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].)
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.
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.
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