Path of the Shaman Warrior King (5e Subclass)
Path of the Shaman Warrior King[edit]
Barbarian Subclass
Path of the Shaman Warrior King embraces the savage strength of the barbarian and the mystical elements of the earth. These mighty warriors lead their tribes, wield nature’s wrath, and fight beside the spirits of the animals, making them fearsome in battle and revered as leaders and protectors of their people.
- Awakened Mind
Starting when you choose this path at 3rd level, you open your soul and mind for to the spirits. You can use your Wisdom, rather than Dexterity, for your AC when wearing light and medium armor and for your Unarmored Defense AC.
In addition, you have Advantage on Wisdom checks made to detect the presence of ghosts, spirits, plant creatures and fey.
- Wild Casting
At 3rd level, while raging you connect with the natural magic, allowing you to borrow the power from the wild spirits and cast spells. Once before your rage ends, you can use a bonus action to gain a 1st-level spell slot, which you can then use to cast any spell from the druid's list.
The level of the spell slot created through this feature increases to 2nd at 6th level, 3rd at 10th and 4th at 14th level. Wisdom is your spellcasting ability for that spell.
- Nature's Companion
Starting at 6th level, you can bring forth an animal spirit to aid and protect you in combat. As an Action you can invoke a beast with a CR of 1 or less in an unoccupied space you can see within 60 feet. When the beast appears, it gains temporary hit points equal to half your barbarian level. Roll initiative for the beast , which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Wisdom modifier (minimum of +0). In addition, if you are raging the beast gain all benefits from the rage feature.
Alternatively, you can spend your use of this feature to conjure a familiar, as per find familiar spell. The beast or familiar conjured remains in your service until the end of your next long rest. Once you conjure a beast with this feature, you can't use the feature again until you finish a long rest.
- Shamanistic Fury
Beginning at the 10th level, your casting no longer drain the energy of your fury. Your rage no longer ends after the spell is cast, and casting a spell counts as an attack for the purposes of maintaining your rage.
In addition, you can spend the spell slot created to manifest a cantrip instead. Doing so allows you to use that cantrip for the remainder of the rage. If the cantrip requires an Action to cast, you can cast it using a bonus action (or a reaction if normally requires a bonus action).
- Spiritual Body Manifestation
When you reach the 14th level, you can invoke your spiritual body, manifesting as a spectral beast superimposed onto your body. You can do this as part of the same Bonus Action used to rage, and you gain the following benefits:
- You gain temporary hit points equal to twice your barbarian level.
- Your size becomes Large and your reach increases by 5 feet.
- Your walking speed increases by 10 feet.
- You have advantage on Wisdom checks and Wisdom saving throws.
- You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Wisdom modifier (minimum of +1).
- You can use your bonus action to roll a hit die, and regain hit points as if you had completed a short rest.
Once you use this feature, you can’t use it again until you finish a long rest.
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