Totemic Wanderer (3.5e Class)

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Totemic Wanderer[edit]

Surrounding the tribal lands, the outcasts of tribal lands live an existence that is not enyiable. Hated by their kinsmen, unsure of their lineage and not sure how to understand others, they are raised in a world that no one can explain to them, and turn to their own ideas to explain the world, others, and their place in the world. Armed with their barbaric lifestyle, and their own hybrid explanations for the world, a totemic wanderer combines the religious fervor of a cleric, with the civility of a barbarian, and the aloofness and organic lifestyle of a druid.

Making a Totemic Wanderer[edit]

Totemic Wanderers are a more than capable combat class, at least at first and second level. This class is fairly difficult to guess it's role given the aspects that it gets later on in the level tree. These aspects will be chosen based on the events that transpire around your character. The Totemic Wanderer is a very fluid character with a fun roleplaying aspect.

Abilities: Strength and Wisdom are a must for a totemic wanderer. They will allow the wanderer to gain both more combat damage, and higher survival skill, and spellcasting abilities. Consititution will give a totemic wanderer even more hitpoints, and Dexterity can make up for a lack of armor.

Races: Almost any race can become a Totemic Wanderer, as long as they were outcasted from, or abandoned by, their society at a young age.

Alignment: A totemic wanderer always starts as neutral, they just haven't been exposed to anything in society enough to learn anything but the neutral distance of nature. However, A totemic wanderer who changes alignment will gain different class features.

Starting Gold: Same as barbarian.

Starting Age: Moderate'.

Table: The Totemic Wanderer

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th
1st +1 +2 +0 +1 Superstitious, Illiterate, Rage 1/day, Nature Senses, Unsure past, Naive 1
2nd +2 +2 +0 +2 Animal Companion 2 0
3rd +3 +3 +0 +3 Rage 2/day, 2 1 -
4th +4 +3 +1 +3 Totemic Aspect 3 1 -
5th +5 +4 +1 +4 Improved Superstitions, Curse 3 2 0 -
6th +6 +4 +1 +4 Craft Primitive Item, Rage 2/day 3 2 1 -
7th +7/+1 +5 +2 +5 Invoke the Powers 4 2 1 0 -
8th +8/+2 +5 +2 +5 Totemic Aspect 4 2 1 1
9th +9/+3 +6 +2 +6 5 2 1 1 0
10th +10/+4 +6 +3 +6 Bloodline Awakening 5 3 1 1 1
11th +11/+5 +7 +3 +7 Rage 3/day 5 4 1 1 1 0
12th +12/+6 +7 +3 +7 Totemic Aspect 5 5 1 1 1 1
13th +13/+7/+1 +8 +4 +8 6 5 1 1 1 1
14th +14/+8/+2 +8 +4 +8 5 5 2 1 1 1
15th +15/+9/+3 +9 +4 +9 Bloodline Awakening 5 5 3 1 1 1
16th +16/+10/+4 +9 +5 +9 Totemic Aspect 5 5 4 1 1 1
17th +17/+11/+5 +10 +5 +10 Rage 4/day 5 5 4 2 1 1
18th +18/+12/+6 +10 +5 +10 5 5 4 3 1 1
19th +19/+13/+7/+1 +11 +6 +11 Totemic Aspect 5 5 4 3 2 1
20th +20/+14/+8/+2 +11 +6 +11 Bloodline Fulfillment 6 6 5 4 3 2

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Climb (str), Craft (int), Handle Animal (wis), Knowledge (nature) (int), Ride (dex), Survival (wis), Spellcraft (int).

Class Features[edit]

A Totemic Wanderer draws power both from their own past, as well as from their strange beliefs. At the core of these beliefs are superstitions, which form the basis of this class. All of the following are class features of the Totemic Wandering

Weapon and Armor Proficiency: Proficient with all Martial and Simple weapons, gains simple and medium armor proficiency, as well as shield proficiency for small and large shields. no heavy, or tower shields.

Spells: A Totemic Wanderer casts spells based on Wisdom, in order to cast a spell a Totemic Wanderer must have a Wisdom equal to 11+spell level, and does NOT gain bonus spells as normal for casters. A Totemic Wanderer spell has a casting time measured in minutes rather than rounds, similarly the duration of a Totemic Wanderer spells duration is 1 minute/caster level (or the normal duration whichever is higher). Totemic Wanderers choose their spells from the following list:

0—Create water, Detect Magic, Detect Poison, Guidance, Cure Minor wounds, Light, Mending, Purify Food and Drink, Resistance, Virtue

1st—Bane,Calm Animals, Cure Light Wounds, Detect ____(Animals or plants, snares and pits, good, evil, magic), Endure Elements, Goodberry, Jump, Longstrider, Magic Fang, Obscuring Mist, Pass without a Trace, Speak with Animals, Doom

2nd— Animal Messenger, Augury, Barkskin,Delay Poision, Reduce Animal, Animal Growth, Restoration (lesser), Warp Wood, Wood Shape, Silence

3rd—Bull's Strength, Bear's Endurance, Cat's Grace, Owl's Wisdom, Dominate Animal, Magic Fang (greater), Diminish Plants, Plant Growth, Snare, Stone shape, Cure Moderate wounds, Consecrate, Desecrate, Entangle

4th— Meld Into Stone, Water Breathing, Wind Wall, Bestow Curse

5th— Air Walk, Dispel Magic, Freedom of Movement, Rusting Grasp, Darkness, Reincarnate, Command plants, Control Water, Atonement, Stoneskin, Wall of Thorns, Control Weather

Naive: A Totemic Wanderer is unaware of the morality of others, and is easily swayed by smaller events. Whenever a Totemic Wanderer would gain Good or Evil points, they gain 1.5 times the normal amount, up to 6, if the number would be higher than 6, it is lowered to 6, even if this would reduce the original amount gained. Naivety also allows a Totemic Wanderer to commit major events as if they were nothing.

Illiterate: A Totemic Wanderer starts off Illiterate, similar to the Barbarian, but must spend 4 skill points to be able to read, but they may no do so at character creation. They must be taught by a party member or another.

Unsure Past: Because of their outcast nature a Totemic Wanderer has no idea who they are, or who their family is, or why they were exiled. A Totemic Wanderer lacks any sufficient knowledge of their family, but they do know that they have wandered the wilderness for the totality of their conscious existence. In reality, a totemic wanderer has lost their memories and must find them. A DM should give a totemic wanderer split seconds of memory whenever appropriate, so as to let them slowly learn what really happened to them. The Ancestry of a Totemic Wanderer is also in question, and no matter what race is selected by the player, the half- prefix is added.

Superstitions: At 1st level a Totemic Wanderer must choose at least 5-intelligence modifier superstitious beliefs to follow, these beliefs have served them well in the past. Also at first level a Totemic Wanderer must decide exactly how their religion works, they may not choose a direct religion, but may incorporate the religious symbols, dieties or names of their race.

Supersitions: Cannot carry metal equipment, Cannot cast spells during a set 3 hour period of every day, Must prepare spells at a specific hour of the morning (failure to do so means no spells), must pray after a battle to appease and thank beings of power, Display your strength, Hate the Weak, Hate the strong, must sacrifice something worthy to the beings every month, Eating something gives you it's strength, to avoid bad luck you must swing a dead animal over your head every night, salt must be thrown at bad spirits to turn them away, if you collect the bones of something you control it's spirit, you must leave a saucer of milk at the sites of your great victories to keep your doom/bad luck away.

Rage: A Totemic Wanderer can channel their anger at their life and history against their enemies. This ability functions identically to the Barbarians Rage ability.

Animal Companion: A 2nd level Totemic Wanderer gains an Animal Companion, similar to the druids, this animal advances on the below table. When the totemic warden gains his companion, he chooses either a bird or a dog. his familiar's actual identity is based on his alignment, and if it changes, if the animal is not on the alignment companion list, then it magically forms into one the next time the master prays. This transformation is a supernatural ability. Evil: Bird: Vulture, Crow; Dog: Black Wolf, Mongrel. An evil aligned creature may have either the fiendish template, or the any undead template on it for the template bonus gained by the animal companion at 15th level. Neutral: Bird: any animal with the animal, bird subtype, this includes falcons; Dog: any animal with the dog subtype, this includes hyenas, and other dog like quadrupeds. A Neutral aligned Totemic Wanderer's familiar gains the Dire template for the template bonus gained by the animal companion at 15th level. (Consider this a gift for managing to be a Neutral Totemic Wanderer) Good: Bird: any animal with the animal, bird subtype; Dog: any animal with the dog subtype, however this no longer includes hyenas. A good aligned Totemic Wanderer's familiar gains either the Fey, or the celestial template at 15th level.

Curse: At 5th level a Totemic Wanderer gains the ability to turn a spell into a curse, rather than evoking the powers that be, they simply focus their hatreds towards the being. This is a free action in combat, and causes a spell to become a curse, casting a curse is a free action, and it's duration is normal duration for the spell. A Totemic wanderer may make a number of curses every day equal to 5 + their Cha modifier. this curse has a innate negative effect on its target determined by the spell used (Dm call on exact effects) but should reflect the spell cast.

Craft Primitive Item: At 6th level a Totemic Wanderer gains craft Primitive item as a bonus feat.

Improved Superstitions (Su): at 5th level a Wanderer's superstitions leads him to believe that they are prepared for anything, and have the power of whatever they believe on their side. Because of this, a Wanderer who follows their superstitious creed gains a +2 bonus on all saves, as well as a +4 to intimidate checks involving their superstitions, as their fervent belief leads to some odd threats, that are often effective.

Totemic Aspect: Every 4 levels a Totemic Wanderer gains a totem Aspect, which is added to wherever they keep their totems, or other superstitious items. This Aspect is determined by the GM(preferably without knowing what abilities it corralates to) based on which best personifies the character at this point. If the GM allows it, a character can choose to adopt an aspect, to devote themselves to its path. Each aspect grants a totem ability which is a spell like ability useable once per day. Also the aspect can be reselected, and will simply grant additional bonuses for everytime taken (henceforth reffered to as a rank). In order to gain the totems benefits you must craft a totem from appropriate materials, and spend 100 gp on it's construction. you may take 20 on the craft roll.

Domains: May choose a Cleric domain as an aspect, if so, gains the benefit of the 1st level spell as a spell like ability. At the next aspect choice, you may gain this aspect again, and simply gain the second spell on the list as a spell like ability. Wilderness: gains Druid Wildshape, usable once per day. if taken again at later levels, gains an additional use of the wildshape. Time in wildshape = 10+wis+con minutes (these are scores not bonuses). At 3rd rank, gains the ability to turn into a large creature, and at 4th can turn into a huge creature. Boar: grants 1/day a brutal charge, that deals normal damage plus 1d6/rank piercing damage, also on this charge at 2nd rank counts as mounted for the purposes of feats such as ride by attack, at 3rd rank grants cleave (or great cleave if the wanderer already has cleave) for this charge, at 4th grants great cleave (or an extra 1d6 damage (for a total of +5d6) on the charge). Bird: Snake: Cat': Dog: Dragon:

Invoke the Powers: At 7th level a Totemic wanderer can invoke beings to cast spells for them, by spending 10 x the spells level xp, 5 gp x spell level, a Totemic wanderer can begin a ceremony that lasts 10 minutes, in this ceremony, they present the items normally used to cast the spell, then invoke spirits to cast the spell for them (spell craft test DC: 15+spell level), if the DC is made, then a spirit will cast the spell (the max spell casting level of 1/3 the summoners totemic wanderer level) as indicated by the wanderer, if the spell normally is a target self-only spell, then the spell may not be cast. Invoke the powers may be used to cast spells that are both arcane, divine and not on the totemic wanderers spell list, but the spells may not conflict with the alignment of the caster (as a Cleric's alignment restrictions), the cast spell may also be used to craft an item, though the cost and xp must also be paid for the item.

Bloodline Awakening (Su): At 10th level a Totemic Wanderer gains a sudden revelation, and part of their bloodline becomes apparent, this replaces the abilities gained at level 10 with the abilities from a 10th level random Bloodline of intermideate strength (from Unearthed Arcana), this does not require the Totemic Wanderer to take levels in their bloodline at 12th level, they cannot advance in this bloodline, as it is not fully clear to them what happened. This is a Supernatural Ability.

Bloodline Awakening (Su): At 15th level a Totemic Wanderer gains another sudden revelation, and a second part of their bloodline becomes apparent, this replaces the abilities gained at level 15 with the abilities from a 10th level random Bloodline of intermideate strength (from Unearthed Arcana), or they may gain 5 more levels in the bloodline gained at 10th level (determined by an even or odd dice roll) this does not require the Totemic Wanderer to take levels in their bloodline. Although they are slowly understanding their history, they still will not be able to gain further abilities from this bloodline. This is a Supernatural Ability.

Bloodline Fufillment (Su): At 20th level a Totemic Wanderer gains a final sudden revelation, and thier full history and their bloodline becomes apparent, this replaces the abilities gained at level 20 with the abilities from a either one of the 2 bloodlines they currently posses at 15th level (if they already have a bloodline at level 15, then they either gain another one, or gain the 20th level abilities), or they may gain 5 more levels in both of their bloodlines, gaining abilities from both (determined by an even odd dice roll). Finally, a Wanderer understands thier own history. At this point the Wanderer is finally whole, though they retain their raging ability. This is a Supernatural Ability.

Table: The Totemic Wanderer's Companion

Character Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
2-5 +0 +1 +0 +0 share spells or Rage, +1 HD, 2 Bonus Tricks
6-11 +1 +2 +0 +1 Empathy link, +1 HD
12-13 +2 +3 +1 +2 Evasion, +1 HD, 1 Bonus Trick
15-19 +2 +3 +1 +2 Template
20 +3 +4 +2 +3 Improved Template, 2 Bonus Tricks

Share spells or Rage: At 2nd level a Totemic Wanderer chooses to either share spells that are cast with a self target, including potions (giving them a sip) and warpaints, or they may share their Rages with the animal (by teaching them to become just as mad or furious as them). This takes up a trick slot. Template: When a Totemic Wanderer reaches level 15, their companion begins to be fundamentally changed by the energies surrounding their master; each subsequent level grants a bonus to the companion, equal to 1/4th the bonuses to HD, BAB, Abilities, Resistances, Vulnerabilities and AC. Each level a creature gains 1/4th (rounded down) the special abilities that would be granted by acquiring this template.

Ex-Totemic Wanderers[edit]

If a Totemic Wanderer changes their religion, they retain all benefits from the Totemic Wanderer, though they must surrender the abilities of any Totems or Aspects or good/evil benefits that go against their new diety, they may also never take another level in Totemic Wanderer, as they have found a new religious path, though they may continue to practice their superstitions out of habit.

If a Totemic Wanderer fails to follow their superstitions, they lose all aspects, spell like abilities etc. Until they preform an act of atonement, or pick up a new superstition to the list (to scare away whatever they made mad).

Epic Totemic Wanderer[edit]

Table: The Epic Totemic Wanderer

Hit Die: d

Level Special
+ Int modifier skill points per level.



Bonus Feats: The epic gains a bonus feat (selected from the list of epic bonus feats) every levels after 20th.

Epic Bonus Feat List: .

Half-Orc Totemic Wanderer Starting Package[edit]

Weapons: .

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor

Feat: .

Bonus Feats: .

Gear: .

Gold: .

Campaign Information[edit]

Playing a Totemic Wanderer[edit]

Religion: .

Other Classes: .

Combat: .

Advancement: .

Totemic Wanderers in the World[edit]

I don't like this place, too much bogo, Bricksmash, human Totemic wanderer, confounding his party in a town

Daily Life: .

Notables: Notable totemic wanderers are hard to find, as they often live in obscure places

Organizations: .

NPC Reactions: .

Totemic Wanderer Lore[edit]

Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

DC Result
5 .
10 .
15 .
20 .

Totemic Wanderers in the Game[edit]

Adaptation: .

Sample Encounter: .

EL : .

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