Base Class: Barbarian
Once, not so long ago, there was great turmoil between the Adhari and Eto tribes in the lush jungles on Mount Moralt. The large mountain spans across the border of Kavneir and Horadol, and it is home to the city Moralt, and the two secret tribes of half-orcs. Both tribes are shamanistic, and both revere the sacred bird of life. Many decades ago a war broke out between the two tribes as they fought over their allegiances to the deities in the sky above. The Adhari were loyal to Solan, and sympathized with his pain at Lumi’s betrayal. The Eto clan was loyal Lumi, and vowed to help support the moon goddess return to power. For years the clans feuded with each other in a brutal war, until both were nearly wiped out by the violence. The leaders of the two tribes saw the need for peace, and when each gave birth to a child a pact was formed. When the son of the Adhari tribe leader and the daughter of the Eto tribe leader were of age, they would be married. The two clans would be bound together and peace would be restored.
The Eto and Adhari peoples decided to form a new village and combine their tribes, and they no longer kept themselves hidden away. They built their village just outside of Moralt, and offered their shamans’ magic and teachings to anyone who desired them. The tribe began to teach their future shamans the value of balance, that the war between Lumi and Solan would destroy the world. Neither could win the war, or the world would be thrown out of balance forever. Life was precious, too precious to be thrown away over a war based in jealousy and anger. Barbarians who draw on the Etari 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, as well as the precious treaty that joined the two clans.
Spellcasting
When you reach 3rd level, you gain the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 5th and 14th level.
Spell Slots
The Etari Shaman Spellcasting table shows how many spell slots you have to cast your 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 animal friendship and have a 1st-level and a 2nd-level spell slot available, you can cast animal friendship using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice.
The Spells Known column of the Etari Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the druid spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells from your devotion and dedication to the balance of the universe. 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
Etari Shaman Spellcasting
|
BARBARIAN LEVEL |
CANTRIPS KNOWN |
SPELLS KNOWN |
— SPELL SLOTS PER SPELL LEVEL — |
||||
|
1ST |
2ND |
3RD |
4TH |
5TH |
|||
|
3rd |
2 |
3 |
3 |
— |
— |
— |
— |
|
4th |
3 |
4 |
3 |
— |
— |
— |
— |
|
5th |
3 |
4 |
4 |
2 |
— |
— |
— |
|
6th |
3 |
5 |
4 |
2 |
— |
— |
— |
|
7th |
3 |
6 |
4 |
3 |
— |
— |
— |
|
8th |
3 |
6 |
4 |
3 |
— |
— |
— |
|
9th |
4 |
7 |
4 |
3 |
2 |
— |
— |
|
10th |
4 |
8 |
4 |
3 |
2 |
— |
— |
|
11th |
4 |
8 |
4 |
3 |
3 |
— |
— |
|
12th |
4 |
9 |
4 |
3 |
3 |
— |
— |
|
13th |
4 |
10 |
4 |
3 |
3 |
1 |
— |
|
14th |
4 |
10 |
4 |
3 |
3 |
1 |
— |
|
15th |
4 |
11 |
4 |
3 |
3 |
2 |
— |
|
16th |
4 |
11 |
4 |
3 |
3 |
2 |
— |
|
17th |
4 |
11 |
4 |
3 |
3 |
3 |
1 |
|
18th |
4 |
12 |
4 |
3 |
3 |
3 |
1 |
|
19th |
4 |
13 |
4 |
3 |
3 |
3 |
2 |
|
20th |
4 |
14 |
4 |
3 |
3 |
3 |
2 |
Spirits of Harmony
Starting when you choose this path at 3rd level, the spirits of warriors past come forth to aid you. As an action, you can summon ancient incorporeal shamans that fit around you to a distance of 15 feet for the duration. The first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The shamans stay with you for a number of minutes equal to your Wisdom modifier +1 (minimum of 1 minute). You can regain the use of this ability after a long rest. When you reach certain levels in this path, you can gain more uses of this ability: 2 at 9th level and 3 at 14th level.
Spirit Shield
Beginning at 6th level, the shaman spirits that aid you can provide supernatural protection to those you defend. You and another creature you can see within 30 feet of you takes damage, you can use your reaction to reduce that damage by 2d6.
When you reach certain levels in this class, you can reduce the damage by more: by 3d6 at 10th level and by 4d6 at 14th level.
Consult the Ancestors
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of clairvoyance invisibly summons one of your ancestral spirits to the chosen location. Wisdom is your spellcasting ability for these spells.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Restoring Balance
At 14th level, your spectral spirits grow powerful enough to retaliate. When you use your Spirit Shield to reduce the damage of an attack, the attacker takes an amount of force damage equal to the damage that your Spirit Shield prevents.
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