Path of the Shaman Warrior King (5e Subclass)

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Path of the Shaman Warrior King[edit]

Barbarian Subclass

Shaman Warriors are Barbarians who augment their might with nature magic. They are often leaders of tribes, as they can call upon the elements, and transfigure the world to their will. They also attune with nature on a primal level, gaining the trust of a fierce animal companion.

Shaman Warrior Spellcasting

When you reach 3rd level, You have the ability to cast spells, and you can cast them while Raging and have the ability to continue your concentration on a spell even when you enter a rage. Additionally, while raging, you gain an advantage on Constitution saving throws made to maintain concentration due to damage.

Cantrips. You learn the Druidcraft cantrip and 2 cantrips from the Druid spell list. You learn another druid cantrip at 6th level and 12th level.

Spell Slots. This is the table describing all aspects of your spellcasting.

Barbarian Level Cantrips Spells Known 1st-level 2nd-level 3rd-level 4th-level 3rd 2 4 2 - - - 4th 2 5 3 - - - 5th 2 5 3 - - - 6th 3 5 3 - - - 7th 3 6 4 2 - - 8th 3 7 4 2 - - 9th 3 7 4 2 - - 10th 3 7 4 3 - - 11th 3 7 4 3 - - 12th 4 8 4 3 - - 13th 4 8 4 3 2 - 14th 4 9 4 3 2 - 15th 4 9 4 3 2 - 16th 4 9 4 3 3 - 17th 4 10 4 3 3 - 18th 4 10 4 3 3 - 19th 4 11 4 3 3 1 20th 4 12 4 4 3 1 Spells Known of 1st level and higher. You know 3 1st-level druid spells of your choice, two of which must be from the Evocation, Abjuration or Transmutation schools of magic. Use the Spell Slot table for guidance. The spells you learn at levels 8, 14 and 20 can be from any school of magic. Whenever you gain a level in this class, you can replace one spell that you know with another, also from the druid spell list.

Wisdom is your spellcasting modifier, because your attunement to nature is what drives your abilities.

Your Spell Save DC is 8+ Your proficiency bonus + Your Wisdom modifier.

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

Nature's Shaman companion

At 3rd level. Choose a beast that is no larger than Medium and has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your character level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points. The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, or Help action. If you don’t issue a command, the beast takes the Dodge action. If you gain the Extra Attack feature or another feature which allows you to attack twice when you take the Attack action, you can make one weapon attack yourself when you command the beast to take the Attack action. If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack. If the beast dies, you can obtain a new companion by spending 8 hours training and bonding with a beast that isn’t hostile to you and that meets the requirements.

Additionally you become proficient with the Animal Handling and Medicine skills. If you are already proficient with this skills, you instead double your proficiency modifier to Animal Handling checks. This ability does not stack with Expertise and other such features. Also,your companion can add your rage damage bonus to its attacks whenever you are raging.

Enlarge Companion

At 6th level, whenever you enter a rage, your animal companion can increase in size by one size category, If done so, double your rage damage to its damage rolls for the duration of the rage and granting it advantage on Strength checks and Strength saving throws.

Shamanistic Fury

Beginning at the 10th level, you gain a bonus to the damage rolls of any spell that deals damage. This bonus damage increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table and you and your Companion gain a bonus of +2 to AC while not wearing armor.

Nature's Spirit Blessing

Stalking prey in the thick verdure of the forest floor has honed your sense of awareness and ability to find the unseen. At 10th level you have advantage on initiative rolls. You can also make Tracking (Survival), and Search (Perception) checks as a bonus action.

Additionally you may cast the augury or clairvoyance spell, without using a spell slot or material components, once per long rest, or cast “Commune with Nature” as a ritual.

Spiritual Body Manifestation

When you reach the 14th level, you can assume the form of a giant humanoid/beast hybrid when you enter in rage, or during a rage, using a bonus action. You can increase your size by one category – from Medium to Large, for example. This increase lasts for 1 minute. It ends early if you die or are incapacitated. Until it ends, you gain the following benefits:

Your current hit points and your hit point maximum both increase by 2 per barbarian level. Your reach increases by 5 feet. Your walking speed increases by 10 feet. You have advantage on Dexterity checks and Dexterity saving throws. You gain a bonus to the damage rolls of your melee weapon attacks; the bonus equals your Constitution 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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