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Path of the Urban Totemist

Descended from older, established traditions, these totems and the barbarians who tap into their power have changed and evolved, aligning themselves more with urban animals and taking on a more defensive spiritual aspect. Some of these provide similar benefits to more traditional totems, while others are entirely new to the current age. The Urban Totemist replaces the Totem Warrior barbarian path, which does not exist in Lost Citadel campaigns.

Spiritual Instinct

You have learned to sense the ebb and flow of spiritual energies, and to avoid corrupted areas. At 3rd level, when you adopt this path, you gain the ability to sense areas and objects of spiritual danger—that is, areas or objects that cause spiritual damage (see “Woe” in Chapter V: Zileskan Magic). By concentrating for one full minute, you immediately become aware of any creature, area, or object within 30 feet that causes spiritual damage. This does not tell you how much damage might be suffered, nor any other specifics about the target save for its location.

The distance at which you can sense such creatures, areas, or objects increases by 10 feet for every level beyond 3rd.

Urban Totem

When you adopt this path at 3rd level, choose an urban totem and gain its feature. You either acquire or make a physical object, such as an item of clothing or an amulet, that incorporates teeth, bones, claws, or fur or feathers from the totem animal. If you choose, you may also gain a minor physical property reminiscent of the totem. For instance, if you have a crow totem, your hair might come to resemble black feathers, whereas if you’ve chosen the rat, your eyes might become dark and beady.

Crow. While you are raging and aren’t wearing heavy armor, you can use the Dash or Disengage action as a bonus action on your turn. If you fall, you ignore the first 40 feet when determining falling damage.

Goat. When you hit an opponent with a melee weapon attack while you are raging, you may choose to impose disadvantage on the first attack that target makes before the end of your next turn, or choose to gain advantage on the first saving throw that target forces you to make before the end of your next turn. You may use this ability once per round, on your turn.

Hound. While you are raging, your allies gain advantage on melee attack rolls against any hostile creature within 5 feet of you.

Rat. While you are raging and aren’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you. You gain a climb speed equal to your current walking speed.

Totemic Aspect

At 6th level, choose a totem and gain a magical benefit associated with that animal. You can choose the same totem you selected at 3rd level or a different one.

Crow. When using any tools with which you are not proficient, you may add half your proficiency bonus to the check. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Goat. After you take and apply hit point damage from an attack or an effect that forced you to make a saving throw, you may enter rage as a reaction.

Hound. You can move stealthily while traveling at a normal pace, and you can track other creatures while traveling at a fast pace.

Rat. You are immune to ingested poisons and all nonmagical diseases, and gain advantage on all saving throws against poison (damage or the condition).

Master of the Streets

At 10th level, choose two skills from the barbarian class list with which you are proficient. When making a check with those skills you treat any unmodified roll of 1–9 as though you had rolled a 10.

Totemic Ascendance

When you reach 14th level, you gain a magical benefit based on a totem of your choice. You can choose the same totem you selected previously, or a different one.

Crow. When you are raging, you gain a flying speed equal to your current walking speed. This ability functions only in short bursts. If you end your turn in the air and nothing else is holding you aloft, you fall.

Goat. Whenever you use the Dash action while raging, you may move an additional 10 feet during that Dash, and you may make a melee attack against any target within range as a bonus action once you have completed the Dash.

Hound. When you hit a Large or smaller creature with a melee attack while you are raging, you can use a bonus action to knock it prone.

Rat. When you make a melee weapon attack roll while raging, you may choose to move up to 5 feet before or after you make the attack (but not both), as long as your current walking speed is at least 5 feet. This movement does not count against your normal movement for the round. You can, instead, use this movement to stand up from prone, even if doing so would normally cost you more than 5 feet of movement.

Section 15: Copyright Notice

The Lost Citadel Ropleplaying, Copyright 2020, Green Ronin Publishing, LLC; Authors Keith Baker, Natania Barron, Jaym Gates, Jesse Heinig, Rhiannon Louve, Ari Marmell, Malcolm Sheppard, and C.A. Suleiman.