Barbarian

Path of the Primalist

Some barbarians are able to be so overcome with rage, that connection to magic beyond the physical world is made. This is the way of the Primalist. Through raw emotion and rage, these barbarians are able to call forth powerful magic to aid them and bolster their abilities in battle.

These barbarians learn very few spells, but are able to cast them at full power.

Path of the Primalist Spellcasting
Level Cantrips Known Spells Known Spell Slots Slot Level
3rd 2 1 1 1st
4th 2 1 1 1st
5th 2 2 2 1nd
6th 2 2 2 1nd
7th 2 3 2 2nd
8th 2 3 2 2nd
9th 2 4 2 2nd
10th 3 4 2 2nd
11th 3 5 3 2nd
12th 3 5 3 2nd
13th 3 5 3 3rd
14th 3 6 3 3rd
15th 3 6 3 3rd
16th 3 6 3 3rd
17th 3 7 3 3rd
18th 3 7 4 3rd
19th 3 7 4 4th
20th 3 8 4 4th

Spellcasting

When you reach 3rd level, you can channel your emotions to cast spells. See chapter 10 for general rules of spellcasting.

Cantrips. You know two cantrips of your choice from the druid spell list. When you reach 10th level, you learn an additional cantrip of your choice.

Spell Slots The Path of the Primalist table shows how many spell slots you have. The table also shows that the level of those slots is; all of your spell slots are the same level. To cast one of your barbarian spells of 1st level or higher, you must expend a spell slot.

Spells Known of 1st Level and Higher At 3rd level, you know one 1st-level spell druid spell of your choice. You must choose from transmutation or evocation spells on the druid list.

The Spells Known column of the Primalist Table shows when you learn more spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new spell, which can be 1st or 2nd level.

Spellcasting Ability

Constitution is your spellcasting ability for your spells, so you use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a barbarian spell you cast and when making an attack roll with one.

Mindfrenzy

Also at 3rd level, while raging, you have resistance to psychic damage. Your rage blocks out all other emotions and thoughts, shielding your mind granting you advantage to saving throws against spells like Detect Thoughts, Command, Dominate Person, and other mind affecting magic.

Rageheart

Beginning at 6th level, you can cast a spell while in rage. Whenever a spell is cast using this feature, you can add your Strength modifier instead of your Constition modifier when determining saving throw DC or spell attack for the spell you cast in this way. You also roll 1 additional die for any spell that requires it. This ends your rage.

Iresight

When you reach 10th level, you can spend one of your daily uses of rage to turn your focus inward, vanish from your current plane of existence, and for 1 minute you appear in the Ethereal plane.

While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.

Stormfury

Starting at 14th level, you can release all your pent up raw fury at once to unleash a terrifying storm of massive energy on your foes. When you end your rage early as an action, all creatures within 20 feet of you must make a Dexterity saving throw. On a failed save, a creature takes 8d6 force damage and is knocked prone, or half as much damage on a successful save.

At the end of your turn, you gain one level of exhaustion.

Barbarian

Path of the Warboss

The half-orc that chooses the Path of the Warboss is the strongest, and the meanest of his tribe. More than just an exceedingly powerful warrior fueled by a thirst for battle, the Warboss exudes control over the battlefield through sheer might. A Warboss will usually rise to power in his tribe through sheer brute force. Once in position as the leader of a tribe, he holds dominion over all he surveys, and will use a heavy hand against anyone who says or thinks different.

Restriction: Half-Orcs Only

Only half-orcs can follow the Path of the Warboss. The warboss is a rare title among a unique few orc clans.

Your DM can lift this restriction to better suit the campaign.

Biggest and Baddest

Starting when you choose this path at 3rd level, your rage surges through your muscles causing you to grow to an immensely terrifying sight. While you are raging, you begin to grow in size and gain the following benefits:

  • Double in all dimensions, and weight is multiplied by four.
  • Increase size catagory by one - from Medium to Large.
  • Your weapons also grow in size to match. While these weapons are enlarged, attacks with them deal 1d4 extra damage.

When your rage ends, you return to normal size.

Warlord's Favor

At 6th level, your allies are bolstered by your strength. Whenever an ally you can see within 30 feet makes a Strength saving throw or Strength check, you can use your reaction to give them advantage on the roll.

You can use this feature a number of times equal to your Constitution modifier. You regain all expended uses of this feature when you complete a long rest.

Toughest and Meanest

When you reach 10th level, while raging, if a magical effect would force you to make a saving throw, you automatically succeed. You can't use this feature again until you finish a long rest.

Unbridled Savagery

Starting at 14th level, The sight of turmoil and destruction on the battlefield fills you with glee. Whenever you reduces a creature to 0 hit points, or score a critical hit, each enemy within 20 feet that can see you must make a Wisdom saving throw (DC equals 8 + your proficency bonus + your Strength bonus) or be frightened of you until the end of your next turn. If a creature successfully makes their saving throw, they can't be affected by this ability for 24 hours.

This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.


Path of the Dervish

Dervish are dangerously fierce and lightning fast warriors who hail from the deserts of the Western Wastelands or the harsh rocky plains of the Silver Steppes. They move across the battlefield cutting down their enemies like a searing wind.

Death Grip

Starting when you choose this path at 3rd level, you treat weapons that don't have the heavy property as light weapons.

Additionally, if you are wielding two weapons while raging, whenever you take the Attack action you may make one single additional attack. You do not add your ability modifier to the damage roll of this attack.

Cutting Wind

At 6th level, whenever you reduce a creature to 0 hit points or score a critical hit, you can make another attack against a creature you can reach.

Desert Gale

When you reach 10th level, you learn to use the power of the wind in a number of different ways. As an action, you can cast warding wind. You can't use this feature again until you finish a short or long rest.

Blood Sirocco

Starting at 14th level, you engage in a dance of death, lashing out at all enemies in an area around you. When you take the attack action, you can make melee weapon attacks against any creature within 10 feet of you. Until the beginning of your next turn, opportunity attacks against you are made with disadvantage. You can't use this feature again until you finish a long rest.