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M Placeholder
2016-01-03, 07:05 AM
Spirit Shaman.
http://media-cache-ak0.pinimg.com/736x/1c/fb/18/1cfb18157f48c4f48772bc18fcd2e0f0.jpg
Gann of Dreams by Katerina Romanova (https://www.pinterest.com/pin/115475177918496222/)

In the boreal forest, the hagspawn raises his hands to the sky and calls out, his words ringing across the rocky landscape. A portal opens, and an earth elemental answers the call to aid him and his companions.
Rain lashes the tree the elf hides behind as a hag coven plots in the clearing. Her hands tight against her spear, the elf slams the tip of the spear into the ground, and the hags recoil as the energy of the spirits aiding them is dissipated.
The gnome walks over the stream bed, and with a simple word and a gesture to the sky, rain clouds appear in sky overhead, with her companions scrambling to hold out the holsters to catch every drop they can in this arid land.

Walking in paths and trails laid out by spirits, the spirit shaman walks with the power of nature. Using his gifts to converse and even to tred in the world of the spirits, these souls have their powers granted by the spirits of the world – those that call the mountains, the rivers and the trees their abode, the ancestors that they venerate, or the spirit animal of their tribe.

From the spirits, those that converse with them gain the gift of mastery over nature – the ability to use the land and the gifts that it provides, in order to smite foes or to heal their allies. In Rashemen in the lands of the Unapproachable East, the spirits that are found in the forests and mountains of that nation bestow powers on a chosen few, while to the west, in the region dominated by the Spine of the World, the tribes often have shamans empowered by the beast totem that represents their tribe. In other regions of the world known as Toril, pacts are made with the spirits that reside in the bamboo forests and the steaming jungles of Kara-Tur.

What are spirits?
In the worldview of the spirit shaman, there are a number of creatures that count as spirits. These are as follows –

All incorporeal undead (Shadows, Ghosts)
All fey (Green and Sea Hags, sprites, pixies)
All elementals (Azer, genies, galeb duhr)

All of these creatures are regarded as spirits – the undead are the spirits of those that have gone before, the fey are spirits of nature and the elementals are the spirits of the raw building blocks of nature itself.

Creating a Spirit Shaman
When you create a spirit shaman, consider the spirits that have gifted you with magic. Did you gain them from the spirit of the beast that your tribe venerates? Or has an ancestral spirit decided to bestow upon you the tools that will help you thrive and survive in this great land? Are the spirits expecting something in return for their help? Did you seek out a spirit animal for guidance, or did the beast come to you when you needed guidance and aid the most?

Quick Build
You can make a Spirit Shaman by following these suggestions. First, make Wisdom your highest ability score, followed by either Charisma or Dexterity. Choose the Outlander background, and then choose Perception, Medicine and Nature as your skill proficiencies. For spells, choose the Druidcraft and Thorn Whip cantrips. Finally, choose Entangle and Healing Word spells.

Features
As a spirit shaman, you gain the following class features

Hit Points
Hit Die – 1d8 per Spirit Shaman level,
Hit Points at 1st level – 8 + your Constitution modifier
Hit Points at Higher Levels – 1d8 or 2d4 (or 5) + your Constitution modifier per Spirit Shaman level after 1st

Proficiencies
Armour – Light Armour, Shields
Weapons – All simple melee and ranged weapons.
Tools – Herbalism Kit
Saving Throws – Wisdom, Charisma
Skills – Choose three from Athletics, Persuasion, Nature, Perception, Survival and Medicine

Equipment
In addition to the equipment that is granted by your background, you start with the following –


(A) Shortbow or (b) any simple ranged weapon.
(A) Spear or (b) any simple melee weapon.
Leather Armour and an explorers pack.


The Spirt Shaman



Level

Proficiency Bonus


Features

Cantrips Known

Spells Gifted


1st


2nd


3rd


4th


5th


6th


7th


8th


9th



1st

+2

Spellcasting, Spirt Guide.

2

2

2

--

--

--

--

--

--

--

--



2nd

+2

Chastise Spirits, Wild Empathy

2

3

3

--

--

--

--

--

--

--

--



3rd

+2

Spirit Form

2

4

4

2

--

--

--

--

--

--

--



4th

+2

Ability Score Improvement

2

5

4

3

--

--

--

--

--

--

--



5th

+3

-

3

6

4

3

2

--

--

--

--

--

--



6th

+3

Ghost Warrior

3

7

4

3

3

--

--

--

--

--

--



7th

+3

-

3

8

4

3

3

1

--

--

--

--

--



8th

+3

Ability Score Improvement

3

9

4

3

3

2

--

--

--

--

--



9th

+4

-

4

10

4

3

3

3

1

--

--

--

--



10th

+4

Spirit Form 2/24 hours, Guide Magic

4

11

4

3

3

3

2

--

--

--

--



11th

+4

Weaken Spirits

4

12

4

3

3

3

2

1

--

--

--



12th

+4

Ability Score Improvement

4

12

4

3

3

3

2

1

--

--

--



13th

+5

--

4

13

4

3

3

3

2

1

1

--

--



14th

+5

Spirit Mastery

4

13

4

3

3

3

2

1

1

--

--



15th

+5

--

4

14

4

3

3

3

2

1

1

1

--



16th

+5

Ability Score Improvement

4

14

4

3

3

3

2

1

1

1

--



17th

+6

-

4

15

4

3

3

3

2

1

1

1

1



18th

+6

Weaken Spirits, Spirit Form 3/24 hours

4

15

4

3

3

3

3

1

1

1

1



19th

+6

Ability Score Improvement

4

15

4

3

3

3

3

2

1

1

1



20th

+6

Spirit that walks

4

15

4

3

3

3

3

2

2

1

1





Spellcasting
Each morning you must converse with the spirits in order to gain your allotment of spells. You are bestowed a number of spells from the druid spell list as detailed in the class table, and you can change the list of prepared spells every 24 hours when you converse with the spirits. You must spend 30 minutes conversing with the spirits to bestow you with spells.

Cantrips
At 1st level, you know 2 cantrips of your choice from the Druid spell list. You learn additional Druid cantrips of your choice at higher levels, as shown in the Cantrips Gifted column of the Spirit Shaman table.

Spellcasting Ability
Charisma is your spellcasting ability for a Spirit Shaman, thanks to your belief and your bargaining power with the spirits and how to manifest the power they have granted you. You use your Charisma whenever a spell refers to your spellcasting ability, and whenever you make an attack roll with a spell, and when setting the save DC for a spell.

Spell Save DC = 8 + Your proficiency bonus + your Charisma modifier

Spell Attack Modifier = Your proficiency bonus + your Charisma modifier.

Ritual Casting
You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spell Focus
You can use a melee or a ranged weapon as your spellcasting focus.

Spirit Guide
As one who is bestowed by the spirits, you have a personification of the spirit world that is there to guide you, conferring a greater awareness of the surroundings. The spirit guide exists within the mind and soul of the spirit shaman, and cannot be interacted or perceived by anyone else.

The spirit guide heightens your senses, and as a result, you can add half your proficiency bonus rounded down to perception checks and your passive perception.

Chastise Spirits
At 2nd level, you are granted the ability to censure hostile spirits. As an action, you can send out energy that forces all spirits within 30 feet of you to make a Wisdom saving throw against your spell save DC, and if the creature fails, it must spend its turns for 1 minute or until it takes damage to move as far away from you as it can, and it cannot move to a space that is within 30 feet of you. It is also unable to take reactions and for its action, it can only use the Dash action, or try to escape from an effect that prevents it from moving. If there is nowhere to run, it can take the dodge action. You can use this ability twice every 24 hours.

Wild Empathy
At 2nd level, you have an insight into the animal spirits and can use body language, vocalisations and demeanour to understand and improve the attitude of an animal (beast type). You can add double your proficiency bonus to Animal Handing checks.

Spirit Form
Starting at 3rd level, you are able to transform yourself into a spirit for 1 minute. While you are incorporeal, you gain the following characteristics -


You gain resistance to bludgeoning, piercing and slashing damage from non-magical weapons.
You gain resistance to acid, poison and either fire or cold damage.
You can move through other creatures and objects as if they were difficult terrain, though you take 1d10 force damage if you end your turn inside an object.
Your AC while incorporeal is 10 + your Dexterity modifier
You have immunities to the grappled, petrified, prone and restrained conditions.


Your armour, weapons and equipment also become incorporeal. While you are incorporeal, you cannot interact with objects on the material plane physically and you cannot make melee or ranged weapon attacks.

This ability lasts for 1 minute, and you can end it as a bonus action on your turn. At 10th level, you can use this ability twice every 24 hours, and at 18th level, three times every 24 hours.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you cannot increase an ability score above 20 using this feature.

Ghost Warrior
At 5th level, your melee and ranged weapons deal damage normally against incorporeal creatures. You are also resistant against the touch attack of incorporeal creatures.

Guide Magic
At 10th level, your spirit guide assists in the aid of concentration on a spell. When you take damage, you have advantage on the concentration check as the spirit guide aids you. You also do not need to make checks relating to environmental conditions in order to maintain concentration.
The spirit guide can be affected by psychic and thunder damage, and if you take damage of that type, the spirit guide cannot aid you and you make a normal check.

Weaken Spirits
At 11th level, when you use your chastise spirits feature, you are able to strip them of their defences if you wish to choose. If the spirits fail the saving throw, they lose one of the following -


Resistance to Magic
Damage reduction from non-magical weapons
Immunity from non-magical attacks
The ability to move into or through objects.


At 18th level, you can choose a second effect when you chastise spirits. These effects last for 1 minute.

Spirit Mastery
At 14th level, once per 24 hours, you can either return a spirit back to the body of a deceased person, or you can force a possessing spirit out of the body of a creature.


You can reconnect a spirit to the body of a deceased creature that has been dead for no longer than 10 days, as per the Raise Dead spell, except the target takes a -5 penalty to all attack rolls, saving throws and ability checks, and the target must finish two long rests for a reduction of 1 to the penalty.
You can perform an exorcism to force a possessing creature out of the body it is inhabiting. To do this, you make either a persuasion or an intimidation check against a DC of 8 + the possessing creature’s proficiency bonus + its Charisma Modifier. On a successful check, the creature is driven out of the body of the possessed, and cannot make another attempt to possess the same creature for another 24 hours.


Spirit Who Walks
At the 20th level, you become one with the Spirit World. You become a spirit creature, and have advantage on saving throws against spells and other magical effects, and you cannot be put to sleep via magical means.

M Placeholder
2016-01-17, 12:33 PM
Just tweaked the Recall Spirits/Exorcism feature.

Will add more Spirit Guides over the next few days.

PoeticDwarf
2016-01-18, 09:34 AM
I like the overall idea and how you made it. The balance is OK but you need to clarify some things a little bit more like the form (that's probably just me because I just not that good at English). Maybe a little bit more fluff (I see this being different from 3.5) and maybe you gave it a little bit too many features, you could for example say that the time he can stay in the form isn't 1/24 2/24 or 3/24 but 1/7 (rounded up) the Shaman level to make it simpler

M Placeholder
2016-01-20, 04:42 PM
I like the overall idea and how you made it. The balance is OK but you need to clarify some things a little bit more like the form (that's probably just me because I just not that good at English). Maybe a little bit more fluff (I see this being different from 3.5) and maybe you gave it a little bit too many features, you could for example say that the time he can stay in the form isn't 1/24 2/24 or 3/24 but 1/7 (rounded up) the Shaman level to make it simpler

Added more lore (the per 24 hours is a part of the lore), and a picture of Rashemens Finest, as well as creating a spirit shaman section. The features from 3.5 (http://dndtools.pw/classes/spirit-shaman/)that I was not able to get in the class features will be covered by feats.

This was meant to be as faithful to the 3.5 version as possible.