Barbarian Subclass - The Shaman v.2.0

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The Path of the Shaman - A Barbarian Subclass

The Shaman serves as the conduit between the Barbarian tribe and the Gods. Drawing upon the powers of nature, the Shaman channels and weaves their magic much like the Druid. No less fearsome than other members of the tribe, the Shaman can use both their brute strength and their knowledge of magic to defeat those who dare oppose them and their tribe.

Spellcasting When you reach 3rd level, you 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 three cantrips: primal savagery and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots 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 charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person 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 evocation and transmutation spells on the druid spell list.

The Spells Known column of the Shaman Spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an evocation 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 an evocation 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 dedicated study and memorization. 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

Ritual Casting. You can cast a druid spell as a ritual if that spell has the ritual tag.

Shaman Level Cantrips Known Spells Known 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 9 4 3 2 -
15th 3 9 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

At 3rd level, the shaman is imbued with a spirit guide. The spirit guide it not a familiar, as it does not manifest itself in a physical form. The spirit of a long deceased shaman of the same tribe, it resides within the shaman's mind and soul. This guide provides the shaman with extraordinary awareness of their surroundings. You can add your proficiency bonus to your initiative roll. You also gain proficiency in Perception.

Focused Rage

Even in a state of rage, you are able to maintain enough clarity to cast spells. At 6th level, you may use the Attack action to cast a cantrip while you are raging. The cantrip cannot require concentration.

Lightning Strike

You can summon the focused power of nature and the elements to smite your enemies. At 10th level, when you hit a creature with a melee weapon attack while raging, you can expend one spell slot to deal lightning damage to the target in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 4d8.

Shared Rage

Your rage electrifies the air around you and causes the ground beneath your feet to shake, allowing those friendly to you to feel your raw power and channel their inner rage. At 14th level, as an action while you are raging, you can expend an additional use of your rage to grant an ally you touch all the benefits of your Rage ability for a number of rounds equal to your Constitution modifier.

Once you use this feature, you can’t use it again until you finish a long rest.

 

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