Spirit Seeker (1) #
- Wisdom is your Spellcasting Ability for these spells.
- Additionally you have advantage on Animal Handling Checks.
Wild Spirit (1) #
- Formerly “Totem Spirit”.
- You now make a choice of which Spirit to evoke whenever you activate your Rage, each effect lasts only for the duration of your Rage.
Bear #
- You gain Resistance to five Damage Types of your choosing other than Force and Psychic.
- As part of the Bonus Action to enter your Rage, and as a Bonus Action while Raging, you can gain a number of temporary Hit Points by rolling a number of d6s equal to your Rage Damage bonus, and adding them together. If any of these Temporary Hit Points remain when your Rage ends, they vanish.
Raven #
- Your speed increases by 10 feet.
- As part of the Bonus Action to enter your Rage, and as a Bonus Action while Raging, you can take both the Disengage and Dash Actions.
Wolf #
- Your allies have Advantage on Melee Attack Rolls made against any enemy of yours that is within 10 feet of you.
- As part of the Bonus Action to enter your Rage, and as a Bonus Action while Raging, you can allow an ally within 20 feet of you to use their Reaction to make a Melee Attack against a Creature under the effect of your Wolf Spirit.
Heart of the Beast (6) #
- Formerly “Aspect of the Beast”.
- You now make a choice of which Spirit to evoke whenever you complete a Long Rest.
- Previous Aspect of the Beast options have been replaced with the following:
Owl #
- You gain Darkvision to a distance of 120 feet and can see through magical Darkness.
Ram #
- You gain a Climb Speed equal to your speed.
Turtle #
- You gain a Swim Speed equal to your speed.
Spirit Calling (10) #
- Formerly “Spirit Walker”.
- You can also cast the Conjure Animals spell without expending a Spell Slot, the spirits of which can visually appear as any of your spirit options for this subclasses features. You do not need to concentrate on this spell for its duration, and can cast it while raging.
- Wisdom is your Spellcasting Ability for these spells.
- Once you cast one of these spells using this feature you cannot cast that spell again until you complete a Long Rest.
Soul of the Great Spirits (14) #
- Formerly “Totemic Attunement”.
- You now make a choice of which Spirit to evoke whenever you activate your Rage, each effect lasts only for the duration of your Rage.
- Previous Totemic Attunement options have been replaced with the following:
White Stag #
- At the start of each of your turns if you have any Temporary Hit Points you regain 1d12 Hit Points.
- When you take the Dash, Disengage, or Dodge Actions, Creatures of your choice within 5 feet of you gain Temporary Hit Points equal to your Barbarian Level.
- Additionally whenever your Danger Sense feature activates if you succeeded on the Saving Throw and would still take half the damage of the effect you instead take no damage.
Phoenix #
- The DC of your Relentless Rage feature is reduced by 5.
- When using your Relentless Rage feature and succeed on the Saving Throw you gain twice as many Hit Points (for a total of Four Times your Barbarian Level).
- Additionally Creatures of your choice within 10 feet of you when your Relentless Rage feature activates take 4d6 Fire Damage.
Snow Leopard #
- At the end of your turn Creatures you have grappled take 2d6 Slashing Damage.
- When you use your Reckless Attack feature you can pick one Creature you can see within 40 feet of you and pounce on them with the ferocity of the Panther, you move to an unoccupied space you can see within 5 feet of the Creature and the Creature must make a Strength Saving Throw or be knocked Prone and be considered grappled by you.
- Additionally you can move a Grappled Creature at your normal speed regardless of your respective sizes.
5.24e Subclass PHB Note
- The following is how this subclass appears in the 5.24e PHB without any changes.
- The version that I run personally is the above version but both are good.
Level 3 - Totem Spirit -> Rage of the Wilds
- Choose a spirit whenever you rage (2014 used to have you pick one when you level/gain this feature).
Bear
- You have resistance to all damage types other than Force, Necrotic, Psychic, and Radiant.
Eagle
- As part of the Bonus Action to enter your Rage, and as a Bonus Action while Raging, you can take both the Disengage and Dash Actions.
Wolf
- Allies have advantage against enemies within 5 feet of you.
Level 6 - Aspect of the Beast -> Aspect of the Wilds
- Can now be swapped on a Long Rest.
Owl
- Gives Darkvision to — or extends existing Darkvision by — 60 feet.
Panther
- Gives climb speed equal to your speed.
Salmon
- Gives swim speed equal to your speed.
Level 10 - Spirit Walker -> Nature Speaker
- Can cast "Commune with Nature" as a ritual.
Level 14 - Totemic Attunement -> Power of the Wilds
- Also now chosen when you enter your Rage.
Falcon
- Fly Speed equal to speed when raging.
- Don't fall at end of turn, but can't be wearing any armor.
Lion
- Enemies within 5 feet have disadvantage on Attacks made against targets other than you.
Ram
- Knocks enemy prone if they are large or smaller when you hit them with a Melee Attack.