Base Class: Barbarian
Barbarians who walk the Path of the Shaman draw power from not just the world but the people around them. They're leaders, not in a king or general sense, but in a much more tribal sense. Community is the primary source of their power, much more than rage. These barbarians often come from outlander tribes, and nomadic settlements, but some could just be warriors who have had a change of identity.
Ritualistic Connection
Starting when you choose this path at 3rd level, you can call upon nature around you in various rituals. You can cast Animal Messenger, Locate Animals or Plants, and Speak with Animals as rituals. If the spell has material components, they cannot be substituted with a spell-casting focus and the materials are consumed.
Nature's Soul
At 3rd level, you are a warrior of nature and protection. When a creature you can see hits a target, other than you, within 10 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d12 + your Wisdom modifier (to a minimum of 0 damage). If you are raging, you can add your Rage Damage modifier to the roll.
Node of Life
Starting at 6th level, you can conjure forth nodes of condensed spiritual energy on the battlefield. When you enter a rage, choose an unoccupied space within 60 feet of you. A 15 foot radius sphere extends from that point until your rage ends. Whenever you or a friendly creature within that radius receive healing, the creature gains additional healing equal to your Wisdom modifier (minimum of +1.) If you use your Nature's Soul feature on a creature inside of this radius, you can add your Wisdom modifier twice to the roll instead of once.
As a bonus action while you are in a rage, you can re-summon the node to another unoccupied space within 60 feet of you.
Primal Chant
At 10th level, you can shout a primal hymn at another and let your song of worldly knowledge echo in their mind. As an action, choose a creature other than yourself who can hear you within 30 feet. Whenever the creature makes an attack roll or a saving throw, the target can roll a d8 and add the number rolled to the attack roll or saving throw. This effect lasts for 1 minute, the target is deafened, or you use this feature on another creature.
If you use this action while raging, and you have not attacked another creature or taken damage, your rage does not end.
Tribal Onslaught
Beginning at 14th level, you have a primal command over the battlefield and can strengthen the damage your allies make.
While you're raging, as a bonus action, you can mark a creature within 60 feet of you as a threat to your tribe. Whenever a creature other than yourself hits that target with an attack roll, they can add an additional 1d6 force damage to the target. Additionally, the creature has disadvantage on any Dexterity (Stealth) checks made to hide from you or your allies. This effect lasts for 1 hour or until you mark another creature.
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