Barbarian: Shamanic Adherent by Therin Creative

by Therin

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Path of the Shamanic Adherent

A battle shaman practiced in channeling its fury into spiritual-infused passion, the barbarian of this path serves as a spiritual guide and leader of often warlike or threatened people. It uses devotion to ancestral and natural spirits to empower it as a spellcaster and as a warrior.

Path of the Shamanic Adherent Features
Barbarian Level Feature Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd Shamanic Spellcasting, Battle Focus 2 3 2
4th 2 4 3
5th 2 4 3
6th Inner Calm 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th Spiritual Guidance 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th Blessing of the Spirits 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

Shamanic Spellcasting

3rd-level Path of the Shamanic Adherent feature

You perform special rites to cast spells.

Cantrips. You learn two cantrips of your choice from the Shamanic Adherent Spells list. You learn an additional cantrip of your choice from the list at 10th level.

Spell Slots. The Path of the Shamanic Adherent table shows how many slots you have to cast your 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 bless and have a 1st-level or 2nd-level spell slot available, you can cast bless using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level spells from the Shamanic Adherent Spells list of your choice.

The Spells Known column of the Path of the Shamanic Adherent table shows when you learn more spells of 1st level or higher. Each of these spells 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.

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 Shamanic Adherent Spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability, since you learn your spells through ritual practices and communing with spirits. 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 spell from this class 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

Shamanic Adherent Spells. Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything, two asterisks, in which case it is in Tasha’s Cauldron of Everything, or a dagger, in which case it is in the Psychic and Spiritual Handbook by Therin Creative. Other spells may be approved by the DM.

Multiclassing. If you have two or more classes with the spellcasting feature, add one third your barbarian level to determine how many spell slots you have. The spells you know or can prepare follow the rules for each of your classes. Your Path of the Shamanic Adherent features can only be used with spells you learn from this class.

Battle Focus

3rd-level Path of the Shamanic Adherent feature

Your spirit is calm and focused, granting you the following benefits:

  • When you enter rage, you can continue to concentrate on spells you know from this class.
  • When you cast a spell you know from this class as a bonus action, you can enter rage using the same bonus action.
  • Your rage doesn’t end early on a turn you cast a spell from this class or use your action or bonus action to direct some aspect of a spell from this class you have already cast.
  • If a spell you concentrate on changes the ability you use to determine your attack and damage bonus, it is treated as Strength for the purpose of barbarian class features.
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Inner Calm

6th-level Path of the Shamanic Adherent feature

You possess resolute focus. Once each turn when you make a Constitution saving throw to maintain concentration, you can choose to roll a d8 and add the result to your save.

Additionally, you can cast any cantrip you know from this class while raging.

Spiritual Guidance

10th-level Path of the Shamanic Adherent feature

When confronted with a problem, you seek spiritual guidance on how to proceed. By meditating for 1 minute, you choose any two skill proficiencies. You don’t need to have proficiency with the skill. Each time you roll a d20 to make a skill check using the selected skills, you can choose to add a number equal to your Rage damage bonus. You can benefit from this feature a number of times equal to your proficiency bonus or until you finish a short or long rest.

Once you use this feature, you can’t use it again until you finish a long rest unless you expend a use of your Rage feature to use it again, but can only do so once until you finish a short rest.

Blessing of the Spirits

14th-level Path of the Shamanic Adherent feature

When you enter rage, you bolster your allies within 10 feet of you. Your allies have advantage on ability checks and saving throws for the duration of the rage, and you and your allies gain 2d8 + your Wisdom modifier temporary hit points.

Once a creature benefits from this feature, it must finish a short or long rest before it can benefit from it again.

Shamanic Adherent Spells
Spell Level Spells
Cantrip booming blade**, control flames*, dancing lights, druidcraft, guidance, infestation*, light, mending, poison spray, produce flame, shillelagh, thorn whip, thunderclap*, true strike
1st animal friendship, bane, bless, ceremony*, comprehend languages, cure wounds, detect magic, detect poison and disease, divine favor, fog cloud, heroism, jump, purify food and drink
2nd animal messenger, augury, beast sense, earthbind*, enhance ability, flame blade, lesser restoration, locate animals or plants, prayer of healing, protection from poison, warding wind*
3rd detect aura†, dispel magic, elemental weapon, feign death, magic circle, pass without trace, remove curse, revivify, speak with dead, spirit guardians, tongues, spirit shroud**, water breathing, water walk, wind wall
4th charm monster*, control water, death ward, detect possession†, dominate beast, freedom of movement, guardian of nature*, hallucinatory terrain, spirit of the wolf†, stoneskin, wall of fire

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