Path of the Spirit Warrior

Spirit warriors maintain a balance between being ferocious warriors and innate spellcasters. They tap into the primal forces of nature magic while also mastering the arts of divine healing. Most spirit warriors gained their knowledge of magic through communing with nature and selfdiscovery; essentially being self-taught, though there is a minority who inherit their skill from parents or mentors.


When you reach 3rd level, you have accumulated enough primal knowledge to supplement your martial prowess with the ability to cast spells.

The standard rules for spellcasting apply, and you may choose spells from the spell list below.

Cantrips. You learn three cantrips of your choice from the spirit warrior spell list. You learn an additional two cantrips at 10th level.

Spell Slots. The spirit warrior spellcaster table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend spell slots when you finish a long rest.

Spells Known of 1st Level and Higher. You know four 1st level spells of your choice from the spirit warrior spell list.

The Spells Known column of the spirit warrior Spellcasting table shows when you learn more spells of 1st level or higher.

Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn two new spells of 1st level.

Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the arcane dabbler spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability. Wisdom or Charisma are your spellcasting abilities for your spells, since you learn piecemeal and unevenly. You use your chosen ability whenever a spell refers to your spellcasting ability. In addition, you use your chosen ability modifier when setting the saving throw DC for a spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom or Charisma modifier

Spell attack modifier = your proficiency bonus + your Wisdom or Charisma modifier

Barbarian Level Cantrips Known Spells known 1st 2nd 3rd
3rd 3 4 3
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 6 5 1
8th 3 6 5 1
9th 3 6 5 1
10th 4 8 5 2
11th 4 8 5 2
12th 4 8 5 2
13th 4 10 6 3
14th 4 10 6 3
15th 4 10 6 3
16th 5 12 6 5
17th 5 12 6 5
18th 5 12 6 5
19th 5 14 6 5 1
20th 5 15 6 5 2

Spell List


Guidance, poison spray, produce flame, resistance

Level 1

Animal friendship, command, cure wounds, detect magic, detect poison and disease, entangle, faerie fire, healing word, purify food and drink, speak with animals, thunderwave

Level 2

Animal messenger, barkskin, darkvision, detect magic, heat metal, lesser restoration, locate animals or plants, protection from evil and good, protection from poison, sanctuary

Level 3

Animate dead, call lightning, daylight, dispel magic, mass healing word, sleet storm, speak with dead, speak with plants, water breathing, wind wall

Spirit Warrior Wisdom

Starting at 3rd level, you have steeped yourself in magical knowledge. You can learn the Arcana or Religion Skill as a class skill; you may now apply your proficiency bonus to all checks using this skill.

Martial Fury

Beginning at 6th level, you can coordinate your casting ability with your extra attack. Any spell that has a casting time of 1 action can be cast as an attack action. This allows you to make an attack and cast most spells on the spell list in the same round.


Beginning at 10th level, you have learned to incorporate magic into your rage. While raging, you can maintain concentration.

In addition to this, you gain advantage when making a Constitution saving throw to maintain concentration. This ability ends when the rage ends.

Friendly Fire

Beginning at 14th level, you can create pockets of relative safety within the effects of your area effect spells. When you cast a spell that affects other creatures in a defined area that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Section 15: Copyright Notice

Battlemasters & Berserkers © 2021, Legendary Games; Author Darrin Drader.

This is not the complete section 15 entry - see the full license for this page