Primal Path: Path of the Shaman

Some barbarians have payed a great price to make deadly pacts with dark spirits, trading something of great value for the favour of these beings, who in turn allow them to harness the powers of magic knows as Voodoo. These barbarians are known as Shamans.

Shamans are traditionally shunned by most barbarian tribes out of fear of the unknown entities they have allied with, however those that are accepted into tribes are known as Witch Doctors, using their black magic to protect their allies in and out of battle.

In combat, Shamans use these minor forms of magic to harm their enemies and break their will, fighting with a dark bloodlust that is fueled by their spiritual benefactors.

Bonus Proficiencies

When you choose the Path of the Shaman at 3rd level, you gain proficiency with the Poisoner's Kit and the Herbalism Kit. You also gain proficiency in one of the following skills of your choice: Arcana, Insight, Medicine, Nature or Survival.

Jinxes

Starting at 3rd level, the spirits grant you dark magical abilities known as Jinxes that are fueled by a resource known as Shaman Points.

Jinxes You learn 3 Jinxes of your choice, detailed below, which aid you in battle.

You learn one additional Jinx of your choice at 6th, 10th, and 14th level. Each time you learn new Jinx, you can also replace one Jinx you know with a different one.

Shaman Points You have 3 Shaman Points, which you can expend to use your Jinxes. You gain 1 additional Shaman point each time your Barbarian level increases. You regain all expended Shaman Points when you finish a Short or Long Rest.

Saving Throws Some of your Jinxes require your target to make a saving throw to resist the effects. The saving throw DC is calculated as follows:

Jinx save DC = 8 + your proficiency bonus + your Charisma modifier.

Unyielding Rage

At 6th level, the dark spirits you have aligned yourself with cloud your mind in the heat of battle. While raging, you have advantage on saving throws against spells and other magical effects.

Dark Influence

At 10th level, your voodoo magic can be used to deteriorate another creature's body and soul. As a bonus action when you hit a creature with a melee weapon attack, you can have dark magical energy surround them until the end of your next turn. Until the effect ends, the affected creature has disadvantage on saving throws and ability checks using one ability score of your choice.

Once you have used this feature, you cannot use it again until you have finished a Short or Long Rest.

Shamanic Mastery

At 14th level, when you roll for initiative and have no Shaman Points remaining, you regain 4 Shaman points.

Jinxes

Totem of Fear As an action, you can expend 2 Shaman points to choose up to three creatures you can see within 30ft of you. Those creatures must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Primal Transformation As an action you can spend 2 Shaman Points to cast the Alter Self spell. You are able to maintain concentration on this spell even while raging.

Night's Calling As an action you can spend 3 Shaman Points to cast the Darkness spell, centered on yourself. This spell does not require concentration or material components, however its duration is only one minute.

Dark Retribution When you take damage from a melee attack made by a creature within 5ft of you, you can use your reaction, spending up to 5 Shaman Points to have the attacking creature take 1d8 necrotic damage per Shaman Point spent.

Spirit's Protection As an action you can spend 3 Shaman Points to gain resistance to Necrotic or Radiant damage for 1 hour.

Daunting Appearance As a Bonus Action, you can spend 1 Shaman Point to gain advantage on Intimidation Checks for 1 minute.

Ancestor's Communion (Prerequisite: 5th Level) You can spend 4 Shaman Points to cast the Speak With Dead spell without requiring any material components.

Undead Vitality As a Bonus Action on Your Turn, you can spend 1 Shaman point to gain temporary hit points equal to your Charisma modifier. These hit points disappear when you take a Short Rest.

Spirit's hold As an action, you can expend 1 Shaman Point to have dark spirits enter the mind of one creature you can see and attempt to bend it to their will. The creature must succeed on a Wisdom saving throw or be charmed by you for 1 minute (A creature you are in combat with has advantage on the saving throw). A creature charmed by you in this way regards you as a friendly acquaintance and its eyes become pure black.

Ruthless Attacks (Prerequisite: 5th level) As an bonus action, you can spend 3 Shaman points. For 1 minute, whenever you make an attack roll, you can roll a d4 and add the result to the roll.

Spirit's Awareness As an action, you can spend 1 Shaman point to gain a bonus to all Perception and Investigation checks you make within the next hour. This bonus is equal to your Charisma moidifier.

Martyr's Guard When a creature within 30 ft of you that you can see takes damage, you can spend 2 shaman points to reduce that damage by 1d10 + (your Charisma modifier) Abberant Ascent As an action, you can spend 1 Shaman point to gain a climbing speed equal to your speed for 1 hour. During this time, you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.