The relationship between the barbarian and their spirit guide is special, the spirit a god or being so small they must rely on a mortal as the mortal must rely on them. All it takes is a moment to bring them together, a bond that they both forge to make the other stronger. Consider this moment, and what it took for your barbarian to become a spirit champion over other paths. How did it come to be?

Starting at 3rd level, you can temper your rage to focus your mind. You may now choose to either rage normally or to enter a mystic rage. While in a mystic rage, you gain all the benefits of a normal rage save for resistances to bludgeoning, piercing, and slashing damage. You may cast and concentrate on spells while in a mystic rage and casting a spell can maintain your mystic rage alongside taking damage or attacking a hostile creature.

At 3rd level you have earned a spirit guide, an otherworldly mentor who has imparted some knowledge of the world onto you. You gain proficiency in your choice of either History, Nature, or Religion.

There are many gods and spirits in the world, and not all of them are known to civilized men. The barbarians who embark down the path of the Spirit Champion embrace and learn from these beings as they gain mastery over both martial skill and shamanism. Many of these gods are minor, revered only by a single village or a family. Others are near-forgotten phantoms known only through folklore or fairy tale. Regardless their origin, the Spirit Champion serves them as both guardian and student, blending unrelenting savagery with supernatural insight.

Spellcasting

When you choose this subclass at 3rd level, your spirit guide gifts you with the clarity to cast spells.

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

Spell Slots. The Spirit Champion Spellcasting table shows how many spell slots you have to cast your cleric 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 Shield of Faith and have a 1st-level and a 2nd-level spell slot available, you can cast Shield of Faith using either slot.

Spells Known of 1st-Level and Higher. Select one of the divine domains available to clerics. You learn the domain spells a cleric of your chosen domain would learn at 1st level. Additionally, you learn one 1st level spell of your choice from the cleric's spell list.

When you reach 7th level, you learn the domain spells a cleric of your chosen domain would learn at 3rd level, as well as a cleric spell of your choice that is 2nd level or lower.

When you reach 13th level, you learn the domain spells a cleric of your chosen domain would learn at 5th level, as well as a cleric spell of your choice that is 3rd level or lower.

When you reach 19th level, you learn the domain spells a cleric of your chosen domain would learn at 7th level, as well as a cleric spell of your choice that is 4th level or lower.

Whenever you gain a level in this class, you can replace one of the non-domain cleric spells you know with another spell of your choice from the cleric spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability. Wisdom is your spellcasting ability for your cleric spells, since you learn your spells through your connection to the spirit realm. 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 cleric 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

Shaman's Endurance

Starting at 6th level, you gain temporary hit points equal to your Barbarian level whenever you cast a spell of 1st level or higher. These hit points (if any remain) vanish after 1 minute.

Lore Master

At 10th level you have learned even greater worldly knowledge from your spirit guide. You gain proficiency in History, Religion, and Nature. If you are already proficient in one of these skills, you may learn an additional language for each one you are already proficient in. In addition, you may add your Wisdom modifier as a bonus to any Intelligence (History), (Nature), or (Religion) check.

Champion's Might

At 14th level you have become a paragon of your guide, allowing you to balance their power perfectly with your fury. All your rages are now mystic rages and they now grant resistance to bludgeoning, piercing, and slashing damage while mystic raging.