Barbarian
Base Class: Barbarian

Barbarians who draw on the wild's might are the physical representation of its brutal nature, conjuring animals, plants and the forces of nature to aid them in battle. Barbarians of this path wear clothes and armor made of organic materials (wood, leaves, feathers, fur, hide, etc) and carry around small totems as focuses for their magic.

Shamans are 3rd casters, follow the spell slot table for them (I don't know how to put it here...)

Shamanic spellcasting relies on totems pre-infused with magic that are used in various ways. Though they are not necessary, mechanically speaking.
Flavor descriptions for the casting of spells should describe the appearance of the totem and gestures used, example:

  • The character is using Cure Wounds should be holding a totem of a fey creature with healing abilities, a woman/mother or even a tribal mask with a neutral/peaceful face
  • Summoning spells should have the totem be a carving of the conjured creature
  • Evocation spells, especially attack spells, should use totems that represent a creature/elemental/god that domains over the element used
  • Area of effect spells should be described as the caster throwing the totems on the corners of the area and each emanating the energy that becomes the effect

Shamanism

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Druid spells list.

Cantrips

At 3rd level, you know the cantrip Druid Craft and two other cantrips of your choice from the druid spell list. You learn an additional druid cantrip 10th level.

Preparing and Casting Spells

The Shaman 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 a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. Each of these spells must be a conjuration, 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. When you do so, choose a number of druid spells equal to half your Wisdom modifier + half your level in this class (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 7th-level Shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include five spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

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 = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Totemic Magic

As your magic is focused on the totems you carry with you it becomes easier to concentrate on them giving you the ability to cast spells even while raging (You still can't concentrate on them)
*This feature does NOT allow you to cast spells of other classes (Thought that can be discussed with your DM)

Advanced Totemic Magic

Beginning at 6th level, while raging, whenever you take the Attack action on your turn you can use your bonus action to cast a cantrip that deals damage that you know with casting time of 1 action. While raging, you can add your rage damage to the cantrip's damage.
*Example of cantrips: Frostbite and the second part of the Produce Flame

Also at 6th level, you can now concentrate on spells while raging

Shamanic Weapon

Starting at 6th level, your melee attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Expert Totemic Magic

Beginning at 10th level, whenever you take the Attack action you can use your bonus action to activate the secondary effect of a spell that deals damage that you are concentrating on. While raging, you can add your rage damage to the spell's damage.
*Example of spells: Flame Blade and Call Lightning.

Wild Fury

Starting at 14th level, you can choose to enter a wild fury when you rage. If you do so cast a spell you have prepared and has a duration of 1 minute or more. The spells cast at its lowest level, you will not have to maintain concentration for this spell, but you won't be able to concentrate on other spells, the spell will end when your rage ends or when it would normally end (whichever happens first). When your rage ends, you suffer one level of exhaustion.

While in Wild Fury you can add your wisdom modifier to your weapon's damage.

Totemic Magic Master

Beginning at 14th level, summoned creatures gain the benefits of rage when you are raging.

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