Totem of the Rat

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Totem of the Rat

An extension of the Path of the Totem Warrior for the Barbarian Class.

If you follow the Path of the Totem Warrior from the Player’s Handbook (PHB), you have access to the options presented here. Spirit Seeker and Spirit Walker function exactly as they do within the PHB but have been reprinted here for your convenience.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals, as described in Chapter 10 of the PHB.

Totem Spirit

This option is available to you when you choose a totem animal at 3rd level.

As with the spirits in the Player’s Handbook, the option here requires a physical object incorporating some part of the totem beast, and you might acquire minor physical attributes associated with your totem spirit, such as overgrown buck-teeth or the inability to contain yourself from squeaking if you have a rat totem spirit.

Also, your totem spirit might be an animal similar to the one listed here but more suitable to your homeland, such as a mouse or a squirrel, rather than a rat.

Rat. While raging, you are not affected by difficult terrain and can move through it normally. The spirit of the rat lets you easily navigate uneven sewer (and non-sewer) floors.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose a different animal provided in the Totem Warrior path (pg. 50 of the PHB) but c’mon, its Rat or Nothing.

Rat. You are as slippery and invasive as the rodent you’ve come to take after. While raging you can move through a friendly creature’s space at normal speed, and a hostile creature’s space at half speed; but you cannot end your movement in an occupied space. Additionally, if you pass through a hostile creature’s space, they have disadvantage on opportunity attacks made against you until the end of your turn.

Spirit Walker

At 10th level, you can cast the commune with nature spell, but only as a ritual. When you do so, a spiritual version of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one, but think about it: you’ve been worshipping a pest for the last fourteen levels, you really want to start acting all high and mighty now? Go for the rat.

Rat. Your horrible stench becomes agitated as your stress levels rise. If you are raging at the end of your turn, any hostile creature within 5 feet of you must make a Constitution saving throw (DC of 8 + your Constitution Modifier + your Proficiency Bonus). On a failed save, they take 1d8 poison damage and are poisoned until the end of their next turn. If you passed through their space during this turn, this effect ignores resistances and immunities. Your smell is too much to bear even for the mightiest creatures.

By u/Jackekal | Art by Wizards of the Coast
 

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