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Woodjackal
2019-04-07, 05:17 AM
Here's my take on the Shaman class, with no particular inspiration source, just all the other Shaman homebrews I could find.
I'm particularly looking for constructive criticism on the Spirit Binder in general, as well as ideas for an upgrading Commmune with Ancestors feature, maybe to replace Spiritual Undeath, which I'm looking to get rid of asap anyway.
Thanks in advance for anything you have, though.
(For all intents and purposes, the Shaman spell list = Druid spell list)

(Spell slots, cantrips known and Proficiency Bonus as standard with Druid)
Shaman Level Features
1 Spellcasting, Ancestral Armour, Commune with Ancestors
2 Totemic Discovery
3 Spirit sense, Shamanic Quest
4 Ability Score Improvement
5 -
6 Shamanic Quest Feature
7 -
8 Ability Score Improvement
9 -
10 Totem Improvement, Spiritual Undeath
11 -
12 Ability Score Improvement
13 -
14 Shamanic Quest Feature
15 -
16 Ability Score Improvement
17 -
18 Totem Improvement
19 Ability Score Improvement
20 Spiritual Undeath Improvement

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 level after 1st

Proficiencies
Armour: Light armour, shields
Weapons: Simple
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Survival

Starting Equipment
- (a) a light crossbow and 20 bolts, or (b) any simple weapon
- (a) a shamanic focus or (b) a component pouch
- (a) a dagger or (b) a sickle
- (a) an Explorer's pack or (b) a Dungeoneer's pack
- Leather armour, a quarterstaff

Spellcasting
At 1st level, the spirits you are linked to are able to channel some of the power of their realm to you for the casting of spells.
Cantrips
At 1st level, you know two cantrips from the Shaman spell list. You learn additional Shaman cantrips of your choice at higher levels.
Preparing and Casting Spells
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 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 druid, 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.
Spellcasting Ability
Wisdom is your spellcasting ability for your Shaman spells, since your magic draws upon your devotion and attunement to nature and the occult. 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
Ritual Casting
You can cast a Shaman spell as a ritual if the spell has the ritual tag and you have that spell prepared
Spellcasting Focus
You can use a Shamanic focus as your spellcasting focus for your Shaman spells

Ancestral Armour
At 1st level, you gain a bonus to your AC equal to your Wisdom modifier. You can wield a shield and still receive this bonus, but not if you are wearing medium or heavy armour.

Commune with Ancestors
Also at 1st level, your ancestors have manifested themselves. An ancestor of you, of your choice, appears to you as a guide. They invisible, inaudible, and incorporeal to all other creatures. They offer you helpful information, and you gain proficiency in one skill you do not already have proficiency in. After taking a long rest, you can choose to change the skill with which you have proficiency.

Totem
At 2nd level, the power the spirits channel through you has grown, requiring a larger, or more powerful, focus. You must take a totem, a non-magical object of your choice. The object must be of importance to you and Small or smaller. You can use the totem as your spellcasting focus. On taking your totem, you must choose which element it aligns itself most closely to out of Fire, Water, Earth, Air and Spirit. You can choose, on your turn, to cast a spell through your totem rather through your normal focus. When you do so, you gain a bonus determined by the element your totem is aligned to. At higher levels, you trigger the effect of your level and the effects of any level below you, if applicable. You can cast a spell through your totem once per long rest.
Fire
At 2nd level When casting a spell that deals damage, you can choose to make a number of dice you would roll to determine damage instead deal maximum damage. The number of dice you can choose equals your Wisdom modifier 10th level When casting any spell, a 20ft diameter circle of fire appears, centred on you. When a creature enters the circle for the first time, you can choose to force them to make a Dexterity saving throw. On a fail, they take 4d6 fire damage. On a successful save, they take half damage.
18th level When casting any spell, you can choose a number of creatures equal to your Wisdom modifier that you can see. They must succeed on a Dexterity saving throw. On a fail, they take 4d6 fire damage and any non-magical flammable items on their person catch alight. On a successful save, they take half damage.
Water
At 2nd level When casting a spell that has a casting time of an action, you can instead cast it as a bonus action
10th level Immediately after casting a spell, you can cast a cantrip that you know at no action cost
18th level When casting a spell that has a casting time of greater than an action, you can instead cast it as an action
Earth
At 2nd level When casting a spell that requires a saving throw to be rolled, you gain a bonus to the DC equal to your Wisdom modifier
10th level After casting a spell, you gain a +2 bonus to AC until the end of your next turn
18th level After casting a spell, a wall of earth forms in front of you. The wall is 6 inches thick and is a 10ft x 10ft square. It has AC 15, 90 hit points and immunity to psychic and poison damage.
Air
At 2nd level After casting a spell, your speed increases by 5 feet until the end of your next turn
10th level Immediately after casting a spell, you can teleport to a place you can see that is within your movement, using an equal amount of movement to do so.
18th level After casting a spell, you become incorporeal until the end of your next turn. You can move through objects on your turn, and other creatures cannot physically effect you, but if you end your turn in the same space as a creature or object, you take 15 force damage and are forced into the nearest empty space.
Spirit
At 2nd level Immediately after casting a spell, you become invisible until the end of your next turn. The invisibility ends early if you take any damage or attack or cast a spell.
10th level You can plant your totem on the ground and, when casting any spell, if your totem is within sight of you, you can cast the spell centred on the totem, as if it were the one casting the spell
18th level When you cast a spell that deals damage, all damage dealt by the spell ignores any damage resistances and treats immunities as resistances

Spirit Sense
At 3rd level, you find yourself linked into the spirit world nearly visually. As an action, you can become aware if any creatures have died in a 30ft area around you in the last 24 hours. You learn how they died, and what type of creature they were. This feature can be used a number of times per long rest equal to your Wisdom modifier (minimum of 1).
Additionally, you have advantage on Charisma checks made while dealing with creatures with the undead type.

Shamanic Quest
Also at 3rd level, your Shamanic fate is revealed to you, through your own meditation or the guidance of your ancestor spirit. Choose a Shamanic Quest
- Spirit Binder
- Vision Warrior
- Witch Doctor
Your choice grants you features at 3rd level, and again at 6th and 14th level.

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 can't increase an ability score above 20 using this feature.

Spiritual Undeath
The first time you die, your spirit leaves your body, which dissolves, leaving all your items and belongings where they lie. 10 days later, a new adult body forms and your spirit enters it. Roll on the following table to determine what race the body is (you may choose the subrace, if applicable).
d100 Race
01-04 Dragonborn
05-13 Dwarf
14-21 Tabaxi
22-25 Elf
26-34 Goblin
35-42 Aasimar
43-46 Gnome
47-52 Aarakocra
53-56 Half-elf
57-60 Half-orc
61-68 Halfling
69-76 Orc
77-96 Human
97-00 Tiefling
You retain all your previous life experiences and capabilities, except your racial traits, which change to suit your new body. If you die a second time, you do not return.
At 20th level, you gain a second, one-time use of this feature. Additionally, you can choose to alter the number rolled on the d100 by an amount up to your Shaman level. Also at 20th level, you can cast Astral Projection once per long rest.

Spirit Binder
Spirit Animal
At 3rd level, your link to your ancestor is so powerful you can make them manifest.
By spending 8 hours of meditation, you can summon your ancestor in an physical form. You may select a beast with a CR of 1 or less for the form of your ancestor. At the end of the 8 hours, your ancestor manifests and gains all the benefits of your Spirit Bond feature.
If your ancestor's manifestation is ever reduced to 0 hit points, it dissipates harmlessly, and you must spend another 8 hours in meditation to call them forth again.
Spirit Bond
At 3rd level, your ancestor gains a variety of benefits while it is manifested.
If the animal form it takes has a Multiattack action, it loses it.
It rolls for initiative like any other creature, but you determine its actions, decisions and attitudes, and so on. If you are incapacitated or absent, your ancestor acts to protect you.
Your ancestor uses your proficiency bonus rather than the proficiency bonus of its form. It also gains a bonus to its AC and damage rolls equal to your proficiency bonus. Its hit points equal the max hit points available in its stat block or four times your Shaman level, whichever is higher. For each level after 3rd, the creature also gains an additional hit dice.
Whenever you gain the Ability Score Improvement feature, your ancestor's ability scores also improve as though it had gained an Ability Score Improvement.
Your ancestor understands all languages you do, but can only speak in a language that only you understand.
Greater Spirit Animal
At 6th level, your ancestor's manifestation gains two gifts. Choose two gifts from the list below. When you gain a level in this class, you can choose one of the gifts your ancestor has and replace it with another.
At 14th level, you can choose an additional gift.
Gift of Bonding
On your turn, you can choose to see through the eyes of your ancestor's manifestation if you are on the same plane, regardless of your distance from them.
Gift of Speed
Your ancestor's speed increases by 10ft.
Gift of the Elements
Your ancestor gains resistance to one of the following damage types: acid, cold, fire, lightning, poison or thunder. After you take a long rest while accompanied by your ancestor, you may change the damage type.
Gift of Life
Any number of creatures of your choice within 30ft of your ancestor have advantage on death saving throws.
Gift of Origin
When casting a spell, if you can see your ancestor, you can cast the spell centred on your ancestor, as if it were the one casting the spell.
Gift of Protection
When a creature you can see attacks a target other than you that is within 5ft of your ancestor, the ancestor can use their reaction to impose disadvantage on the attack roll. If the attack misses due to this, the ancestor takes the damage.
Gift of Telepathy
You can communicate telepathically with your ancestor.
Gift of Vitality
If a creature chooses to reroll hit dice to regain hit points while within 30ft of your ancestor, you can use your reaction to grant the creature advantage on their roll.
Spirit Shift
At 14th level, as an action on your turn, you can move your spirit out of your body. Your spirit manifests itself as an animal, identical to the manifestation of your ancestor. Your spirit can stay out of your body for up to one hour.
Your game statistics are replaced by the statistics of the beast, 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 beast'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 projected. 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 manifestation 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 beast 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 also gain the Etherealness feature. You enter the Material Plane from the Ethereal Plane or vice versa. You are visible from both Planes no matter which you are on, and you can't be affected or affect anything on the other plane.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once) per long rest.

Vision Warrior
Bonus proficiencies
At 3rd level you gain proficiency with martial weapons
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options.
- Archery: You gain a +2 bonus to attack rolls you make with ranged weapons
- Defense: While you are wearing armour, you gain a +1 bonus to AC
- 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
- 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 reroll the die and must use the new roll, even if the new roll is a 1 or 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Mariner: As long as you are not wearing heavy armour or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and gain a +1 bonus to AC.
- Protection: When a creature you can see attacks a target other than you that is within 5ft of you, you can use your reaction to impose disadvantage on the attack roll. You must be using a shield.
- Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Extra attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Vision Trance
At 14th level, you can allow your body to be possessed by your ancestor spirit. As a bonus action, before you take any other action, you can enter your spirit trance. While in your spirit trance, you must spend your turn attacking a creature you can see. You also gain the following benefits:
- You gain +2 to AC
- Your movement speed increases by 10ft
- You have advantage on all Dexterity saving throws
- You gain a bonus to all damage rolls equal to your Wisdom modifier
- If you are reduced to 0 hit points while in your trance, you do not fall unconscious until the trance ends, though you must continue making death saving throws.
The trance ends after 3 rounds, or if you do not make an attack on your turn. V

Witch Doctor
Medicine man
At 3rd level, you gain Expertise in the Medicine skill, meaning you can double your proficiency bonus on any check made
with the Medicine skill.
Additionally, when making a Medicine check, you can make an additional check with a DC 16 - half your Shaman level (rounded up). On a success, the creature you are making the check on can spend a number of hit dice equal to your
Wisdom modifier immediately to regain hit points.
Heart Magicks
At 6th level, when casting a spell targeted on another person, you can cause a creature to either regain hit points equal to your Shaman level or take necrotic damage equal to your Shaman level.
Totemic Aura
At 14th level, your totem gains a healing aura. As an action, you can choose any number of creatures. When they first come within 30ft of your totem, or start their turn within the area, they regain a number of hit points equal to your spellcasting modifier.