Base Class: Barbarian
Many Barbarians are in tune with the natural world, but few are as mystically intertwined with it as those who walk the Path of the Primal Spirit. These barbarians forge powerful connections with the beasts and natural spirits of the world, inspiring such ethereal beings to manifest and journey with them on far-flung adventures. Barbarians who follow this path have a deep reverence for the ecological cycle of the natural world. Such barbarians are as likely to accept quests and pleas for aid from the local wildlife as they are other humanoids. This respect for animals doesn't cross into naivety- no barbarian better understands the circle of life and the delicate balance between the needs of predator and prey better than those who walk the Path of the Primal Spirit.
Primal Companion
At 3rd level, you gain a primal companion, a spirit that accompanies you on your adventures and instinctively fights alongside you. Select either the Guardian or Striker, and one of land, sea or sky. Its in game statistics found below, which uses your proficiency bonus (PB) in several places.
Primal Guardian
Primal Guardian
Medium (Large if Land or Sea), beast, neutral
Armour Class 12 plus Proficiency Bonus (natural armour)
Hit Points 5 + six times your barbarian level
Speed 30 ft; fly 45ft. (Sky only swim 45 ft. (Sea only)
| STR | DEX | CON | INT | WIS | CHA |
| 15 (+2) | 12 (+1) | 16 (+3) | 4 (-3) | 12 (+1) | 6 (-2) |
Skills Athletics +2 plus PB, Intimidation -2 plus 2 times PB, Perception +1 plus PB
Senses Darkvision 60ft., passive Perception 11 plus PB
Languages Understands your languages but cannot speak.
Challenge Equal to your PB
Resilient Rage. When the guardian's hit points fall below half its maximum, it's enraged for 10 minutes, gaining temporary hit points equal to half its maximum.
Vigilant. The guardian can't be surprised.
Actions
Natural Weapons. Melee Weapon Attack: +2 plus PB, reach 5ft., one target. Hit: 1d4+2 bludgeoning, piercing, or slashing damage (based on chosen form).Reaction
Body Block. When an ally within 5 feet of it is hit by an attack, the guardian takes the damage instead.
Primal Stalker
Primal Stalker
Medium Beast, Neutral
Armour Class 12 plus PB (natural armour)
Hit Points 5 + four times your barbarian level
Speed 40ft.; fly 60ft. (Sky only swim 60ft. (Sea only)
| STR | DEX | CON | INT | WIS | CHA |
| 15 (+2) | 15 (+2) | 14 (+2) | 4 (-3) | 12 (+1) | 7 (-2) |
Saving Throws Dex +2 plus PB, Wis+1 plus PB
Skills Perception +1 plus PB, Stealth +2 plus PB
Senses Darkvision 60ft., passive Perception 11 plus PB
Languages Understands your languages but can't speak
Challenge Equal to your PB
Flyby (Sky Only). The striker doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Aquatic Assault (Sea Only). While the striker is submerged in the water it has advantage on natural weapon attacks made against other creatures without a swim speed submerged in water.
Enraged Strikes. While you are raging, the striker's natural weapon attacks gain a damage bonus equal to your Rage Damage.
Actions
Natural Weapon. Melee Weapon Attack: +2 plus PB, reach 5ft., one target, Hit: 1d8+PB bludgeoning, piercing or slashing damage (based on chosen form).
Reaction
Harry (Land Only). When a creature within 5 feet of the striker is attacked, the striker gives that attack roll advantage.
Shared Rage
Also at 3rd level, while you are raging, your primal companion has resistance to bludgeoning, piercing, and slashing damage
Kin to Beasts
At 6th level, you can cast the animal friendship and speak with animals spells using Constitution as your spellcasting ability. Once you cast a spell using this feature, you can't cast either spell until you finish a short or long rest.
Skinrider's Trance
At 10th level, you can use an action and choose your primal companion or one beast currently under the effect of your animal friendship spell to enter a trance. For the duration of this trance, you possess the chosen creature.
Shape of the Wild
At 14th level, you can use a bonus action on your turn to choose a new form for your primal companion, causing it to transform instantaneously. When you cause your primal companion to transform in this way, its current hit points change to its new maximum hit points.
Once you use this feature, you can't do so again until you finish a short or long rest.