Primal Path: Nature
Nature is resilient, cunning, and furisome, full of elemental forces and primal power; it is known to profoundly influence people, even leading some to embody it as druids, who become extensions of its will. As folk of deep feeling, some barbarians are especially susceptible to nature's influence. Drawing from its divine essence, barbarians that follow this primal path fight with rage and druidry to protect nature from the encroaching outside world.
Spellcasting
3rd level Nature barbarian feature
You augment your martial prowess with the ability to cast spells.
Cantrips
You learn three cantrips: Druidcraft and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.
Spell Slots
The Nature Spellcasting table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell Cure Wounds and have a 1st-level and a 2nd-level spell slot available, you can cast Cure Wounds using either slot.
Image Credit: Exiled Druids of Lornwood by Teemu Husso
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 evocation and transmutation spells on the druid spell list.
The Spells Known column of the Nature Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
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 have spell slots, and it must be an evocation or transmutation spell, 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 your magic draws upon your devotion and attunement 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
Spell attack modifier
Nature's Wrath
3rd level Nature barbarian feature
Your bouts of rage can cause dangerous plant growth. While you are raging and you hit a creature with a melee weapon attack, you can expend a druid spell slot to cause a magical thorn-covered vine to sprout from the ground around you, which then lashes out at the creature you hit, dealing 2d6 piercing damage. For every slot above 1st level, the damage this vine deals increases by 1d6, up to a maximum of 5d6. After hitting its target, the vine wilts away.
While raging, plant life thrives around you, causing nearby flowers to blossom, seed pods to open, and leaf buds to bloom, as per the Druidcraft cantrip.
Druidic
3rd level Nature barbarian feature
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Untamed Focus
6th level Nature barbarian feature
You learn how to maintain concentration on your druidry, even under the fiercest fit of rage. Entering into or being in your rage no longer forces you to lose concentration on a druid spell.
Primal Magic
10th level Nature barbarian feature
Your primal ferocity no longer conflicts with your druidry. Raging no longer limits your ability to cast druid spells.
Ensnaring Rage
14th level Nature barbarian feature
The plant growth your rage causes is now unbridled. During your rage, all ground within a 10-foot square of you becomes difficult terrain for hostile creatures, as magical vines rapidly sprout from the ground around you. The vines wilt away and affected ground returns to normal after your rage ends or when affected ground is no longer within the 10-foot square.
Once per turn, you can choose one creature you can see within the 10-foot square. That creature must succeed on a Strength saving throw against your spell save DC, or its speed is reduced to 0 until the start of your next turn, as the vines grow upwards and ensnare it. Moving the 10-foot square out of range of a creature ensnared this way does not break the ensnarement. Once the creature is no longer ensnared, the vines wilt away.
Image Credit: The Downfall by Teemu Husso
Nature Spellcasting
| Barbarian Level | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | Druidcraft + 2 | 3 | 2 | — | — | — |
| 4th | Druidcraft + 2 | 4 | 3 | — | — | — |
| 5th | Druidcraft + 2 | 4 | 3 | — | — | — |
| 6th | Druidcraft + 2 | 4 | 3 | — | — | — |
| 7th | Druidcraft + 2 | 5 | 4 | 2 | — | — |
| 8th | Druidcraft + 2 | 6 | 4 | 2 | — | — |
| 9th | Druidcraft + 2 | 6 | 4 | 2 | — | — |
| 10th | Druidcraft + 3 | 7 | 4 | 3 | — | — |
| 11th | Druidcraft + 3 | 8 | 4 | 3 | — | — |
| 12th | Druidcraft + 3 | 8 | 4 | 3 | — | — |
| 13th | Druidcraft + 3 | 9 | 4 | 3 | 2 | — |
| 14th | Druidcraft + 3 | 10 | 4 | 3 | 2 | — |
| 15th | Druidcraft + 3 | 10 | 4 | 3 | 2 | — |
| 16th | Druidcraft + 3 | 11 | 4 | 3 | 3 | — |
| 17th | Druidcraft + 3 | 11 | 4 | 3 | 3 | — |
| 18th | Druidcraft + 3 | 11 | 4 | 3 | 3 | — |
| 19th | Druidcraft + 3 | 12 | 4 | 3 | 3 | 1 |
| 20th | Druidcraft + 3 | 13 | 4 | 3 | 3 | 1 |
Nature Spell List
Cantrips (0 Level)
- Control Flames
- Create Bonfire
- Druidcraft
- Frostbite
- Guidance
- Gust
- Infestation
- Magic Stone
- Mending
- Mold Earth
- Poison Spray
- Primal Savagery
- Produce Flame
- Resistance
- Shape Water
- Shillelagh
- Thorn Whip
- Thunderclap
1st Level
- Create or Destroy Water
- Cure Wounds
- Earth Tremor
- Faerie Fire
- Goodberry
- Healing Word
- Jump
- Longstrider
- Purify Food and Drink
- Thunderwave
2nd Level
- Barkskin
- Continual Flame
- Darkvision
- Earthbind
- Enhance Ability
- Enlarge/Reduce
- Flame Blade
- Gust of Wind
- Heat Metal
- Moonbeam
- Skywrite
- Spike Growth
- Warding Wind
3rd Level
- Aura of Vitality
- Daylight
- Elemental Weapon
- Erupting Earth
- Flame Arrows
- Meld into Stone
- Plant Growth
- Speak with Plants
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall
4th Level
- Control Water
- Elemental Bane
- Fire Shield
- Giant Insect
- Guardian of Nature
- Ice Storm
- Polymorph
- Stone Shape
- Wall of Fire