Barbarian
Base Class: Barbarian

While many barbarians are more at home at the fringes of civilization or in the untamed wilderness, for some the affinity for the natural world becomes a true spiritual calling. Barbarians who follow the Path of Primal Fury form a connection to nature so deep it echoes that of a druid or ranger. As they hone their martial prowess, they also develop the ability to call upon primal energies to both cast spells and fortify their bodies beyond normal limits. Furies, as they are often called, possess a rare ability to channel the magic of the living world into and through their bodies, capable of striking and defending with both steel and spell even while in the depths of the barbarian's famed battle rage.

Spellcasting

3rd-level Path of Primal Fury feature

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 Primal Fury 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 evocation and transmutation spells on the druid spell list.

The Spells Known column of the Primal Fury 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.

Spellcasting Ability

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through meditation and communion with 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

Primal Fury Spellcasting

Fighter 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

Supernatural Rage

3rd-level Path of Primal Fury feature

Your spiritual connection to the natural world allows you to draw upon and wield primal magics even while in the depths of your rage.

You may cast spells while raging, with the following limitations:

  • The spell must be from the evocation or transmutation schools of magic.
  • The spell must produce an effect that originates from you, targets yourself, or involves making a melee weapon or spell attack against a creature or object.
  • The spell must have a casting time of one Action, one Bonus Action, or one Reaction.

You may concentrate on spells while raging, regardless of their school of magic.

In addition, if you are holding a two-handed weapon and have a druidic spellcasting focus equipped, you may spend a Bonus Action to use the focus in order to cast a spell without sheathing or dropping your weapon.

Savage Magic

6th-level Path of Primal Fury feature

Beginning at 6th level, you learn to channel spells through your weapons, allowing you to perform the somatic components of your druid spells while holding a weapon or shield in both hands. If you are holding a melee weapon when you enter your rage, you may treat it as a spellcasting focus for your druid spells until you stop raging.

In addition, while you're raging, you can make one weapon attack as a bonus action whenever you use your action to cast a cantrip.

Stubborn Vigor

10th-level Path of Primal Fury feature

Starting at 10th level, your deepening connection with the natural world grants you exceptional stamina.

You have advantage on death saving throws, as well as Constitution ability checks and saving throws to avoid gaining levels of exhaustion.

In addition, while you are raging, your maximum hit points cannot be reduced. 

Primal Juggernaut

14th-level Path of Primal Fury feature

Starting at 14th level, your rage makes you a nigh unstoppable engine of nature's wrath. While raging, you are resistant to Necrotic and Poison damage.

In addition, if you start your turn affected by the paralyzed, poisoned, restrained, or stunned conditions, you may expend a use of your Rage class feature in order to end any one of them. Doing so requires no action. However, you must be conscious in order to use this ability, and must successfully complete a short or long rest before you may do so again.

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