Base Class: Barbarian
The casting of spells is a complex craft, ill-fitting for those who lack discipline and focus. Thus, few barbarians, who so often are driven by a bottomless anger or mindless bloodthirst, ever learn how to wield magic. One exception are those who walk the Path of Nature's Wrath. These individuals wield the natural magic of druids not with finesse, but as embodiments of nature’s ferocity. In battle, they call upon the elements to harry their foes and empower themselves.
Barbarians of this path often serve as unwavering protectors of druidic circles, great champions of gods of nature, or as wardens of ancient forests.
Spellcasting
Beginning when you choose this path at 3rd level, you wield nature’s ferocity as an extension of your own rage. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Primal Spells
Any spells you learn via this subclass count as so-called primal spells, which can be cast and concentrated on while you are raging, unlike other spells. In addition, casting a spell, or activating an ongoing spell, counts as attacking for the purposes of maintaining your rage. If you are concentrating on a primal spell while raging and your rage ends, you immediately lose concentration on the spell.
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 Primal 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 entangle and have a 1st-level and a 2nd-level spell slot available, you can cast entangle using either slot.
Spells Known of 1st-Level and Higher
You know two 1st-level druid spells of your choice.
The Spells Known column of the Primal Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 8th level in this class, you can learn one new spell of 1st or 2nd level.
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.
Spellcasting Ability
Constitution is your spellcasting ability for your primal spells, since your magic is drawn from your body and its connection to the natural world. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when determining the saving throw DC for a primal spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Primal 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 |
Reckless Casting
Also at 3rd level, when you cast a spell, or activate an ongoing spell (such as call lightning or moonbeam), for the first time on a turn, you can choose to do so recklessly. If the spell requires an attack roll, you make it with advantage, and if it requires a saving throw, one of the spell’s targets gains disadvantage on its save. However, attack rolls made against you have advantage until the beginning of your next turn.
You cannot use Reckless Casting on the same turn you’ve used your Reckless Attack feature, and vice versa.
Savage Spells
At 6th level, your inner fury empowers your magic. While raging, you add your rage damage bonus to the damage roll of any primal spell you cast.
Unstoppable Might
At 10th level, magic cannot stop you, as you move with the might of nature itself. While you are conscious, magic cannot reduce your movement speed, or cause you to become paralyzed, restrained, or stunned.
Force of Nature
At 14th level, the ferocious magic you wield blends seamlessly with your martial strength. When you take the Attack action on your turn, you can cast one of your primal cantrips as a bonus action. Alternatively, if you use your action to cast a primal spell, or activate an ongoing one, you can make a single weapon attack as a bonus action.
Comments