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Noctemwolf
2014-12-12, 09:16 AM
V1.1:
Elemental Path: Changed spells available at level 15 from 2 random spells to one 6th, 7th, and 8th level spell. Number of Spellslots available changed to be nonvariable. Damage gained from wisdom to spells removed.
Elemental Form: Addendum added so that only standard Air, Water, Earth, and Fire elementals can be shaped into. The number of uses brought in line with Druid shapeshifting.
Spells added to spell list: Thunderous Smite, Branding Smite, Elemental Weapon, Staggering Smite, and Banishing Smite.
V1.2:
Elemental Path: 50% damage replaced with wisdom to damage.
One with the Elements: abilities tweaked. 1/day 9th level spell added.
Spells gained from elemental path tweaked.


Inspired by the Shaman from Warcraft, I introduce this class for the 5 edition of Dungeon and Dragons. Please, chew it over and let me know what you think. I think it's mostly complete, but might need a tweak here and there of course. I am considering adding some of the paladins smite spells to the list limited to the chosen elemental damage type.



Shaman

http://fc06.deviantart.net/fs70/f/2012/189/5/8/thrall__s_patience_by_antonzemskov-d56gdly.jpg (http://antonzemskov.deviantart.com/art/Thrall-s-Patience-313172710)

"The beginning of wisdom is the statement 'I do not know.' The person who cannot make that statement is one who will never learn anything. And I have prided myself on my ability to learn."



The Shaman












-
Spells
Per
Level
-


Level
Proficiency Bonus
Features
1st
2nd
3rd
4th
5th


1
+2
Elemental Affinity
-
-
-
-
-


2
+2
Fighting Style, Spellcasting
2
-
-
-
-


3
+2
Elemental Path, Elemental Eye
3
-
-
-
-


4
+2
Ability Score Improvement
3
-
-
-
-


5
+3
Extra Attack
4
2
-
-
-


6
+3
Elemental Affinity Improvement
4
2
-
-
-


7
+3
Elemental Path Feature
4
3
-
-
-


8
+3
Ability Score, Elemental Movement
4
3
-
-
-


9
+4
-
4
3
2
-
-


10
+4
Elemental Affinity Improvement
4
3
2
-
-


11
+4
Elemental Path Feature
4
3
3
-
-


12
+4
Ability Score Improvement
4
3
3
-
-


13
+5
-
4
3
3
1
-


14
+5
Elemental Form
4
3
3
1
-


15
+5
Elemental Path Feature
4
3
3
2
-


16
+5
Ability Score Improvement
4
3
3
2
-


17
+6
-
4
3
3
3
1


18
+6
Elemental Eye Improvement
4
3
3
3
1


19
+6
Ability Score Improvement
4
3
3
3
2


20
+6
One with the Elements
4
3
3
3
2



Quick Build Shaman:

First, Strength should be your highest score, followed by Wisdom. Next, choose the Hermit Background.

HIT POINTS

Hit Dice: 1d10 per level
Hit points at 1: 10+CON
Hit points at Higher: 1d10 (or 6) + CON

PROFICIENCIES

Armor: Light armor, Medium armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: None
Saving Throws: Wisdom, Intelligence
Skills: Choose Three from Animal Handling, Athletics, History, Insight, Investigation, Nature, Medicine, Religion, and Survival


Starting Equipment:


(a)Scale Mail or (b)Leather Armor
(a)A Warhammer or (b)any simple melee weapon
(a)Two Katars (Scimitars) or (b)two simple melee weapons
(a)An Explorer's Pack or (b)a Scholar's Pack
A Shield and 5 javelins


Elemental Affinity

At level one, you gain prestidigitation as a cantrip known. in addition, You gain the ability to manipulate the elements in crude and non harmful ways.
As an action:

You can control fire, shaping it in up to a 5 foot cube, and can also extinguish a fire as large as a campfire. You can move the fire 5 ft. per round as an action.
You can shape and move water in up to a 5 foot cube, and can change water into ice and vice versa. You can move the water 5 ft. per round as an action.
You can shape and move earth in up to a 5 foot cube, turning rock into sand and vice versa. You can move the earth 5 ft. per round as an action.
You can shape and move air in up to a 5 foot cube, and can also heat or cool the air. You can move the air 5 ft. per round as an action.


At level 6, based on your choice of Elemental Path, you may add the following cantrips to your cantrips known:

Water: Thorn Whip (Cold), Mending and Ray of Frost

Earth: Poison spray, Acid Splash and Blade ward

Fire: Produce Flame, Fire Bolt and Dancing Lights

Air: True Strike, Shocking grasp and Message

Whenever a spell has a damage type listed next to it, that is the type of damage it deals.

At level 10, You gain the ability to speak Primordial if you did not already know how, and can easily Reason with Elemental creatures. If you already knew Primordial, you may learn one language of your choice instead. You gain double your proficiency bonus on any charisma and Intelligence checks related to elemental creatures, even if you are not proficient with the skill being used. In addition, most elemental creatures will not be immediately hostile to you or your companions, and you may attempt charisma related checks on mindless elemental. In addition, you have advantage on charisma checks related to elementals of your chosen elemental path. (So, water elementals for the Water path, Earth elementals for the Earth path, etc.)

Fighting Style

at level two, choose one of the Following Fighting Styles:

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability m odifier to the damage of the second attack.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are w ielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Spellcasting

At 2nd level, you have learned to draw on divine magic through meditation and study of nature, much as a druid or ranger.

Preparing and Casting Spells
The Shaman table shows how many spell slots you have to cast your spells. To cast one of your Shaman spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of Shaman spells that are available for you to cast, choosing from the Shaman spell list. When you do so, choose a number of Shaman spells equal to your Wisdom modifier + half your Shaman level, rounded down (minimum o f one spell). The spells must be of a level for which you have spell slots. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in quiet study and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your Shaman spells. 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 Shaman 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

Elemental Eye

As an action, for the next minute you can determine if there are any elemental creatures within one mile of you, as well as their approximate location and number.

Elemental Path

Shaman tend to become highly specialized with the element that matches their personality.

Choose one of the following four elements as your path. Each one has a damage type associated with it.

Water: You're abilities and spells can have their damage type changed to Cold.
Earth: Your abilities and spells can have their damage type changed to Acid.
Fire: You're abilities and spells can have their damage type changed to Fire.
Air: Your abilities and spells can have their damage type changed to Lightning.

In addition, you add certain spells to your spells list as listed below. These spells are always prepared and do not count towards your limit of spells prepared per day. Whenever a spell has a damage type listed next to it, that is the type of damage it deals.

1st-
Water: Healing word and Chromatic orb (Cold only)
Earth: Longstrider and Chromatic Orb (Acid only)
Fire: Burning Hands and Hellish Rebuke
Air: Unseen Sevant and Thunderwave

2nd-
Water: Protection from Poison and Mirror Image
Earth: Melf's acid arrow and Hold person
Fire: Flaming Sphere and Scorching Ray
Air: shatter and Blur

3rd-
Water: Sleet Storm and Aura of Vitality
Earth: Meld into Stone and Slow
Fire: Fireball and Daylight
Air: Call lightning and Gaseous Form

4th-
Water: Ice storm and Aura of Life
Earth: Stoneskin and Fabricate
Fire: Fire shield and Dimension door
Air: Freedom of movement and Greater invisibility

5th-
Water: Cone of Cold and Mass Cure Wounds
Earth: Hold Monster and Creation
Fire: Flamestrike and Banishing Smite
Air: Cloudkill and Conjure Volley

At 7th level, the damage dealt by your associated elemental damage type is empowered, allowing you to add your wisdom modifier to any damage caused by a spell with your elemental damage type.

At 11th level, Creatures that have resistance to your chosen elemental paths damage type are not resistant to the damage type when the effect originates from you. In addition, creatures with immunity to your chosen elemental type are treated as having resistance instead of immunity when the effect originates from you.

At 15th level, You gain access to the following spells based on your elemental path. You treat these spells as prepared spells with a number of spell slots equal to two, shared between the pair. You may not use these spell slots for any spells other than the ones listed here. You must take a long rest to regain these special spell slots. Each spell is cast at a level equal to it's normal level.

At 19th level, you now have three total spell slots shared between these spells, rather than two.

Water: Otiluke's Freezing Sphere, Simulacrum and Tsunami
Fire: Sunbeam, Fire storm and Incendiary Cloud
Earth: Move Earth, Reverse Gravity and Earthquake
Air: Chain Lightning, Etherealness and Control Weather

Elemental Form
As an action, You can take on the form of an elemental of your chosen elemental path (So either an Air, Water, Earth, or Fire elemental, respectively). You can do so twice per day, and must long rest before you gain back the uses. You can stay in an elemental shape for a number of hours equal to half your Shaman level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:


Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

When you transform, you assume the elemental’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your form. Transforming doesn't break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.

You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.

You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can’t w ear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.


One with the Elements

You may now transform a number of times per day equal to 1/2 your level. You also gain Blindsight out to 60 feet as your communication with the elements allows you to transcend the five basic senses.

In addition, your elemental form improves, increasing the hit points you have in this form by an amount equal to your level. You can also choose to be a normal elemental or to become a huge elemental, Taking up a 15 by 15 foot space and gaining a reach with your natural attacks out to 15 ft. In addition, 1/day while in this elemental state you may cast one of the following spells without using material components, depending on your elemental Path. You must provide any components that require money:

Water- Mass Heal
Earth- Imprisonment (burial and chaining variants only)
Air- Storm of Vengeance
Fire- Meteor Swarm



Spell List:

1- Animal friendship, Create or Destroy Water, Cure wounds, Detect Magic, Detect Poison and Disease, Find familiar, Fog Cloud, Speak with Animals, Sleep, Thunderous Smite
2- Branding Smite, Continual Flame, Enhance ability, Flame Blade, Gust of wind, Heat metal, Lesser restoration, Misty Step, Remove curse,
3- Bestow Curse, Clairvoyance, Dispel Magic, Elemental Weapon, Haste, Protection from Energy, Water Breathing, Water Walk, Wind wall
4- Banishment, Control Water, Conjure Minor Elementals, Staggering Smite, Stone Shape, Wall of Fire
5- Banishing Smite, Commune with Nature, Conjure elemental, Greater restoration, Reincarnate, Scrying, Wall of Stone

Leuku
2014-12-12, 10:11 AM
First, Strength should be your highest score, followed by Wisdom. Next, choose the Hermit Background.

Strength should be your highest score followed by Wis, but your saving throws are Wis and Int. Iiiiinteresting...


At level 6, based on your choice of Elemental Path, you may add the following cantrips to your cantrips known:

Water: Thorn Whip (Cold), Mending and Ray of Frost

Earth: Poison spray, Acid Splash and Blade ward

Fire: Produce Flame, Fire Bolt and Dancing Lights

Air: True Strike, Shocking grasp and Message

Wow, you gain 3 cantrips all in one level? Sure, no big deal; it's the only feature this level.


at level two, choose one of the Following Fighting Styles:

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability m odifier to the damage of the second attack.

Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are w ielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

You have proficiency in shields but no protection fighting style? Odd.


In addition, you add certain spells to your spells list as listed below. These spells are always prepared and do not count towards your limit of spells prepared per day. Whenever a spell has a damage type listed next to it, that is the type of damage it deals.

I sent my PHB in to get repaired so I can't judge your spell list.


At 7th level, the damage dealt by your associated elemental damage type is increased by 50%. In addition, you may add your charisma modifier to all elemental damaging spells.

No double damage features, and also no using percentages to determine additional damage. Also, why Charisma modifier, when this class doesn't have anything else depend on Charisma? It has Strength for melee attacks and Wis for spellcasting, and Int for a saving throw; why Charisma? Just make this feature add your Wis modifier to spells that deal damage of your elemental type.


At 15th level, You gain access to the following spells based on your elemental path. You treat these spells as prepared spells with a number of spell slots equal to your Wisdom modifier shared between the pair. You may not use these spell slots for any spells other than the ones listed here. You must take a long rest to regain these special spell slots. Each spell is cast at a level equal to it's normal level.

Wish I had my player's handbook. But this sounds iffy. By 15th level, it should not be unexpected to have maxed out Wisdom. That is 5 castings per day of any combination of 2 power spells. Isn't Delayed Blast Fireball a ridiculously high level spell? 7th level spell, right? And you're giving Fire Shaman guy potentially 5 uses of that per day, more uses than a 17th level Wizard could ever do? A 17th level wizard has 1 lvl 7, 1 lvl 8, and 1 lvl 9 spell slot, and with Arcane recovery can recover one of those spell slots, which means the Wizard maxes out at 4 potential uses of Delayed Blast Fireball per day. And you're giving this Shaman potentially 5 uses of it without cost.

And... Tsunami is an 8th level spell!!! AN 8TH LEVEL SPELL!!! FIVE uses of an 8th level spell per day? At this point I say throw out this broken feature and come up with something else.


Elemental Form
As an action, You can take on the form of a small, medium, or large elemental of your chosen elemental path. You can do this a number of times per day equal to your Wisdom modifier, and must long rest before you gain back the uses. You can stay in an elemental shape for a number of hours equal to half your Shaman level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. While you are transformed, the following rules apply:

... What? The ability to change in to any elemental of your type for a number of hours no less than 7 with a number of uses greater than 1? Am I in crazy-town? And no CR restriction? Even the Druid has CR restriction, and the Moon druid is already considered the closest thing to being broken.

Looking at the Monster Manual, transforming in to one of the standard Elementals on pgs 124-125 isn't a big deal; they're only CR 5, though they are a buttload of HP. But those aren't the only elementals. Genies are elementals, and there so happens to be a genie elemental for each elemental type: Dao - Earth, Djinni - Wind, Efreeti - Fire, Marid - Water. Each of the are CR 11.

Changing in to an Elemental sounds more like a Capstone feature than a 14th level feature. The way this feature currently stands, it is no good and needs to be completely remade.


You may now take on a form up to a Huge elemental of your chosen type, and may transform a number of times per day equal to 1/2 your level. You also gain Blindsight out to 60 feet as your communication with the elements allows you to transcend the five basic senses.

WHAT!? A number of times per day equal to half your level!? 10 times a day!? What do you think polymorphing in to an Elemental is? Baking cookies in bulk?

To compare, Paladins can only transform in to their Avatars ONCE A DAY!

Throw this out. Come up with something else.

Otherwise, not bad.

Noctemwolf
2014-12-12, 06:06 PM
Strength should be your highest score followed by Wis, but your saving throws are Wis and Int. Iiiiinteresting...


Paladin's are similar. Their suggested stats are Strength than Charisma, yet their saves are Wisdom and Charisma. Similar case here. :smallbiggrin:



Wow, you gain 3 cantrips all in one level? Sure, no big deal; it's the only feature this level.


Indeed. The class is a 5 level casting class, meaning they don't get cantrips normally. So I gave it to them instead. Besides that, as an example, a wizard has 4 cantrips at level 6. So now does the shaman. Ultimately there kind of pseudo-full casters without actually being them.



You have proficiency in shields but no protection fighting style? Odd.


Rangers have proficiency in shields but no protection style. I was basing my fighting styles more on theme rather than usable gear. Just like rangers, Shaman tend to be damage dealers over tanks, but that doesn't mean they can't pick up a shield and use it, or even focus on it's use with the dueling style or defense style.




I sent my PHB in to get repaired so I can't judge your spell list.


That's all good. To be honest I need to put a few more damaging spells in there so that their elemental path abilities don't feel like so much of gimmicks. There's really no spells on the list for them to change the damage type of; and the ones they gain from leveling are already of the proper damage type.



No double damage features, and also no using percentages to determine additional damage. Also, why Charisma modifier, when this class doesn't have anything else depend on Charisma? It has Strength for melee attacks and Wis for spellcasting, and Int for a saving throw; why Charisma? Just make this feature add your Wis modifier to spells that deal damage of your elemental type.


...Why can't I use percentages? This seems more semantics than anything else. If I change it to say 1 1/2X it's normal damage, would that be better? It's basically the same thing.
and thanks for catching that. It was supposed to be wisdom not charisma. And I also agree with you on that point, and I'm gonna take out the second portion. It is really more overkill than useful.



Wish I had my player's handbook. But this sounds iffy. By 15th level, it should not be unexpected to have maxed out Wisdom. That is 5 castings per day of any combination of 2 power spells. Isn't Delayed Blast Fireball a ridiculously high level spell? 7th level spell, right? And you're giving Fire Shaman guy potentially 5 uses of that per day, more uses than a 17th level Wizard could ever do? A 17th level wizard has 1 lvl 7, 1 lvl 8, and 1 lvl 9 spell slot, and with Arcane recovery can recover one of those spell slots, which means the Wizard maxes out at 4 potential uses of Delayed Blast Fireball per day. And you're giving this Shaman potentially 5 uses of it without cost.

And... Tsunami is an 8th level spell!!! AN 8TH LEVEL SPELL!!! FIVE uses of an 8th level spell per day? At this point I say throw out this broken feature and come up with something else.


Hey, no need to sound so combative mate. I admit, I probably didn't do that quite right. Most casters have fixed numbers for their spells rather than a variable one. So, if I were to say, change this so that they had 2 of these spell slots at level 15 and 3 and level 19 would that be better?

And of course, Full casters gain 8th level spells at 15. so it's not beyond me to have 8th level spells available here. Castable more often? Yes. But also, in exchange for that raw power, they don't have the versatility. a Wizard can change the spell he casts with that slot, where the shaman cannot.

Also, I honestly feel Like I may have done the spells wrong here too. Some have overall higher spell levels than the others, so I'm going to switch it around so that they gain acess to one 6th, 7th, and 8th level spell thematic to the element chosen. and yes, this does mean at level 19 they would be able to cast the 8th level spell three times if they so choose; Raw power over versatility.



... What? The ability to change in to any elemental of your type for a number of hours no less than 7 with a number of uses greater than 1? Am I in crazy-town? And no CR restriction? Even the Druid has CR restriction, and the Moon druid is already considered the closest thing to being broken.

Looking at the Monster Manual, transforming in to one of the standard Elementals on pgs 124-125 isn't a big deal; they're only CR 5, though they are a buttload of HP. But those aren't the only elementals. Genies are elementals, and there so happens to be a genie elemental for each elemental type: Dao - Earth, Djinni - Wind, Efreeti - Fire, Marid - Water. Each of the are CR 11.

Changing in to an Elemental sounds more like a Capstone feature than a 14th level feature. The way this feature currently stands, it is no good and needs to be completely remade.


Druids gain the ability to transform into elementals at 10th level if they are Circle of Moon. And beyond that, I wouldn't want to wait until level 20 to have the ability to shapeshift. It seemed to fit in right here in my mind, higher in power but not un-achievable in the standard campaign. Are there any other reasons you can think of for moving it? Also, you are right; the number of uses here, again, is too many. It's a fixed number for the druid, so if I flip it around to make it twice per day, would that be better?

Also, this entire section is almost word for word similar to the Druid transformation, including the number of hours you can remain in form.

And I did mean for it to only be the standard elementals, not any elemental creature. That's moreso my bad. :smalltongue:



WHAT!? A number of times per day equal to half your level!? 10 times a day!? What do you think polymorphing in to an Elemental is? Baking cookies in bulk?

To compare, Paladins can only transform in to their Avatars ONCE A DAY!

Throw this out. Come up with something else.

Otherwise, not bad.

YES! ABSOLUTELY! 10 times a DAY! It's more like baking CAKES in bulk! :smallsigh::smallsigh:

Druids at level 20 have unlimited wild shape. no matter their path. So this isn't nearly as bad. This is comparing to the druid ability, not to the paladin ability.
Also, meaning Druids of the Circle of the Moon can transform into Air, Fire, Water, and Earth elementals an unlimited number of times per day. I honestly think this one is just fine, save the addendum that you can only transform into the standard elementals depending on your chosen path.


Overall, most of your objections seem to have been semantics, catching a few of my small errors (Which I am thankful for, really. I promise. Thank you), and number of uses. All of that is easily fixable, WITHOUT throwing out the already in place items. A few number changes should bring them into line with other classes at similar levels. Look above for the changes and the change Log.

All else considered Leuku, don't take anything personally. I'm glad you decided to comment. :smalltongue:

And seeing as I don't have a monster manual, I'm actually not sure if the Small, Medium, Large, or Huge elementals are actually things anymore. Any chance you could look into that for me? I really wouldn't mind. :smallbiggrin:

Leuku
2014-12-12, 08:02 PM
Indeed. The class is a 5 level casting class, meaning they don't get cantrips normally. So I gave it to them instead. Besides that, as an example, a wizard has 4 cantrips at level 6. So now does the shaman. Ultimately there kind of pseudo-full casters without actually being them.

Great; good explanation.


Rangers have proficiency in shields but no protection style. I was basing my fighting styles more on theme rather than usable gear. Just like rangers, Shaman tend to be damage dealers over tanks, but that doesn't mean they can't pick up a shield and use it, or even focus on it's use with the dueling style or defense style.

Interesting; you're absolutely right.


That's all good. To be honest I need to put a few more damaging spells in there so that their elemental path abilities don't feel like so much of gimmicks. There's really no spells on the list for them to change the damage type of; and the ones they gain from leveling are already of the proper damage type.

Best of Luck.


...Why can't I use percentages? This seems more semantics than anything else. If I change it to say 1 1/2X it's normal damage, would that be better? It's basically the same thing.

Regarding percentages: It's unprecedented. No class has a percentage-dependent feature. If you want to add damage, add damage dice or a flat bonus.

Also, increasing damage by 50% is too much. That is relatively equivalent to doubling the damage dice of the spell: the average damage of a die roll is roughly a little more than half its die value. Adding 50% in damage is essentially adding the average of a whole new set of dice rolls. This 7th level Shaman will do more damage with a damaging spell spending the lowest possible spell slot than a wizard will do spending a higher level spell slot.

Let's look at the Evocation wizard for inspiration. At 6th level, they get Potent Cantrip, which lets them deal half damage on a miss with cantrips. At 10th level, they get Empowered Evocation, which lets them add their int mod in damage to any wizard evocation spell. Which is what you've already got by letting the Shaman add his Wis mod in damage to his elemental type.


Hey, no need to sound so combative mate. I admit, I probably didn't do that quite right. Most casters have fixed numbers for their spells rather than a variable one. So, if I were to say, change this so that they had 2 of these spell slots at level 15 and 3 and level 19 would that be better?

And of course, Full casters gain 8th level spells at 15. so it's not beyond me to have 8th level spells available here. Castable more often? Yes. But also, in exchange for that raw power, they don't have the versatility. a Wizard can change the spell he casts with that slot, where the shaman cannot.

Hmm. Alright. My spell list kung-fu is not strong enough to more properly judge this, so limiting it to 2 slots per day sounds fine.


Also, I honestly feel Like I may have done the spells wrong here too. Some have overall higher spell levels than the others, so I'm going to switch it around so that they gain acess to one 6th, 7th, and 8th level spell thematic to the element chosen. and yes, this does mean at level 19 they would be able to cast the 8th level spell three times if they so choose; Raw power over versatility.

Looking at the spell levels now, you've done a good job of balancing the power discrepancies between each elemental type. Sounds fine; they'll never get a 9th level spell, so there's that.


Druids gain the ability to transform into elementals at 10th level if they are Circle of Moon. And beyond that, I wouldn't want to wait until level 20 to have the ability to shapeshift. It seemed to fit in right here in my mind, higher in power but not un-achievable in the standard campaign. Are there any other reasons you can think of for moving it? Also, you are right; the number of uses here, again, is too many. It's a fixed number for the druid, so if I flip it around to make it twice per day, would that be better?

The difference between the Moon Druid and the Shaman is that the Druid can only transform in to specific elemental monsters whereas the Shaman has no restriction on what CR the elemental can be with the way its currently worded. At 6th level, the Moon Druid can transform in to the highest possible CR for class without a polymorph spell: CR 3. At 14th level, the Moon Druid acquires the ability to transform in to an even deadlier CR monster: CR 5 elementals. The Druid has CR restrictions; the Shaman does not yet.


Also, this entire section is almost word for word similar to the Druid transformation, including the number of hours you can remain in form.

You are correct. Hmm. I suppose the significant difference here is that the Druid has CR restriction. So long as the Shaman has CR restrictions, then it should be fine. I should note though that looking through the Monster Manual that there doesn't appear to be much selection of elementals. The elementals I see seem to come in specific CRs: 1/4, 1/2, this funky one that comes at CR 2, 5, and 11. Humongous power disparities in the latter types.


And I did mean for it to only be the standard elementals, not any elemental creature. That's moreso my bad.

So long as it's restricted, it's alllllll good.


YES! ABSOLUTELY! 10 times a DAY! It's more like baking CAKES in bulk! :smallsigh::smallsigh:

Druids at level 20 have unlimited wild shape. no matter their path. So this isn't nearly as bad. This is comparing to the druid ability, not to the paladin ability.
Also, meaning Druids of the Circle of the Moon can transform into Air, Fire, Water, and Earth elementals an unlimited number of times per day. I honestly think this one is just fine, save the addendum that you can only transform into the standard elementals depending on your chosen path.

I overreacted. Sorry about that. Honestly, at this point I consider your capstone feature underwhelming. Because at 20th level, CR 5 elementals just ain't anything fancy. Druids compensate by being able to cast immaterial spells while transformed at 18th level, but the Shaman at this point cannot. Why not come up with a suped up elemental transformation in addition to giving additional uses of transform in to normal elementals?


All else considered Leuku, don't take anything personally. I'm glad you decided to comment. :smalltongue:

This is just how I talk XD. I won't be offended because nothing of significance is at stake. This is a game, after all, not a person.


And seeing as I don't have a monster manual, I'm actually not sure if the Small, Medium, Large, or Huge elementals are actually things anymore. Any chance you could look into that for me? I really wouldn't mind. :smallbiggrin:

There don't seem to be statistics for different sized elementals. The classical elementals occupy only 2 pages in the MM. They're all Large sized and they're all CR 5. HP values range from 90 to 126 due to differences in Con values.

bloodshed343
2014-12-13, 08:06 AM
I really, really like this class. Just pointing that out. Leuku is probably better at balancing the crunch than I am, but I'll look over it in more detail after I finish rewriting my wards.

Edit: I see you're using the 50% damage mod still. This is way too much damage. Limit it to wis mod damage. Also Simulacrum is a super powerful spell. I'd give the water guy something else instead.

Noctemwolf
2014-12-24, 06:58 PM
Great; good explanation.



Interesting; you're absolutely right.



Best of Luck.



Regarding percentages: It's unprecedented. No class has a percentage-dependent feature. If you want to add damage, add damage dice or a flat bonus.

Also, increasing damage by 50% is too much. That is relatively equivalent to doubling the damage dice of the spell: the average damage of a die roll is roughly a little more than half its die value. Adding 50% in damage is essentially adding the average of a whole new set of dice rolls. This 7th level Shaman will do more damage with a damaging spell spending the lowest possible spell slot than a wizard will do spending a higher level spell slot.

Let's look at the Evocation wizard for inspiration. At 6th level, they get Potent Cantrip, which lets them deal half damage on a miss with cantrips. At 10th level, they get Empowered Evocation, which lets them add their int mod in damage to any wizard evocation spell. Which is what you've already got by letting the Shaman add his Wis mod in damage to his elemental type.


Fair enough. I'll have it add WIS to damage to rbing it into line with other classes.



Hmm. Alright. My spell list kung-fu is not strong enough to more properly judge this, so limiting it to 2 slots per day sounds fine.


I would hope so 0-o



Looking at the spell levels now, you've done a good job of balancing the power discrepancies between each elemental type. Sounds fine; they'll never get a 9th level spell, so there's that.


Yes, Certainly true. They fall just short of grabbing those. Although that could be something I add into the capstone. Seeing as there aren't differently sized elementals anymore, I can make a slightly stronger version that gets the ability to sue a certain spell from the 9th level list 1/day.



The difference between the Moon Druid and the Shaman is that the Druid can only transform in to specific elemental monsters whereas the Shaman has no restriction on what CR the elemental can be with the way its currently worded. At 6th level, the Moon Druid can transform in to the highest possible CR for class without a polymorph spell: CR 3. At 14th level, the Moon Druid acquires the ability to transform in to an even deadlier CR monster: CR 5 elementals. The Druid has CR restrictions; the Shaman does not yet.


As it stands, I'm not sure if there's anything I can do about this. I'll have to look the rule up later as well on how moon druids work. At this point I'll leave this as is. Thye should only be able to change into the same type of elementals that druids do anyway.



You are correct. Hmm. I suppose the significant difference here is that the Druid has CR restriction. So long as the Shaman has CR restrictions, then it should be fine. I should note though that looking through the Monster Manual that there doesn't appear to be much selection of elementals. The elementals I see seem to come in specific CRs: 1/4, 1/2, this funky one that comes at CR 2, 5, and 11. Humongous power disparities in the latter types.


Yes, they should end up with the standard cr 5, or the literal normal, pure elementals.




I overreacted. Sorry about that. Honestly, at this point I consider your capstone feature underwhelming. Because at 20th level, CR 5 elementals just ain't anything fancy. Druids compensate by being able to cast immaterial spells while transformed at 18th level, but the Shaman at this point cannot. Why not come up with a suped up elemental transformation in addition to giving additional uses of transform in to normal elementals?


So then, as I said, it should be simple: A slightly improved elemental transformation (Extra hit points and what not), a faster transformation (Bonus action), and a 1/day 9th level spell appropriate to the elemental type.



This is just how I talk XD. I won't be offended because nothing of significance is at stake. This is a game, after all, not a person.


Oh, goodie. :smalltongue:



There don't seem to be statistics for different sized elementals. The classical elementals occupy only 2 pages in the MM. They're all Large sized and they're all CR 5. HP values range from 90 to 126 due to differences in Con values.

Glad to know.



I really, really like this class. Just pointing that out. Leuku is probably better at balancing the crunch than I am, but I'll look over it in more detail after I finish rewriting my wards.

Edit: I see you're using the 50% damage mod still. This is way too much damage. Limit it to wis mod damage. Also Simulacrum is a super powerful spell. I'd give the water guy something else instead.

Yes, yes, I shall change that to being it in line.

Amnoriath
2014-12-24, 10:42 PM
Does it work? Sure it does. Is it all that interesting? No, it really isn't. It feels like a class that is a patchwork of spells and standard as well as small side abilities. The shaping was a decent start but that really didn't go anywhere. You really don't have anything that makes this unique or stand out. In essence you are relying on this patchwork to feel different from others.

Noctemwolf
2014-12-24, 11:48 PM
Does it work? Sure it does. Is it all that interesting? No, it really isn't. It feels like a class that is a patchwork of spells and standard as well as small side abilities. The shaping was a decent start but that really didn't go anywhere. You really don't have anything that makes this unique or stand out. In essence you are relying on this patchwork to feel different from others.

... Well, actually, now that you mention it, pretty much every feature is centered around getting a hold of spells. Huh.... Any suggestions?

Amnoriath
2014-12-25, 09:24 AM
... Well, actually, now that you mention it, pretty much every feature is centered around getting a hold of spells. Huh.... Any suggestions?

Well, I know very little of the WoW Shaman however Primordials in 5e are very much like that in 4e. They are the original creators of the elements and are actually like a few different elementals put together with a sort of thematic retooling based upon what individually they are like. Since this is a half caster trying to be a blaster/controller that is also can be a martial you need to bring the elements in direct combat outside of spells. I would suggest go and look at the WoW powers and see if some of them could be keyed off of attacks as an action. I would also suggest throwing in a War Magic ability later on.

Hawk7915
2014-12-27, 11:35 AM
The choice of spells is important, but one thing you could consider is giving this class two "choices": a choice of Path, and a choice of Tradition. This is unprecedented so far, but! Choosing a Path is almost like a drawback - other casters can just cast whatever, but your spell list is extremely limited. Traditions would grant a little more uniqueness and meat to this class. You'd probably want to ditch all the additional benefits of the path, but I'd think something like...

- Element Caller: Gets every "bonus" thing that Elemental Path currently grants, like WIS to spell damage, ignore resistance, and the extra 3rd "super spell". Maybe give them an Arcane Recovery mechanic as well, or a bonus spell prepared. Or maybe those big bad 7ths, 8ths, and 9ths are exclusive to this tradition.

- Elemental Brawler: Enhancement tree, basically. Gets a speed boost, the ability to "charge" their weapons with Elemental damage (adding WIS as their Path Element to damage rolls, or maybe a flat +2?), and maybe Eldritch Knight "Spell and Swing" benefits? You could roll Fighting Style into this too. Or add a "Elemental Shield" with benefits dependent on your path (Earth Shield grants THPs, Water Shield can restore HP or boost Saves, Lightning Shield deals damage to attackers, Flame Shield adds damage to your attacks?).

- Totemist: Vanilla WoW Shaman. Focuses on a big great weapon and throwing down totems to provide spell-like benefits to their team.

- Mender: Resto Shaman. Gains boosts to healing and curing spells. Maybe all the Elemental Diplomo-cheese is exclusive to this path.

You could note that each Tradition matches up with an Element, typically (Fire Element Caller, Water Mender), but it isn't a hard and fast rule.

This is a big add, and might require you to drop this class to d8 HD (Totemist or Brawler could add some bonus HPs) and/or just 2 skills in order to make up for the versatility.

Noctemwolf
2014-12-28, 02:20 AM
The choice of spells is important, but one thing you could consider is giving this class two "choices": a choice of Path, and a choice of Tradition. This is unprecedented so far, but! Choosing a Path is almost like a drawback - other casters can just cast whatever, but your spell list is extremely limited. Traditions would grant a little more uniqueness and meat to this class. You'd probably want to ditch all the additional benefits of the path, but I'd think something like...

- Element Caller: Gets every "bonus" thing that Elemental Path currently grants, like WIS to spell damage, ignore resistance, and the extra 3rd "super spell". Maybe give them an Arcane Recovery mechanic as well, or a bonus spell prepared. Or maybe those big bad 7ths, 8ths, and 9ths are exclusive to this tradition.

- Elemental Brawler: Enhancement tree, basically. Gets a speed boost, the ability to "charge" their weapons with Elemental damage (adding WIS as their Path Element to damage rolls, or maybe a flat +2?), and maybe Eldritch Knight "Spell and Swing" benefits? You could roll Fighting Style into this too. Or add a "Elemental Shield" with benefits dependent on your path (Earth Shield grants THPs, Water Shield can restore HP or boost Saves, Lightning Shield deals damage to attackers, Flame Shield adds damage to your attacks?).

- Totemist: Vanilla WoW Shaman. Focuses on a big great weapon and throwing down totems to provide spell-like benefits to their team.

- Mender: Resto Shaman. Gains boosts to healing and curing spells. Maybe all the Elemental Diplomo-cheese is exclusive to this path.

You could note that each Tradition matches up with an Element, typically (Fire Element Caller, Water Mender), but it isn't a hard and fast rule.

This is a big add, and might require you to drop this class to d8 HD (Totemist or Brawler could add some bonus HPs) and/or just 2 skills in order to make up for the versatility.



I was considering something like this, thought My idea was a little different. ^^* But thanks for the suggestion.

bloodshed343
2014-12-28, 03:47 PM
Some of these spells are still too powerful to give to a gish. Simulacrum specifically. All the spells above 5th Level should be once per day, as per the Warlock's Mystic Arcanum. There should only be a single feature that grants additional spells.

Consider adding "Totems" that the shaman can create. The totems function similarly to Warlock invocations. Maybe one totem allows you to cast Healing Word at first level at-will. Maybe another empowers your cantrip.

Also, instead of giving each element a different cantrip, create a new cantrip that can be used by all elements, and each element changes the damage type and adds a rider to the cantrip.

Edit: a better solution would be just to take out the sixth level feature entirely, and replace it with the totem feature mentioned above. At 6th level, you gain a totem depending on your choice of element. The totem adds 1d4 damage of the appropriate type to your weapon attacks, and grants you a cantrip. For water: ray of frost and cold damage. Earth: acid splash and acid damage. Fire: firebolt and fire damage. Air: Shocking grasp and lightning damage.

Then, you can give them more totems at later levels. Higher level totems could be once/day spells associated with your element. This is more elegant, in my opinion, than the current level 15 feature. You could also change some features, such as elemental eye and the one that let's you bypass resistance and immunity into totems, and replace those features with extra totems at those levels. Other good ideas for totems: Cast Conjure Elementals once per short rest. Cast Wall of Stone once per short rest. Extra damage/ac/temp hp in elemental form. More/longer elemental form. Things like that.

That's just my 2 copper.

Noctemwolf
2014-12-30, 07:05 AM
Some of these spells are still too powerful to give to a gish. Simulacrum specifically. All the spells above 5th Level should be once per day, as per the Warlock's Mystic Arcanum. There should only be a single feature that grants additional spells.

Consider adding "Totems" that the shaman can create. The totems function similarly to Warlock invocations. Maybe one totem allows you to cast Healing Word at first level at-will. Maybe another empowers your cantrip.

Also, instead of giving each element a different cantrip, create a new cantrip that can be used by all elements, and each element changes the damage type and adds a rider to the cantrip.

Edit: a better solution would be just to take out the sixth level feature entirely, and replace it with the totem feature mentioned above. At 6th level, you gain a totem depending on your choice of element. The totem adds 1d4 damage of the appropriate type to your weapon attacks, and grants you a cantrip. For water: ray of frost and cold damage. Earth: acid splash and acid damage. Fire: firebolt and fire damage. Air: Shocking grasp and lightning damage.

Then, you can give them more totems at later levels. Higher level totems could be once/day spells associated with your element. This is more elegant, in my opinion, than the current level 15 feature. You could also change some features, such as elemental eye and the one that let's you bypass resistance and immunity into totems, and replace those features with extra totems at those levels. Other good ideas for totems: Cast Conjure Elementals once per short rest. Cast Wall of Stone once per short rest. Extra damage/ac/temp hp in elemental form. More/longer elemental form. Things like that.

That's just my 2 copper.

I'll definitely take your ideas into consideration, especially the one about conjuring elementals.




I have notes on what I'm planning on doing now: Instead of 4 elemental paths, there are instead three archetypes, like most classes: Elemental (similar to before), Voodoo (A healing, support focused shaman), and Combat (More focused on weapon combat and gains the original transformations).
Quick Overviews:

Elemental - Deals damage mostly with spells, focuses on damaging spells.
Voodoo- Gains healing spells and buffs, and can also use totems. Also gains the original ability to speak with elementals.
Combat- Gains close combat spells, and can use Bloodlust. Also gains the original Elemental transformations.

In addition, Before I really work on fleshing it out, I'm considering adding element points, basically Ki points to help fuel their different abilities, and add limits to the number of times the stronger, later level spells and abilities can be used.

These are quick and dirty notes, that take some of the comments that I remember and incorporates them, and forgets others. I will update this post with changes as I read through and consider the comments ( and of course as people make more suggestions). Thank you all for helping out! :smallbiggrin:


New shaman Paths


Elemental- Based on Fire and Earth spells, Elemental Shaman focus on Longer range damaging spells.
Voodoo- Based on Water and Air, Voodoo Shaman use Totems to heal and buff allies.
Combat- Based on Air and Earth, Combat shaman are warriors, focused on weapon based combat and transformations.



All use Element Points to fuel their special abilities.

Elemental- You gain the following spells, added to your spell list, and can prepare them as normal.

1st- Burning Hands, Chromatic Orb, Unseen Servant
2nd- Scorching Ray, Shatter, Mirror Image
3rd- Fireball, Call Lightning, Gaseous Form
4th- Fire Shield, Freedom of Movement, Sleet Storm
5th- Cone of Cold, Flamestrike, Conjure Volley

At level 3, you gain a number of Element points you can use to fuel your special abilities.
The number of points in this pool refreshes during a long rest and is always equal to your level.
(So level 4 you have 4 element points, level 7 you have 7, etc.)

In addition, at third level, you gain a special cantrip: Elemental Blast.


Elemental Blast
0th level evocation

choose one of the following damage types: Fire, Cold, Lightning, Acid. Make a ranged attack against an opponent:
if you hit, deal 1d8 points of damage of the chosen type to that enemy.
Special: By spending elemental points on this spell, it deals an additional amount of damage equal to Xd8, where
X is the number of elemental points spent.

At 7th level, Your spells become empowered, allowing you to add your wisdom modifier to all your damaging spells.

At 11th level, you can spend 3 elemental points to cause a spell you cast to ignore an opponents resistance to its
damage. if you spend 6, you can cause the spell to ignore immunity and resistance to it's damage.

At 15th level, The following spells become available for you to cast. Choose two: You can cast these by spending
a number of elemental points equal to it's level +2. You must prepare these as normal.

At 19th level, add an additional 2 spells from this list to the ones you can cast.

Otilukes Freezing Sphere, Sunbeam, Chain Lightning
Control Weather, Move Earth, Fire Storm


Voodoo- You gain the following spells added to your spell list, and can prepare them as normal.

1st- Healing Word, Unseen Servant, Chromatic Orb
2nd- Protection from Poison, Blur, Hold Person
3rd- Aura of Vitality, Slow, Gaseous Form
4th- Aura of Life, Stoneskin, Greater invisibility
5th- Mass cure wounds, Creation, Hold Monster

At level 3, you gain a number of Element points you can use to fuel your special abilities.
The number of points in this pool refreshes during a Long rest and is always equal to your level.
(So level 4 you have 4 element points, level 7 you have 7, etc.)

In addition, you gain the ability to place down a special totem fueled by your elemental points. Choose two of the
following totems: You gain the ability to place these down as a bonus action. These totems last until you dismiss
them, or until 5 rounds have past. these totems have a number of hit points equal to the number of elemental points
spent on them times 5, have an AC of 12, and a hardness of 5.

At levels 7 and 11, you can learn an additional Totem.


Healing Totem:
By spending one elemental point, You can place down a healing totem. Every ally within 20 feet of the totem
heals 4 hit points per round, and can affect one ally within 20 feet with one of the following effects:
The ally gains resistance to poison; OR, one ally within ranged can be cleansed of a debilitating effect.
make a dispelling check, and add your wisdom to this roll. If your roll equals or is higher than the saving throw
DC of the effect, the ally is no longer affected by the effect.
By spending 6 elemental points, Your healing totem is empowered. Every ally within 20 feet now heals 8 hit points
per round, and up to two allies within range can be affected with either special effect.
By spending 11 Elemental points, You create the strongest healing totem you can muster. Allies now heal 16 hit
points per round, and up to three allies can be affected by the special effects.

Bulwark Totem: By spending one elemental point, you can place down a bulwark totem. Every ally within 30 feet of
the totem gain 5 temporary hit points that refreshes at the begining of your turn, and one ally within range gains
resistance to either slashing, budgeoning, or Piercing damage.
By spending 6 elemental points, your bulwark totem is empowered. Allies now gain 15 temporary hit points, and
up to two allies can be affected by the special effects.
By spending 11 elemental points, You create the strongest bulwark totem. Allies now gain 25 temporary hit points,
and up to three allies within range gain the special effects.

Windfury totem: By spending one elemental point, you can place down a windfury totem. All allies within 20 feet
can add 1d4 points of lignting damage to their attacks. In addition, one ally within range gains the ability to
make an additional attack as a bonus action, dealing only their weapon damage with this attack if it hits.
By spending 6 elemental points, Your windfury totem is empowered. All allies now gain +2d4 lightning damage to
their attacks, and up to two allies can gain the special effect.
By spending 11 elemental points, You create the strongest windfury totem. All allies within range now gain +3d4
lightning damage to their attacks, and up to three allies gain the special effect.

Searing totem: By spending one elemental point, You can place down a Searing totem. All enemies within 20 feet of
the totem must make a Dexterity saving throw every round of take 1d4 points of fire damage. In addition, one enemy
within range takes additional damage, instead taking 1d8 fire damage, and half damage on a successful save.
By spending 6 elemental points, Your searing totem is empowered. All enemies within range now must save or take
2d4 points of fire damage. In addition, up to two enemies within range must now save against 2d8 points of fire
damage, with half damage on a failed save.
By spending 11 elemental points, You create the strongest Searing totem. All enemies within range must save against
3d4 points of fire damage. In addition, up to three enemies within Range must save against 3d8 points of damage,
with half damage on a successful save.

At level 7, You gain the ability to speak to elementals.

At level 11, you can choose a type of elemental. You can speak with that elemental type more easily.


At level 15, You may choose two of the following spells to add to your spell list. You may cast these by spending
an amount of Elemental points equal to their levels +2. You must prepare these as normal.

At 19th level, add an additional two spells to the list of these you can cast.

Etherealness, Reverse Gravity, Move Earth,


Combat- You gain the following spells, added to your list of spells, and can prepare them as normal.

1st- Chromatic orb, Thunderwave,
2nd- Blur, Melf's acid arrow, Mirror Image
3rd- Meld into Stone, Daylight,
4th- Freedom of movement, Fire shield, Stoneskin
5th- Banishing Smite,

At level 3, you gain a number of Element points you can use to fuel your special abilities.
The number of points in this pool refreshes during a Long rest and is always equal to your level.
(So level 4 you have 4 element points, level 7 you have 7, etc.)


In addition, Combat shaman gain a special cantrip, as noted below. They can also cast spells without needing
a free hand.

Bloodlust
0th level Enchantment

one target within range becomes bloodlusted, gaining the following qualities:
They gain resistance to one chosen damage type.
They add 2 damage to every attack.

Once Bloodlust has ended, you are winded and cannot be bloodlusted again until after a short rest.

special:
By spending elemental points on this spell, you can improve it's effects. For every 5 elemental points spent
on this cantrip, add an additional target to those chosen. In addition, they gain resistance to another damage type,
and add an additional 1 point of damage to their attacks.
For example, spending 5 points, two targets can be chosen, and each gains resistance to two types of damage,
and adds 3 points of damage to their attacks. Spending 10 allows you to choose three targets, each one gaining
resistance to three damage types, and 4 points of damage to every attack.

at 7th level, The shaman gains the ability to cast any cantrip as a bonus action, or a 1st level spell as a bonus
action by spending 3 elemental points.

at 11th level, The combat shaman gains an additional attack in his normal attack routine.

At level 15, A combat shaman can transform into a primal elemental twice per day.

At level 19, The shaman can transform into a stronger elemental, a number of times per day equal to half his level.

DemonSlayer6
2015-06-16, 10:09 AM
Indeed. The class is a 5 level casting class, meaning they don't get cantrips normally. So I gave it to them instead. Besides that, as an example, a wizard has 4 cantrips at level 6. So now does the shaman. Ultimately there kind of pseudo-full casters without actually being them.


The proper term is "half-caster". Paladins and Rangers are "half-casters". If you want a half-caster with cantrips, then...Actually, the book doesn't provide a system to enable half-casters to gain cantrips. But if you must absolutely give the shaman cantrips, then the fact that you are a half-caster means they will not know as many as a Wizard or Sorcerer. This means you would be best with following the Warlock cantrips known progression: begin with 2, and slow work up to knowing 4 at 10th level.



...Why can't I use percentages? This seems more semantics than anything else. If I change it to say 1 1/2X it's normal damage, would that be better? It's basically the same thing.


Primarily because no other class uses percentages! Draconic bloodline Sorcerers have "elemental affinity" that allow adding their charisma modifier to the damage of their affinity element. Martial classes (Fighters, Monks, Bards, etc) get multiple melee attacks. Nature domain Clerics add up to 2d8 elemental damage. Warlocks can add their charisma modifier to Eldritch Blast, and Blade-Pact Warlocks may elect to be able to add their charisma modifier to a melee attack and attack twice with their weapon. Hell, the hallmark blaster-caster, the Evocation Wizard, adds their intelligence modifier to their evocation-school cantrips at level 6 and their other evocation spells at level 10.

And feats are no different. Whenever a feat affects damage, it either removes resistances (Elemental Adept), has a specific condition (Great Weapon Master and Sharpshooter permit taking -5 to hit for +10 to damage; Charger permits +5 to damage if you move 10 ft before the attack), enables you to reroll the damage dice (Savage Attacker), or adds an additional attack die (Polearm Master). It's either a flat-rate change, an ability modifier, or an additional damage die.




Also, I honestly feel Like I may have done the spells wrong here too. Some have overall higher spell levels than the others, so I'm going to switch it around so that they gain acess to one 6th, 7th, and 8th level spell thematic to the element chosen. and yes, this does mean at level 19 they would be able to cast the 8th level spell three times if they so choose; Raw power over versatility.


Note that we've admitted the Shaman is a half-caster class. It sacrifices the raw power of its potential spellcasting for some other feature that makes it more versatile as a character.



Druids gain the ability to transform into elementals at 10th level if they are Circle of Moon. And beyond that, I wouldn't want to wait until level 20 to have the ability to shapeshift. It seemed to fit in right here in my mind, higher in power but not un-achievable in the standard campaign.


Then grant a limited shape-shifting potential to Shamans. Perhaps you don't even have to do that much. Develop two paths: A Spirit Shaman attuned to nature that gains Moon-Druid Wild-Shaping capabilities, and a Battle Shaman that takes from the Blade-Pact Warlock and/or some Barbarian path.