Barbarian
Base Class: Barbarian

Although many of the world's most powerful barbarians have utilized the full extent of a mind-fogging frenzy, some barbarians think this isn't the only way. Path of Composure barbarians seek to shave their rampage into a precise anger, one that can exist side-by-side with a competent personality. This allows them to spend more time attuning to the cycles of nature and even adopting demeanors and skills previously thought only to belong to nobles.

Spellcasting

When you reach 3rd level, our insistence on remaining composed and spiritual has granted you the ability to cast a handful of druid spells.

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 Path of Composure 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 Thorn Whip and have a 1st-level and a 2nd-level spell slot available, you can cast Thorn Whip 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 divination and transmutation spells on the druid spell list.

The Spells Known column of the Path of Composure Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a divination 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 divination 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 learned your spells through patience and restraint. 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

Path of Composure 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

Mindful Anger

Starting at third level, your persistence in honing your senses and clearing your mind when you rage has allowed you to act skillfully despite your anger. You may cast spells while you rage and even concentrate on them during your rage.

Skillful Brute

Your time spent with a focused mind has allowed you to absorb more out of what life has to offer for you. At sixth level, you gain proficiency in two skills from the following list: Animal Handling, History, Insight, Medicine, Nature, Persuasion, Survival. Additionally, your new connection with nature in combination with your dominating presence helps you command respect from animals. You may add your Charisma modifier to Wisdom (Animal Handling) checks, in addition to your Wisdom modifier.

Animal Handling

Proficiency in Animal Handling

History

Proficiency in History

Insight

Proficiency in Insight

Medicine

Proficiency in Medicine

Nature

Proficiency in Nature

Persuasion

Proficiency in Persuasion

Survival

Proficiency in Survival

Precise Anger

At tenth level, you're able to keep your mind sharp, even while holding an intense and focused anger towards a particular creature. When you enter a rage, you may choose to direct it at one creature in particular within 30 feet of you, caring not for the rest. If it can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Frightened or not, your rage is still concentrated on that creature. Until your rage ends, your rage damage is doubled for attacks against that creature, but halved (rounded down) against other creatures. If the target falls to zero hit points before the end of your rage, your rage damage against other creatures returns to the predetermined amount.

Smug

By fourteenth level, you've learned that your satisfaction with life can incite anger in others depending on how you present it. As a bonus action, you can target one creature. If the target makes a melee attack roll before the start of your next turn, they will throw aside all concern for defense to attack with fierce desperation. The target gains advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against the target have advantage until their next turn.

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