Base Class: Barbarian
The spirit shaman is not only a holy member of their tribe, they are a warrior and are destined to lead their people in battle. Their spells are gifts from the spirits of their ancestors or their totem spirits. Each shaman generally will be chosen by a specific animal spirit or one of his or her ancestors. The spells are often designed to aid the shaman himself or his people in battle. A shaman can also cleanse wounds, healing their injured warriors with blessings from the spirits.
When overcome by strong emotions, such as the rage which fuels barbarians in general, spirit shaman are able to call upon these spirits to lend aid to themselves or others. This is represented by specific spell-like abilities being able to be called upon while raging.
Path of the Spirit Shaman Features
Barbarian Level | Feature |
---|---|
3rd | Spellcasting, Spiritual Strike (1d4) |
6th | Spiritual Healer, Spiritual Strike (1d6) |
10th | Spiritual Wrath, Spiritual Strike (1d8) |
14th | Vision Quest, Spiritual Strike (1d10) |
Spellcasting
When you choose the path of the Spirit Shaman, at 3rd level, you have learned to call upon powerful totemic spirits or the ancestors to cast spells.
Cantrips
You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip of y our choice at 10th level.
Spell Slots
The Spirit 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.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice. The Spells Known column of the Spirit Shaman Spellcasting table shows you when you learn more druid spells of 1st level and higher.
Whenever you gain a level in this class, you can replace one druid spell you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, since your magic draws on your attunement to spirits and nature. 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 shaman 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
BARBARIAN |
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 |
Spiritual Strike
Starting when you choose this path at 3rd level, you can channel spiritual fury into your weapon strikes. While you are raging, you may use a bonus action to call upon the spirits to lend you their might in combat. You do an extra 1d4 Force damage on the first strike of each turn against an enemy. You may use Spiritual Strike each time you are able to use your rage feature.
As you gain levels in Spirit Shaman, the might of the spirits increases. Your spiritual fury increases to 1d6 at 6th level, 1d8 at 9th level, and 1d10 at 14th level.
Spiritual Healer
While raging your connection to the spirits grants you the ability to heal those around you. As a bonus action on each of your turns while raging, you may select one friendly target within 30' of you. Your spiritual totemic creature charges through the target and heals them for 1d8 + half of your barbarian level immediately. This effect lasts for 1 minute or until you cease raging. You cannot use this feature again until you have taken a short or long rest.
Spiritual Wrath
While raging, you are able to summon totemic spiritual creatures which will defend you and your party. You may cast Spirit Guardians as a bonus action with the following changes. The guardians appear as spectral totemic animals such as bears or wolves. The exact appearance of the guardian is your choice. The guardians damage will always be radiant.
Your spiritual focus allows you to maintain concentration as long as you are raging and it ends when your rage ends. If you are struck while concentrating on this ability, you must make a concentration check as usual or the guardians disappear. The Save DC for the spiritual guardians is 8 + your Wisdom bonus + your proficiency bonus. The duration of the spell is only as long as you are raging. You may not use this feature again until after a short or long rest.
Vision Quest
You have ascended to a higher status with the spirits. They will allow you to commune with them by granting you the ritual use of Commune. The spell must be cast as a ritual and can only be cast once every seven days. This spell does not count against your prepared spells and does not require material components.
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