Barbarian
Base Class: Barbarian

Druidic Warriors enforce the will of druidic circles or even nature itself. Druidic Warriors are concerned with the protection of ecosystems and balance and strike only when nature allows them to release their primal rage.

Level 3: Spells of Wrath

You have learned to channel the magical essence of nature to cast spells.

Spell List. You have access to the druid spell list. 

Spell Slots. You start with two first level spell slots (3 at level 4, 4 at level 7), You gain two second level spell slots at level 7 (3 at level 10), two third level spell slots at level 13 (3 at level 16), and a fourth level spell slot at level 19. You regain all expended slots when you finish a Long Rest.

Cantrips. You learn two druid cantrips that don't make an attack roll against another creature or force another creature to make another saving throw.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Druid spells.

The number of spells on your list is equal to half your barbarian level (rounded down) +2. Whenever that number increases, choose additional Druid spells until the number of spells on your list matches the number above. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Barbarian, your list of prepared spells can include five Druid spells of level 1 or 2 in any combination.

Spontaneous casting. Whenever you land a critical hit on another creature, you can expend a spell slot of the appropriate level to produce the effects of one of your barbarian spells with a casting time of one action or bonus action even while you are raging. If that spell targets only one creature, that creature has to be either you or the target of your attack. If that spell targets more than one creature, one of the targets has to be you or the target of your attack.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can replace one spell on your list with another Druid spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Guardian of Nature

You gain certain traits to help you to protect nature.

Guided Recklessness. Whenever you make a reckless attack, your attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a roll of 19 or 20 on the d20.

Instinctive Guard. You can use wisdom instead of dexterity for your unarmored defense.

Focused Rage. You can concentrate on spells while you are raging. While you are raging, you don't have to save against loosing concentration on spells if you take damage equal to or less than your barbarian level + your constitution modifier.

Level 6: Warriors Mind

Your connection to Nature strengthens your mind, granting you the following benefits:

  • You gain proficiency in wisdom saving throws
  • When you use the spontaneous casting of your Spells of wrath feature, the creature you hit with your attack has disadvantage at saving throws made against this spell, and you have advantage on attack rolls against that creature made with this spell.
  • When you cast a spell that forces multiple creatures to make a saving throw, you can give a number of creatures equal to your wisdom modifier advantage on that saving throw. If that spell would deal half its damage on a successful save, these creatures take half damage on a failed save and no damage on a successful save.

Level 10: Force of Nature

When you enter your Rage, you can gain up to two of the following benefits. You have to expend a spell slot for each benefit you gain, and each of them lasts for the duration of your rage.

Flexible Casting. You can cast spells with a casting time of one bonus action or one reaction while raging. When entering your rage, you can cast a spell with a casting time of one bonus action that you know without expending a spell slot as a part of the same action. 

Guided Attacks. When you make a reckless attack, you can score a Critical Hit on a roll of 18–20 on the d20. If you make a melee attack without using your reckless attack, you score a Critical Hit on a roll of 19 or 20.

Lasting Rage. You can maintain your rage for up to 10 hours.

Wild brutality. If you use your Brutal Strike feature, you still have advantage on your attacks.

Druidic Form. You assume the shape of a Beast you have seen. The challenge rating of the beast must be equal to or lower than your maximum number of rages. While you are in that form, the following rules apply to you: 

Game Statistics. Your game statistics are replaced by the Beast’s stat block, but you retain your creature type; Hit Points; Hit Point Dice; Intelligence, Wisdom, and Charisma scores; class features; languages; and feats. You also retain your skill and saving throw proficiencies and use your Proficiency Bonus for them, in addition to gaining the proficiencies of the creature. If a skill or saving throw modifier in the Beast’s stat block is higher than yours, use the one in the stat block. 

Objects. Your ability to handle objects is determined by the form’s limbs rather than your own. In addition, you choose whether your equipment falls in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it’s practical for the new form to wear a piece of equipment based on the creature’s size and shape. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with the form. Equipment that merges with the form has no effect while you’re in that form.

Class Features. You retain all of your Barbarian class features, and all melee attack rolls you make in your form can benefit from your rage damage and reckless attack.

 

Level 14: Eternal Champion

The magic channeling through you protects you and your allies from death. You gain the following benefits:

Everlasting Rage. When you use your Persistent Rage feature and succeed on its saving throw, you can expend a spell slot to increase the DC by 1 instead of 5.

Protective Fury. If a creature within 30 feet of you fails a death saving throw while you are raging, you can use your reaction to take 2d8 necrotic damage to let them succeed instead.

Longevity. For every ten years that pass, your body ages only one year.

 

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