Path of the Warrior Shaman, Variant (5e Subclass)

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Path of the Warrior Shaman, Variant[edit]

Barbarian Subclass

Warrior shamans are barbarians who augment their might with a deep connection to the Spirit world and 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.

Spellcasting Fury

Beginning at 3rd level, you learn to tap into your natural connection to channel Magical power and have learned to use a limited repertoire of magic. You can cast Warrior Shaman Spells. And cast or concentrate on spells while raging, as long as the spell's casting time is no more than an Action, and you can perform the somatic components of spells even when you have weapons or a shield in one or both hands, casting a spell that does damage counts as attacking for the purposes of ending your rage.

Additionally, your learning to reconcile your inner fury with your Magic might gives you the following benefits while raging:

- You can add your Rage Damage bonus to one damage roll of any spell you cast. - You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. - You can use any weapon in your hand, a shield, or your clenched fist as a spellcasting focus.

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, 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. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = 8 + your proficiency bonus + your Wisdom modifier


Animal Companion

At 3rd level, you learn to use your primal presence to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a giant snake, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you or another animal not listed here, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. Unlike the Ranger, you cannot return your animal companion to life. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. 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.

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you. Your animal companion has abilities and game statistics determined in part by your level. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise. Your companion shares your alignment.


Wild Empathy

At 6th level You become proficient with the Animal Handling and Medicine skill. If you are already proficient with this skills, you instead double your proficiency modifier to Animal Handling and Medicine checks. This ability does not stack with Expertise and other such features.Additionally, your companion can add your rage damage bonus to its attacks whenever you are raging.


Spirit Rage Companion

At 6th level, whenever you enter a rage, your animal companion can increase in size by one size category, If chosen 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. You can use this ability a number of times per long rest equal your proficiency bonus.


Thicker Skin

At 10th level, you and your Companion gain a bonus of +2 to AC while not wearing armor.


Mystic Sense

At 10th level, you learn the spell detect magic. If you already know that spell, you instead learn a different spell of your choice from the Druid spell list for which you have spell slots. That spell counts as a Druid spell for you and is included in the number in the Spells Known column of the Druid table. You can cast the spell detect magic at will without expending a spell slot. You gain this benefit regardless of which spell you gain from this feature.


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).

While you are raging, 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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