Weapon of the Totem Warrior (5e Equipment)

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Weapon (any melee weapon), uncommon (+1) rare (+2) or very rare (+3) (requires attunement by a Path of the Totem Warrior Barbarian)

This weapon is a parallel of the Weapon of the Barbarian weapon for Totem Warriors. Totem warriors are more attuned to the spirit of nature than other barbarians through their chosen totem avatars and their weapons represent their chosen aspect of nature. This weapon is similar to the totem item each Warrior creates when they choose this path, and is proof of their devotion to the path to other barbarians. This Axe provides bonuses to each individual aspect of the beast a Totem warrior wishes to choose from the Players Handbook and the Path of the Totem Warrior expanded list.

Attunement. While attuning with this axe, the user must choose one Totem Spirit they are attuned with. The weapon gains the benefit listed below from that spirit. Those with multiple Totem Spirits must choose between them, and can only gain one benefit at a time. If the DM chooses to allow changing Totem Spirits after you pick them at the relevant levels, the weapon follows suit using the same rules as the switch.

Burning Fury. While raging, the damage of this weapon increases depending on its rarity (uncommon[+1], rare [+2], very rare [+3].)


Overpower. On a hit while raging, you can replace your damage roll with your strength score once per turn. You can do this a number of times based on your Rage damage and regain all uses of this feature on a long rest.


Nature's Call. While raging, you gain the following benefits according to your Totem spirit:


Bear: You can add your rage damage to any saving throw you make while raging, except your death saving throws. If you hit an enemy 3 times with this weapon, the enemy takes 2d6+9 extra damage of the damage type of the weapon.


Eagle: You can now use 10ft of your movement to hover on your turn. You gain advantage on any attacks made from above and enemies below you have disadvantage on attacks against you.


Elk: Enemies now have disadvantage on attacks of opportunity against you. If you expend all your movement on a turn or take the Dash action and end within 5 feet of an enemy, you can use your reaction to perform a melee attack against it.


Tiger: You can now perform a bounding long jump as far as your movement speed as long as the jump ends within 5 feet of an enemy. If you use your Reckless attack feature after this, the target takes extra damage based on weapon rarity (2d4 [uncommon], 2d6 [rare] or 2d8 [very rare.]) You can now take the Shove action as a free action a number of times up to your Strength modifier. You reset the uses of this feature after a short of long rest.


Wolf: Your damage is now doubled against creatures who have been knocked prone, restrained, incapacitated or grappled. You can add your rage damage to a melee attack made by an ally within 5 feet of you to a creature that is also within 5 feet of you.


Bull: On the rounds you do not take reduced damage, you instead deal double your rage damage. You may make one additional Attack at half damage as a part of your Attack Action if you have expended all your movement for the turn or if you do not move.


Bunny: You may add any fall damage you would have taken without the feature to your attack damage on your first attack. You can now reroll any saving throw you make against being restrained, paralyzed, stunned or knocked prone a number of times up to your Constitution modifier (minimum 1.) You regain the uses of this feature on a long rest.


Dragon: You now ignore the resistance of the Draconic element you chose with this feature when you make attacks with this weapon. During a long rest, you can imbue this weapon and other weapons with your draconic element an amount of times up to your Constitution modifier (minimum 1.) The weapon now does extra damage based on rarity (1d4 [uncommon], 1d6 [rare] or 1d8+2 [vary rare]) using the damage type of your draconic element until the next dawn.


Lion: If you hit a target that is prone as a result of your Lion feature, you may perform 1 additional attack at a different enemy. Enemies that attempt to stand within 10 feet of you now provoke attacks of opportunity if you still have at least 5 feet of movement. If a creature is hit by an attack of opportunity from you, they must succeed on a DC(8+Strength modifier+Proficiency modifier) Strength saving throw or be knocked prone.


Jaguar: After you land a melee attack against a creature, you can use your bonus action to reroll a Stealth (Dexterity) check+ your proficiency modifier against the enemies Perception (Wisdom) save. On a failed save, a creature has disadvantage on attacks made against you. A creature is immune to this if they cannot be charmed or frightened. You can reroll Stealth (Dexterity) checks outside of battle a number of times equal to your Dexterity modifier (minimum 1) per day.


Kraken: You can now walk on water a distance up to half your movement speed. While grappling a creature, you can interpose the creature between you and the attack. The creature takes half the damage of the attack against you and has disadvantage on the next Strength (Athletics) check made to escape your grapple.


Turtle: If you do not perform any action besides moving on a turn, you gain an additional +2 AC until the start of your next turn. You can add your Rage damage to your AC once per turn while wearing Heavy armor or carrying a shield. Once per long rest, you can replace any failed saving throw with your AC.


Snake: Your rage damage+ half your barbarian level is added to any poison damage you deal. During a long rest, you can consume any poison that you have. You are immune to that poison's effects, and any enemy that takes poison damage from you must make a Constitution saving throw against your Strength score or be afflicted by the poison's effects. This feature lasts until your next long rest.


Griffon: You now have advantage on all saving throws while raging, except being charmed. You have advantage and double your rage damage against enemies that do not have a natural flying speed.


Phoenix: You now add half of your Barbarian level + your rage damage to any fire damage you deal. Each turn while raging, you can gain your Constitution score as temporary hit points. You can perform this action a number of times equal to your Constitution modifier (minimum 1.)


Hyena: When you reduce a creature's hit points to 0 after you have frightened them, you can make a maddening laugh once more. Every creature within 15 feet that can hear you must make a Constitution Saving Throw of DC (8+ your proficiency+your Constitution modifier.) On a failed save, they are now frightened. If a creature is already frightened, its speed drops to 0. You may use your action to remove the immunity to fear of a creature you have hit with a melee attack and can see. You must make a DC(your Strength score+your rage damage)check against the Enemy's Wisdom saving throw. On a failed save the creature is no longer immune to being frightened for 1 minute. Constructs and Undead of CR7 or above automatically succeed on this saving throw.


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