Barbarian : Path of the Shaman

by Carreau

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Barbarian : Path of the Shaman

Primal Path

At 3rd level, a barbarian gains the Primal Path feature, which offers you the choice of a subclass. The Path of the Shaman option is available to you when making that choice.

Path of the Shaman

The barbarians that choose to follow the path of the shaman are usually combattants with a strong connection to the elements. They carve totems in wood, metal or stone, and use them as a link to the elemental plans that lets them unleash fire, ice and lightnings on the foes that dare opposing them. Especially potents against hordes thanks to their selection of spells that target large areas, the shamans can also use their totems to protect their allies and use their magical knowledge to help them even outside of battles.

Art Credit : Wizards of the Coast

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the Player Handbook for the general rules of spellcasting and chapter 11 for the sorcerer spell list.

Cantrips. You learn two cantrips of your choice from the sorcerer spell list. You learn an additional sorcerer cantrip of your choice at 10th level. Moreover, you can cast cantrips that require a weapon as part of their Material Components while raging.

Spell Slots. The Path of the Shaman Spellcasting table shows how many spell 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 lst-level spell shield and have a l st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher. You know three l st-level sorcerer spells of your choice, two of which you must choose from the evocation spells on the sorcerer spell list. The Spells Known column of the Path of the Shaman Spellcasting table shows when you learn more sorcerer spells of 1st level or higher. Each of these spells must be an evocation spell of your choice, and 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. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the sorcerer spells you know with another spell of your choice from the sorcerer spell list. The new spell must be of a level for which you have spell slots, and it must be an evocation spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level.

Spellcasting Ability. Constitution is your spellcasting ability for your sorcerer spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Constitution modifier

Spell attack modifier = your proficiency bonus +

your Constitution modifier
Path of the Shaman Spellcasting
Spell Slots per Spell Level
Level Spells Known 1st 2nd 3rd 4th
3rd 3 2
4th 4 3
5th 4 3
6th 4 3
7th 5 4 2
8th 6 4 2
9th 6 4 2
10th 7 4 3
11th 8 4 3
12th 8 4 3
13th 9 4 3 2
14th 10 4 3 2
15th 10 4 3 2
16th 11 4 3 3
17th 11 4 3 3
18th 11 4 3 3
19th 12 4 3 3 1
20th 13 4 3 3 1

Primal Totem

Starting at 3rd level, you can carve a primal totem in a piece of wood, stone or metal or repair one that has been damaged during a short or long rest. For that, you need to imbue the totem with the powers of the elemental planes by expending a spellslot of 1st level or higher. When you repair a damaged or destroyed totem, it regains all of its hit points has if you just created it. You can't have more than one primal totem at a time. If you create a new totem when you still have one, your link to the old one is broken and you can't use it anymore.

Totem's AC and Hit Points. The totem is a mundane item with an AC equal to your spell save DC and hit points equals to 5 + five times your barbarian level. When the totem drops to 0 hit points, it is destroyed and can't be used until you repair it.

Totem's vision. As an action, you can see and hear through your totem until the start of your next turn. You use your own senses when you do so, but you see and hear as if you were on the space occupied by the totem. During this time, you can't see or hear through your own body.

Placing the totem. Once carved, you can place a totem on the ground next to you as a bonus action. When you enter a rage, you can place the totem as part of the same bonus action. When placed on the ground, the totem take the same space as a medium creature (creatures can't walk through the space of the totem, and the totem provide cover as a medium creature would). No one can pick up or move the totem once it is placed as it anchors itself through its link to the elemental planes. Only you can remove it by calling it back.

Calling back the totem. As a bonus action, you can extend one of your hand and call for your totem. As you do so, the totem you called rushes through the elemental plane and reappears in your hand. You can instantly place it on the ground next to you as part of that same bonus action.

Spellcasting throught the totem. When you enter into a rage, your totem is suddenly awakened by the powers of the elemental plans. As an action when raging, if you can see one of your placed totem, you can make it cast one of the evocation spells you know. It uses one of your own spellslots and you can choose to upcast the spell using a higher spell slot as you would if you were casting the spell yourself. You choose the targets, but the spell originates from the totem.

The totem can't cast spells that require a component with an indicated cost, but it ignores any other verbal, somatic or material components.

The totem can't cast spells that require concentration.

When a spell refers to a spell save DC or a spell attack modifier, use your own modifiers as if you were the one casting the spell.

If the spell inflicts damages, you can add your rage bonus damages to any damages it deals.

When you cast a spell through a totem, your rage can't stop this turn unless you want to and use a bonus action to stop it.

Elemental Strike

Starting at 6th level, whenever you take the attack action, you can cast one of your cantrips in place of one of your attacks. If you are raging, you can choose that your primal totem casts that cantrip instead.

When you attack recklessly, you also gain advantage on spell attack rolls.

Warding Emblem

Starting at 10th level, every time you cast a spell of level 1 or higher (yourself or through your primal totem) that deals fire, ice, thunder, lightning, acid or poison damages, every creature that is friendly to you and that is within 30ft of your totem gains a resistance to the damage type of that spell until the end of your next turn or until you cast an other spell. Your totem also gains that resistance.

Totemic Tempest

Starting at 14th level, you gain a second totem.

That totem follows the same rules than your primal totem, and every time you place a totem, you can choose to place the two totems instead. They don't have to be adjacent to each other, but both have to be place within 5ft of you.

Moreover, during your turn while raging, you can choose to enter into the tempest state. While in the tempest state, every time you cast a spell or a cantrip through one of your totems, you can cast a cantrip through your second totem as part of that same action. The tempest state stops when your rage stops.

As it draws a lot of your energy to control that much elemental power, once you entered the tempest state with this feature, you need to finish a long rest before you can enter it again.

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