This garb consists of a trophy animal skin, perhaps a pelt from a cave bear, a greying wolf's head, a set of grand elk horns, or an eagle feather headdress. The trophy is decorated with flowers, stones, and feathers. Garb such as this is worn as by chieftains of savage barbarian tribes, so that they can be imbued with the ferocity of the wild beasts.
Dormant
- You gain a +1 bonus to your AC and all saving throws.
- When you reduce a hostile creature to 0 hit points while you are raging, you summon an animal spirit. The spirits are intangible, and look like one of the animals your rage is manifesting. You can't have more spirits than your proficiency bonus at a time. The spirits last until you finish a short or long rest.
- For each spirit you have, all damage you take is reduced by 1.
Awakened
- The garb's bonus to AC and saving throws increase to +2.
- When you hit with a melee attack, you can cause one of your spirits to leap at the target, dealing 1d12 + your Constitution modifier additional damage, and freeing the spirit.
Exalted
- The garb's bonus to AC and saving throws increase to +3.
- If you gain a new spirit when you are at your maximum, you regain 6 (1d12) + your Constitution modifier hit points.