Hawk Diesel
Adventurer
So looking over the options for the Totem Barbarian, and to be honest while the Bear and Wolf totems are mostly ok, Eagle, Elk, and Tiger all leave a bit to be desired. This is especially true if you compare to a Berserker Barbarian's Frenzy ability, the Ancestral Guardian Barbarian's Ancestral Protector's ability, the Storm Herald Barbarian's Storm Aura ability, or the Zealot Barbarian's Divine Fury ability. So let's take a look.
Totem Spirit
PHB
Bear - Resistance to all damage except psychic. This is fine as is.
Wolf - Allies have advantage on attacks against any hostile creature within 5ft of you. Also decent.
Eagle - Dash as a bonus action and attackers have disadvantage on opportunity attacks. This is awful in my opinion.
SCAG
Elk - Extra speed. Also a poor choice compared to Resistance, Ally advantage against targets, or extra damage from the XGtE options.
Tiger - Farther jump distance? Really? How is this even a contender?
From my perspective and totally biased opinion, Bear and Wolf are the only worthwhile options. The others are suboptimal, which isn't in itself bad, but they also don't really add anything interesting to make up for their lower power level. So here's how I might change them:
Eagle - While you're raging your speed increases 10ft and you can use the Disengage action as a bonus action on your turn. The spirit of the eagle makes you into a swift predator who can weave through the fray with ease.
Reasoning: The Eagle Totem is about mobility, weaving in and out of melee. Let's give him the ability definitively, rather than a semblance of it. But also, most barbarian options at this level improve offensive capabilities. Since this does not, I thought the added speed was a needed boost.
Elk - While you're raging you can use the Shove action as a bonus action. Whenever you successfully use the Shove action against an enemy, you deal bludgeoning damage to them equal to your Strength modifier. The spirit of the elk makes you a master of battering your enemies.
Reasoning: Being an elk is all about charging and using your metaphorical antlers to headbutt. I thought this would be an interesting way to handle it. Both offensive and useful for battlefield control.
Tiger - While you're raging your bonus Rage Damage increases by two. The spirit of the tiger increases your natural ferocity.
Reasoning: Tigers are ferocious. They aren't about jumping and leaping. This ability would be worthwhile as the 6th level Aspect of the Beast option, but not as a 3rd level option. I've considered having the Tiger double rage bonus damage, but not sure if that would be balanced.
Aspect of the Beast
These abilities are lesser abilities and not necessarily meant to be all that powerful. I think they are all fine except Tiger. It's way more powerful than the other options. I'd make the 3rd level ability from SCAG the 6th level ability. So at 6th level Aspect of the Tiger would gain a bonus to jump distance.
Totemic Attunement
Most of these abilities don't really stack up against the other barbarian archetype abilities. And XGtE seems to work off a similar precedent from the Berserker of finding ways to use your reaction. So I'm considering the following adjustments.
Bear - The bear totem seems consistently fine.
Eagle - While raging, whenever you take damage you can use your reaction to move your speed. For this movement you are considered to have a flying speed, though this benefit works only in short bursts; you fall if you end this movement in the air and nothing else is holding you aloft.
Reasoning: The original ability does not seem very useful for a Barbarian. I mean sure, it has utility, but it lacks a bit of power compared to the other options. Especially since it is only usable during rage. So this allows a reaction ability, fits the theme of a mobile warrior, and incorporates the fly speed.
Wolf - While raging, whenever you take damage from an enemy within 5ft of you that is Large or smaller, you may use your reaction to knock that enemy prone.
Reasoning: I think the original version is mostly fine. The way it is written seems to imply that the knock down is automatic without save. But I feel like as a barbarian it is already pretty easy (relatively) to knock a creature prone, and also knocking someone prone is not a huge deal like it was in previous additions.
Tiger - While raging, whenever an enemy within 5ft of you makes an attack roll against you, you may use your reaction to attempt a grapple.
Reasoning: If I were somehow in a situation where I attempted to punch a tiger, I expect it would lash out and grab me with its claws. It's an interesting visual, and I think it fits with the totem in terms of power level and concept.
Elk - While raging, when you successfully use the shove action, you can knock the target prone and push them away from you, rather than choose one or the other. In addition, the target is knocked back 10ft instead of 5ft.
Reasoning: Honestly, I have no idea. I don't feel the original ability in the SCAG is very good, but I don't know how I might change it yet. This is the first thing I thought might fit, but it doesn't seem quite right either.
Totem Spirit
PHB
Bear - Resistance to all damage except psychic. This is fine as is.
Wolf - Allies have advantage on attacks against any hostile creature within 5ft of you. Also decent.
Eagle - Dash as a bonus action and attackers have disadvantage on opportunity attacks. This is awful in my opinion.
SCAG
Elk - Extra speed. Also a poor choice compared to Resistance, Ally advantage against targets, or extra damage from the XGtE options.
Tiger - Farther jump distance? Really? How is this even a contender?
From my perspective and totally biased opinion, Bear and Wolf are the only worthwhile options. The others are suboptimal, which isn't in itself bad, but they also don't really add anything interesting to make up for their lower power level. So here's how I might change them:
Eagle - While you're raging your speed increases 10ft and you can use the Disengage action as a bonus action on your turn. The spirit of the eagle makes you into a swift predator who can weave through the fray with ease.
Reasoning: The Eagle Totem is about mobility, weaving in and out of melee. Let's give him the ability definitively, rather than a semblance of it. But also, most barbarian options at this level improve offensive capabilities. Since this does not, I thought the added speed was a needed boost.
Elk - While you're raging you can use the Shove action as a bonus action. Whenever you successfully use the Shove action against an enemy, you deal bludgeoning damage to them equal to your Strength modifier. The spirit of the elk makes you a master of battering your enemies.
Reasoning: Being an elk is all about charging and using your metaphorical antlers to headbutt. I thought this would be an interesting way to handle it. Both offensive and useful for battlefield control.
Tiger - While you're raging your bonus Rage Damage increases by two. The spirit of the tiger increases your natural ferocity.
Reasoning: Tigers are ferocious. They aren't about jumping and leaping. This ability would be worthwhile as the 6th level Aspect of the Beast option, but not as a 3rd level option. I've considered having the Tiger double rage bonus damage, but not sure if that would be balanced.
Aspect of the Beast
These abilities are lesser abilities and not necessarily meant to be all that powerful. I think they are all fine except Tiger. It's way more powerful than the other options. I'd make the 3rd level ability from SCAG the 6th level ability. So at 6th level Aspect of the Tiger would gain a bonus to jump distance.
Totemic Attunement
Most of these abilities don't really stack up against the other barbarian archetype abilities. And XGtE seems to work off a similar precedent from the Berserker of finding ways to use your reaction. So I'm considering the following adjustments.
Bear - The bear totem seems consistently fine.
Eagle - While raging, whenever you take damage you can use your reaction to move your speed. For this movement you are considered to have a flying speed, though this benefit works only in short bursts; you fall if you end this movement in the air and nothing else is holding you aloft.
Reasoning: The original ability does not seem very useful for a Barbarian. I mean sure, it has utility, but it lacks a bit of power compared to the other options. Especially since it is only usable during rage. So this allows a reaction ability, fits the theme of a mobile warrior, and incorporates the fly speed.
Wolf - While raging, whenever you take damage from an enemy within 5ft of you that is Large or smaller, you may use your reaction to knock that enemy prone.
Reasoning: I think the original version is mostly fine. The way it is written seems to imply that the knock down is automatic without save. But I feel like as a barbarian it is already pretty easy (relatively) to knock a creature prone, and also knocking someone prone is not a huge deal like it was in previous additions.
Tiger - While raging, whenever an enemy within 5ft of you makes an attack roll against you, you may use your reaction to attempt a grapple.
Reasoning: If I were somehow in a situation where I attempted to punch a tiger, I expect it would lash out and grab me with its claws. It's an interesting visual, and I think it fits with the totem in terms of power level and concept.
Elk - While raging, when you successfully use the shove action, you can knock the target prone and push them away from you, rather than choose one or the other. In addition, the target is knocked back 10ft instead of 5ft.
Reasoning: Honestly, I have no idea. I don't feel the original ability in the SCAG is very good, but I don't know how I might change it yet. This is the first thing I thought might fit, but it doesn't seem quite right either.
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