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HB Arquetipos de Barbaros
HB Arquetipos de Barbaros
HB Arquetipos de Barbaros
Primal Paths
At 3rd level, a barbarian gains the Primal Path feature. The
following options are available to a barbarian, in addition to
those presented in the Player's Handbook: the Paths of the
Brute, the Deep, the Inferno, the Lycan, the Mutant, the
Reaver, the Titan, and the Warden.
Also included in this compendium are Alternate versions
10th Eldritch Tendrils until the end of your rage. As a bonus action, you can cause
14th Depth Charge your appendages to use your Otherworldly Grasp feature, or
attempt to grapple a creature you can see within 15 feet. Your
Gift of the Depths appendages can use the same, or different, features.
You have been irreparably changed by your exposure to the The Horrors Below
deep. At 3rd level, you gain a swimming speed equal to your Starting at 14th level, when you use Reality Warp, you can
movement speed and you can breathe both air and water. choose to reveal a brief glimpse of the horrors beyond reality
Otherworldly Grasp when you reappear. When you reappear, all creatures within
Your eldritch power manifests when you rage. Starting at 3rd 10 feet of you must make a Wisdom saving throw. DC equal
level, when you enter your rage you manifest one additional to 8 + your proficiency bonus + your Constitution modifier.
appendage, the appearance of which reflects the nature of the On a failed save, creatures take 3d6 psychic damage and are
creature which infused you with otherworldly power. This frightened of you until the beginning of your next turn.
appendage lasts for the duration of your rage.
As a bonus action, your appendage can force creature you Path of the Depths, Reborn
can see within 15 feet to make a Strength saving throw. DC
equal to 8 + your proficiency bonus + your Strength modifier. The Primal Path presented here is an adjusted
On a failed save, it is pulled up to 10 feet in a straight line version of the Path of the Depths from the briefly
towards you. Creatures that are more than one size larger lived Legends of Runeterra D&D crossover.
than you have advantage on this saving throw.
Path of the Inferno
Across the lower planes, the eternal conflict between law and
chaos rages. Devils against Demons, vying for control of the
hells. Sometimes this conflict spills over into material plane
and the corrupting influence of the Abyss infects the hearts of
mortals. Sometimes cultists and worshipers of Archdemons
seek the affliction of this overwhelming power.
No matter their origin, those who survive the corruption
rise as soldiers of the Abyss, knows as Inferno Warriors.
Path of the Inferno Features
Barbarian Level Feature
3rd Abyssal Hide, Hellish Presence
6th Unbridled Fury
10th Corrupt Resilience
14th Chaos Overwhelming
Abyssal Hide
Beginning at 3rd level, the chaotic corruption of the Abyss
overtakes you when you rage, causing your physical features
to resemble that of lesser demons. When you enter your rage,
you gain the following benefits until the end of that rage:
As a bonus action, you can move up to your full movement
speed toward a hostile creature that you can see.
When you make a Reckless Attack, you gain temporary hit
points equal to your Constitution modifier (minimum of 1).
Hellish Presence
When you adopt this Primal Path, the corruption of the Abyss
empowers your force of personality. At 3rd level, you gain
proficiency in the Intimidation skill. Whenever you make a
Charisma (Intimidation) check, you gain a bonus to your roll
equal to your Constitution modifier (minimum of +1).
In addition, you learn to speak, read, and write Abyssal, the
blasphemous language of Demons and the Abyss.
Unbridled Fury
Beginning at 6th level, the fury of the Abyss enhances your
rage. When you are hit by a melee attack, you can make one
melee weapon attack against the attacker. You can choose to
make this reaction attack a Reckless Attack.
Corrupt Resilience Chaos Overwhelming
The chaotic energy of the Abyss that courses through you has You have learned to draw out the full power of the Abyssal
made you more resilient in body and mind. Upon reaching influence that permeates your body. Starting at 14th level,
10th level, you gain resistance to fire and poison damage. when you enter a rage, you can expend one additional use of
Also, as a reaction when you are forced to make a saving your rage to gain one of the abilities detailed below for the
throw to resist being charmed or frightened, you can add your duration of that rage. As a bonus action while raging, you can
Constitution modifier (minimum of +1) to your roll. expend another use of your rage to switch the active ability.
Accursed Speed. Your limbs grow unnaturally muscular
and lengthen. Your movement speed increases by 10 feet,
Demons & Extraplanar Influence
and you can take the Dash action as a bonus action.
Defiled Hide. Your skin becomes blighted and covered in
Though the Path of the Inferno is themed around hair, boils, or oily scales. You are immune to bludgeoning,
the demonic influence the Abyss, it can easily be
reflavored to fit a number of other ideas. Perhaps
piercing, and slashing damage from nonmagical weapons.
your barbarian is a thrall of a powerful vampire lord,
Attacks from silvered weapons ignore this immunity.
or a favored consort of a Drow priestess. Vile Flight. You sprout leathery demonic wings from your
back which burst through any clothing you are wearing. You
gain a flying speed equal to your movement speed.
Path of the Lycan
Lycnathropy is an ancient and horrible curse that changes
Animal Form
When you adopt this Primal Path at 3rd level, you can control Lycan Warrior
your lycanthropy, allowing you to shift your form at will. As an You are able to draw out the full power of the curse that runs
action, you can expend a use of your rage to transform into within your blood. Starting at 10th level, when you transform
your Animal Form, much like a druid does with Wild Shape. into your Animal Form or Hybrid Form, you can expend an
Choose a beast of CR 1 or lower that best represents the additional use of your rage to empower your transformation,
animal your lycanthropy is based on (Common animal forms granting you the following additional benefits:
include boars, brown bears, dire wolves, tigers and rats). This
choice is permanent and reflects the nature of your curse. You can become Large in size if you were not already.
Once you choose your Animal Form, you cannot change it. The reach of your melee attacks increases by 5 feet.
When you transform into your animal form, you follow the The damage of your Animal Form and Hybrid Form
rules of the Wild Shape feature from the druid class, which attacks becomes 1d8 if it was not already.
can be found in Chapter 3 of the Player's Handbook. If you hit the same creature with two of your Animal or
Your Animal form lasts for 1 hour. You then revert to your Hybrid Form attacks in the same turn, you can make one
normal form unless you expend another use of your rage. You additional attack against that creature as a bonus action.
can revert to your normal form as an action. You revert early If you have no more than half of your hit points left at the
if you fall unconscious, drop to 0 hit points, or die. start of your turn, you regain hit points equal to your
Hybrid Form Constitution modifier (minimum of 1 hit point).
Starting at 3rd level, your rage draws out the power of your Howl of Primal Fury
inner beast. When you rage, you can choose to enter a Hybrid Starting at 14th level, while you are raging you can expend a
Form, a fusion between beast and man. While in this form, use of your rage as an action to let forth a bloodcurdling howl.
you gain the following benefits for the duration of your rage: Creatures of your choice that can hear you within 30 feet
Your hide grows course and thick. You gain a bonus to must succeed on a Wisdom saving throw or be frightened of
your Armor Class equal to half your proficiency bonus. you for one minute. DC equal to 8 + your proficiency bonus +
Your fingers and teeth elongate into savage claws and your Constitution modifier. A creature can repeat the
fangs that count as simple weapons. On hit, they deal Wisdom saving throw at the end of each of its turns, ending
slashing damage equal to 1d6 + your Strength modifier. the effect on a success. A creature that succeeds on this
Your movement speed increases by 5 feet. saving throw is immune to this feature for 24 hours.
Accursed Predator
You have gained a greater mastery over your lycanthropy. Blood Hunter, Dissected
Beginning at 6th level, you gain the following benefits: The Blood Hunter is a popular homebrew class that
contains many difficult mechanics that are hard to
You have advantage on any Wisdom (Perception) checks manage. The Path of the Lycan is my attempt to
you make that rely on your sense of hearing or smell. preserve the themes of the Blood Hunter's Order
Your Animal and Hybrid Form attacks count as magical of the Lycan while staying in line with the design
for the sake of overcoming resistance and immunity. philosophy of Dungeons & Dragons 5e.
Your movement speed increases by 5 feet.
Path of the Mutant
Through the study of alchemy and dark transmutation magic
some reclusive warriors have discovered a way to chemically
alter their physical forms. By combining powerful alchemical
reagents and the pure unbridled energy of their rage, they
can trigger massive physiological changes within themselves.
Barbarians who follow this Path of the Mutant are on a quest
to evolve their bodies into the ultimate killing machine.
Path of the Mutant Features
Barbarian Level Feature
3rd Aberrant Alchemy, Manifest Forms
6th Enduring Mutation, Toxic Vigor
10th Noxious Strike
14th Rapid Mutation
Aberrant Alchemy
Your research into the more sinister side of alchemy has paid
off. When you adopt this Primal Path at 3rd level, you gain
proficiency with alchemist's supplies and in the Nature skill.
In addition, you learn three Mutations of your choice from
the list at the end of this subclass description. At the end of a
long rest, so long as you have access to alchemist's supplies,
you can replace one of your Mutations with another Mutation
of your choice for which you meet the prerequisites. Noxious Strike
You can weaponize the toxins in your blood. Beginning at
Manifest Forms 10th level, when you hit a creature with a melee attack, you
The energy of your rage triggers an alchemical reaction with can force it to make a Constitution saving throw to resist
your blood. Beginning at 3rd level, when you enter your rage, being infected by the wild toxins that flow in you. DC equal to
you manifest a number of Mutations you know of your choice 8 + your proficiency bonus + your Constitution modifier. On a
equal to your Constitution modifier (minimum of 1 Mutation). failed save, roll a d6, and the target immediately suffers the
These Mutations last until the end of your current rage. corresponding condition from the table below:
Enduring Mutation d6 Effect d6 Effect
Your advances in the dark alchemy of mutation have evolved.
Starting at 6th level, at the end of a long rest, you choose one 1 blinded 4 frightened
Mutation you know. Until the end of your next long rest, you 2 charmed 5 paralyzed
always have that Mutation manifested, even when not raging. 3 deafened 6 poisoned
When you enter a rage, this Mutation counts against the total
number of Mutations you can manifest for that rage. This effect lasts for 1 minute. The creature repeats this
In addition, you learn two more Mutations of your choice saving throw at the end of each of its turns, ending the effect
from the list at the end of this subclass description. on a success. A creature that succeeds on their saving throw
Toxic Vigor is immune to this effect for the next 24 hours.
The toxic elixirs and potions you have consumed to further You can use this feature a number of times equal to your
your research have hardened your body against all but the Constitution modifier (minimum of once), and you regain all
most noxious substances. At 6th level, you gain resistance to expended uses when you finish a long rest.
both acid and poison damage, and you have advantage on In addition, you learn one additional Mutation from the list
saving throws to resist the poisoned condition. at the end of this subclass description.
Rapid Mutation
Blood Hunter, Dissected
Upon reaching 14th level you have gained mastery over your
body and its mutability and you can change your form at will.
The Blood Hunter is a popular homebrew class that While raging, you can use a bonus action to end one of your
contains many difficult mechanics that are hard to
manage. The Path of the Mutant is my attempt to
Mutations, replacing it with another Mutation that you know.
preserve the themes of the Blood Hunter's Order
You can use this ability a number of times equal to your
of the Mutant while staying in line with the design Constitution modifier (minimum of once), and you regain all
philosophy of Dungeons & Dragons 5e. expended uses when you finish a long rest.
In addition, you learn one final Mutation of your choice
from the list at the end of this subclass description.
Mutations Unnatural Physicality
Listed here are the Mutations available to a barbarian of the Your muscles and veins engorge with toxic chemicals that
Path of the Mutant. If a Mutation has prerequisites, like your grant you unnatural power and maneuverability. You gain a
barbarian level, you can learn it at the same time you meet it. bonus to any Strength (Athletics) and Dexterity (Acrobatics)
checks equal to your Constitution modifier (minimum of +1).
Aberrant Sight Corrosive Secretions
You sprout unnatural eye stalks or manifest additional eyes. Prerequisite: 6th level barbarian
You can see in dim light within 60 feet of you as if it were Your body secretes a corrosive acid that burns your foes.
bright light, and in darkness as if it were dim light. If you When you are hit by an attack and the attacker is within 30
already have darkvision its range increases by 60 feet. feet of you, you can use your reaction to deal acid damage
In addition, you have advantage on Wisdom (Perception) to the attacker equal to 1d6 + your Constitution modifier.
checks that rely on your sense of sight.
Toxic Vitality
Alchemical Resistance Prerequisite: 6th level barbarian
Your experiments grant you resistance to the elements. When Your body mends itself as you fight. At the start of your turns
you manifest this Mutation choose acid, cold, fire, poison, or while raging, you gain temporary hit points equal to your
lightning, and you gain resistance to that type of damage. Constitution modifier (minimum of 1 temporary hit point).
Aquatic Adaptation Viscous Grip
You sprout unnatural gills or you skin becomes permeable Prerequisite: 6th level barbarian
and amphibious. You gain a swimming speed equal to your Your hands and feet secrete a sticky substance. You gain a
movement speed, and you can breathe both air and water. climbing speed equal to your movement speed, and you can
Deviant Glide climb difficult surfaces, including upside down on ceilings,
You grow bat or fish-like skin flaps that you use to glide. without making an ability check.
When you fall and are not incapacitated, you can subtract up Acidic Bile
to 100 feet from your fall when calculating fall damage, and Prerequisite: 10th level barbarian
you can move horizontally 2 feet for every 1 foot you fall. You can spew a corrosive substance forth from your mouth.
Enhanced Movement You learn the acid splash cantrip, using Constitution as your
Your legs grow unnaturally thick or powerful. Your movement spellcasting modifier. You can cast this cantrip while raging,
speed increases by a number of feet equal to 5 times your and when you do, it deals additional damage equal to your
Constitution modifier (minimum of 5 feet), and you can add Constitution modifier (minimum of +1).
your Constitution modifier (minimum of +1) to the distance of Grappling Appendages
any long jump or high jump you make. Prerequisite: 10th level barbarian
Oozing Form You grow two appendages alongside your arms that resemble
Your body becomes slimy and pliable. As a bonus action, you tentacles or large pincers. They are natural weapons, which
can automatically escape a grapple or nonmagical restraints. deal 1d6 bludgeoning damage on hit. After you hit a creature
Also, your body, along with any equipment you are wearing or with a melee attack, you can attempt to grapple them with
carrying, can squeeze through spaces as narrow as 1 inch. these appendages as a bonus action. These appendages are
not dexterous enough to use weapons or specialized tools.
Synthetic Carapace Perverted Flight
Your skin hardens resembling that of an hulking insectoid or Prerequisite: 14th level barbarian
terrible reptilian creature. You gain a bonus to your Armor You sprout a pair of unnatural leathery or insectoid wings.
Class equal to half your proficiency bonus (rounded down). You gain a flying speed equal to your movement speed.
Path of the Reaver
While most barbarians focus on overcoming their foes with
raw power and brute force, barbarians known as Reavers
augment their impressive strength with martial technique
and tactical maneuvers. These fearless warriors are often
employed as shock troops or advance forces, and their
combat ability and resilience in battle strike fear into the
heart of any who stand against them on the battle field.
Path of the Reaver Features
Barbarian Level Feature
3rd Reaver's Superiority, Swift Strides
6th Improved Technique
10th Unstoppable Warrior
14th Storm of Flesh and Steel
Reaver's Superiority
You have studied martial techniques to enhance your battle
field presence. At 3rd level, you gain the following features:
Maneuvers. You learn two Maneuvers of your choice from
the list at the end of this subclass description. You can use
only one Maneuver per attack. When you gain a level, you can
replace one Maneuver you know with another of your choice.
Superiority Dice. You have three Superiority Dice, which Reaver Maneuvers
are d6s for you. You must expend a Superiority Die to use The maneuvers listed below are available to Reavers, who
once of your Maneuvers. You regain all of your expended focus on overcoming their foes with skill and technique.
Superiority Dice when you finish a short or long rest. Brutal Strike
When you hit a creature with a melee
Saving Throws. Some of your maneuvers require your weapon attack, you can expend one Superiority Die to deal
target to make a saving throw to resist the maneuver's effects. additional damage to the target. Roll your Superiority Die
The saving throw DC is calculated as follows: twice, and add the results to the damage roll of the attack.
Maneuver save DC = 8 + your proficiency bonus + your Crippling Strike
When you hit a creature with a melee
Strength or Dexterity modifier (your choice). weapon attack, you can expend a Superiority Die to cripple it.
You add the Superiority Die to the damage of the attack, and
Swift Strides the target must succeed on a Constitution saving throw, or it's
Rather than become blinded by rage, you instead are able to speed is reduced to 0 until the start of your next turn.
focus on moving about the battle field with purpose. When Disarming Strike
When you hit a creature with a weapon
you adopt this Primal Path at 3rd level, opportunity attacks attack, you can expend a Superiority Die, adding it to the
targeting you have disadvantage while you are raging. damage roll of the attack, and attempt to force it to drop an
item (your choice) it is holding. The target must succeed on a
Improved Technique Strength saving throw or drop the object at its feet.
Your combat prowess rivals that of heroes of great renown. Sweeping Attack
When you hit a creature with a melee
Upon reaching 6th level, you gain an additional Superiority weapon attack, you can expend a Superiority Die to try to hit
Die, and all of your Superiority Dice become d8s. another creature within reach. If the attack would hit the
You also learn one additional Maneuver of your choice. second creature, it takes your Superiority Die in damage.
Unstoppable Warrior Taunting Strike
When you hit a creature with a weapon
The chaos and danger of battle fuels your abilities. Starting attack, you can expend a Superiority Die, adding it to your
when you reach 10th level, you are under the effects of the damage roll and forcing the target to make a Wisdom saving
freedom of movement spell while you are raging. throw. On a failed save, it has disadvantage on any attack roll
You also learn one additional Maneuver of your choice. against targets other than you until the end of your next turn.
Threatening Attack
When you hit a creature with a
Storm of Flesh and Steel weapon attack, you can expend a Superiority Die, adding it to
You have reached the pinnacle of your training, and woe to the damage roll of the attack and attempting to frighten the
any who stand against you on the field of battle. At 14th level, target. The target must succeed on a Wisdom saving throw or
you gain a final Superiority Die (for a total of 5), and your become frightened of you until the end of your next turn.
Superiority Dice become d10s. If you enter a rage with no Trip Attack
When you hit a creature with a weapon attack,
Superiority Dice remaining, you regain one Superiority Die. you can expend a Superiority Die, adding it to the damage
You also learn one additional Maneuver of your choice. roll of the attack and to attempt to knock the target down. A
Large or smaller target must succeed on a Strength saving
throw or be knocked prone.
Titanic Vitality
Your rage draws out an increasing amount of resilience from
your giant blood. Starting at 6th level, when you enter a rage,
you gain temporary hit points equal to your barbarian level.
Giant Blood
You manifest more specific giant traits depending on your
specific ancestor. At 10th level, choose the type of giant that
best reflects your heritage, and you gain the corresponding
features. Once you make this choice it cannot be changed.
Lesser Giant. The blood on an ogre, troll, or another
lesser giant flows in you. Your grotesque appearance gives
you advantage on Charisma (Intimidation) checks, and while
you are raging you gain a +1 bonus to your Armor Class.
Hill Giant. The blood of a stalwart hill giant flows in you.
You have advantage on saving throws to resist being grappled
or moved against your will. When you take damage while
raging, you can use your reaction to reduce the damage by an
amount equal to your Constitution modifier (minimum of 1).
Stone Giant. The blood of a thoughtful stone giant flows in
you. You gain proficiency in the Insight skill and one type of
artisan's tools of your choice. While you are raging, you can
add your proficiency bonus to Wisdom saving throws.
Frost Giant. The blood of a savage frost giant flows in you.
You are resistant to cold damage. Once per turn while you are
raging, when you hit a creature with a weapon attack, their
speed is reduced by 10 feet until the start of your next turn.
Fire Giant. The blood of a cruel fire giant flows in you. You
are resistant to fire damage. While raging, when a creature
you can see hits you with a melee weapon attack, you can use
your reaction to deal 1d6 fire damage to the attacker.
Cloud Giant. The blood of a whimsical cloud giant flows in
you. You reduce any falling damage you take by an amount
equal to your barbarian level, and while raging you can take
Path of the Titan the Dash or Disengage action as a bonus action on your turn.
Some barbarians draw their rage from their ancestry. Those Storm Giant. The blood of a regal storm giant flows in
who walk the Path of the Titan are able to fuel their rage with you. You gain a swimming speed equal to your movement
the giant blood that flows in their veins. While some Titanic speed, and you can breathe both air and water. While raging
warriors are direct descendants of giants, some are unaware you are resistant to lightning and thunder damage.
of their heritage until it manifests with their rage. Unusually Wrath of the Titan
tall or strong for their race, mortals with giant blood in their Starting at 14th level, you can strike with the ferocity of a full-
veins are fairly obvious once you know what to look for. blooded giant. When you take the Attack action while raging
you can focus all your power into one devastating strike. You
Path of the Titan Features only make one attack for this action, even if you have a class
Barbarian Level Feature feature that lets you make more then one attack. If the attack
3rd Gigantic Heritage hits, it becomes a critical hit, regardless of your attack roll.
You can use this ability a number of times equal to your
6th Titanic Vitality Constitution modifier (minimum of once) and you regain all
10th Giant Blood expended uses when you finish a long rest.
14th Wrath of the Titan
Primal Magic
When you adopt this Primal Path at 3rd level, you learn to
channel the primal power of nature to cast spells.
Cantrips.
You learn one cantrip of your choice from the
Warden spell list. Upon reaching 10th level in this class you
learn one additional Warden cantrip of your choice.
Spell Slots.
The Warden Spellcasting table shows how
many spell slots you have. The table also shows what the
level of those slots; all of your spell slots are the same level.
To cast one of your Warden spells of 1st-level or higher, you
must expend a spell slot. You regain all of your expended
spell slots when you finish a short or long rest.
For example, as a 7th level Warden, you have two 2nd-level
spell slots from your Warden Spellcasting. To cast the 1st-
level spell cure wounds, you must spend one of those slots,
and you cast cure wounds as a 2nd-level spell.
Spells Known of 1st-Level and Higher.
You learn two
1st-level spells of your choice from the Warden spell list. The Warden Spellcasting
Spells Known column of the Warden Spellcasting table Barbarian Level Spells Known Spell Slots Slot Level
shows when you learn more Warden spells of 1st-level or 3rd 2 1 1st
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. 4th 2 2 1st
When you reach 7th level, for example, you learn a new 5th 3 2 1st
Warden spell of your choice, which can be 1st or 2nd-level. 6th 3 2 1st
When you gain a level in this class, you can choose one of
the Warden spells you know and replace it with another spell 7th 4 2 2nd
of your choice from the Warden spell list, which also must be 8th 4 2 2nd
of a level for which you have spell slots.
Spellcasting Ability.
Wisdom is your spellcasting ability 9th 5 2 2nd
for your Warden spells. You use your Wisdom whenever a 10th 5 2 2nd
spell refers to your spellcasting ability, when setting the
saving throw DC, and when making a spell attack roll. 11th 5 2 2nd
Spell save DC = 8 + your proficiency bonus
12th 5 2 2nd
+ your Wisdom modifier 13th 6 2 3rd
Spell attack modifier = your proficiency bonus
14th 6 2 3rd
+ your Wisdom modifier
15th 6 2 3rd
Primal Rage
16th 6 2 3rd
You have learned to wield your primal magic, even while you
rage. Starting at 3rd level, you can cast Warden spells while 17th 7 2 3rd
you are raging, but you have disadvantage on any saving 18th 7 2 3rd
throws you make to maintain concentration. Casting a spell
of 1st-level or higher allows your rage to continue, even if you 19th 7 2 4th
do not take or deal damage to a hostile creature on that turn. 20th 7 2 4th
Guardian's Fury Warden Spell List
Your primal rage allows you to draw forth magic in the midst Here's the list of spells you consult when you learn an
of battle. Beginning at 6th level, whenever you take the Attack Warden spell. It is organized by spell level, not character level.
action while you are raging, you can cast one of your Warden The spells below are from the Player's Handbook, Xanathar's
cantrips in place of one of your attacks. Guide to Everything*, and Tasha's Cauldron of Everything**.
Reckless Magic Cantrips (0-Level) 2nd-Level
You are so in tune to the magic of the natural world that you blade ward
dust devil*
can channel your spells with reckless abandon. Starting at control flames*
earthbind*
6th level, you can use your Reckless Attack feature when create bonfire*
flame blade
including any spells you cast with Guardian's Fury ability. frostbite*
magic weapon
around you to shield yourself from spells. As a reaction when mold earth*
shadow blade*
you would take damage from a spell, you can expend one of primal savagery*
spike growth
your Warden spell slots to grant yourself resistance to all shape water*
warding wind*
damage from the triggering spell. shillelagh
Your unbridled rage and connection with primal magic have thorn whip
elemental weapon
fused to become something that rivals the greatest natural thunderclap* plant growth
destructive forces of nature. Starting at 14th level, when you sleet storm
take the Attack action while you are raging, you can cast a 1st-Level slow
command
wall of sand*
The Path of the Warden is meant to fulfill the same cure wounds
wind wall
niche that the Eldritch Knight fulfills for the fighter. earth tremor*
also more limited than that of the Eldritch Knight. inflict wounds
guardian of nature*
searing smite
ice storm
thunderous smite
staggering smite
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