Base Class: Barbarian
Warcallers are often warband leaders or fledgling Druids that focus more on their martial prowess than their mystical connection to nature. This bond, however, gives them the ability to infuse their primal shouting with a mystical compulsion and an intimidating presence in the eyes of their enemies.
Warcall
Starting at 3rd level, you can let out a resounding shout to embolden your allies.
When you Rage, you can choose a number of creatures up to your proficiency bonus that you can see within 60 ft. of you and are friendly to you. Each creature gains +2 to its AC, and +2 to Intelligence, Wisdom, and Charisma saving throws until the start of your next turn, provided that each creature can see or hear you. Additionally, each creature affected by your Warcall can use its reaction to do one of the following:
- Immediately make one weapon attack, adding your Rage damage bonus to the damage dealt.
- Immediately make a saving throw or ability check against one effect that would allow a saving throw to avoid the effects of being Frightened, immobilized, or Restrained. Such a creature adds your Wisdom modifier to the roll.
Spellcasting
Also when you reach 3rd level, you augment your martial prowess with the ability to cast spells. See the general rules for Spellcasting, and the Spell Listings for the Druid spell list.
Cantrips
You learn two cantrips of your choice from the Druid spell list. You learn an additional cantrip of your choice at 10th level.
Spell Slots
The Warcaller 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 must be from the Evocation and Transmutation spells on the Druid spell list. The Spells Known column of the Warcaller Spellcasting table shows when you learn more Druid spells of 1st level or higher. Each of these spells must be an Evocation 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 Evocation or Transmutation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Warcaller Spellcasting
|
Subclass Level |
Cantrips Known |
Spells Known |
1st |
Spell 2nd |
Slots 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 |
9 |
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 |
Spellcasting Ability
Wisdom is your spellcasting ability for your Druid spells, since your magic draws upon your devotion and 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
Spellcasting Focus
You can use a druidic focus as a spellcasting focus for your Druid spells.
Resonating Shout
By 6th level, you've learned to better exert your rage to embolden your allies.
As a bonus action while you Rage, you can use one of your remaining uses of your Rage feature or one of your Spell Slots to use your Warcall feature.
Additionally, for you, you can use a loud and resonating shout as a spellcasting focus for your Druid spells. Moreover, while Raging, you can cast and concentrate on Evocation and Transmutation spells from the Druid spell list. All other rules for spellcasting still apply to you.
Threatening Presence
By 10th level, your force of will tests even the mightiest of foes.
You gain proficiency in the Intimidation skill if you did not already have it. When you make an ability check using that skill, you can instead use double your proficiency bonus for the check.
As a bonus action, you can make a Charisma (Intimidation) check against a creature you can see that is not Incapacitated, contested by its Wisdom (Insight) check. If you win the contest, that creature subtracts your Proficiency bonus from all attack and damage rolls it makes until the start of your next turn.
You can use this bonus action a number of times equal to your proficiency bonus, and regain any expended uses when you finish a long rest.
Warlord's Call
By 14th level, you become a powerful and intimidating presence on the battlefield.
Whenever you use your Warcall feature, each hostile creature that can see or hear you has disadvantage on the next Intelligence, Wisdom, or Charisma saving throw it makes.
Moreover, the bonuses granted by your Warcall feature are doubled.
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