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 entirely as rituals .
At 3rd level, when you adopt this way, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object – an amulet or alike adornment – that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you besides gain minor physical attributes that are evocative of your totem heart. For example, if you have a hold totem liveliness, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn undimmed scandalmongering .
Your totem animal might be an animal related to those listed here but more allow to your fatherland. For case, you could choose a hawk or vulture in station of an eagle.
Bear. While raging, you have resistance to all wrong except psychic damage. The intent of the bear makes you tough adequate to stand up to any punishment .
Eagle. While you ‘re raging and are n’t wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The heart of the eagle makes you into a predator who can weave through the affray with ease .
Elk. While you ‘re raging and are n’t wearing heavy armor, your walking rush increases by 15 feet. The spirit of the elk makes you inordinately swift .
Tiger. While raging, you can add 10 feet to your farseeing jump distance and 3 feet to your high startle distance. The liveliness of the tiger empowers your leaps .
Wolf. While you ‘re raging, your friends have advantage on melee attack rolls against any animal within 5 feet of you that is hostile to you. The spirit of the wolf makes you a drawing card of hunters .
aspect of the Beast
At 6th horizontal surface, you gain a charming benefit based on the totem animal of your choice. You can choose the like animal you selected at 3rd flush or a different one .
Bear. You gain the might of a bear. Your carrying capacity ( including maximal cargo and maximum elevation ) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects .
Eagle. You gain the eyesight of an eagle. You can see up to 1 nautical mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. additionally, dim light does n’t impose disadvantage on your Wisdom ( Perception ) checks.
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Elk. Whether mounted or on foot, your travel yard is doubled, as is the change of location pace of up to ten companions while they ‘re within 60 feet of you and you ‘re not incapacitated. The wapiti spirit helps you roam far and flying .
Tiger. You gain proficiency in two skills from the comply list : Athletics, Acrobatics, Stealth, and Survival. The big cat liveliness hones your survival instincts .
Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast yard, and you can move stealthily while traveling at a normal pace .
At 10th level, you can cast the Commune with Nature spell, but only as a ritual. When you do therefore, a spiritual interpretation of one of the animals you chose for Totem Spirit or Aspect of the Beast appears to you to convey the information you seek .
At 14th horizontal surface, you gain a charming benefit based on a totem animal of your option. You can choose the lapp animal you selected previously or a different one .
Bear. While you ‘re raging, any creature within 5 feet of you that ‘s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it ca n’t see or hear you or if it ca n’t be frightened .
Eagle. While raging, you have a flying accelerate equal to your current walk accelerate. This benefit works only in short bursts ; you fall if you end your turning in the air and nothing else is holding you aloft.
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Elk. While raging, you can use a bonus action during your be active to pass through the outer space of a Large or smaller creature. That animal must succeed on a Strength economy throw ( DC 8 + your Strength bonus + your proficiency bonus ) or be knocked prone and take club damage peer to 1d12 + your Strength changer .
Tiger. While you ‘re raging, if you move at least 20 feet in a straightaway line toward a large or smaller aim right before making a melee weapon attack against it, you can use a bonus action to make an extra melee weapon attack against it .
Wolf. While you ‘re raging, you can use a bonus action on your turn to knock a large or smaller creature prone when you hit it with melee weapon fire .