Base Class: Barbarian
Some warriors can form a connection to the spiritual energies of nature itself, learning to connect to these energies and channel them to their aid in combat. These warriors are known as Shaman. Masters of both the physical and metaphysical world, they can manipulate the elements to their advantage and call upon the spirits of nature to come to their aid.
Spellcasting
When you reach 3rd level, you learn to channel primal energies and 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 an additional druid cantrip of your choice at 10th level.
Spell Slots
The Path of the 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 Entangle and have a 1st-level and a 2nd-level spell slot available, you can cast Entangle using either slot.
Spells Known of 1st-Level and Higher
You know three 1st-level druid spells of your choice, two of which you must choose from the conjuration and transmutation spells on the druid spell list.
The Spells Known column of the Path of the Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be a conjuration or transmutation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the druid spells 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, and it must be a conjuration or transmutation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.
Spellcasting Ability
Wisdom is your spellcasting ability for your druid spells, since you learn your spells through connection to the natural world. 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
Path of the 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 |
Spirit Guide
In addition to your spells known, you can also cast the spell Find Familiar as a ritual. Your familiar can take the form of any beast or elemental of CR 1/4 or lower, and is able to attack during combat.
Totemic Magic
Also at 3rd level, you have learned to imbue totems with spiritual energy. You create a totem by spending 30 minutes carving a piece of wood, stone, or other natural material, and then expending a spell slot to imbue it with one of your known spells. This can be done as part of a short or long rest. You are able to maintain a number of totems equal to your proficiency bonus at any one time.
In order to use a totem, you must use an action to place the totem in the ground and activate its magic. Spells cast through your totem use your spell save and spell attack modifier, and you control any ongoing spell effects. However, the spell is considered to originate from the totem, and thus is able to be used while raging. you do not need to maintain concentration on the spell, but the spell ends if the totem is destroyed.
The totem has an AC of 10 + your proficiency bonus + the spell level of the spell imbued in the totem, and it has a number of hit points equal to 10 x the spell level of the spell imbued in the totem. Once placed, the totem cannot be removed from the ground except by you, or by a DC 30 strength(athletics) check, and doing so ends the spell and disperses all magic contained within the totem. The totem is immune to all conditions, psychic damage, poison damage, and any effects that target intelligence, wisdom or charisma. It automatically fails any dexterity, strength, or constitution saving throw, but can not be moved by any magical effect that pushes or pulls a creature or object.
Elemental Smite
Starting at 6th level, you gain the ability to channel spiritual energy into your melee weapon attacks. All melee weapon attacks you make are considered to be magical for the purposes of overcoming resistance, and when you hit with a melee weapon attack, you may expend one spell slot to deal fire, cold, lightning, or thunder damage to the target, in addition to the weapon's damage. The extra damage is equal to 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. This feature can be used while raging.
Heightened Spiritual Channeling
Starting at 10th level, you have gained increased mastery over your connection to the spiritual energies of the world. Your spirit guide can now take the form of a beast or elemental up to CR 1, and you can now activate a totem as a bonus action instead of an action.
Improved Elemental Smite
By 14th level, you are so suffused with spiritual energy that all your melee weapon attacks burst with elemental power. Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 fire, cold, lightning, or thunder damage. If you also use your elemental site with an attack, you add this damage to the extra damage of your elemental smite.
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