Barbarian: Path of the Warden

Source: Original Homebrew

While most barbarians are in tune with the primal forces of the world in some capacity, the Warden takes this attunement to a level far beyond that of other barbarians. These warriors of the woad gain the ability to cast primal spells, as druids or rangers, eventually becoming living vessels for the magic of the natural world. While these guardians of wild places manifest in myriad ways, they represent the untamed, proud face of the resilient world that bends not to the machinations of mankind.

Spellcasting

3rd-level Path of the Warden feature
When you reach 3rd level, your bond with nature grants you the ability to cast spells.

Table: Warden Spellcasting
Barbarian LevelCantripsSpells KnownMana PoolMax Spell Level
3rd2321st
4th2441st
5th2451st
6th2461st
7th2582nd
8th2692nd
9th26102nd
10th37122nd
11th38132nd
12th38142nd
13th39153rd
14th310163rd
15th310173rd
16th311193rd
17th311203rd
18th311213rd
19th312234th
20th313254th

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.

Mana

The Warden Spellcasting table shows how much mana you have to cast your spells, in addition to the maximum level of spell you can cast. To cast one of these spells, you must spend mana equivalent to the cost of that spell. You regain all expended mana when you finish a long rest.

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 schools designated by the aspect you choose below for your Guardian Might class feature.

The Spells Known column of the Warden Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be of the schools of your aspect, and must be of a level for which you can cast.

One of the spells you learn at 3rd level, and 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 can cast, and it must be of the schools designated by your aspect, 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 learn your spells through your devout connection 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

Guardian Might

3rd-level Path of the Warden feature
When you choose this archetype at 3rd level, you begin to embody one of the aspects of the natural world. Choose one of the following aspects of nature to exemplify, which decide what spells you can learn, as well as granting you benefits at certain levels. Once this decision is made, it is final and cannot be changed.

Earthstrength

Earthstrength wardens represent the immovable object; the eternal presence of the mountain and the immutable form of nature itself. You gain proficiency in the Athletics skill if you don't already have it. If you are already proficiency in this skill, your bonus is doubled for any ability check you make that uses this proficiency. You must choose your spells from the Abjuration and Transmutation schools.

Lifespirit

Lifespirit wardens represent the boundless essence of the natural order, and the boundless essence of nature itself. You gain proficiency in the Survival skill if you don't already have it. If you are already proficiency in this skill, your bonus is doubled for any ability check you make that uses this proficiency. You must choose your spells from the Conjuration and Necromancy schools.

Stormheart

Stormheart wardens represent the fury of the storm; the hurricane that erases civilization and the wildfire that quake that sunders the world. You gain proficiency in the Intimidation skill if you don't already have it. If you are already proficiency in this skill, your bonus is doubled for any ability check you make that uses this proficiency. You must choose your spells from the Evocation and Transmutation schools.

Wildblood

Wildblood wardens represent the untamed expanse of the wilds, in tune with all of its many mysteries. You gain proficiency in the Nature skill if you don't already have it. If you are already proficiency in this skill, your bonus is doubled for any ability check you make that uses this proficiency. You must choose your spells from the Conjuration and Divination schools.

Woad Warrior

6th-level Path of the Warden feature
At 6th level, concentrating on spells has become second nature to your primal instincts. You can now concentrate on druid spells while in a barbarian rage, but you still cannot cast spells.

Wards of the Earth and Sky

10th-level Path of the Warden feature
At 10th level, you heighten your connection with the aspect of nature you embody, granting you additional boons that heighten when you are concentrating on spells while raging.

Earthstrength

Your flesh has begun to turn to stone. You have Advantage on saving throws against poison, and you have resistance against poison damage. While you are concentrating on a spell while raging, you are immune to poison, and cannot be knocked Prone or moved against your will. Poisons that are currently affecting you are neutralized.

Lifespirit

Your life is blessed by the spirit of the wilds. Your maximum hit points and ability scores can no longer be reduced. While you are concentrating on a spell while raging, your hit point maximum and current hit points increase by your barbarian level for the duration, and you become immune to disease, ending any existing diseases that affect you.

Stormheart

Disaster has recognized you as one of its own. You ignore difficult terrain caused by wind, water, or rocks and debris, and gain a swimming speed equal to your movement speed. While you are concentrating on a spell while raging, you have resistance to acid, cold, fire, lightning, and thunder damage.

Wildblood

Your knowledge of the world has made you a hunter of that from beyond. You have Advantage on Wisdom (Survival) checks to track aberrations, celestials, elementals, fey, fiends, and undead, as well as on Intelligence checks to recall information about them and Charisma checks to interact with them. While you are concentrating on a spell while raging, you have Advantage on saving throws against aberrations, celestials, elementals, fey, fiends, and undead.

Force of Nature

14th-level Path of the Warden feature
At 14th level, casting primal magic is as natural to you as eating, breathing, and killing. You can now cast druid spells while in a barbarian rage. Additionally, you have mastered the aspect of nature you embody, granting you a additional unique talent.

Earthstrength

You have become as the mountain. You don’t need to eat, drink, or breathe, you are immune to disease, and you don't need to sleep, and magic can't put you to sleep, though you still must rest to regain hit die and abilities.

Lifespirit

When you enter a barbarian rage, you attract a spirit of nature that protects you from harm. The spirit has hit points equal to your barbarian level. Whenever you take damage, the spirit takes the damage instead. If this damage reduces the spirit to 0 hit points, you take any remaining damage. The spirit leaves if your rage ends early.

Stormheart

Your spells can strike with the fury of the storms. You can use your Reckless Attack feature while casting spells. If you use it in this manner, you have Advantage on spell attacks you make on your turn, and your targets have Disadvantage on saving throws against spells you cast on your turn, but in addition to attack rolls against you having Advantage, you also have Disadvantage on saving throws against magic until your next turn.

Wildblood

Your rage has become a primal trance of savage focus, allowing you to cast innately. While raging, you can ignore the verbal and somatic components for any druid spells you cast.