Barbarian
Base Class: Barbarian

Barbarians of the Primeval Warden path follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various beasts and plants in order to overcome their foes. These barbarians dwell in the elder forests of the world. They venture out only rarely, as they consider it their sacred duty to protect the druidic groves and ancient trees that saw the earliest days of the world.

Spellcasting

3rd-level Primordial Warden Feature

You augment your martial prowess with the ability 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 lists.

Unlike other barbarians, Path of the Primordial Warden allows you to cast spells while you are raging, however you can maintain concentration on a spell only until the end of your turn.

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 Primordial Warden 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship 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 conjuration and transmutation spells on the druid spell list.

The Spells Known column of the Primordial Warden table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration 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 a conjuration 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 your magic draws on your attunement to nature. 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

Primordial Warden 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

Spirit Beast

3rd-level Primeval Warden Feature

You summon a spirit of a primeval beast, which takes on a physical form and draws strength from your bond with nature. The beast is friendly to you and your companions and obeys your commands. Choose its stat block — Spirit of the Land, Spirit of the Sea, or Spirit of the Sky — which uses your proficiency bonus (PB) in several places. You also determine the kind of animal the beast is, choosing a kind appropriate for the stat block. Whatever kind you choose, the beast bears primal markings, indicating its mystical origin.

In combat, the spirit 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 on your turn to command it to take another action. That action can be one 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 spirit beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If the spirit beast has died within the last hour, you can use your action to touch it and expend a spell slot of 1st level or higher. The beast returns to life after 1 minute with all its hit points restored.

When you finish a long rest, you can summon a different spirit beast. The new spirit beast appears in an unoccupied space within 5 feet of you, and you choose its stat block and appearance. If you already have a spirit beast from this feature, it vanishes when the new beast appears. 

The beast also vanishes if you die.

Finally, when you cast a druid spell with a range of touch, your spirit can deliver the spell as if it had cast the spell. Your spirit beast must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Spirit OF THE LAND

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your barbarian level (the beast has a number of Hit Dice [d8s] equal to your barbarian level)

Speed 40 ft., climb 40 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 2 + PB slashing damage.

Spirit OF THE SEA

Armor Class 13 + PB (natural armor)

Hit Points 5 + five times your barbarian level (the beast has a number of Hit Dice [d8s] equal to your barbarian level)

Speed 5 ft., swim 60 ft.

STR
14 (+2)
DEX
14 (+2)
CON
15 (+2)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Amphibious. The beast can breathe both air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 2 + PB piercing or bludgeoning damage (your choice), and the target is [condition]grappled[condition] (escape DC equals your spell save DC). Until this grapple ends, the beast can’t use this attack on another target.

Spirit OF THE SKY

Armor Class 13 + PB (natural armor)

Hit Points 4 + four times your barbarian level (the beast has a number of Hit Dice [d6s] equal to your barbarian level)

Speed 10 ft., fly 60 ft.

STR
6 (−2)
DEX
16 (+3)
CON
13 (+1)
INT
8 (−1)
WIS
14 (+2)
CHA
11 (+0)

Senses darkvision 60 ft., passive Perception 12

Languages understands the languages you speak

Challenge — Proficiency Bonus (PB) equals your bonus

Flyby. The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + PB slashing damage

Fury of the Wild

6th-level Primeval Warden Feature

Spirits of nature empower you when you rage and strengthen the mystical bond between you and your spirit beast. Whenever you rage, your spirit beast benefits from its effects as well and adds your rage damage bonus to all its melee attacks, and you can add your rage damage bonus to your melee attacks that use your Wisdom modifier for attack rolls. Moreover, the spirit beast's attacks now count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. 

Concentrated Fury

10th-level Primeval Warden Feature

Your connection with the primeval spirits provide you with a clarity of mind and purpose through your connection with your spirit beast. While the spirit beast is alive, you can maintain concentration on spells for their full duration while you are raging, and your rage now ends early if both you and the spirit beast are knocked unconscious or if your turn ends and either you nor your spirit beast haven’t attacked a hostile creature since your last turn or taken damage since then.

Spiritual Empowerment

14th-level Primeval Warden Feature

Tapping into nature's magic reverberates with your spirit beast, empowering it briefly. When you cast a spell on your turn, your spirit beast can attack twice, instead of once, when you command your it to take the Attack action.

Comments

Posts Quoted:
Reply
Clear All Quotes