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Path of the Shamanic Adherent

A battle shaman practiced in channeling its fury into spiritual-infused passion, the barbarian of this path serves as a spiritual guide and leader of often warlike or threatened people. It uses devotion to ancestral and natural spirits to empower it as a spellcaster and as a warrior.

Path of the Shamanic Adherent Features
— SpellSlots perSpellLevel —
Barbarian LevelFeatureCantrips KnownSpells Known1st2nd3rd4th
3rdShamanic Spellcasting, Battle Focus232
4th 243
5th 243
6thInner Calm243
7th 2542
8th 2642
9th 2642
10thSpiritual Guidance3743
11th3843
12th 3843
13th 39432
14th Blessing of the Spirits310432
15th 310432
16th 311433
17th311433
18th 311433
19th 3124331
20th 3134331

Shamanic Spellcasting

3rd-level Path of the Shamanic Adherent feature

You perform special rites to cast spells.

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

Spell Slots. The Path of the Shamanic Adherent table shows how many 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 bless and have a 1st-level or 2nd-level spell slot available, you can cast bless using either slot.

Spells Known of 1st-Level and Higher. You know three 1st-level spells from the Shamanic Adherent spell list of your choice.

The Spells Known column of the Path of the Shamanic Adherent table shows when you learn more spells of 1st level or higher. Each of these spells 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.

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

Spellcasting Ability. Wisdom is your spellcasting ability, since you learn your spells through ritual practices and communing with spirits. 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 spell from this class 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

Shamanic Adherent Spells. Here’s the list of spells you can choose when you gain a new Shamanic Adherent spell. The list is organized by spell level, not character level.

Each spell is in the Player’s Handbook, unless it has an asterisk, in which case it is in Xanathar’s Guide to Everything, two asterisks, in which case it is in Tasha’s Cauldron of Everything, or a dagger, in which case it is in the Psychic and Spiritual Handbook by Therin Creative. Other spells may be approved by the DM.

Cantrips (0 Level)

booming blade**
control flames*
dancing lights
druidcraft
guidance
infestation*
light
mending
poison spray
produce flame
shillelagh
thorn whip
thunderclap*
true strike

1st Level

animal friendship
bane
bless
ceremony*
comprehend languages
cure wounds
detect magic
detect poison and disease
divine favor
fog cloud
heroism
jump
purify food and drink

2nd Level

animal messenger
augury
beast sense
earthbind*
enhance ability
flame blade
lesser restoration
locate animals or plants
prayer of healing
protection from poison
warding wind*

3rd Level

detect aura
dispel magic
elemental weapon
feign death
magic circle
pass without trace
remove curse
revivify
speak with dead
spirit guardians
tongues
spirit shroud**
water breathing
water walk
wind wall

4th Level

charm monster*
control water
death ward
detect possession

dominate beast
freedom of movement
guardian of nature*
hallucinatory terrain

spirit of the wolf
stoneskin
wall of fire

Multiclassing. If you have two or more classes with the spellcasting feature, add one third your barbarian level to determine how many spell slots you have. The spells you know or can prepare follow the rules for each of your classes. Your Path of the Shamanic Adherent features can only be used with spells you learn from this class.

Battle Focus

3rd-level Path of the Shamanic Adherent feature

Your spirit is calm and focused, granting you the following benefits:

  • When you enter rage, you can continue to concentrate on spells you know from this class.
  • When you cast a spell you know from this class as a bonus action, you can enter rage using the same bonus action.
  • Your rage doesn’t end early on a turn you cast a spell from this class or use your action or bonus action to direct some aspect of a spell from this class you have already cast.
  • If a spell you cast uses an ability score to determine your attack and damage bonus, it is treated as Strength for the purpose of barbarian class features.

Inner Calm

6th-level Path of the Shamanic Adherent feature

You possess resolute focus. Once each turn when you make a Constitution saving throw to maintain concentration, you can choose to roll a d8 and add the result to your save.

Additionally, you can cast any cantrip you know from this class while raging.

Spiritual Guidance

10th-level Path of the Shamanic Adherent feature

When confronted with a problem, you seek spiritual guidance on how to proceed. By meditating for 1 minute, you choose any two skills; you don’t need to have proficiency with the skill. Each time you make an ability check using the selected skills, you have a bonus equal to your Rage damage bonus. You benefit from this feature until you finish a short or long rest.

Once you use this feature, you can’t use it again until you finish a short or long rest, or unless you expend a use of your Rage feature to use it again, but can only do so once until you finish a short or long rest.

Blessing of the Spirits

14th-level Path of the Shamanic Adherent feature

When you enter rage, you bolster your allies within 10 feet of you. Your allies have advantage on ability checks and saving throws for the duration of the rage, and you and your allies gain 2d8 + your Wisdom modifier temporary hit points.

Once a creature benefits from this feature, it must finish a short or long rest before it can benefit from it again.