At 5th Barbarian level, during a long rest you can prepare a shamanic elixir.
Uppon consumption, the target gains the benefit of your rage ability, regains 1 rest dice, restores 1 fatigue, heals for an amount equal to your battle dice roll, and remakes saves against all ongoing diseases, conditions, and spells.
If you possess a scroll, spell, consumable, potion(which cannot originate from a shamanic elixir) or similar alchemical ingredient(Subject to GM) then you can consume/use it to emplace its effect into the shamanic elixir(as though the target cast the spell as you.)
This starts you off with 1 less rest dice after the long rest. A shamanic elixir does not last longer than two long rests.
At 5th barbarian level, choose one of the following upgrades:
Shamanic magic - Learn two lvl 1 and two lvl 2 oath, mystic, or occult spells(of your choosing.) You can spend other spell slots or dice that you may possess, rest dice or battle dice to cast it. Dexterity or Wisdom can be used as the casting attribute.
Elixir mastery - You spend 1 rest dice during a long rest to create an extra shamanic elixir, allowing you to create 2.
Shamanic visions - You can spend 1 battle dice or rest dice to gain true sight for 1 turn. During this time, you gain advantage on insight, religion, intimidation, and perception checks. During a rest, you can spend 1 rest dice to gain a shamanic premonition. A shamanic premonition can be used to gain advantage on an initiative check or to gain advantage on a knowledge or investigation skill check.
Dark rune interpreter - learn an occult cantrip. When you slay a small or larger creature with the cantrip or from using a battle dice, you gain a black-page. You can construct a dark grimmoire by spending a rest dice during a rest. When doing so, roll 3d4. If you have that many black pages, the grimmoire is created. If not, up to 2d4 black pages are consumed. A dark grimmoire comes with 2d4 spell levels and can be used to cast a spell that is level 5 or lower. The spell must be known by the user. A black page can be consumed to grant the grimmoire 1 extra spell level.
Drakeblood affinity - You gain the ability to understand arcane serpents, dragon-like creatures, and similar sentient lizard languages. You gain a +2 bonus to constitution. You can consume a dragonborn or similar draconic creatures heart during a rest to either: gain +1 max HP, up to a maximum of +20, create an extra shamanic elixir. You can also consume such a heart to learn an occult cantrip once, and then afterwards to change it, using your dexterity or wisdom as the casting attribute.
Elixirs of strength - Your elixirs grant the consumer a +4 bonus to strength for 1 hour, and also grant temporary health equal to your battle dice roll. You can administer a shamanic elixir to a creature that has died within the past 1d4 rounds(rolled and known on application) to revive them.
Shamans hex - You can spend 1 rest dice or battle dice to hex a creature within 40 ft. The target must make a wisdom save vs a DC 10 + your total level / 2 + you wisdom bonus. On a failure the target takes 2 x your battle dice damage and causes the target to take 1 extra damage from all sources. This is doubled against elemental, ethereal, fae, and fiendish creatures. Lasts 1 hour and cannot affect more than 1 creature at a time. The remains of a hexed creature can be turned into a lesser elixir during a short rest. A lesser elixir does one of the following:
- Grant 3d6 arcane health.
- Grant a +2 bonus to an ability score of choice for 1 hour.
- Grant a +2 bonus to AC.
- Grant darkvision and a +1 bonus to perception and investigation.
At 6th barbarian level, you can spend 1 rest dice during a rest to make a DC 15 wisdom check. On a success, you regain 3 class resources of choice (battle dice, per rest ability uses, spell slots, alchemy points, or rerolls, but not per long rest ability uses.) and you gain a +2 bonus to checks made for all interactions with or attempts to detect spiritual, eldrich, undead, fae, or fiendish creatures or entities until next rest.
Also at 6th barbarian level, gain proficiency with religion. If already proficient, gain expertise. If already expert, increase rest dice maximum by 1.
At 6th barbarian level, choose one of the following abilities:
Mixologist - When creating a shamanic elixir, you can spend 1 rest dice to create 1 extra.
Spirit seer - When using spirit journey, restore one extra resource, and gain a lvl 3 shamanic spell slot which can be used to cast any spell you know. Also, learn a lvl 1, lvl 2, and lvl 3 spell, 1 each from mystic, oath, and occult. You use dexterity or wisdom as the casting attribute.
Battle shamanism - Gain proficiency with two of any of the following: An armor class, a shield class, a weapon group, athletics, intimidation, religion. Your battle dice maximum is increased by 2. Your battle dice rolls gain a +1 bonus.
Shamanic insights - Gain an extra shamanic gift. Gain a +1 bonus to your spirit journey bonus vs entities.
Death rites - Creatures you slay by critical hit or by battle dice damage bypass death immunity, undead resilience, and regeneration effects. Slaying such creatures grants a rite point, which can be exchanged during a rest for either a rest dice or a black page.
At 7th barbarian level, all damage you deal to ethereal, fiendish, outsider, eldrich, and undead creatures is always increased by an amount equal to your battle dice roll.
At 8th barbarian level, you gain advantage to saves vs spells and magic while raging.