Base Class: Barbarian
A barbarians who walks the Path of the Druidic Warrior is a living personification of nature's wrath. Using their physical might and primal spellcasting capabilities, druidic warriors are protectors of the natural environment and seeks vengeance on those who would harm other beasts. While other barbarians' rage would put them in a frenzied state, the power of nature focuses the ire of a druidic warrior to also use magic along with their martial prowess.
Spellcasting
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 Druidic Warrior 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds 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 Druidic Warrior 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 your magic draws upon your devotion and attunement to 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
Druidic Warrior 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 |
Primal Rage
At 3rd level, your connection to nature allows you to cast spells even in your primal fury. While raging, you can cast and concentrate on spells, but you have disadvantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage while raging. You also ignore any material components for your druid spells that lack a cost and aren’t consumed by the spell.
Your rage also doesn't end early if you have dealt damage to another creature using a spell since your last turn.
Elemental Fury
Starting at 6th level, you gain the ability to imbue your attacks with elemental damage. While raging, choose one of the following damage types: acid, cold, fire, or lightning. While raging, the first time you hit a creature with a melee attack on your turn, you can expend one spell slot to deal extra damage of that type to the target, in addition to the normal damage of the attack. The extra damage is 1d6 per level of the spell slot expended.
When you use this ability on a creature, your attack has an additional effect, determined by which damage type you selected when you entered your rage. If a creature is affected by this ability again in subsequent rounds, the effects do not stack, and the new duration replaces the old.
Acid. The target must make a Constitution saving throw against your spell save DC. On a failed save, its AC is reduced for one minute by an amount equal to your Wisdom modifier (minimum of 1). At the start of each of its turns for the next minute, the target can make another Constitution saving throw. On a successful save, the effect ends.
Cold. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your spell save DC. On a failed save, their movement speed is reduced to 0 and they have disadvantage on Strength and Dexterity checks. On a successful save, the effect ends.
Fire. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your spell save DC. On a failed save, it takes fire damage equal to your Wisdom modifier. On a successful save, the fire goes out. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the effect ends.
Lightning. At the start of each of its turns for 1 minute, the target must make a Constitution saving throw against your druid spell save DC. On a failed save, it loses its reaction until the start of its next turn and the first attack that it makes on its turn is made at disadvantage. On a successful save, the effect ends.
Nature's Clarity
At 10th level, your mind becomes stronger to control your focus. You gain proficiency in Wisdom saving throws.
You also no longer have disadvantage Constitution saving throws that you make to maintain your concentration on a spell when you take damage while raging.
Raging Spell
At 14th level, your anger can unleash your inner primal magic. When you enter your rage, you can use the same bonus action to cast a spell that has a casting time of 1 action and that targets yourself.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Previous Versions
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11/24/2020 1:19:03 PM
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2/22/2021 10:28:40 AM
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Coming Soon
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