additional benefits from the same or different totems. You may reflavor these totems however you'd like with your DM's approval, but only one Primeval Totem may be active during rage, unless otherwise designated:
Totem | Totem Spirit Feature |
---|---|
Turtle (Primordial Endurance) | While raging, you gain a +1 bonus to AC and resistance to force damage. You cannot be forcibly moved by non-magical effects. |
Dragon (Mythic Sovereign) | Choose an element: fire, cold, lightning, or acid. While raging, you gain resistance to that element. Once per rage, you may deal an extra 1d4 of that element’s damage on a melee weapon attack. |
Lion (King of Predators) | While raging, you gain advantage on melee attacks against creatures that haven’t acted yet in combat. Once per rage, you may Dash as a bonus action. |
Serpent (Eater of Heroes) | While raging, you can attempt to grapple as a bonus action. You don’t need a free hand to grapple, and you don’t reduce speed when moving creatures your size or smaller. |
Griffon (Stormscreamer) | While raging, you gain a flying speed equal to your movement, but must land by the end of your turn or fall. Opportunity attacks against you are made with disadvantage while flying. |
Corpse Behemoth (Titan of Decay) | While raging, you gain resistance to necrotic damage. Once per rage, when you reduce a creature to 0 hit points, you regain hit points equal to your Constitution modifier (minimum 1). |
Aspect of the Beast[edit]
At 6th level, you gain a deeper connection to a Primeval Totem of your choice. This can be the same or different than your 3rd-level choice.
Totem | Greater Aspect Feature |
---|---|
Turtle | When you use Reckless Attack, you gain advantage on the next Strength, Dexterity, or Constitution saving throw you make before the end of your next turn. |
Dragon | Your melee weapon attacks deal an additional 1d6 of your chosen elemental damage type once per turn. |
Lion | When you knock a creature prone, you may make a melee weapon attack against it as a bonus action. |
Serpent | You can grapple two creatures at once. While grappling, you deal 1d6 poison damage at the start of your turn. |
Griffon | You may now hover while flying and do not fall at the end of your turn while raging. |
Corpse Behemoth | While raging, undead creatures have disadvantage on attack rolls against you. You may also add your Constitution modifier to death saving throws. |
Spirit Walker[edit]
At 10th level, you can cast the Commune with Nature spell as a ritual, without requiring material components. When you do, you do not merely connect with the land — instead, a spectral avatar of one of your chosen Primeval Totems manifests and communicates with you directly.
This spirit may take the form of your chosen beast — a vast shadow of a dragon, a stone-eyed turtle the size of a mountain, a serpent formed from clouds, etc. It communicates through impressions, sensations, or primal language, and it can provide answers flavored by its nature.
While the spell's mechanics remain the same, the information the spirit gives may reflect:
- Mythic or long-lost secrets of the land
- Primeval memories of ancient battles or ruins
- The emotional "pulse" of nearby creatures or beasts
- Warnings about threats to nature or balance
At your DM’s discretion, the spirit may offer a cryptic omen or visual insight beyond the spell’s normal limits — especially if the location is sacred to your totem or steeped in ancient power.
Totemic Ascendancy[edit]
At 14th level, you embody the full might of a Primeval Totem of your choice (same or new). You gain the following benefit:
Totem | Totemic Ascendancy Feature |
---|---|
Turtle | While raging, you cannot be knocked prone or forcibly moved unless you fail a Strength saving throw (DC = 8 + proficiency + Constitution modifier). |
Dragon | Once per rage, you may exhale elemental breath in a 15-foot cone as an action or bonus action. Each creature in the area must make a Dexterity saving throw (DC = 8 + your proficiency bonus + your Constitution modifier). On a failed save, the creature takes 6d6 damage of your chosen element (fire, cold, lightning, or acid); on a successful save, the creature takes half as much damage. |
Lion | Once per turn when you reduce a creature to 0 hit points or score a critical hit, you may move up to half your speed and make a melee weapon attack as a bonus action. |
Serpent | While raging, creatures you are grappling have disadvantage on all attack rolls against targets other than you. If a creature you're grappling attempts to cast a spell or teleport, you may make a melee attack against them as a reaction. |
Griffon | While raging, you gain a flying speed equal to your movement. You must land at the end of your turn or fall. Once per long rest, you may extend this flight for up to 1 minute, during which time you may hover and cannot be blinded or deafened. |
Corpse Behemoth | When reduced to 0 hit points while raging, you instead rise at 1 HP and gain temporary hit points equal to your Barbarian level. This feature can be used once per long rest. When you rise, undead within 30 feet that can see you must make a Wisdom save or become frightened for 1 round. |
Back to Main Page → 5e Homebrew → Character Options → Subclasses