Base Class: Fighter
Druidic Warriors combine their martial prowess with their innate connection to nature and its magic to enhance their combative abilities.
Spellcasting
You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Druidic Warrior.
Cantrips. You know two cantrips of your choice from the Druid spell list (see that class’s section for its list).
When you reach Fighter level 10, you learn another Druid cantrip of your choice.
Spell Slots. The Druidic Warrior Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.
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 spells from the Druid spell list.
The number of spells on your list increases as you gain Fighter levels, as shown in the Prepared Spells column of the Druidic Warrior Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Fighter, your list of prepared spells can include five Druid spells of levels 1 and 2 in any combination.
Changing Your Prepared Spells. Whenever you gain a Fighter level, 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 an Arcane Focus as a Spellcasting Focus for your Druid spells.
Druidic Warrior Spellcasting
| Fighter Level | Prepared Spells | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|
| 3 | 3 | 2 | - | - | - |
| 4 | 4 | 3 | - | - | - |
| 5 | 4 | 3 | - | - | - |
| 6 | 4 | 3 | - | - | - |
| 7 | 5 | 4 | 2 | - | - |
| 8 | 6 | 4 | 2 | - | - |
| 9 | 6 | 4 | 2 | - | - |
| 10 | 7 | 4 | 3 | - | - |
| 11 | 8 | 4 | 3 | - | - |
| 12 | 8 | 4 | 3 | - | - |
| 13 | 9 | 4 | 3 | 2 | - |
| 14 | 10 | 4 | 3 | 2 | - |
| 15 | 10 | 4 | 3 | 2 | - |
| 16 | 11 | 4 | 3 | 3 | - |
| 17 | 11 | 4 | 3 | 3 | - |
| 18 | 11 | 4 | 3 | 3 | - |
| 19 | 12 | 4 | 3 | 3 | 1 |
| 20 | 13 | 4 | 3 | 3 | 1 |
Beast Bond
You magically summon a primal beast, which draws strength from your bond with nature. Choose its stat block: Beast of the Land, Beast of the Sea or Beast of the Sky. You also determine the kind of animal it is, choosing a kind appropriate for the stat block. Whatever beast you choose, it bears primal markings indicating its supernatural origin.
The beast is Friendly to you and your allies and obeys your commands. It vanishes if you die.
The Beast in Combat. In combat, the beast acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Beast's Strike action. If you have the Incapacitated condition, the beast acts on its own and isn't limited to the Dodge action.
Restoring or Replacing the Beast. If the beast has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The beast returns to life after 1 minute with all its Hit Points restored.
Whenever you finish a Long Rest, you can summon a different primal beast, which appears in an unoccupied space within 5 feet of you. You choose its stat block and appearance. If you already have a beast from this feature, the old one vanishes when the new one appears.
Primal Magic
When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your Druid cantrips that has a casting time of an action.
Druidic Strike
You learn how to make your weapon strikes undercut a creature’s ability to withstand your spells. When you hit a creature with an attack using a weapon, that creature has Disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
Primal Fury
When you command your Primal Companion beast to take the Beast's Strike action, the beast can use it twice.
In addition, the first time each turn it hits a creature under the effect of you Hunter's Mark spell, the beast deals extra Force damage equal to the bonus damage of that spell.
Improved Primal Magic
When you take the Attack action on your turn, you can replace two of the attacks with a casting of one of your level 1 or level 2 Druid spells that has a casting time of an action
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