Primal Path
At 3rd level, a barbarian gains the Primal Path feature. The following option is available to a barbarian, in addition to those offered in the Player's Handbook and other published Wizards of the Coast works.
Path of the Shaman
When you follow the Path of the Shaman, you are rising above yourself and your rage to channel the energy of nature and the spirits.
Spellcasting
When you choose this path at 3rd level, you learn to transform your rage and harness the power of nature and of the spirits to spark magic into the world.
Cantrips. You learn three cantrips 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 spells of 1st levei 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, two of which you must choose from the abjuration, divination and evocation schools 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 abjuration, divination or evocation spells 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 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 an abjuration, divination or evocation spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.
Spellcasting Ability. Constitution is your spellcasting ability for any spells you learn using this feature, since you are channeling the raw energy of nature and the spirits.
You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a spell you cast using this feature, and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Path of the Shaman Spellcasting
| Barbarian Level | Cantrips known | Spells Known | 1st | 2nd | 3rd | 4th |
|---|---|---|---|---|---|---|
| 3rd | 3 | 3 | 2 | –– | –– | –– |
| 4th | 3 | 4 | 3 | –– | –– | –– |
| 5th | 3 | 4 | 3 | –– | –– | –– |
| 6th | 3 | 4 | 3 | –– | –– | –– |
| 7th | 3 | 5 | 4 | 2 | –– | –– |
| 8th | 3 | 6 | 4 | 2 | –– | –– |
| 9th | 3 | 6 | 4 | 2 | –– | –– |
| 10th | 4 | 7 | 4 | 3 | –– | –– |
| 11th | 4 | 8 | 4 | 3 | –– | –– |
| 12th | 4 | 8 | 4 | 3 | –– | –– |
| 13th | 4 | 9 | 4 | 3 | 2 | –– |
| 14th | 4 | 12 | 4 | 3 | 2 | –– |
| 15th | 4 | 12 | 4 | 3 | 2 | –– |
| 16th | 4 | 13 | 4 | 3 | 3 | –– |
| 17th | 4 | 13 | 4 | 3 | 3 | –– |
| 18th | 4 | 13 | 4 | 3 | 3 | –– |
| 19th | 4 | 14 | 4 | 3 | 3 | 1 |
| 20th | 4 | 15 | 4 | 3 | 3 | 1 |
Shamanic Trance
Starting at 3rd level, through hours of practice and determination, your rage is now a trance that you can enter into. When you enter your rage as a bonus action, you instead enter into a trance. All the rules for rage still apply except you are able to cast spells and concentrate on spells learned as a barbarian while in a trance. You may use a weapon that you are proficient in as a spellcasting focus. Casting a spell while in a trance counts as maintaining your trance.
Brutal Magic
Beginning at 6th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action. This weapon attack must be made recklessly.
Font of Life
Starting at 10th level, you have become a spring of life giving energy when you cast spells. When you cast a spell, you can cause a creature within 60 feet to regain hit points equal to your rage damage.
Spiritual Eruption
At 14th level, the spirits that guide you erupt forth when you enter your trance. You can cast a spell with a casting time of 1 action and a range of self as a part of the bonus action used to enter your trance.
Additionally, you have advantage on saving throws made against magical effects.
Credits and Inspirations
Created by Conner Smith v1.1
Ideas modified from u/Henry_Smithy and
u/Overthewaters
Art by Vablo and JoelChaimHoltzman
Stain by Jared Ondricek
Path of the Shaman is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.”