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These barbarians are zealots – warriors who channel their rage into powerful displays of divine power. A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples.
Barbarian. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength.
5th-level necromancy. Casting Time: 1 hour. Range: Touch. Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes) Duration: Instantaneous. You return a dead creature you touch to life, provided that it has been dead no longer than 10 days.
Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds.
Range: 30 feet. Components: S. Duration: Instantaneous or 1 hour. You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction.
Summon Aberration. Source: Tasha's Cauldron of Everything. 4th-level conjuration. Casting Time: 1 action. Range: 90 feet. Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour. You call forth an aberrant spirit. It manifests in an unoccupied space that you ...
The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.
When in a fury, a barbarian of this path taps into nature to create powerful, magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect the natural realm.
Barbarians who walk the Path of the Giant draw strength from the same primal forces as giants. As they rage, these barbarians surge with elemental power and grow in size, taking on forms that evoke the glory of giants.
3rd-level necromancy. Casting Time: 1 minute. Range: 10 feet. Components: V, S, M (a drop of blood, a piece of flesh, and a pinch of bone dust) Duration: Instantaneous. This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range.