Path of the Shaman (5e Subclass)

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Path of the Shaman[edit]

Some barbarians are called by the land they live in to be more than a champion of combat. Those that heed this call follow the Path of the Shaman and supplement their combat prowess with spells and abilities from his connection with nature. Their tribes may outcast some, but others are given positions of power as healers or leaders.

Path of the Shaman Spellcasting[edit]

Barbarian Level Cantrips Spells Known 1st-level 2nd-level 3rd-level 4th-level
3rd 3 4 2 - - -
4th 3 5 3 - - -
5th 3 5 3 - - -
6th 3 5 3 - - -
7th 3 6 4 2 - -
8th 3 6 4 2 - -
9th 3 7 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 9 4 3 2 -
15th 4 10 4 3 2 -
16th 4 10 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 13 4 3 3 1
20th 4 13 4 4 3 1


Shaman Spirit[edit]

Upon taking the Path of the Shaman at 3rd level, the Barbarian gains the use of "Wild Shape" (See Druid Abilities).

Spellcasting[edit]

When you reach 3rd level, you gain the ability to cast spells. See Chapter 10 for the general rules of spellcasting and Chapter 11 for the druid spell list.

Cantrips[edit]

You learn three cantrips from the druid spell list: druidcraft and two others of your choice. You know another druid cantrip of your choice at the 10th level.

Spell Slots[edit]

The Path of the Shaman Spellcasting table shows how many spell slots you have to cast your 1st level and higher spells. You must expend a spell slot of the spell's level or higher to cast one of these spells. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell fog cloud and have a 1st-level and a 2nd-level spell slot available, you can cast fog cloud using either space.

Spells known of 1st-level and Higher[edit]

You know four 1st-level druid spells of your choice.

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 spell must be of a level for which you have spell slots. For instance, when you reach the 7th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Druid spells you know and replace it with another spell from the Druid spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your druid spells since your magic is drawn from the land around you. You use your Wisdom whenever a bit 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[edit]

You can cast a druid spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus[edit]

You can use a druidic focus as a spellcasting focus for your druid spells.


Nature's Companion[edit]

At 6th level. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Shaman Spirit feature to cast the Find Familiar spell, without material components.

When you cast the spell in this way, the familiar is your choice of a fey or a beast, and the familiar disappears after a number of hours equal to half your Barbarian level.


Raging Spirit[edit]

Starting at the 6th level, you gain familiarity with your druid spells, allowing you to cast them even while raging. You are no longer prevented from casting or concentrating on spells while raging. In addition, you gain advantage in concentration saves while you are Raging and casting a spell during your turn counts as another condition for preventing your rage from ending prematurely.


Nature's Fury[edit]

At 10th level, whenever you enter your Rage, choose one element between air, earth, water or fire. You project an aura around yourself with the effect being dependant on which element you are exuding. You gain one of the following elemental benefits:

Air[edit]

When you enter rage, you create a 10ft radius sphere around yourself as lightning and clouds swirl around your body. This 10ft radius acts as difficult terrain to all other creatures within it. When a creature ends its turn within the sphere around you, they take 5 Lightning or Thunder damage (Your choice).

Earth[edit]

While you're raging, your stead fast presence emboldens your allies. Allies within 10ft of you gain the same resistances as you do.

Water[edit]

While you're raging, you exude restorative vapours around you. At the end of your turn you and allies within 10ft of you regain hit points equal to 1d8 + your Wisdom modifier (minimum of 1).

Fire[edit]

When you enter rage, you ignite your body in flames that flicker across your form. When you are hit with a melee attack, the attacker takes 1d10 fire damage.


Spirit's Protection[edit]

Starting at the 14th level, you have an advantage on saving throws against spells and gain resistance to the damage of spells while you are Raging.

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