Primal Path: Path of the Shaman Trance

Still as The Lake, Powerful as The Seas The Path of The Shaman Tance is one walked by barbarians whom do not strictly draw their power from their emotions alone. To a shaman, their powers are unlocked through the focus of the spirit into their combat. Shamans unlock abilities which other barbarians may scarecely consider, and make use of their very spiritual power to win fights where others may opt for their physical might alone. The Shaman can range anywhere from a lone hermit, to a village elder, to even a sage of the forests, what unifies them all is a highly trained sense of the world around them, that allows them to enter their Shamanistic Trances, and unleash magics unto whoever would be foolish enough to make an enemy of them. Subclass Features Class Level Features 3rd Shaman Trance, Spellcasting 6th Shamanistic Power 10th Shamanistic Defense 14th Arms of The Shaman

The Shaman Trance

When you embark upon this path at third level you realize the ability to enter a Shamanistic Trance, unlocking your mystical potential for the duration.

When and only when you are raging, you enable yourself to cast spells using this subclass' spellcasting feature. Any concentration spells you cast from this state will continue as you end your rage so long as you maintain concentration on them. Additionally, you may use your weapon as your spellcasting focus for the purpose of casting spells.

Spellcasting

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

Cantrips

You learn three cantrips: Shillelagh and two other cantrips of your choice from the druid spell list. You learn another druid cantrip of your choice at 10th level.

Spell Slots.

The Shaman Spellcasting table shows how many spell slots you have to cast your druid 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 Abjuration and Evocation 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 Abjuration or 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 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 Abjuration or Evocation 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 via your shamanistic rituals and training. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier 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

Shamanistic Power

At 6th level you learn the secret of channeling your Shamanistic powers into your weapon as you wield it in your trance.

While raging you may now expend a spellslot as a bonus action to gain the equivalent of that spellslot's level as an enchantment bonus to attack and damage rolls for a weapon you are holding until the end your next turn.

Shamanistic Defense

At 10th level you gain the ability to channel your shamaistic powers into augmenting your own defenses during the midst of your trances.

While raging you may now expend a spellslot as a bonus action to gain the equivalet of twice that spellslot's level as an enchantment bonus to your armor class until the end of your next turn.