path of the shaman

Shamans are spellcasting warriors who protect those who are precious to them, using nature’s blessings to strike down their enemies or heal the wounded. Shaman's use of raging is much more controlled than a normal barbarian, allowing for spells to be concentrated on while in a rage.

spellcasting

When you reach level 3, you gain from nature the ability to cast spells. See chapter 10 for general rules of spellcasting and chapter 11 for the druid spell list.

cantrips.

You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip at level 10.

spell slots.

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 1st-level spell thunderwave and have a 1st-level and a 2nd-level spell slot available, you can cast thunderwave using either slot.

spells known of 1st-level and higher.

You know three 1st-level druid spells of your choice, two of which you must choose from the transmutation and conjuration spells on the druid spell list.

The spells known column of the shaman spellcasting table shows when you learn more druid spells of 1st level or higher. Each of these spells must be an transmutation or conjuration 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 druid spells you know with another spell of your choice from the druid spell list. The new spell must be of a level for which you have spell slots, and it must be an transmutation or conjuration spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level

spellcasting ability.

Wisdom is your spellcasting ability for your druid spells, since you learn your spells through your attunement to nature. you use your wisdom whenever a spell refers to your spellcasting ability. in addition, you use your wisdom when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.

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

Shaman Spellcasting

Barbarian Level Cantrips Known Spells Known 1st 2nd 3rd 4th 3rd 2 3 2 - - - 4th 2 4 3 - - - 5th 2 4 3 - - - 6th 2 4 3 - - - 7th 2 5 4 2 - - 8th 2 6 4 2 - - 9th 2 6 4 2 - - 10th 3 7 4 3 - - 11th 3 8 4 3 - - 12th 3 8 4 3 - - 13th 3 9 4 3 2 - 14th 3 10 4 3 2 - 15th 3 10 4 3 2 - 16th 3 11 4 3 3 - 17th 3 11 4 3 3 - 18th 3 11 4 3 3 - 19th 3 12 4 3 3 1 20th 3 13 4 3 3 1

Shamanic Focus

At 3rd level, when you enter into a rage while concentrating on a spell, you do not lose concentration. In addition, when you are not raging, you have advantage in concentration checks.

Elemental Fury

At 6th level, your elemental spells feed off your rage. Whenever you deal fire, cold, lightning, thunder, or acid damage with a spell, its damage is increased by your rage damage found in the Rage Column of the Barbarian table. You do not need to be raging for this damage to take effect.

Spell Conservation

At 10th level, when you lose concentration on a spell from taking damage, you may use a reaction to either regain the spell slot you used to cast the spell or not lose concentration. Once you use this feature, you may not use it again until you take a short or long rest.

Elemental Weapon

At 14th level, your weapon attacks are fused with elemental fury. When raging, you may deal an additional 1d8 fire, cold, lightning, thunder, or acid damage (your choice) whenever you deal damage with a melee weapon attack.