Barbarian
Base Class: Barbarian

Most barbarians use the rage within them to enter an uncontrolled, frenzied state. Barbarians who follow the Path of the Thundering Hammer instead hone their rage into pure willpower to tap into the natural magic around them, casting spells that rain devastating damage on their foes, but only in an instant.

In the vein of the god Thor, barbarians on the Path of the Thundering Hammer often serve the side of good and law, but no two are exactly alike. The limited number of spells they can cast when raging truly set them apart from their peers and designate these warriors as unique among barbarians.

Spellcasting

 

Thundering Hammer Spellcasting Spell Slots per Spell Level
Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

 

Starting when you reach 3rd level, you can improve the chaos you wreak by casting a limited number of spells while raging.

Cantrips

You learn two of these three cantrips: shocking grasp, lightning lure, thunderclap. You may learn the third cantrip at 10th level.

Spell Slots

The Thundering Hammer Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Shield and have a 1st-level and a 2nd-level spell slot available, you can cast Shield using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level druid spells of your choice, two of which you must choose from the abjuration and evocation spells on the druid spell list.

The Spells Known column of the Thundering Hammer Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Since you cannot concentrate on spells while raging, you cannot take any spell with a concentration component.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells since you learn your spells through connection to the world you inhabit. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Also, you may use your weapon as a spellcasting focus.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Thundering Hammer Spell List

At 3rd level, you gain access to specific spells that you may cast. You may choose two cantrips from this list at 3rd level: lightning lure, shocking grasp, thunderclap. At 10th level, the third cantrip is added to your spell list.

Whenever you gain a barbarian level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be an abjuration or a evocation spell that does not require concentration and comes from the druid spell list.

Barbarian 

Level

Spells

3rd

thunderwave, absorb elements

7th

shatter, [spell]blindness/deafness[/spell]

13th

lightning bolt, thunder step

19th

death ward, freedom of movement

Cantrip 1

At 3rd level, you gain access to specific spells that you may cast. You may choose two cantrips from this list at 3rd level: lightning lure, shocking grasp, thunderclap. At 10th level, the third cantrip is added to your spell list.

Cantrip 2

At 3rd level, you gain access to specific spells that you may cast. You may choose two cantrips from this list at 3rd level: lightning lure, shocking grasp, thunderclap. At 10th level, the third cantrip is added to your spell list.

Cantrip 3

At 3rd level, you gain access to specific spells that you may cast. You may choose two cantrips from this list at 3rd level: lightning lure, shocking grasp, thunderclap. At 10th level, the third cantrip is added to your spell list.

Conduit

Beginning at 6th level, you are resistant to thunder damage and lightning damage while raging. In addition, you may use a reaction to channel any thunder damage or lightning damage inflicted on you back toward the attacker, dealing half the damage you would have received.

Fury of the Storm

Beginning at 10th level, you can use your action to call down a bolt of lightning. When you do so, choose one creature that you can see within 30 feet of you and deal lightning damage equal to your Barbarian level one time. The creature must succeed on a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Wisdom modifier) or be stunned until the end of your next turn. On subsequent turns, you can use your action to strike the stunned creature again, forcing another save. On a failed save, their condition is maintained until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. You can use this feature a number of times equal to your Wisdom modifier before taking a Long Rest.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

Worthy

Starting at 14th level, you gain the following benefits when you rage:

  • You gain a flight speed equal to half of your walking speed.
  • You gain a +2 bonus to your AC.
  • You may convert the damage your weapon attack deals to either lightning or thunder damage.
Path Of The Thundering Hammer Image

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