Barbarian
Base Class: Barbarian

Barbarians who take the Path of the Shaman channel their primal emotions to become closer to nature, to the primal spirits that surround all life.  They learn to live with these spirits, speaking to them, learning from them, and fighting with them.

Spiritual Magic

Starting when you choose this path at 3rd level, you gain the ability to commune and work with the primal spirits of nature.

Cantrips. You learn two cantrips: Druidcraft, and one other of your choice from the Druid spell list.  You learn an additional Druid cantrip at 10th level.

Ritual Casting. Your spellcasting comes from calling upon nature spirits to craft magic for you.  You do not gain any spell slots, nor do you learn or prepare spells, but can cast Druid spells as a rituals if that spell has the ritual tag.  You don't need to have the spell prepared.  The Path of the Shaman Spellcasting table shows when you gain access to ritual spells of 1st level and higher.

Spellcasting Ability. Wisdom is your spellcasting ability for your Druid spells, since your magic draws upon your devotion and attunement to 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 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

The Path of the Shaman Spellcasting

Barbarian Level Cantrips Known Ritual Level
3rd 2 1st
4th 2 1st
5th 2 2nd
6th 2 2nd
7th 2 2nd
8th 2 2nd
9th 2 3rd
10th 3 3rd
11th 3 3rd
12th 3 3rd
13th 3 4th
14th 3 4th
15th 3 4th
16th 3 4th
17th 3 5th
18th 3 5th
19th 3 5th
20th 3 5th

Unarmored Defence

While you are not wearing any armor, your Armor Class equals either 10 + your Dexterity modifier + your Constitution modifier or 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.

Natural Connection

When you take the Path of the Shaman your connection to nature deepens.  You gain proficiency in the Nature skill if you don't already have it and also gain expertise in Nature (your proficiency bonus is doubled for any ability check you make with the skill).

Spirit Companion

Beginning at 6th level, you gain the power to physically manifest a nature spirit to aid you in combat while you're in your most primal mindset.  When you enter a rage you can conjure one of the following spirits in an unoccupied space within 30 feet.  You can move your Spirit Companion on your turn, using 2 feet of your speed for every 1 foot it moves.  Each spirit provides different benefits, cannot be attacked, and lasts for the duration of your rage.

Protector. Whenever you or an allied creature regains Hit Points while within 5 feet of the Protector Spirit, they also gain Temporary Hit Points equal to your Constitution modifier.
Stalker. Whenever a creature that is hostile to you and within 5 feet of the Stalker Spirit takes damage from a melee attack, that attack deals additional damage equal to the rage damage of your rage feature.
Watcher. Creatures hostile to you cannot benefit from cover or concealment while within 5 feet of the Watcher Spirit.

Speak with Spirits

At 10th level you learn how to confer with the spirits and can do so before undertaking a task.  You may open your mind to them and let them help guide their actions in order to gain advantage on one attack roll, ability check, or saving throw. You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Empowered Spirit Companion

At 14th level you become closer to your Spirit Companion, fighting together as one.  When you take the Attack action, you may make attacks as if you were in the Spirit Companion's space and when a hostile creature you can see moves away from your Spirit Companion you may make an opportunity attack against it as if you were in the Spirit Companion's space.  In addition, your Spirit Companion provides additional benefits:

Protector. When you hit with an opportunity attack, the provoking creature has disadvantage on attack rolls until the end of your next turn.
Stalker. When you hit with an opportunity attack, attacks against the provoking creature before the end of your next turn have advantage.
Watcher. Instead of making an opportunity attack, you can use your reaction to allow an ally you can see to use their reaction to make a weapon attack against the provoking creature.

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