Base Class: Barbarian
Barbarians of the Path of Primal Magic tap into the power granted by the wilderness, grants them the ability to use druidic magic. Abjuration and transmutation allows them to enhance their body, control the battlefield, and destroy their foes. Such barbarians have a close bond with nature, often spending the majority of their time in the wilds, apart form all contact with others.
Spellcasting
When you reach 3rd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of your choice at 10th level.
Spell Slots
The Path of the Primal Magic 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 longstrider and have a 1st-level and a 2nd-level spell slot available, you can cast longstrider 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 transmutation spells on the druid spell list.
The Spells Known column of the Path of Primal Magic Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an abjuration or transmutation 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.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid 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 transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through coming into harmony with the natural world. 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.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Path of Primal Magic Spellcasting
|
Barbarian Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
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 |
D&D Beyond does not currently allow homebrew subclasses to enforce restrictions on spell by spell school. Thus, it does not automatically prevent you from choosing spells that are not from the school of abjuration or transmutation. Be mindful of this when choosing your spells.
Weapon of the Wilderness
Starting at 3rd level, your knowledge of both martial weaponry and druidic magic allows you to integrate a druid focus into a weapon or shield. Doing so takes an hour, and can be done during a short rest.
When you wield a weapon modified in such a way, it becomes a magic weapon, if it is not already, and can be used as a druidic focus. While wielding it, you can cast and concentrate on spells while raging, and casting a spell that counts as an attack for the purposes of maintaining rage.
Natural Resilience
Beginning at 6th level, your experience with druidic magic allows you to better resist similar magic wielded against you. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Dexterity or Constitution saving throws (your choice, implemented manually).
Unleash Energy
Beginning at 10th level, the your anger is is able to empower the spells you cast. You can use your Reckless Attack when you cast a spell. Additionally, when you use your Reckless Attack, targets have disadvantage on the first saving throw they make against spells you cast during your turn.
Battle Magic
Starting at 14th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.
Previous Versions
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