Barbarian
Base Class: Barbarian

Barbarians who follow the Path of the Primal Spirit share a deep connection with the untamed heart of nature. During their rage, these warriors become avatars of ancient beasts — not merely mimicking animals, but embodying them. Elk, Tiger, Bear, Wolf, and more — their spirits answer the call, lending strength, speed, and ferocity in equal measure.

Each spirit grants a unique maneuver, fueled by the barbarian’s will and fury. With every swing, howl, or charge, these warriors reshape the battlefield in ways both terrifying and awe-inspiring. The primal path is not taught — it is awakened.

Level 3: Primal Spirit Rage

When you enter a rage, you awaken the primal spirits that walk with you. While raging:

- You can speak with Beasts and Fey as if under the *Speak with Animals* spell.
- You gain a pool of **Beast Dice** — starting with 3d6.

You can expend a Beast Die to fuel a Primal Technique (see list below). You regain all Beast Dice at the end of a short or long rest.

You can only use Beast Dice while raging.

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**Beast Dice Scaling**
- Level 3: 3d6
- Level 5: 5d6
- Level 7: 7d8
- Level 9: 8d8
- Level 11: 10d10
- Level 20: 15d10

Level 3: Primal Techniques

While raging, you can use one of the following techniques by expending a Beast Die:

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**Primal Stampede (Elk)**
As an action and movement, charge through creatures in a straight line. Each creature must succeed on a DEX save (DC = 13 + your Barbarian level) or take Beast Die + Barbarian level + Proficiency damage and be knocked prone. On a success, take half damage and no knockdown.

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**Tiger's Fang**
As an action and bonus action, make a weapon attack. Add the Beast Die to the damage roll. The target must succeed on a CON save (DC = 13 + your Barbarian level) or begin bleeding, taking 1d4 damage at the start of its turn for 3 turns.

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**Unyielding Resilience (Bear)**
As a reaction when you're hit with an attack, reduce the damage by a roll of your Beast Die.

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**Diving Strike (Eagle)**
If you're above a target, you may leap down and strike using an action. Each creature within 5 feet of your landing spot takes damage equal to a weapon attack + Beast Die.

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**Pack Tactics (Wolf)**
As a bonus action, you may let out a howl. You and any allies within 25 feet gain advantage on all attack rolls until the start of your next turn.

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**Fox’s Cunning**
As a reaction, add a Beast Die to any Charisma check or saving throw.

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**Nimble Grace (Hare)**
As a bonus action, gain the ability to Dash without using your action for 3 turns.

Level 6: Spirits of the Wild

While raging, you may reroll one failed Intelligence or Wisdom saving throw per rage.

Level 10: Guardian Spirit

When a creature within 10 feet of you is targeted by an attack, you may use your reaction to swap places with them.
You take the attack instead and have resistance to its damage.
Usable once per short or long rest.

Level 14: Avatar of the Wild

Once per long rest, you may enter a state of heightened primal fury for 1 minute while raging.
During this time:

  • Beast Techniques cost no action to activate (still spend dice)

  • Your speed increases by 10 ft

  • Enemies that start their turn within 5 ft of you must succeed a WIS save (DC = 8 + prof + CHA or WIS mod) or be frightened until the end of their turn