Barbarian
Base Class: Barbarian

Rage is a tool, used by the weak minded to get what they want. Unless, of course, the strong minded inspire rage in others. Then, rage becomes a weapon, a spirit, a spell. As a barbarian following the Path of the Shaman, you manipulate the more magical and spiritual aspects of rage to control your allies, enemies, and surroundings.

Rage Casting

When you choose this subclass at 3rd level, rage fills your veins with magic. You gain the ability to cast spells from the Druid spell list while you are enraged. Your spellcasting ability is Wisdom. You know all Druid spells, and prepare a set number after each long rest.

Cantrips

You know 2 cantrips from the Druid spell list at 3rd level. You learn 1 additional cantrip at 10th and at 16th level.

Spell Slots

The Path of the Shaman Rage Casting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. The spell save for any of these spells is determined by your Wisdom.

Shaman Spells

Barbarian Level

Cantrips

Spells Prepared

1st Level

Slots

2nd Level Slots

3rd Level Slots

4th Level Slots

3rd

2

1

1

-

-

-

4th

2

2

1

-

-

-

5th

2

3

2

-

-

-

6th

2

4

2

-

-

-

7th

2

5

3

1

-

-

8th

2

5

3

1

-

-

9th

2

6

4

2

-

-

10th

3

6

4

2

-

-

11th

3

7

5

3

1

-

12th

3

7

5

3

1

-

13th

3

8

5

4

2

-

14th

3

8

5

4

2

-

15th

3

9

5

5

3

1

16th

4

9

5

5

3

1

17th

4

9

5

5

4

2

18th

4

10

5

5

4

2

19th

4

10

5

5

5

3

20th

4

10

5

5

5

3

Magic Fury

Also at 3rd level, your weapons become infused with the magic of your rage. Your weapon attacks count as magical for the purpose of overcoming resistance.

Brew of Rage

At 6th level, you gain proficiency with the herbalist’s kit. During a short or long rest, you can use an herbalist’s kit to brew a potion of Rage. If any creature consumes this potion, they must make a Constitution saving throw equal to your spell save DC. On a success, that creature is under the effects of barbarian rage. On a failure, that creature takes 4d6 poison damage.

Magic of the Spirits

At 10th level, your magic allows you to commune with the spirits of beasts or of your ancestors. You can speak with any beast or undead through vague gestures and sounds. Assuming the creature has an Intelligence score of at least 3 or higher, it can understand you and replies with a gesture or sound, which you can vaguely understand.

In addition, on a short rest, you can regain a number of first level spell slots equal to your Wisdom modifier.

Call of the Shaman

At 14th level, you yell out to your allies and inspire rage in their hearts. When you enter a rage, you can choose a number of creatures that you can see equal to your Wisdom modifier. These creatures, assuming that they are willing, are under the effect of a barbarian rage for one minute, or until you have stopped raging.

Previous Versions

Name Date Modified Views Adds Version Actions
7/23/2021 12:31:30 AM
1
1
1
Coming Soon

Comments

Posts Quoted:
Reply
Clear All Quotes