Barbarian
Base Class: Barbarian

Even the mightiest tree might be brought to bow before the strongest will. Someone must protect it. Wardens teach that their fury must be brought to bear against those that would break the delicate balance of nature. When a barbarian follows this path, she learns to commune with the earth itself, becoming its conduit for a fury it alone cannot express.

Barbarians who draw on the earth's magic are unique amongst their kind. They are able to channel their rage into primal spells, and develop resistances to the arcane expressions of will they are honor-bound to repel. Frequently, they wander the world alone, taking root only in defense of life that cannot defend itself.

Spellcasting

When you reach 3rd level, you gain the ability to cast spells. You can cast spells while raging, however you cannot concentrate on any spell while raging. In addition, when you cast a spell attack while raging, you may choose to reckless attack as if you were making a melee weapon attack.

Cantrips

You learn two cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots

The Path of the 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.

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 the Warden 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 receive your spells through a connection with 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

Path of the 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

Instinctive Magic

Magic flows through you like the practiced swing of a blade. Starting a sixth level, whenever you take the attack action, you can cast one of your cantrips in place of one of those attacks.

Primal Warding

Your soul is hewn of ironwood. It cannot be bent to even the strongest of wills. As a consequence, starting at tenth level, you have advantage on all saving throws against spells.

Warden's Domain

As a practiced Warden, you do not seek to battle, but instead seek patience for the battle that might come to you. Starting at fourteenth level, once per day you can take 10 minutes to create a hallowed grove in an area outdoors or underground. The area can be as small as a 10-foot cube or as large as a 90-foot cube. The interior of buildings within the cube are excluded from the affected area. The effect lasts for 24 hours. If you use this ability in the same area every day for a year, the effect becomes permanent.

The ability creates the following effects within the area. When you use this ability, you can specify any number of creatures as friends. You can also specify a password that, when spoken aloud, makes the speaker known as a friend. Creatures marked as friendly are immune to the negative effects and benefit from the additional spell effect.

The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell’s caster chooses which effect to end.

Warden's Perch. You can raise any number of 5-foot squares on the ground into spires. Each spire can be any height up to the maximum height of the cubic area. Spires can be combined to create platforms, stairs, etc., but an individual spire can only be summited by climbing or jumping. These spires are immune to sundering effects like shatter and can provide cover where sensible.

Beast Defenders. You can summon up to four beasts in the area, each up to CR 2. If any unfriendly creature enters the warded area, the beasts fight until they have driven off or slain the intruders. The beasts also obey your spoken commands (no action required by you) that you issue while in the area. If you don’t give them commands and no intruders are present, the beasts do nothing. The beasts can’t leave the warded area. When the effect ends, the beasts vanish.

Additional Spell Effect. You can choose one of the following magical effects within the warded area which affects all friendly creatures:

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