Base Class: Barbarian
Many Barbarians walk a path adjacent to the spirits of the world, but only a select few are so in tune that they've managed to communicate with the spirits directly, contacting them or advice and, when possible, requesting their aid in the form of spells and abilities. These Barbarians take up roles as protectors of the land and those people that peacefully inhabit it. In lands too wild for paladins and clerics, Path of the Spirit Blessings Barbarians often find themselves fulfilling a similar role.
As a Path of Spirit Blessings Barbarian, you've learned to invoke the spirits to aid you in the form of spells. Your rage has become more focused and less wild, and no longer do you easily give yourself to the pursuits of carnage many other Barbarians enjoy. As you grow in power, you become able to manifest the spirits further, fueling their energy in to potent smites and even extending a warding aura to your allies. A few rare Path of the Spirit Blessings Barbarians even manage to gain enough favor with the spirits to be granted a manifested spirit-beast as a mount they can ride into combat, often terrifying and overwhelming their foes.
Blessing of Spirits
Your closeness to the spirits of the land allow you to receive their blessing, weaving their powers into incredible effects.
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 wizard spell list.
Spell Slots
Unlike other spell casters, the Path of Spirit Blessing barbarian does not receive a set number of spell slots per spell level. Instead, they receive special slots through their Blessing of Spirits feature. These spell slots received this way can only be used to cast spells known via the Path of Spirit Blessings subclass. The number of these spell slots known is equal to your Barbarian level.
To cast a spell learned via Blessing of Spirits, you must expend a number of Blessing of Spirits spell slots of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. If you wish to up cast at a higher spell level, you may do so by spending more spell slots; however, you may never spend more than 5 spell slots on a single spell.
Learning Spells
You learn more spells by increasing your Barbarian level. Upon taking this subclass at level 3, you may learn two 1st level spells and two cantrips. For every level after that, you may learn another spell and add it to your list of known spells. Upon reaching Barbarian level 5, you gain access to 2nd level spells. As you level up, you can further access to increased spell levels. 3rd level spells at Barbarian level 9, 4th level spells at Barbarian level 13, and finally 5th level spells at Barbarian level 17.
The Path of Spirit Blessing Barbarian draws their spell list from Cleric, Druid, Ranger, and Paladin spells. Whenever you reach a new level, you may replace one previously learned spell with another from any spell level.
Spellcasting Ability
Wisdom is your spellcasting ability for your Blessing of Spirits spells, since you learn your spells through study and memorization. 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 Blessing of Spirits 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
Blessing of Spirits (10)
Pick a single spell up to 3rd level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (11)
Pick a single spell up to 3rd level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (12)
Pick a single spell up to 3rd level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (13)
Pick a single spell up to 4th level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (14)
Pick a single spell up to 4th level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (15)
Pick a single spell up to 4th level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (16)
Pick a single spell up to 4th level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (18)
Pick a single spell up to 5th level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (19)
Pick a single spell up to 5th level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (20)
Pick a single spell up to 5th level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (3)
Pick two cantrips and two 1st level spells to be available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (4)
Pick a single 1st level spell to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (5)
Pick a single spell up to 2nd level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (6)
Pick a single spell up to 2nd level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (7)
Pick a single spell up to 2nd level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (8)
Pick a single spell up to 2nd level to make available to cast via your Blessing of Spirits class feature.
Blessing of Spirits (9)
Pick a single spell up to 3rd level to make available to cast via your Blessing of Spirits class feature.
Blessing Spells (17)
Pick a single spell up to 5th level to make available to cast via your Blessing of Spirits class feature.
Magical Rage
You may now cast and concentrate on spells while raging.
While raging, you may use your Wisdom modifier instead of Dexterity to determine your AC bonus. In addition, you gain a bonus to your Concentration checks equal to your Wisdom modifier to maintain a spell.
Spirit Smite
Starting at 6th level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is equal to 1d8 per spell slot consumed, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead, aberration, or elemental, to a maximum of 6d8.
Guidance of the Spirits
At 6th level, the spirits guide your action and assist in thwarting off other outside effects. You gain proficiency in Wisdom saving throws.
Spirit Aura
Starting at 10th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus. Starting at 14th level, this range increases to 30 feet.
In addition, you gain advantage on saving throws to resist spells or effects that would cause you to be paralyzed, frightened, or stunned while raging.
Mount of the Spirits
Starting at 14th level, you can manifest your connection with the spirits to summon a mount for you to use. This mount may be either Large or Huge, and takes the form of an animal of your choosing. Common spirit manifestations for Path of Spirit Blessing Barbarians are warhorses, elephants, polar bears, grizzly bears, mammoths, moose, lions, tigers, gorillas, and even dinosaurs. However, the form is ultimately up to your and your DM. Although similar to natural beasts, their form is altered enough via spirit runes, glowing eyes, or other markings to distinguish them from their natural counterparts.
Once a form is chosen, it cannot altered until either gaining a level in Barbarian or venturing on a spirit quest for a week. The mount can be summoned and dismissed as an Action. However, if it is reduced to 0 HP it may not be summoned again until after a long rest. While you are raging, the mount receives the same benefits as long as it is within 10 feet of you. Depending on whether you choose Large or Huge forms, you choose different statistics. A mount uses your proficiency bonuses.
The mount obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the mount where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don't issue a command, the mount takes the Dodge action. Using the Extra Attack feature, you can replace one of your weapon attacks with a command for the mount to take the Attack action.
Your mount may only make the Attack action if mounted by you.
If you are incapacitated, the mount disappears and has to be summoned again as an Action. If at any point you are more than 120 feet from your mount, it disappears.
Mount of the Spirits (Large) |
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Large beast, unaligned
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Armor Class 15 + PB (natural armor)
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Hit Points 5 + five times your barbarian level (the beast has a number of Hit Dice [d8s] equal to your barbarian level)
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| Speed (Speed) 70 ft. OR (Agile) 60 ft., climb 40 ft. OR (Flight) 40 ft., Fly 90 ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 16 + PB | 14 + PB | 15 + PB | 3 + PB | 10 + PB | 8 + PB |
| Senses darkvision 60 ft. | |||||
| Languages understands the languages you speak | |||||
| Challenge — | Proficiency Bonus equals your bonus | ||||
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Pounce. (Speed only)
As part of its maul attack, the mount may leap up to half its movement straight toward a target. If it hits with this maul attack, the target takes an extra 2d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone. Slam. (Agile only)
If the mount hits a creature with a maul attack, the the mount may make an extra maul attack against that same creature. Harrier. (Flight only)
If the mount hits a creature with a maul attack, that creature may not make attacks of opportunity against you or your mount until the start of its next turn. Primal Bond.
You can add your proficiency bonus to any ability check or saving throw that the beast makes. |
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| Actions | |||||
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Maul.
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d6 + 3 + PB slashing damage. |
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Mount of the Spirits (Huge) |
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Huge beast, unaligned
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Armor Class 13 + PB (natural armor)
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Hit Points 10 + seven times your barbarian level (the beast has a number of Hit Dice [d10s] equal to your barbarian level)
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| Speed (Speed) 60 ft. OR (Power) 50 ft. | |||||
| STR | DEX | CON | INT | WIS | CHA |
| 19 + PB | 12 + PB | 17 + PB | 3 + PB | 10 + PB | 8 + PB |
| Senses darkvision 60 ft. | |||||
| Languages understands the languages you speak | |||||
| Challenge — | Proficiency Bonus equals your bonus | ||||
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Charge. (Speed only)
If the mount moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 2d8 bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be moved a number of feet equal to your proficiency bonus x5. Overrun. (Power only)
If the mount moves at least 20 feet straight toward a target and hits with a maul attack, the target must succeed on a Strength saving throw against your spell save DC or be knocked prone. If knocked prone, the mount's maul deals an extra 4d8 bludgeoning damage against the target. Otherwise, the mount's maul deals an extra 2d8 against the target. Primal Bond.
You can add your proficiency bonus to any ability check or saving throw that the beast makes. |
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| Actions | |||||
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Maul.
Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 2d8 + 4 + PB slashing damage. |
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