Base Class: Barbarian
By their connection with the elements themselves, shamans can conjure a variety billowing winds, scorching magma, forceful earth, or destructive waves to fight beside their already brutal martial might. Their bond with nature is unbreakable and they act as its mortal conduit.
Spellcasting
When you reach 3rd level, you augment your wild fighting with the ability to cast nature spells. See Spells Rules for the general rules of spellcasting, the Spells Listing for the druid spell list, and the Spells Listing for the ranger spell list.
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. Whenever you complete a long rest, you can change your chosen cantrips.
Spell Slots
The Shaman Spellcasting table shows how many spell slots you have to cast your druid/ranger 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 healing word and have a 1st-level and a 2nd-level spell slot available, you can cast healing word using either slot.
Spells Known of 1st-Level and Higher
You know up to three 1st-level druid/ranger spells of your choice.
The Spells Known column of the Shaman Spellcasting table shows your maximum capacity for druid/ranger spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can prepare spells of 1st or 2nd level.
Whenever you complete a long rest, you can replace any druid/ranger spell(s) you know with other spell(s) of your choice from the druid and/or ranger spell list. These spell(s) must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid/ranger spells, since you learn your spells through your bond with the natural elements. 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/ranger 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
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 |
Primal Magic
As part of your shamanic training, you learn how to ritual cast the detect magic and speak with animals spells.
Additionally, you learn the druidcraft cantrip and always have it prepared.
Shamanistic Rage
When you Rage, you may choose to instead enter a Shamanistic Rage.
While in a Shamanistic Rage, you can cast spells and hold Concentration but if you're forced to make a Concentration check, it is made at Disadvantage.
Additionally, you are considered to always be under the effects of your Reckless Attack which now also grants Advantage on spell attack rolls.
When you gain the Brutal Critical feature at 9th level, your spell attacks also benefit from its effects.
Ghost Animal
Beginning at 6th level, you can use your action to transform into the ghostly visage of your spirit animal, an animal who embodies your character or that you carry a strong bond with. You can use this feature twice. You regain expended uses when you complete a short or long rest.
You can stay in this form for a number of hours equal to half your Barbarian level before reverting to your normal form. You can revert to your normal form earlier by using a bonus action, and revert automatically if you fall unconscious, drop to 0 hit points, or die.
While you are transformed, the following rules apply:
- Your base movement speed increases by 15 feet.
- You are considered unarmored and add your Wisdom modifier to your Armor Class.
- If you make an attack or cast a spell you immediately revert to your normal form. Transforming doesn't break your Concentration on a spell you've already cast or prevent you from taking actions that are part of a spell that you've already cast, such as call lightning.
- Your ability to speak or take any actions that require hands is limited to the capabilities of your ghost form.
- Your equipment merges into your ghost form and has no effect until you leave the shape again.
Spirit Link
Beginning at 10th level, you can tether your spirit to those around you. As an action, choose three willing creatures within 10 feet of you to form a spirit link with for 1 minute. You can use your reaction when you or another tethered creature takes damage to split the damage evenly between all tethered creatures. A creature breaks the tether if they move more than 60 feet away from you.
Once you use this feature, you can't use it again until you finish a long rest.
Reincarnate
Beginning at 14th level, you no longer suffer any of the drawbacks of old age, and you can't be aged magically. If you die and your body was not destroyed beyond repair, your spirit will linger around it for up to 24 hours. During this time, you can choose to return to your body and come back to life with 1 hit point.
Once you use this feature, you can't use it again for 7 days.
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