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Turtlemancer
2015-11-12, 01:23 AM
As you can see the class is far from done Criticism welcome. :biggrin:. My inspiration was taken from both the Dragon Shaman and Spirit Shaman from 3.5 D&D. With some Ideas being conglomerated into the core class and others kept separate as part of the Archetypes.

Shaman
Perhaps one of the first and most primal traditions of Magic is that of the Shaman. Predating even druids Shamans can be traced back to a time when the mortal races where hiding in caves huddled around the recant discovery of fire. As primal and savage as the Barbarian, as wise and storied as the Druid, and as cunning as the Ranger, Shamans are living embodiment of the Primordial Forces they represent.



The Shaman

Spells Per Day


Level
Features
Aura Duration
1st
2nd
3rd
4th
5th


1st
Shamanic Tradition, Spirit Guide








2nd
Fighting Style, Spell-casting, Tradition Feature

2






3rd
Totemic Aura
2
3






4th
Ability Score Improvement
2
3






5th
Extra Attack
2
4
2





6th
Spiritual Guidance, Additional Aura
3
4
2





7th
Tradition Feature
3
4
3





8th
Ability Score Improvement
3
4
3





9th

3
4
3
2




10th
Tradition Feature
4
4
3
2




11th
Totemic Recollection
4
4
3
3




12th
Ability Score Improvement, Additional Aura
4
4
3
3




13th

4
4
3
3
1



14th
Tradition Feature
4
4
3
3
1



15th
Timeless Spirit
5
4
3
3
2



16th
Ability Score Improvement,
5
4
3
3
2



17th

5
4
3
3
3
1


18th
Additional Aura
5
4
3
3
3
1


19th
Ability Score Improvement
5
4
3
3
3
2


20th
Twin Aura's
6
4
3
3
3
2



http://orig06.deviantart.net/e962/f/2009/091/b/c/bcef598e1da6b0853bcb84a22f94537f.jpg

Hit Points
Hit Dice: 1d8 per shaman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per shaman level after 1st

Proficiency
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Wisdom, See Spirit Guide.
Skills: Choose two from Persuasion, Intimidation, History, Perform, Animal
Handling, Insight, Medicine, Nature, Perception,
Religion, Arcana, and Survival.

EQUIPMENT
You start with the following equipment, in addition to
the equipment granted by your background:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
an explorer's pack, and a Wooden Totem

Shamanic Tradition
At level one a Shaman is able to pick their Shamanic tradition.

Spirit Guide
At 1st level the Shamans chooses a totem spirit that bestows mystical knowledge and protection upon them while they are not wearing any armor, The Shamans Armor Class equals 10 + their Dexterity modifier + their Wisdom Modifier. You can use a shield and still gain this benefit. In Addition the Shaman gains a skill proficiency based on their chosen totem. If the Shaman has already gained this proficiency from elsewhere they may pick one proficiency out of the Shaman Skill list.

Spirit Guides and Ability Proficiency
One of the features of the Spirit guide is that it also dictates the Shamans second Ability Proficiency

Ritual Casting
You can cast any Shaman spell you know as a ritual if that spell has the ritual tag.

Fighting Style
At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.
Archery- You gain a +2 bonus to attack rolls you make with ranged weapons.
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 wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to get this benefit.
Two-Weapon Fighting- When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Protection- When a creature you can see attacks a target other than you that is within 5 feet of You,you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield to do this.

Spell-casting Ability
Wisdom is your spell-casting ability for your Shaman spells, since your magic draws on your atunement to nature. You use your Wisdom whenever a spell refers to your spell-casting 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

Spell-casting Focus
You can use a Wooden Totem as a spell-casting focus for your Shaman spells.

Totemic Aura
At 3rd Level Shamans gain access to the ability to emit an aura of totemic power. The Shaman may pick any aura from the list of Auras available to their Tradition, Unless their Tradition says otherwise (Some Traditions determine your first aura based on your chosen Spirit Guide). Once per long rest, You may activate this aura as a bonus action. Aura's are a 30ft area of effect that either enhances the capabilities of your allies or hinders the capability of your foes. Auras only last for a short time consult the table above to deter main the number of turns an aura remains active.

Additional Aura's
At 6th,12th, and 18th level the Shaman may pick one additional Totemic Aura from the Auras Available to their Tradition, They may activate each of these Aura's as a bonus action once per long rest. However the Shaman may only have one Aura active at any given time.

Spiritual Guidance
At 6th level the Shaman gains a new spirit guide for each of the Auras they obtain. This grants them proficiency in a the skill that spirit guide governs. If they already have proficiency in that skill, they may gain proficiency in any skill on the Shaman skill list.

Totemic Recollection
At 11th level the Shaman gains the ability to recall a totemic aura. After finishing a short rest the Spirit Shaman can recall a single totemic aura.

Timeless Spirit
At 15th Level, Due to a Shamans deep connection to the natural and spiritual worlds, they remain young at heart throughout the duration of their lifespan. You suffer none of the drawbacks of old age, and you can't be aged magically. In addition your Life span is doubled.

Twin Aura
At 20th Level the Shaman becomes so in-tune with their Spirit Guides that they may Conjure two Totemic Aura's at once.

http://media-cache-ec0.pinimg.com/736x/d8/18/ab/d818ab4dc11cfb3e0c880660af175e62.jpg

Turtlemancer
2015-11-12, 01:24 AM
Shaman Traditions

Spirit Shaman
Perhaps the oldest of the Shamanic Traditions Spirit Shamans have a much closer connection to the spiritual world,A Spirit Shaman seeks to act as a mystical conduit between the Natural and Supernatural worlds. Desiring to maintain the balance between the mortal and eternal, The Spirit Shaman channels the fury and majesty of nature to do battle with all who would threaten that fragile harmony.

http://3.bp.blogspot.com/-P-lmEHXe-sw/UPrmUNB6H9I/AAAAAAAAESs/Hk4JSt7cIbg/s1600/+Fe-Druid.jpg

Spirit Shaman Totems
A Spirit Shamans totems are almost always animals, but may also be plants, or Fungi. All Spirit Shaman Totems are closely linked to a symbolic trait, However so long as a Shaman can justify linking that Spirit to that trait (Prosperity to a Oak, Ferocity to a Thorn-bush), the choice is ultimately cosmetic, and the Spirit Shaman's totem can be just about anything, so long as it is a living thing.



Trait
Examples
Proficiency
Ability Proficiency


Ferocity
Bear, Ox, Ape, Shark, Ect.
Intimidation
Strength


Agility
Monkey, Rodent, Lizard, Snake, Ect
Acrobatics
Charisma


Tenacity
Badger, Boar, Ant, Turtle, Ect.
Athletics
Strength


Cunning
Fox, Spider, Leopard, Crane, Ect.
Deception
Intelligence


Austerity
Crow, Owl, Hawk, Elk, Ect.
Insight
Intelligence


Prosperity
Elephant, Horse, Buffalo, Whale, Ect.
Medicine
Charisma


Loyalty
Wolf, Lion, Deer, Dolphin, Ect.
Persuasion
Charisma



Spirit Shaman Ability Proficiency
See table above.

Recall Spirit
At 1st Level the Spirit Shaman gains the Spare the Dying Cantrip.

Sense Spirits
At 1st Level the Spirit Shaman can sense the presence of powerful natural forces. As an action, you can open your awareness to detect such forces. Until the end of your
next turn, you know the location of any Fey, Elemental, or Incorporeal Entity (As a rule anything with Incorporeal Movement) within 60 feet of you that is not behind total cover. You know the type (Fey, Elemental, or Incorporeal Entity) of any being whose presence you sense, but not its identity.
Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

Ghost Warrior
At 2nd level the Spirit Shaman gains the Ghost Strike cantrip.

Gloom Strike Conjuration cantrip, Conjure a Javelin (Or any Thrown or Ranged weapon you are proficient with) of spectral energy and hurl it at your opponent, make an attack role against your target (As if making an attack with that weapon), if you succeed you deal 1d8 Psychic damage. At fifth this cantrip counts as an attack for the purposes of the Extra Attack Feature, at 11th level the cantrip does 2d8, and at 17 3d8.

Chastise Spirits
At 2nd Level once per long rest,
as an action, You Rebuke all nearby hostile "Spirits". Each Fey, Elemental, and Incorporeal Entities (As a rule anything with Incorporeal Movement) that can see or hear you within 30 feet of you must make a Wisdom saving throw. if the creature fails its saving throw, it is turned for I minute or until it takes damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.
The Save DC is Equal to the Shamans Spell Save DC.

Aura of Concentration
At 7th Level the Shamans Spirit Guide blesses the Shaman and their allies with impeccable mental fortitude. This grants you advantage on all regarding Concentration checks, and all allies within 30ft a +2 to Concentration checks. This Aura is always on and does not count against your active auras.

Spirit Form
At 10th Level the Spirit Shaman may cast Spirit Form on themselves once per long rest.

Spirit Form 4th Level Transmutation, Like Gaseous form only flight speed is 30ft, and Liquids are treated as if not there. In Addition the target must be willing and may end the spell at will.

Spirit Who Walks
At 14th Level, The Spirit Shaman becomes like onto a spirit. Allowing them to move through other creatures and objects as if they were difficult terrain. They take 1d10 force damage if they end there turn inside an object. In addition the Shaman gains resistance to bludgeoning, piercing, and slashing from non-magical weapons and non-silvered weapons.

Spirit Shaman Auras
The Spirit Shamans Auras are interwoven with their Spirit Guide. While a Spirit Shaman still possesses a primary Spirit Guide, they have access to a number of different Totems that grant them spiritual guidance and power. When a Spirit Shaman channels the power of a totem into an aura, they are bathed in ghostly light, as a spectral vision of the animal associated with that aura looms over the Spirit Shaman as if watching over them.

http://www.dandwiki.com/w/images/5/5f/383_ca_shaman.jpg

Aura of Ferocity
The Spirit Shaman Emits an aura that grants the Spirit Shaman and all Allies within 30ft of them advantage on all Strength Checks, In addition the Spirit Shaman and all allies within 30ft of the Spirit Shaman gains the Pack Tactics Feature for the duration of the Aura.
Pack Tactics: You gain advantage on an attack roll against a creature if at least one ally is within 5 feet of the creature and the ally isn't incapacitated.

Aura of Tenacity The Spirit Shaman Emits an aura that grants the Spirit Shaman and all Allies within 30ft of them advantage on all Constitution Saving Throws, in Addition the Shaman and all allies within 30ft are given advantage on Death Saving throws.

Aura of Agility
The Spirit Shaman Emits an aura that grants the Spirit Shaman and all Allies within 30ft of them advantage on all Dexterity Saving Throws, in addition The Shaman and all allies within 30ft, May move an additional 5ft every-turn, 10ft if dashing.

Aura of Cunning
The Spirit Shaman Emits an aura that grants the Spirit Shaman and all Allies within 30ft of them advantage on all Intelligence, Charisma, and Dexterity checks.

Aura of Austerity
The Spirit Shaman Emits an aura that grants the Spirit Shaman and all Allies within 30ft of them advantage on all Wisdom Saving Throws, in Addition the Shaman and all allies within 30ft are given advantage on all Wisdom checks

Aura of Prosperity
The Spirit Shaman Emits an aura that grants the Spirit Shaman and all Allies within 30ft of them regeneration equal to half the Shamans Level, in addition any healing done to the Spirit Shaman or any ally within 30ft is increased by 1d4. This increases to 1d6 at 6th level and 1d8 at 12th Level.

Aura of Loyalty
N/A

Dragon Shaman
Regardless of all else all Dragon Shamans share two traits, awe at the awesome power that dragons possess, and a desire to possess it. Whatever their ends wicked, noble, or benign all seek to harness the unbridled power of the True Dragons, and it seems that they are likely on the right path. Dragon Shamans are unmatched engines of destruction and Panic on the battlefield, at times bringing to bare enough carnage to be mistaken for the real thing cloaked in a magical guise.

http://media-cache-ec0.pinimg.com/736x/d2/c0/4b/d2c04b1443094dbc578a2379c6f84bb4.jpg

Dragon Totems
Unlike other Shamans a Dragon Shaman has only one totem, A Dragon Shamans Spirit Guide must be a True Dragon such as a Metallic or Chromatic Dragon. As one might expect a good Dragon Shaman may not pick a Chromatic Dragon as their totem, and an Evil Dragon Shaman may not pick a Metallic Dragon, A Neutral Dragon Shaman however may choose freely between the two, but most still pick Metallic Dragons. When another shaman might get another totem instead the dragon shaman may pick another skill from the Shaman skill list as if they had taken a totem with a skill they already had.



Color
Element
Proficiency
Cantrip


Gold
Fire
Medicine
Guidance


Red
Fire
Intimidation
Produce Flame


Silver
Cold
Persuasion
Friends


White
Cold
Stealth
Prestidigitation


Copper
Acid
Perform
Vicious Mockery


Green
Poison
Survival
Thorn Whip


Bronze
Lightning
Athletics
True Strike


Blue
Lightning
Deception
Minor Illusion


Brass
Fire
Persuasion
Light


Black
Acid
Intimidation
Dancing Lights



Dragon Shaman Ability Proficiency
Always Strength.

Draconic Adaptation
At 1st Level the Dragon Shaman gains a cantrip Based on their Dragon Totem.

Dragons Breath
Starting at 2nd level, you can expend one Shaman spell slot to deal elemental damage to enemies in a 30ft cone. The damage is 2d8 + (The Shamans Wisdom Bonus) for a 1st-level spell slot, plus 1d8 for each additional spell level higher than 1st, to a maximum of 5d6. Enemies may avoid the damage by making a Dex save against the Shamans Spell Save DC. At 18th Level extends to 60ft. At 14th level this increases from 30ft to 60ft.

Draconic Defense
At 6th Level the Dragon Shaman Begins to sprout Dragon scales the same color of their chosen Dragon Totem. Granting them a Damage Reduction of 2 to Slashing, Piercing, and Bludgeoning damage. At Level 14 this increases to a Damage Reduction of 3. (Damage Reduction reduces damage by a set number, Similar to how you apply a strength bonus to a melee attack.)

Focused Breath
At 10th Level the Dragon Shaman, can use their breath weapon as a line attack, Rather than a 30ft cone the Dragon Shaman may opt to use the attack as a 60ft Line attack. In addition the Dragon Shamans breath weapon deals 2d10 + (the Shamans Wisdom Bonus) + 1d10 (Per Spell Level over one), this damage bonus is also applied to the cone attack as well. At 14th Level the range of the line improves from 60ft to 120ft.

Draconic Visage
Starting at 14th Level, the Dragon Shaman sprouts Draconic Wings that allow them a Flight speed of 50ft. in addition Melee attacks made by the Dragon Shaman deal an addition 1d8 damage of the same type as their chosen Spirit Guide.

Dragon Shaman Auras
Dragon Shaman Auras are tied to the elemental damage type of the Dragon Shamans Spirit Guide, However in the case of some auras this is purely cosmetic. When a Dragon Shaman activates their Aura they are seethed in Elemental energies as the Spectral Image of their spirit guide looms over them a intimidating presence to behold on the battlefield.

https://s-media-cache-ak0.pinimg.com/236x/ed/cd/fb/edcdfb3799fa0b74f3ddcb26b1781931.jpg

Aura of Draconic Might
The Dragon Shaman exudes an aura that empowers their attack and the attacks of their nearby allies, Anytime the Dragon Shaman or an Ally within 30ft of the Dragon Shaman makes an successful Melee or Ranged attack, but not a spell or cantrip, they deal an additional 1d4 damage of the same type as the Dragon Shamans chosen Spirit Guide. At 6th Level the damage increases to 1d6, and at 12th this increases to 1d8.

Aura of Draconic Wrath
The Dragon Shaman exudes an aura that deals 1d4 +(the Shamans Wisdom bonus) damage of the same type as the Dragon Shamans chosen Spirit Guide to enemies who attack the Shaman and allies within 30ft of the Shaman with non-reach melee attacks. This damage is the same as the Shamans chosen elemental damage type.

Aura of Draconic Resistance
The Dragon Shaman exudes an aura that provides resistance to the Shamans chosen Elemental Damage type. As well as granting a damage resistance to slashing, Piercing, and Bludgeoning Damage.

Aura of Draconic Domination
The Dragon Shaman exudes a dominating aura, All enemies within 30ft of the Shaman must make a wisdom save. Enemies who fail this save cannot attack any of the Dragon Shamans allies or move beyond the aura, However Enemies may still Attack the Dragon Shaman, or make any other action they choose, so long as it is not a hostile action toward the Dragon Shamans allies or an attempt to go further than 30ft away from the Dragon Shaman. If an enemy succeeded on a save they are considered immune to this effect for 24 hours. The DC for this is equal to the Shamans Spell Save DC Any Resistances or Immunities to Fear a enemy may have counts toward this effect.

Aura of Draconic Dread
The Dragon Shaman exudes an aura that intimidates nearby enemies, All enemies begin there turn in or who step into the aura must make a wisdom save, those who fail are Frightened. If they fail they may make another save again on there next turn. If an enemy succeeded on a save they are considered immune to this effect for 24 hours. The DC for this is equal to the Shamans Spell Save DC.

Turtlemancer
2015-11-12, 01:25 AM
Reserved For Spell List
I am still trying to nail down just what kind-of caster the Shaman really is. So Forgive me if this list changes ALOT.

1st
Bless
Compelled Duel
Cure Wounds
Detect Magic
Detect Poison and Disease
Faerie Fire
Heroism
Create or Destroy Water
Purify Food and Drink
Thunderous Smite
Wrathful Smite
Speak with Animals

2nd
Aid
Animal Messenger
Branding Smite
Beast Sense
Protection from Poison
Flame Blade
Gust ofWind
Heat Metal
Locate Animais or Plants
Pass without Trace
Magic Weapon

3rd
Aura ofVitality
Blinding Smite
Dispel Magic
Elemental Weapon
Conjour Animal
Daylight
Water Breathing
Wind Wall
Magic Circle
Remove Curse
Revivify
Sleet Storm

4th
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Freedom of Movement
Aura of Life
Aura of Purity
Staggering Smite
Ice Storm
Wall of Fire

5th
Commune with Nature
Conjure Elemental
Greater Restoration
Mass Cure Wound
Reincarnate
Wall ofStone
Banishing Smite
Circle of Power
Destructive Smite
Raise Dead

Playing the Shaman
The Shaman is meant to be a Second Line Melee battlefield Controller/Support, However different archetypes can perform well as Front line fighters or Healers to varying degrees. A good Shaman is a master of Opportunity and will use there Auras only at the most advantageous moment. A Shaman must be shrewd and tactical in and out of Combat, always looking for the best moment to aid there allies with their auras, spell, and other features.

Role Playing the Shaman
Shamans like Druids and Rangers have a close connection to nature, In addition to a affinity for the supernatural much like the cleric, many even share the savage outlook of the barbarian. However not all shamans are wild-man adorned in fur and bones. Some Shamanistic Traditions are deeply ingrained into a cultures traditions and identity. Dragon Shamans and Ancestral Shamans in particular are seen most often in civilized land. However the majority of shamans act as Clergy, Healers, and Advisers for small communities. Adventuring or "Warrior" Shamans are not unheard of but tend to be younger shamans looking to learn more about the world, as Shamans have a tendency toward curiosity and seeking to understand what others may fear. Shamans are thoughtful and fanciful, but tend to be more pragmatic and less well spoken then Bards and Monks. A Shaman is usually vary wise and intelligent however they tend not to appear that way to onlookers, (With exception to more civilized shamans) who often mistake them for the mindless barbarians they so closely resemble.

Shamans and Other Classes
Druids get along nicely with Shamans, as do rangers and surprisingly barbarians. Shamans share the Bards love of story and song. Paladins and Clerics can enjoy the company of Shamans as well, so long as their alignments are compatible, Paladins in particular share a kinship with the Shaman as they uniquely share the Paladins unique aspirations for Martial Might and Spiritual Enlightenment. Depending on their chosen totem a Shaman may respect a Fighter, Rogues, and Wizards for there might, expertise, cunning, and intellect though often Fighters, Rogues, and Wizards can resent Shamans as a Shaman gains boons of strength and skill from their Spirit Guide rather than hard work and dedication as they have. Monks loath Shamans as they see the Shamans reliance on a spirit guide as taking shortcuts to power. Shamans despise Warlocks despite the surface similarity a Spirit Guide might have to a Otherworldly Patron Warlocks meddle in forces far beyond their depth and more often than not care nothing for the results of their actions. Shamans and Sorcerers have no real strong feelings about one another.

Alighnment
Shamans can be any alignment but tend toward neutrality in one way or another (Neutral good, Chaotic Neutral, ect), but due to the connection their powers have to convictions and beliefs are more likely to follow more extreme alignments (Such as Lawful good,Chaotic Evil, ect) than to be True Neutral.

Future Archetypes
Eventually I will start working on the following to Shaman archetypes.

So which of these Two Archetypes would you like to see first?

The Anti-Shaman- A defiler of nature and lover of sheep.

The Marshal (Class Variant)- A Magic less "Shaman" with no spells are armorless perk. A wider Verity of weapons and armor, and a larger health pool. So basically A Tactician who uses the "Totem" mechanic.

JNAProductions
2015-11-12, 01:13 PM
First question, why is this a half-caster? Shamans should probably be full casters or Warlock casters.

Totemic Blessing-No class gets heavy armor and unarmored defense. That should be fixed.

Ritual Casting-No half caster gets ritual casting without a feat.

Why do they get expertise? Not even Rangers get that.

Overall, from the class features, it seems too powerful.

Ghost Warrior-An extra +1 to attack? No. Hell no. That's too much in bounded accuracy. Make it apply to damage.

Spirit Guide-Holy Christmas that is OP. Just no.

Aura of Draconic Wrath-This is too much for at will. Make it last one minute and be once/long rest.

Aura of Draconic Resilience-Again, too much for at will. Either get rid of the DR or make it once per long rest.

Overall, this class has too much going for it.

Turtlemancer
2015-11-12, 02:25 PM
Really O-O most of this was inspired by 3.5e. With it all being altered to fit in with 5e I did expect to have to tone stuff down but didn't expect it to be that bad.:biggrin:

Ill look into most of it... BUT.

Part of the Reason I picked making this a half caster is the core dragon shaman didn't even have spell-casting. Furthermore Shamans tend to be a lot like paladins with a LITTLE more spell-casting. Heck the Dragon Shaman is almost a straight paladin getting 7 different auras and a lay on hands.

Technically Barbarians get Ritual Casting, and they aren't even spell-casters. I felt like it would be a good trait to distinguish the shaman as being a bit more Magical then most half-Casters, but not quite a full caster. I also played with the Idea of giving them cantrips. Though I may look into seing if I an create a 3/4's caster, that might do a great deal to distinguish the class.

Finaly, as shamans tend toward close range combat and the Dragon Shaman is clearly a tank/Melee TRUCK by design I had to decide between the 1D10 Health or Full spell casting the 1d10 health won out. Remember I am trying to combine a non-caster with a full caster (Spirit Shaman) to make a whole new class. Though I may drop, a feature on the core class to give them access to more cantrips. so they might have full access to acid splash ray of frost and such. To make them more spell casty. Also question would it hurt to let the dragon shaman use cantrips to use there breath at 1d6? I mean that's not as good as some cantrips.

Believe it or not I toned down spirit guide but I had a feeling it would be too OP.

I am Playing around with giving the Dragon shaman a DR bonus based on half their proficiency bonus. This would be Part of Draconic Adaptation. Minimum 1 max 3.

Maybe ding something that makes the Spirit Shaman closer to a Full caster or Warlock.

The Armor was an oversight I had yet to decide whether or not the Unarmored trait was going to be archetype specific or not when I wrote that.

There was also this feature that let spirit shamans recall spells that they had already used with-ought resting d you think I could do that without making it OP.

I am considering making auras a bit more primary to the classes mechanics.

I am considering Only giving the Shaman one Save throw proficiency (Wisdom) and then letting them "Choose" the other through their totem... Would That be OP?

Finally, I expected you to freak at the range I put on the Dragon Breath... Or was everything else so ridiculous that, it slipped your notice?

JNAProductions
2015-11-12, 04:00 PM
Combine noncaster and Full caster? The very concept is overpowered. You might want to go back to square one on this.

Turtlemancer
2015-11-12, 04:31 PM
Ok I am playing with a new feature rather than having auras on the Dragon Shaman. I might add a whole new feature to the Shaman. My only issue is it seems a bit Gamy and I need feedback.

Totems
When a Shaman begins there career they carve a special Totem out of magical wood. This Totem will take the form of there Spirit Guide, and stand around 3ft tall. A as of yet undetermined number of times in-between Long Rests the Shaman may Plant the totem in the ground and it will emit an aura, this aura will have a number of different possible effects for a yet to be determined number of turns.. The Shaman my only produce one of the Aura's he knows at any given time in this way.

Totemic Auras
Each Shaman will-be able to have a total of 4-5 different auras they can produce in this way. There will be 4 core auras attached to the base class, and at least 1 to the Archetypes. I have yet to decide weather or not at max level the shaman will be able to use all 4 core Auras, but it is likely they will only have access to 3 of the four by level 20. Currently I plan to make each of teh Core Auras based n the four seasons. And am Playing with the Spirit Totem Aura.

Mechanics
The Auras will be produced by a stationary totem. So they will be initially 30ft they will not likely increase in range beyond that. I am playing with the idea that the Shaman my carry a totem, but not be able to Attack while doing so.

Totems and Spirit Guide Totems may indeed require concentration, and spirit guide may just counter that. I have yet to decide.

JNAProductions
2015-11-12, 04:53 PM
Really O-O most of this was inspired by 3.5e. With it all being altered to fit in with 5e I did expect to have to tone stuff down but didn't expect it to be that bad.:biggrin:

Ill look into most of it... BUT.

Part of the Reason I picked making this a half caster is the core dragon shaman didn't even have spell-casting. Furthermore Shamans tend to be a lot like paladins with a LITTLE more spell-casting. Heck the Dragon Shaman is almost a straight paladin getting 7 different auras and a lay on hands.

And Paladins are some of the most powerful classes out there. They're not the best balancing stick.

Technically Barbarians get Ritual Casting, and they aren't even spell-casters. I felt like it would be a good trait to distinguish the shaman as being a bit more Magical then most half-Casters, but not quite a full caster. I also played with the Idea of giving them cantrips. Though I may look into seing if I an create a 3/4's caster, that might do a great deal to distinguish the class.

Seems legit.

Finaly, as shamans tend toward close range combat and the Dragon Shaman is clearly a tank/Melee TRUCK by design I had to decide between the 1D10 Health or Full spell casting the 1d10 health won out. Remember I am trying to combine a non-caster with a full caster (Spirit Shaman) to make a whole new class. Though I may drop, a feature on the core class to give them access to more cantrips. so they might have full access to acid splash ray of frost and such. To make them more spell casty. Also question would it hurt to let the dragon shaman use cantrips to use there breath at 1d6? I mean that's not as good as some cantrips.

Possibly.

Believe it or not I toned down spirit guide but I had a feeling it would be too OP.

I am Playing around with giving the Dragon shaman a DR bonus based on half their proficiency bonus. This would be Part of Draconic Adaptation. Minimum 1 max 3.

Still too much. The only thing that grants DR is HAM.

Maybe ding something that makes the Spirit Shaman closer to a Full caster or Warlock.

It's too much as it is now. Adding more casting will not help.

The Armor was an oversight I had yet to decide whether or not the Unarmored trait was going to be archetype specific or not when I wrote that.

So get rid of it. Minor edit, pretty easy to make.

There was also this feature that let spirit shamans recall spells that they had already used with-ought resting d you think I could do that without making it OP.

Maybe as a capstone? That's about it.

I am considering making auras a bit more primary to the classes mechanics.

Considering how powerful your auras are... I wouldn't.

I am considering Only giving the Shaman one Save throw proficiency (Wisdom) and then letting them "Choose" the other through their totem... Would That be OP?

So long as it's a weak save.

Finally, I expected you to freak at the range I put on the Dragon Breath... Or was everything else so ridiculous that, it slipped your notice?

Range actually seems fine

Turtlemancer
2015-11-12, 05:21 PM
Post Deleted

Turtlemancer
2015-11-15, 06:30 AM
So this is basically ready for play-testing.

djreynolds
2015-11-15, 07:29 AM
A beautiful job, well done.

Cyan Wisp
2015-11-16, 02:13 AM
Thanks for your work on this! I like it. Wish I could playtest it for you (Currently DMing, not playing 5e).

I've played a Spirit Shaman (3.5e) from level 1-15 so far and he's still going strong. I really like the concept. The 3.5e Spirit Shaman was the first instance, I think, of 5e style casting mechanics.

Yours adds whole new dimensions. I like the melee aspect - my first few levels were spent casting shillelagh and getting stuck in. I kind of miss those days (as I've evolved into more of a summoner/blaster/healer).

Heh, I'm slightly surprised you didn't try to break the concentration limit like the 3.5e one did (Guide Magic). Might raise eyebrows, eh?...:smallwink:

Turtlemancer
2015-11-16, 04:35 AM
Actually I did, But after looking at it and getting same feedback, it is a ridiculously OP mechanic.

Hipster Dixit
2015-11-16, 05:25 AM
Nice class. The druid-paladin mashup fills a design niche that was empty... I like it. A couple of things I noticed:

7th, 11th and 15th levels are just dead (yes, you gain one spell slot, but I don't think it's enough). They need to give something, like a class feature, new auras, or dunno what.

Aura duration is a bit weird. Why not just make it 1 minute? Easier to track and more in compliance to standards.

The Ghost Warrior feature of the Spirit Shaman may come a little to early, since the Warlock gains a similar feature as an invocation at level 12th (lifedrinker).

In general, apart from the extra attack feature, this class does not really feel like going in the middle of a struggle and hit stuff with a weapon. You could either a) make it a full caster, or b) give it more combat abilities. As it currently is, it looks like to me that the shaman's role on the battlefiled is not clearly defined.

I see that you like using proficiency bonuses to scale the shaman's abilities. As I said before, it seems a little weird. I recommend you to use the shaman's level instead.

A very good job overall. Need more auras! :P

Mr.Moron
2015-11-16, 07:15 AM
Here are some possible issues you may want to look at:

This class is proficient in two primary saves: Wisdom, Constitution. This is not in line with general class design convention. You're supposed to get one primary save (Con, Wis, Dex) and one secondary (Int, Cha, Str).

7th, 11th and 15th are pretty much dead levels. This is kind of a showstopper from a design standpoint imo. You should fill these with something meaningful.

You refer directly to the formulas for calculating DCs and attack rolls. This is minor but from what I've been able to gather convention should be to avoid replicating official content. This should be replaced with a citation for the Druid or Cleric rules, imo.

The wording on a Totemic Aura is awkward. While the the RAW is easy enough to pull out stuff like "As a bonus action, the Shaman will activate a 30ft aura" should read more like "Starting at 3rd level, you can activate a totemic aura as a bonus action" then go on to describe what a totemic aura does. The style for 5e writing mostly uses "You", "Your" and "can" for this kind of stuff.

With shaman totems I dislike the animals being so prescribed. Your intro says they can use anything and then your table provides concrete lists. Folks are just going to latch on to the lists and see them as RAW, which I don't think matches your intent. I'd suggest dropping that element of the table entirely and adding a sentence describing a specific example of choosing a totem such as "For example in some cultures the dolphin is seen a sign a prosperity. Your GM might provide you with guidelines on what common symbols in the setting are, or may ask you for details about your specific people".

Spiritual Guidance: Partial proficiency is not a thing, and would be fiddly to track. I don't see any reason to give them full proficiency skills are not the be all end all, and it's generally better to have more in a group than less. Considering simply trimming this out for something else if you just can't stand the idea of shamans getting an additional proficiency.

Auras in general let's be honest here the duration are long and you get more uses than encounters in most cases. These are up all fight every fight most days. Just keep this in mind for your designs. These specific auras might need revisions:

Aura of Ferocity: In a melee group this is effectively 100% advantage 100% of the time. It's pretty huge for it's interaction with other classes.
Aura of Austerity: "Given a bonus"? what does this mean?
Aura of Prosperity: What is passive healing?

Dragons Breath: Why in the world are the damage upgrades in another ability? This is really odd design. Might be a weak use of spell slot, even with the d8 upgrades. Roll all the scaling into this ability entry and do't be afraid to be generous with the damage. Nobody is going to burn a spell slot for "Some damage, dex save negates" unless that damage is higher than they could get out of just casting a standard spell.

Draconic Defense: This ability doesn't fit 5e convention. Damage resistance is simply "Takes half damage from listed stuff". This is at minimum confusing, consider revision.

Aura of Draconic Might: This should refer to level or shaman level rather than proficiency bonus for scaling.

Aura of Draconic Domination: I don't like this just because it changes the character of encounters a bit too much. It's this huge wordy AoE that makes some pretty definitive statements on what actions can even be attempt. It's a concept but consider a different implementation

Aura of Draconic Dread: Just consider using the frightened condition.

In general it might be good to give Auras scaling, so that you can ramp up the effects later rather than needing to frontload everything.

tl;dr: You've got a good concept but a lot of style issues and a lot of 3.P-isms that either don't make sense or plain don't function in 5e context. You need to take into account for that fact that with 4-5 uses that last a minimum of 5+ rounds in most cases auras may as well be "Always on" abilities. In fact it might be better to just remove the use restrictions entirely so as to kill any confusion on the point.

Turtlemancer
2015-11-16, 05:21 PM
However it is not my intention to allow auras to be on 100% of the time or at least not all auras. My intention is for the abilities to be powerful but short lasting, THANK YOU for pointing out just how badly I failed in this, I was so desperate to make the Shamans Wisdom score more relevant that I pretty much screwed the pooch on this. I will be reducing the aura's to 2-5 rounds and likely making them each once per long rest. This means some one can only use each of their aura's once per long rest. So People will have to pick-and choose when to use each of their auras.

However If you feel like that would be a step backwards in class design I could just make it like the Draconic Aura's in 5e always on only 1 at a time. However I feel most of the auras are too powerful for this.

Some stuff I feel is worth noting:

The Draconic Defense skill uses Damage Reduction, this is lesser used mechanic in 5e. It is most prominent in the inherent ballistic Damage Reduction on armor in Modern Settings. It is a flat damage reduction on a kind of damage it is usually quite low 2-3 less damage think of it like adding your strength bonus to your attack damage only in reverse. However I was tempted to make the effect your armor class is 13+Dex+Wis. as combination of the Dragon Sorcerer and Monk unarmed traits, But well that seems like that could get too high 23 Ac at Maximum.

Half proficiency is Kindof a thing the Bard gets it. JACK OF ALL TRADES Starting at 2nd levei, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. However I should make that feature read more like that, or maybe even remove it. Part fo my idea was to make the Spirit shaman a bit of a Skill monkey. Initially the effect gave expertise in their spirit guides governed feature and one other ability of their choice, but people got an ear full over that and I figured the person had a point. What do you think?

However neither of these arguments necessarily make slapping obscure or (Perhaps even exclusive.) Traits on a class.

I will look into just using the Frightened condition. And upping the anti on the breath weapon attack it should be at minimum a 2d8+1d8 per spell level as it is not in addition to an attack like the paladins.

Everything else I pretty much agree with. Expect to see some changes SOON tm.

Mr.Moron
2015-11-16, 05:30 PM
The Draconic Defense skill uses Damage Reduction, this is lesser used mechanic in 5e. It is most prominent in the inherent ballistic Damage Reduction on armor in Modern Settings. It is a flat damage reduction on a kind of damage it is usually quite low 2-3 less damage think of it like adding your strength bonus to your attack damage only in reverse. However I was tempted to make the effect your armor class is 13+Dex+Wis. as combination of the Dragon Sorcerer and Monk unarmed traits, But well that seems like that could get too high 23 Ac at Maximum.


Is this buried in the DMG somewhere? I don't recall ever seeing in the Monster Manual or PHB. Regardless this is super obscure. You should provide a page citation for it, just to prevent confusion (like mine).



Half proficiency is Kindof a thing the Bard gets it. JACK OF ALL TRADES Starting at 2nd levei, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. However I should make that feature read more like that, or maybe even remove it. Part fo my idea was to make the Spirit shaman a bit of a Skill monkey. Initially the effect gave expertise in their spirit guides governed feature and one other ability of their choice, but people got an ear full over that and I figured the person had a point. What do you think?

Yes. Changing this wording to bard wording would be better if you wanna keep a half thing. I just don't see why not to give them a full skill proficiency? It's not going to be a make/break balance feature and the extra full skill feels appropriate and interesting there.

Turtlemancer
2015-11-16, 06:14 PM
Hmm honestly Damage reduction seems to be more of a Unearthed Arcana Mechanic I have only really seen it here: http://dnd.wizards.com/articles/features/my-new-d20-modern-campaign as an answer to guns.

So maybe a bit too arcane (Pun not intended) to be putting on a class. So I need to figure out something different. Maybe do what I was planning with the unarmored feet and just make it not work with a shield?

Also I may just give them proficiency, It was just the way the first statement read it looked like you wanted me to drop the feature altogether which I was not happy with.

I am also struggling between giving the shaman 1d10 health or making the shaman a full caster. If their is anything else I can do to better solidify the Shamans role in combat?

Ninja_Prawn
2015-11-25, 02:59 PM
Saw your request for more feedback in the contest thread... generally I've been avoiding commenting on contest homebrews, but I figure I'll have a quick look.

First impressions:
It doesn't feel too powerful to me (clearly you've made some edits from the original). It's hard to assess though, because so much power is in the traditions rather than the base class.
I like the ritual casting. It's pretty integral to the identity of the shaman, so I wouldn't drop that if possible.
The dragonbreath-smite is a cool idea. Giving a save to avoid is a smart counterbalance against the fact you could hit multiple targets.
The class is competing in a relatively narrow field thematically, between ranger and druid... but I think it could work well if clerics, druids and paladins were banned - some kind of archaic setting maybe? Not that that's really important to the homebrewing...
I'd like to see an 'unambiguously evil' tradition (like the optional classes in the DMG) - possibly a demon-summoning or undead-raising type of shaman. But that's just me.
The apostrophe abuse hurts my brain. :smallyuk: And it's spelled determine.

Ivellius
2015-12-01, 04:09 PM
No one has said this yet, so I'll chime in that I don't think Aura of Concentration should be an "always on" thing, though I'd be fine with it being an activateable one.

Broadly speaking, I think the Spirit Form feature is too early on the Spirit Shaman and the Dragon Shaman is too focused on combat. I do like how you made the animal spirits kind of abstract.

Chells
2015-12-05, 12:16 PM
Spirit Form is seriously broken. At 2nd level you are giving the player an improved version of a 3rd level spell (aka 5th level character). You also made rechargeable every short rest. Essentially after game 1 or 2 the party gains a flying scout that can bypass most traps and obstacles.

You marked this this a 4th level Transmutation, so why is it not in the 5th to 7th level range. It also should be on a long rest, otherwise the poor DM might as well give up on surprises (Clear a room, wait a couple minutes, scout the next room, repeat endlessly).

Turtlemancer
2015-12-08, 02:10 PM
If you still think Aura of Concentration (Know Spirit Shaman only) is too powerful it may end up as part of a Ancestral shaman Active Aura.

I made Spiritual Guidance a core Shaman feature. This means a Dragon shaman can be a bit of a skill monkey too. I think it does really fit the class.

Tell me what you think of Mist Strike, I like the flavor but basically pulled the mechanics out of my rear end. I was trying to figure out how to boost the Spirit Shamans damage to be more reliable and wanted something that would make them feel like more of a caster without making the core classes warrior elements useless.

If I cant get Mist Strike to work.



I am shifting my focus to Ancestral Shaman, This is based on traditions of Ancestor Worship so it should be able to work equally as both a Witch doctor and/or a Taoist. I am thinking about mixing the flavor of a Paladin with that of a Necromancer and/or Warlock. giving it a strange feel. (Remember the Spell lists for each shaman will be a bit different).

zeek0
2015-12-22, 03:21 PM
When I see a new class I like to ask myself: "Does this concept better work as a background or subclass?" For a dragonpriest? Yes. For an artificer? Probably not.

As a background, a shaman could be a... divination wizard, GOO warlock, dragon sorcerer, druid anything, EK fighter, ranger, maybe even a barbarian multiclass.

As a subclass, a shaman might be a druid, warlock, paladin, or cleric(?).

Just a thought.

Turtlemancer
2015-12-30, 12:25 PM
The thing is that all of those have to be stretched really far to work as a Shaman about the only one that even works is Warlock and only as an example of a Shaman gone rotten.

You also have to consider if a class would do well with different archetypes which I think I have proven pretty strongly here. So no I don't think the Shaman would work better as anything else.