Base Class: Barbarian
Not all barbarians are savages. Whether you are the mystic of your tribe, an outcast for your gifts or a pioneer in your craft, Shaman's wield the power of natural magic and martial skill with equal prowess. Shaman's learn to cast spells while raging, add elemental magic to their attacks and resist the elements while raging. Whatever their origins, all Shaman's seek to better understand the elemental chaos of the world.
Wrath of Nature
Starting at 6th level, you can channel elemental chaos into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is either cold, fire, lighting or poison damage; you choose the type of damage at the start of your rage.
Spellcasting
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 either Ranger or Druid spell lists.
Cantrips
You learn two cantrips of your choice from the Druid spell list. You learn an additional Druid cantrip of your choice at 10th level.
Spell Slots
The Shaman Spellcasting table shows how many spell slots you have to cast your Ranger & Druid 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.
For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level Ranger or Druid spells of your choice.
The Spells Known column of the Shaman Spellcasting table shows when you learn more Ranger or Wizard spells of 1st level or higher. Each of these spells 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.
Whenever you gain a level in this class, you can replace one of the Ranger or Druid spells you know with another spell of your choice from the Ranger or Druid spell lists. The new spell must be of a level for which you have spell slots.
Constitution is your spellcasting ability for your Ranger & Druid spells, since you learn your spells through study and memorization. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a Ranger or Druidspell you cast and when making an attack roll with one.
You may only cast Spells of 1st level or higher granted to you by this feature while you are raging and can concentrate on them while raging. This is a specific exception to the Barbarian Spellcasting rule. While you are concentrating on a spell of 1st level or higher your rage cannot end. Whenever your rage ends your concentration on the spell ends as well.
Spell save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
Shaman Spellcasting
|
Barbarian Level |
Cantrips Known |
Spells Known |
— Spell Slots per Spell Level — |
|||
|---|---|---|---|---|---|---|
|
1st |
2nd |
3rd |
4th |
|||
|
3rd |
2 |
3 |
2 |
— |
— |
— |
|
4th |
2 |
4 |
3 |
— |
— |
— |
|
5th |
2 |
4 |
3 |
— |
— |
— |
|
6th |
2 |
4 |
3 |
— |
— |
— |
|
7th |
2 |
5 |
4 |
2 |
— |
— |
|
8th |
2 |
6 |
4 |
2 |
— |
— |
|
9th |
2 |
6 |
4 |
2 |
— |
— |
|
10th |
3 |
7 |
4 |
3 |
— |
— |
|
11th |
3 |
8 |
4 |
3 |
— |
— |
|
12th |
3 |
8 |
4 |
3 |
— |
— |
|
13th |
3 |
9 |
4 |
3 |
2 |
— |
|
14th |
3 |
10 |
4 |
3 |
2 |
— |
|
15th |
3 |
10 |
4 |
3 |
2 |
— |
|
16th |
3 |
11 |
4 |
3 |
3 |
— |
|
17th |
3 |
11 |
4 |
3 |
3 |
— |
|
18th |
3 |
11 |
4 |
3 |
3 |
— |
|
19th |
3 |
12 |
4 |
3 |
3 |
1 |
|
20th |
3 |
13 |
4 |
3 |
3 |
1 |
Elemental Endurance
Starting at 10th level, the chaotic energy that fuels your rage can protect you from the elements. Whenever you are raging you are also resistant to fire, cold, lighting and poison damage.
Cycle of Chaos
At 14th level, you learn to adsorb some of the chaotic energy of the creatures you slay. While raging, whenever you kill a creature with a melee weapon attack you can use your reaction adsorb part of their chaotic life force left behind. Roll a 1d4, you regain a spell slot of the level equal to the number rolled on the die; re-roll 4s until you are capable of casting 4th level spell slot.
You can use this feature a number of the times equal to your constitution modifier, you regain all uses upon finishing a long rest.
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