Level
5th
Casting Time
1 Action
Range/Area
90 ft.
Components
V, S, M *
Duration
Concentration 1 Hour
School
Conjuration
Attack/Save
None
Damage/Effect
Summoning

You call forth the feral spirit of a long dead barbarian hero. It manifests in a translucent ghostly form in an unoccupied space that you can see within range. This corporeal form uses the Barbarian Spirit stat block. When you cast the spell, choose Beserker or Guardian. Your choice determines the creature’s attack in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, use the higher level wherever the spell’s level appears in the stat block.

Barbarian Spirit

Armor Class 11 + the level of the spell (natural armor) + 2 (Guardian only)

Hit Points 40 + 10 for each spell level above 5th

Speed 40 ft.

STR
16 (+3)
DEX
14 (+2)
CON
16 (+3)
INT
8 (-1)
WIS
13 (+1)
CHA
12 (+1)

Damage Resistances bludgeoning, slashing, and piercing damage

Condition Immunities charmedfrightened

Senses darkvision 60 ft., passive Perception 11

Languages understands the languages you speak

Challenge — Proficiency Bonus equals your bonus

Protector (Guardian Only). The first creature that the spirit hits with an attack on it's turn must make a Wisdom saving throw against your spell save DC. On a failed save, the target has disadvantage on attacks against creatures other than the spirit until the start of the spirit's next turn.

Actions

Multiattack. The barbarian makes a number of attacks equal to half this spell’s level (rounded down).

Great axe. Melee Weapon Attack: your spell attack modifier to hit, reach 5ft, one target. Hit: 1d12 + 3 + the spell’s level radiant damage.

Intimidating Roar (1/Day). The spirit roars their battle cry. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Bonus Actions

Spirit Shield (Guardian Only). One creature that the barbarian can see within 30 ft of them gains 2d6 temporary hit points.

Reactions

Retaliation (Beserker Only). The spirit can use its reaction to make one melee attack against a creature that hits the spirit with a melee attack.

* - (a platinum ax worth at least 500 gp)

Spell Tags: Summoning

Available For: Bard (Legacy) Warlock (Legacy)

Agilemind

Comments

Posts Quoted:
Reply
Clear All Quotes