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Oramac
2017-01-09, 02:28 PM
Shaman Player Class

(Full Caster Table)

The Shaman

At the edge of the battlefield, a High Elf summons powerful elemental totems to enhance his spells and destroy his enemies with the elements themselves.

A Half-Orc wades into battle carrying two shortswords. Even as he attacks, the elements flare around his weapons, crushing and defeating his enemies.

Seeing his injured companions, a Blue Dragonborn channels the restorative power of water to replenish and protect his allies.

Masters of the Elements

Typically born during a time of elemental upheaval, such as a wildfire or hurricane, Shaman are uniquely gifted with an affinity for manipulating the elements of nature. Though many are born, some people earn their shamanistic power through careful meditation and harmony with nature.

Given their affinity with the elements, Shaman tend to have much in common with their druidic counterparts, and most even have a soft spot for barbarians, due to their tendency towards living in harmony with nature.

Creating a Shaman

When creating your shaman, consider your relationship with the elements. Were you born during a storm, fire, or other catastrophic event? Or perhaps you found your shamanistic power through time spent alone in the wilderness.

Quick Build

You can build a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity. Second, choose the Outlander background.

Class Features

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 first.

Proficiencies
Armor: Light and Medium armor; Shields
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords
Tools: none
Saving Throws: Wisdom; Intelligence
Skills: Choose two from Acrobatics, Animal Handling, Insight, Investigation, Perception.
Multiclass: Simple weapons; Shamans require a score of 13 Wisdom

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a quarterstaff, or (b) a dagger
- (a) a component pouch or (b) a totemic focus
- (a) a Dungeoneer’s pack or (b) an Explorer’s Pack

Spellcasting: See chapter 10 for the general rules of spellcasting and chapter 11 for the witch spell list.

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

Spell Slots
The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Shaman spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning
hands and have a 1st-level and a 2nd-level spell slot
available, you can cast burning hands using either slot.

Preparing and Casting Spells

[Shamans use the Druid spell list]

The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
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 + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in prayer 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, since the power of your magic comes directly from the forces of nature. 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

Spellcasting Focus
You can use an arcane focus (found in chapter 5) as a spellcasting focus for your shaman spells. These are often, but not always, a small bit of the natural world, such as a piece of bark or a petrified leaf.

Totemic Summoning: Beginning at 1st level, you can summon elemental totems to enhance the abilities of those around you. As an action, choose a point within 10 feet of you at which to summon the totem, and choose from the following options. The totem lasts for 1 minute, until you dismiss it (no action required), or until you use an action to summon a different totem. You may use this feature a number of times equal to your wisdom modifier, and regain expended uses when you complete a long rest.

Air Totem: You summon a totem made of swirling winds to assist you. You and allies within 10 feet of the totem gain advantage on Dexterity checks.

Earth Totem: You summon a totem made of dirt and clay, projecting earthen power. You and allies within 10 feet of the totem gain a +1 bonus to AC.

Fire Totem: You summon a totem made of intense flames. You and allies within 10 feet of the totem gain resistance to cold damage. Additionally, the totem sheds bright light within its radius, and dim light for 10 feet beyond.

Water Totem: You summon a totem made of intricately flowing water. You and allies within 10 feet of the totem gain advantage on death saving throws.

Totemic Accuracy: Beginning at 2nd level, you control your totems more accurately. You may use a bonus action to move your active totem to a point you can see up to 60 feet away.

Shamanistic Path: At 3rd level, you choose to specialize your focus on nature in specific ways. You may choose Elemental, Enhancement, or Restoration. This choice grants you benefits at 3rd level, and again at 6th, 14th, and 18th levels.

Totemic Expertise: At 10th level, you gain a better control over your totems. You now regain expended uses when you complete a short or long rest.

Totemic Mastery: Beginning at 20th level, your control of the elements is at its peak. You may have all four of your totems active at once, and may summon them all using one action.

Shamanistic Paths:

Path of the Elements: Shamans following the Path of the Elements focus themselves on manipulating the forces of nature to damage their enemies from afar.

Elemental Mastery: When you choose this Path at 3rd level, your mastery of the elements increases. When you cast a spell that deals Fire, Cold, Lightning, or Thunder damage, you may add your Wisdom modifier to the damage dealt.

Totemic Aptitude: Beginning at 6th level, while you are within range of your active totem, you are empowered by the totem, as follows:

Air: As a bonus action after casting a spell of 1st level or higher, you can cause your totem to unleash swirling winds. Using these winds, you and your totem may fly up to 10 feet without provoking opportunity attacks.

Earth: As a bonus action after casting a spell of 1st level or higher, you can cause stone to erupt around you. Until the beginning of your next turn, you have ½ cover.

Fire: As a bonus action after casting a spell of 1st level or higher, you can cause your fire totem to erupt. All creatures other than you within range of the totem must make a Dexterity saving throw or take 2d6 Fire damage, or half damage on a successful save.

Water: As a bonus action after casting a spell of 1st level or higher, you may cause your totem to gush forth a wall of water around itself with a height and radius of 10 feet, a thickness of 6 inches, and lasting until the beginning of your next turn. Ranged attacks that pass through the wall have disadvantage, and looking through the wall causes creatures and objects on the other side to be obscured.

Totemic Projection: At 14th level, you’re able to more accurately call your totems. You may now summon your totems within 30 feet of you, and the radius of the totem’s effect increases to 30 feet.

Conjure Elemental: Upon reaching 18th level, your control over the elements is at its peak. You gain the Conjure Elemental spell, and it does not count against your spells prepared. Additionally, once per long rest you may cast this spell without requiring material components or expending a spell slot.

Path of Enhancement: Shamans that choose the Path of Enhancement focus their energy on enhancing their weapon attacks to unleash the forces of nature on their enemies at close range.

Nature’s Fury: When you take this Path at 3rd level, you focus on enhancing your weapon attacks. You gain the Two-Weapon Fighting Style. Additionally, when you hit with a melee weapon attack, you may expend a spell slot to deal additional Fire damage to the target. The damage equals 1d6 per spell level expended, up to a maximum of 5d6.

Totemic Shock: Beginning at 6th level, while you are within range of your active totem, your weapon attacks are imbued with power, as follows:

Air: Once per round when you hit with an attack, you can cause your air totem to kick up small amounts of dust towards your target. The target must make a Constitution saving throw or be blinded until the beginning of its next turn.

Earth: Once per round when you hit with an attack, you can cause your earth totem to force small rock formations to spring up around your target. The target must make a Dexterity saving throw or be restrained until the beginning of its next turn.

Fire: Once per round when you hit with an attack, you can cause your fire totem to lash out at your target. The target must make a Dexterity saving throw or take 2d4 fire damage.

Water: Once per round when you hit with an attack, you can cause your water totem to unleash a small wave at your target. The target must make a Strength saving throw or be knocked prone.

Natural Precision: Beginning at 14th level, when you hit an enemy with a melee weapon attack, that enemy has disadvantage on the saving throw against a spell you cast before the end of your next turn.

Stormstrikes: Beginning at 18th level, you’re able to attack with the ferocity of the storm. For each melee weapon attack you make that hits a creature and isn't a critical strike, you gain a +1 bonus to your critical range. For example, if you hit with two subsequent non-critical attacks, you gain a critical range of 18-20. This bonus resets to zero on a critical hit.

Path of Restoration: Shamans that choose the Path of Restoration call on the subtle ebb and flow of water to heal their allies.

Restorative Waters: When you take this Path at 3rd level, your healing spells are empowered by restorative waters. When you cast a spell that restores hit points, the target(s) gain temporary hit points equal to your Wisdom modifier + the level of the spell cast.

Totemic Rejuvenation: Beginning at 6th level, while you are within range of your active totem, you are empowered by your totem, as follows:

Air: The helpful winds of your air totem gain strength. You and allies within range of your totem now have advantage on Dexterity saving throws in addition to dexterity checks.

Earth: Your earth totem increases in strength. When you or an ally in range of the totem would be moved against their will, the totem prevents up to 10 feet of forced movement.

Fire: While within range of your totem, your totem envelops you and your allies in range in protective flames. When an opponent hits you or an ally with a melee attack, it takes 2d4 fire damage.

Water: Your water totem’s restorative power increases. While in range of your water totem, you and your allies regain hit points equal to 1 + your Wisdom modifier at the beginning of your turn.

Harmful Totem: At 14th level, you can control the flow of water to harm your enemies. Once per turn when you deal damage with a spell or melee attack, you can cause your active totem to lash out at the target, dealing 3d6 additional magical damage of the listed type.

Air: Slashing

Earth: Bludgeoning

Fire: Fire

Water: Cold

Totemic Amplitude: At 18th level, your control of the restorative power of nature is at its peak. While in range of your active totem, whenever you cast a spell of 1st level or higher that restores hit points, maximize the healing instead of rolling.

Oramac
2017-01-09, 02:29 PM
Reserved, just in case.