Barbarian
Base Class: Barbarian

Barbarians who walk the Path of the Old Bones are shamanistic warriors, using the bones of creatures long gone to worship primordial gods whose names are forgotten. They use their rage to awaken ancient spirits, and empower them with their own strength. 

Spellcasting

You have learned to cast spells.

Cantrips. You know two cantrips of your choice from the Druid spell list. 

Whenever you gain a Barbarian level, you can replace one of your cantrips with another Druid cantrip of your choice.

When you reach Barbarian level 10, you learn another Druid cantrip of your choice.

Spell Slots. The Old Bones Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Old Bones Spellcasting
  —Spell Slots per Spell Level—
Barbarian Level Prepared Spells 1 2 3 4
3 3 2 — — —
4 4 3 — — —
5 4 3 — — —
6 4 3 — — —
7 5 4 2 — —
8 6 4 2 — —
9 6 4 2 — —
10 7 4 3 — —
11 8 4 3 — —
12 8 4 3 — —
13 9 4 3 2 —
14 10 4 3 2 —
15 10 4 3 2 —
16 11 4 3 3 —
17 11 4 3 3 —
18 11 4 3 3 —
19 12 4 3 3 1
20 13 4 3 3 1

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Druid spells.

The number of spells on your list increases as you gain Barbarian levels, as shown in the Prepared Spells column of the Old Bones Spellcasting table. Whenever that number increases, choose additional Old Bones spells until the number of spells on your list matches the number in the Old Bones Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Barbarian, your list of prepared spells can include five Druid spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Barbarian level, you can replace one spell on your list with another Druid spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. The only spellcasting focus your can use as a Spellcasting Focus for your Druid spells is some sort of fossil, which can be worn as an amulet. 

Awaken Ancient Spirits

Starting at level 6, you have learned how to commune with the beasts of the ancient past, and awaken them as spirits. As a bonus action, you may expend a use of your Rage to summon the spirit of an Ancient Beast. You cannot perform this bonus action while raging. When you summon this beast, choose it's form: Velociraptor, Ankylosaurus, or Mammoth. This creature uses the Ancient Spirit stat block. The spirit is friendly to you and your allies, and obeys your commands. It vanishes after a minute, if you enter your Rage, or if you are incapacitated.

The Spirit in Combat. In combat, the spirit acts during your turn. It can move and use its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the spirit to make an attack.

 

While you are concentrating on a spell, whenever the the Ancient Spirit hits with an attack roll and deals damage, it can deal your choice of Force Damage or it's normal damage type.

 While the Ancient Spirit is summoned, you gain the effects of Primal Knowledge, even though your Rage is not active. 

 

 

Blessings of the Old Gods

Starting at level 10, you gain the blessings of old and forgotten gods while channeling your magic. While concentrating on a spell, your Ancient Spirit has a bonus to attack and damage rolls with it's attacks equal to the level of the spell your are concentrating on, to a maximum of 4. Additionally, while concentrating on a spell, the Ancient Spirit may attack twice when you command it to attack with your bonus action. 

Avatar of the Ancient Gods

Starting at level 14, you can channel the power of an Ancient God through your Ancient Spirit. When you summon your Ancient Spirit, you may choose to make it an Avatar. It gains one of the following effects based on it's type:

Velociraptor God's Tactics. If a hostile creature has both the Ancient Spirit and one of the Ancient Spirit's allies within 5 ft. of it, all allied creatures within 5 ft. of that hostile creature have advantage on attacks made against that hostile creature.

Mammoth God's Stampede. When the Ancient Spirit moves at least 20 ft. in a straight line and makes an attack roll, it can choose one ally within 30 ft. of it. That ally may use it's reaction to move up to it's movement speed towards the target, and make a weapon attack.

Ankylosaurus God's Defense. The Ancient Spirit gains a bonus of 5 to it's AC. When an attack is made against an ally within 5 ft. of the Ancient Spirit, the Ancient Spirit may use it's reaction to redirect the attack to itself.

You may only use this feature once per long rest. 

Previous Versions

Name Date Modified Views Adds Version Actions
3/7/2025 5:31:05 PM
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