Base Class: Barbarian
Shaman Wardens are rare in barbarian tribes. As such, these individuals are revered for their ability to provide greater protection and comfort to others. When the powers of a Shaman Warden are awakened within a barbarian, there is an adjustment period where they become accustomed to communing with the many spirits of their kin.
Spirit Frenzy
Walking the path of the Shaman Warden replaces the traditional Barbarian rage with a Spirit Frenzy. While in a Spirit Frenzy, the Shaman Warden is filled with ancestral spirits; their eyes glow blue, green or white and any scars or tattoos lighten and stand out from their body. Depending on what ancestral mark is taken, the Shaman Warden gains unique benefits of that mark. While in Spirit Frenzy you have unique benefits:
- You have advantage on Constitution checks and Constitution saving throws.
- When you make a melee weapon attack using Strength, you gain a bonus to your spellcasting modifier by subtracting the spellcasing modified from the damage dealt from each successful attack.
- You have resistance to bludgeoning, piercing, and slashing damage.
Your Spirit Frenzy lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your Spirit Frenzy on your turn as a bonus action.
Once you have frenzied the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can go into a Spirit Frenzy again.
Spirit Frenzy
|
Level |
Frenzies |
Spellcasting Modifier |
|
1st |
2 |
+2 |
|
2nd |
2 |
+2 |
|
3rd |
3 |
+2 |
|
4th |
3 |
+2 |
|
5th |
3 |
+2 |
|
6th |
4 |
+2 |
|
7th |
4 |
+2 |
|
8th |
4 |
+2 |
|
9th |
4 |
+3 |
|
10th |
4 |
+3 |
|
11th |
4 |
+3 |
|
12th |
5 |
+3 |
|
13th |
5 |
+3 |
|
14th |
5 |
+3 |
|
15th |
5 |
+4 |
|
16th |
5 |
+4 |
|
17th |
6 |
+4 |
|
18th |
6 |
+4 |
|
19th |
6 |
+4 |
|
20th |
Unlimited |
+4 |
Spirit Guide
Yours is a path that seeks attunement with your ancestors, giving you a connection with spirits. At 3rd level when you adopt this path, you gain the ability to activate Spirit Aura in combat and Healing Word as a ritual.
Spirit Aura
Upon making a successful attack on an enemy, you exude a healing aura in a 5ft radius with you at the center. The Shaman Warden may activate this 3 times and regain all uses after a short rest. Allies in the radius of the aura are healed by 1d4 +1.
At the 5rd level, allies are healed by 2d4 +1.
At the 7th level, the radius increases to 10ft.
At the 9th level, allies are healed by 3d4 +1.
At the 11th level, the radius increases to 15ft. You have become more attuned to the ancestral spirits and may use Spirit Guide 5 times per short rest.
Ancestral Connection
At 3rd level, when you adopt this path, you connect with a host of your ancestors. You must accept the mark of your ancestors; one of protection, healing or enhancement. At your option, you also gain minor physical attributes that are reminiscent of the ancestors. For example, if you have the mark of protection, your skin may become like stone, if you have the mark of healing, you may radiate a light blue or green aura, if you have the mark of enhancement, your eyes and hair may change color drastically.
Your spirit mark must relate to something from your homeland or race. For example, an elvish barbarian may take the mark of a stout oak tree for protection while a dwarf may adopt the mark of stone.
Mark of Enhancement
While in spirit frenzy, you may choose one ally within 30ft and grant them an additional +2 to their AC for 10 minutes. You must have a short rest before activating your Mark of Enhancement again.
Mark of Healing
While in your spirit frenzy, you have advantage on all Wisdom saving throws. Your Spirit Aura exudes a calm and radiant energy.
Mark of Protection
While in your spirit frenzy, you can cast Barkskin as a ritual. The spirits of your ancestors grant you resistance to all damage except necrotic and psychic damage.
Ancestral Enchancement
At 6th level, you gain a magical benefit based on the ancestral mark of your choice. You can choose the same ancestral mark you selected at 3rd level or grow your current mark.
Mark of Enchancement
While in your spirit frenzy, you may cast Aid at the 3rd level as a ritual.
Mark of Healing
While in a spirit frenzy, you may cast Aura of Life as a ritual.
Mark of Protection
While in spirit frenzy, you may cast Stoneskin as a ritual on yourself or an ally.
Ancestral Power
At 10th level, you can cast the Circle of Power spell, but only as a ritual. When you do so, a spiritual version of one of the ancestors with which you commune appears and provides their aid.
Ancestral Attunement
At 14th level, you gain a magical benefit based on the ancestral mark of your choice. You can choose the same mark you selected previously or a different one.
Mark of Enhancement
While in your spirit frenzy, you gain 3 inspiration charges. You may regain inspiration charges after a short rest.
Mark of Healing
While in your spirit rage, you may cast Mass Healing Word at the 8th level as a ritual.
Mark of Protection
While you’re are in your spirit frenzy, any creature within 5 feet of you that’s hostile to you or an ally has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.