Path of the Warrior Shaman (5e Subclass)
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Path of the Warrior Shaman[edit]
Barbarian Primal Path
Warrior Shamans 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 create herbal concoctions to support thier allied: Restorative, which are general healing, Strengthening, which enhances an ally's combat efficiency, and Infusing, which fills the drinker with the power of the elements.
- Spellcasting
When you reach 3rd level, You have the ability to cast spells.
Cantrips. You learn 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 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.
- Shamanic Concoction
Starting at 3rd level, you can make unpredictable medicines. During a short or long rest, you can create a Concoction. You can choose between three types: Restorative, Strengthening or Infusing. When a creature ingests a Concoction, roll a d6 on the relevant table to see what happens. Also, you become proficient in Medicine. If you are already proficient in Medicine, choose any other skill to become proficient in.
- Restorative Concoction
1: The ingester loses 2d4 - Your Wisdom modifier hp.
2: The ingester is poisoned for 1 Minute.
3: The ingester gains 1d4 + your wisdom modifier HP.
4: The ingester falls unconscious. At the start of thier next turn, they wake up and regain 2d6 + your wisdom modifier HP.
5: The ingester gains 1d8 + your wisdom modifier HP.
6: The ingester gains 3d4 + your wisdom modifier HP.
- Strengthening Concoction
1: The ingester's Strength decreases by 2 for 1 Minute, to a minimum of 1.
2: The ingester's Constitution decreases by 2 for 1 Minute, to a minimum of 1.
3: The ingester gains a 1d4 bonus to his damage rolls for 1 Minute.
4: The ingester's AC increases by 1d3 for 1 Minute.
5: The ingester's Strength increases by 2 for 1 Minute to a maximum of 26.
6: The ingester's Constitution Increases by 2 for 1 Minute to a maximum of 26.
- Infusing Concoction
1: The ingester takes 1d10 Fire, Cold or Lightning damage. Roll a d3 to determine which.
2: The ingester gains vulnerability to the last damage type they took for 1 Minute.
3: The ingester comes under the effects of the Armor of Agathys spell.
4: The ingester deals an extra 1d4 damage whenever they hits with a melee strike. They choose the damage type.
5: The ingester can cast a spell a number of times in the next minute equal to your proficiency bonus without expending spell slots or material components. They use your Wisdom Modifier as thier spellcasting modifier. Roll a d4 to determine what spell:
1: Thunderwave
2: Burning Hands
3: Magic Missile
4: Witch Bolt
6: All enemies within 5 feet of the ingester take 1d8 damage at the start of each of thier turns. The ingested chooses the damage type.
- Superior Concoctions
Starting at 6th level, Your concoctions have a decreased chance to result in bad effects. You roll a d8 instead of a d6 for your concoctions, meaning you get 2 new possible effects for each type of Concoction.
- Restorative Concoctions
7: The ingester regains HP equal to your Wisdom score + your proficiency bonus.
8: The ingester can cast Mass Healing Word once in the next hour without expending a Spell slot or material components. They use your Wisdom as thier spellcasting modifier.
- Strengthening Concoctions
7: The ingester's AC increases by 1d6 for 1 Minute.
8: The ingester's maximum and current HP increases by 2d10 + Your Wisdom Modifier for 1 hour.
- Infusing Concoctions
7: The ingester chooses an ability score. It increases by 2, to a maximum of 26.
8: The ingester deals an extra 1d8 damage when they got an enemy for the next minute. They choose the damage type.
- Concoction Mastery
At 10th level, You have achieved significant expertise in making your Concoctions. You roll a d10 instead of a d8 for your Concoctions, meaning there are 2 new possible effects for each type of Concoction.
- Restorative Concoctions
9: The ingester comes under the effects of the Greater Restoration spell. They choose which effect they get.
10: The ingester regains 50 HP.
- Strengthening Concoctions
9: The ingester's Constitution Increases by 4, to a maximum of 28.
10: The ingester's Strength increases by 4, to a maximum of 28.
- Infusing Concoctions
9: The ally's speed increases by your wisdom score rounded up to the nearest multiple of 5 for 1 Minute.
10: The ally's gains a flying speed equal to thier walking speed for 1 Minute.
- True Concoction Mastery
From 14th level onwards, when a creature rolls to see which effect a Concoction bestows, they roll twice and can choose between them, and you can make 2 instead of 1 during a long rest.
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