A Totem is a primal spirit or animal archetype that a Barbarian follows as a way of life. Each Totem grants various Aspects which allow the Barbarian to experience union with the Primal forces of nature.
You charge the target, dealing 1d6 + [ melee damage bonus ] slashing damage. The target is grabbed and knocked prone. Until the end of your next turn, your allies gain a bonus to attack and damage vs. the target equal to your Constitution modifier.
Until you end this stance, you and all allies within 10 paces of you gain a +5 feat bonus to all Stealth rolls vs. the target, may make Stealth rolls vs. the target whenever they have partial concealment, and do not suffer penalties to their Stealth rolls due to movement. Allies within 20 paces which are not hidden from the target gain a +2 feat bonus to speed whenever they are more than 5 paces away from the target.
Until you end this stance, you and all allies within 10 paces of you gain a +2 feat bonus to speed whenever they are more than 5 paces away from the target.
Until you end this stance, whenever the target ends its turn, you and each ally more than 5 paces away from the target may either shift two paces towards it or move your speed towards it as an immediate reaction.
At each even level, you may choose a new at-will Trance from this class feature or any of your other class features, or training in a proficiency of your choice.
At each odd level, you may choose a new ranked Trance from this class feature or any of your other class features, or may choose a new class feature from your class.
Your basic unarmed attack deals 1d8 + [ melee damage bonus ] + [ magic damage bonus ] damage, counts as a melee weapon attack, and knocks your target prone on a hit. While you are invoking the Bear's Claws Aspect, you may expend one use of a Rank 1 trance to perform the following attack:
You gain a +2 stance bonus to your Fortitudedefense and a +5 stance bonus to Endurance checks. When you are bloodied, you regenerate 2 hit points at the beginning of each of your turns. Your Primal Healing powers which allow you or your allies to spend healing reserves grant a bonus to the target's heal value equal to your Constitution modifier.
Whenever you perform a move action, you may slide one adjacent ally 1 square at the beginning or end of your movement. Whenever an ally would provoke an opportunity attack from an adjacent enemy, you may cause that attack to target yourself instead.
You may spend one healing reserve, and gain 2d6 additional hit points and regain the use of your lowest expended per-encounter trance. Until the end of the encounter, you gain all benefits of Bear's endurance.
You or an ally hits an enemy with an attack during your turn.
Each ally adjacent to you or the target may shift one square as a free reaction. Until the end of your next turn, each ally who can see or hear you gains a feat bonus to attack rolls against that enemy equal to your Wisdom modifier.