Barbarian
Base Class: Barbarian

The connection many barbarians share with the natural world results in an affinity for magic, which augments their martial abilities. With enough commitment and experience, some even gain the ability to incorporate magic into their deadly rages. 

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. 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 Natrue 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 goodberry and have a 1st-level and a 2nd-level spell slot available, you can cast goodberry 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 divination and transmutation spells on the druid spell list.

The Spells Known column of the Path of Nature Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an divination 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 divination 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 your affinity with nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Nature 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

Among Nature

Starting at 3rd level, beasts and plants have difficulty harming you. If a beast or plant targets you directly with an attack or a harmful spell, that creature must make a Wisdom saving throw against your spell save DC (a beast or plant needn't make the save when it includes you in an area effect, such as the explosion of Fireball). On a failed save, the creature must choose a new target or forfeit targeting someone instead of you, potentially wasting the attack or spell. On a successful save, the creature is immune to this effect for 24 hours. A beast or plant is also immune to this effect for 24 hours if you target it with an attack or a harmful spell. 

You gain proficiency in Wisdom (Animal Handling) or Intelligence (Nature) ability checks. If you already have proficiency in the skill you choose, your proficiency bonus is doubled for any ability check you make with that skill. 

Nature's Focus

Beginning at 6th level, you gain the ability to concentrate on druid spells while raging. While raging and concentrating on a spell, you must roll a CON saving throw (DC 10) to maintain concentration on the spell at the end of each of your turns.

Druidic Fury

At 10th level, as a part of the bonus action you take to enter your rage, you can cast a druid spell that has a casting time of one action or one bonus action.

One with Nature

At 14th level, you no longer need to make a CON saving throw at the end of each of your turns to maintain concentration on druid spells. 

You can inherently cast the Speak with Animals and the Speak with Plants spells at will, requiring no material components. 

You gain the ability to cast a druid spell during your rage. Once you use this ability, you must finish a long rest before you can use it again.

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