Primal Harbinger

Barbarian, for whatever reason, is a class we've taken a very long time come around to as a design team. It can be a hard one to break new ground on, as it's very self contained; the mechanics of the class are like a watch, every piece exactly where it needs to be, and all interlocked and whirring angrily. Barbarian does things that no other class does, and some things that are actively worse, except for barbarians. So, what is one to do? 

Well, what we ended up doing was to just let it also be a druid! An angry druid, mind, we're not totally here to just ruin a good thing. Primal Harbinger, from a certain perspective, casts druid magic with its rage, and our whole team is quite happy with the results. Barbarians are hard, so we decided to just bite the bullet and make the hardest to balance version first, a spellcaster barbarian. 

Also, why is druid's spell list so goddamn stacked? This archetype has access to two very specific slices of the druidic spell pie, and yet somehow they still have some seriously spooky options. 

That was more words than usual, but finally, shout out to Julie the Woozy Flumph, the GOAT of subtly, intensely compelling archetypes. You are encouraged to search their tag on the site, if you don't come back with a new character concept to build, we'll nominate one of our own to actually be turned into a goblin IRL.

Enough of me. Behold, the CONTENT.

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Path of the Primal Harbinger

Many priests and druids cast magic through rituals, ceremonial training, and prayer. You have attained a similar source of power through the primal relationship you share with your own body and instincts. Barbarians who follow the Path of the Primal Harbinger channel forces of the universe and timeless magic into their brutal fighting style.

Primal Spellcasting

3rd-level Path of the Primal Harbinger feature

You have learned to harness the powers of nature through your rage.

Cantrips. You learn two cantrips from the druid spell list. You learn an additional druid cantrip of your choice at 10th level. When you gain a level in this class, you can choose one of the primal cantrips you know and replace it with another cantrip from the druid spell list.

Primal Spells. Any spells learned from this class are primal spells. Casting primal spells ignores the restrictions rage places on spellcasting. Once during each of your rages, you cast a primal spell of 1st level or higher with the concentration tag without expending a spell slot or providing material components. When you cast a primal spell of 1st level or higher using this feature, you can cast that spell at any level you wish, up to your maximum spell level. The Maximum Spell Level column of the Primal Harbinger Spellcasting table shows the highest level your spells can be cast at using this feature. If you choose to cast a concentration spell in this way, your rage ends if you lose concentration on the spell, and you lose concentration if your rage ends.

Once you cast 6 spells of 1st level or higher without expending a spell slot with Primal Spellcasting, you can’t cast any more spells of 1st level or higher in this way until after you complete a long rest.

Spells Known of 1st-Level and Higher. You know two 1st level spells that require concentration from the druid or ranger spell list.

The Primal Spells Known column of the Primal Harbinger Spellcasting table shows when you learn more druid or ranger spells of 1st level or higher. Each of these spells must require concentration, and must be of a spell level that you can cast using Primal Spellcasting. The Maximum Spell Level column on the Primal Harbinger Spellcasting table shows the highest level your spells can be cast. When you gain a level in this class, you can choose one of the primal spells you know and replace it with another cantrip from the druid or ranger spell list.

Spellcasting Ability. Constitution is your spellcasting ability for your primal spells, since your magic is sourced by the grit and instincts of your own body. You use your Constitution whenever a primal spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a primal spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Constitution modifier

Spell attack modifier = your proficiency bonus + your Constitution modifier

Ritual Casting. You know one spell with the ritual tag from the druid or ranger spell list. The Rituals Known column of the Primal Harbinger Spellcasting table shows when you learn more spells with the ritual tag. These spells can be any level, up to maximum spell level you can cast with Primal Spellcasting, as shown on the Maximum Spell Level column of the Primal Harbinger Spellcasting table. You can cast a primal spell you know as a ritual if that spell has the ritual tag. When you gain a level in this class, you can choose one of the ritual spells you know and replace it with another spell with the ritual tag from the druid or ranger spell list.

Primal Harbinger Spellcasting

Barbarian Level - Cantrips Known - Rituals Known - Primal Spells Known - Maximum Spell Level

3rd 2 1 2 1st

4th 2 1 2 1st

5th 2 1 2 1st

6th 2 1 2 1st

7th 2 2 3 2nd

8th 2 2 3 2nd

9th 2 2 3 2nd

10th 3 3 4 2nd

11th 3 3 4 2nd

12th 3 3 4 2nd

13th 3 4 5 3rd

14th 3 4 5 3rd

15th 3 4 5 3rd

16th 3 5 6 3rd

17th 3 5 6 3rd

18th 3 5 6 3rd

19th 3 6 7 4th

20th 3 6 7 4th

Reckless Casting

3rd-level Path of the Primal Harbinger feature

When you cast or activate an ongoing spell (such as call lightning or moonbeam) for the first time on your turn while raging, you can recklessly cast to gain advantage on one of the spell’s attack rolls or to cause one target of the spell to roll its next saving throw against the spell with disadvantage. Attack rolls against you have advantage until the end of your next turn. You cannot reckless cast on the same turn you reckless attack, or vice versa.

Nature's Fury

6th-level Path of the Primal Harbinger feature

Your fury and your magic have become indistinguishable. While raging, your rage damage bonus is added to the damage of spells you cast.

Worldly Resistance

10th-level Path of the Primal Harbinger feature

Your body has become molded by the elements, allowing you to resist their effects. While you are raging, you gain resistance to acid, cold, fire, lightning, and thunder damage.

Force of Nature

14th-level Path of the Primal Harbinger feature

When you take the Attack action while raging, you can cast a cantrip as a bonus action. Alternatively, if you use your action to cast a spell or activate an ongoing spell, you can make a weapon attack as a bonus action.

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