Barbarian
Base Class: Barbarian

Wield primal rage and shamanic spells as you and your ansestors decimate your foes and aid your allies.

Spellcasting

You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as a Shamanic Warrior

Cantrips. You know two cantrips of your choice from the Druid spell list (see that class’s section for its list). Starry Wisp and Thorn Whip are recommended. Whenever you gain a Barbarian level, you can replace one of these cantrips with another cantrip of your choice from the Druid spell list.

When you reach Barbarian level 10, you learn another Druid cantrip of your choice.

Spell Slots. The Shamanic Warrior Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 spells from the Druid spell list. Cure Wounds, Jump and Thunderwave are recommended.

The number of spells on your list increases as you gain Barbarian levels, as shown in the Prepared Spells column of the Shamanic Warrior Spellcasting table. Whenever that number increases, choose additional spells from the Druid spell list until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 7 Barbarian, your list of prepared spells can include five Druid spells of levels 1 and 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Barbarian level, you can replace one spell on your list with another Druid spell for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells.

Spellcasting Focus. You can use a Druidic Focus as a Spellcasting Focus for your Druid spells.

Way of the Shamanic Warrior Spellcasting

|Level|Cantrips|1st|2nd|3rd|4th|

|:---:|:-------:|:-:|:-:|:-:|:-:|

|3|2|2|-|-|-|

|4|2|3|-|-|-|

|5|2|3|-|-|-|

|6|2|3|-|-|-|

|7|2|4|2|-|-|

|8|2|4|2|-|-|

|9|2|4|2|-|-|

|10|3|4|3|-|-|

|11|3|4|3|-|-|

|12|3|4|3|-|-|

|13|3|4|3|2|-|

|14|3|4|3|2|-|

|15|3|4|3|2|-|

|16|3|4|3|3|-|

|17|3|4|3|3|-|

|18|3|4|3|3|-|

|19|3|4|3|3|1|

|20|3|4|3|3|2|

Shamanic Trance

While your Rage is active, the shamanic spirits answer your call, allowing you to cast cantrips as normal.

In addition, each time you Rage, the spirits empower your magic, allowing you to cast a number of spells of 1st level or higher equal to your Rage Damage bonus. You must expend spell slots as normal, and these spells use their normal casting time. You can also concentrate on spells cast while raging. If your Rage ends, the spirits' blessing fades, and any spell you're concentrating on immediately ends.

Primal Wrath

When you take the Attack action on your turn, you can replace one of the attacks with a casting of one of your cantrips that has a casting time of an action.

Spirits Unleashed

When you use your Brutal Strike feature against a creature while your Rage is active, the primal spirits hinder your foe. Until the end of your next turn, that creature has Disadvantage on saving throws against spells you cast.

In addition, while your Rage is active, you can cast spells of 1st level or higher without being limited by your Rage Damage bonus. You must expend spell slots as normal.

Level 14: Shamanic Maelstrom

Primal forces surge through you, transforming your Rage into a conduit of magic. 

When you enter your Rage, you can cast one spell of 1st level or higher that has a casting time of an action as part of the same Bonus Action used to enter your Rage. You must expend a spell slot as normal.

While your Rage is active, you gain the following benefits:

When you take the Attack action, you can replace one of your attacks with the Magic action to cast a spell that has a casting time of an action provided you reckless at the start of that turn.

Immediately after you cast a spell while raging, you can make one weapon attack as a Bonus Action.

Once on each of your turns when you deal damage to a creature with a spell, you can channel your primal spirits through the spell, causing it to deal extra damage. The creature takes 3d8 Cold, Fire, Lightning, or Thunder damage (your choice when you deal the damage).

Comments

Posts Quoted:
Reply
Clear All Quotes