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View Full Version : WoW inspired Shaman 5E Homebrew



The Wyrm
2019-05-11, 09:34 PM
Made a homebrew version of the WoW shaman for D&D 5e, wanted to get some opinions on both the balance and fantasy. Any and all feedback is appreciated.

Shaman

Hit Dice: 1d8 per Shaman Level.

Proficiencies
Armor: Light and Medium Armor and Shields.
Weapons: Simple Weapons
Saving Throws: Intelligence, Wisdom
Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Perception, or Survival.

Spellcasting: Wisdom is your spellcasting ability for your Shaman spells and totems. There is not one unified Shaman spell list, and what you have access to varies based on your specialization. Shaman totems are an alternative use for your spell slots.

Totems: You start with one totem of each element. You gain one additional totem of your choice at levels 5, 9, 13, and 17. Each time you level up, you may choose to switch your totems. As a bonus action, you may place a totem of your choice in a location within 10 feet of you. All totems have 1d4+your spellcasting modifier health per shaman level and, as appropriate, use the Shaman’s spell attack rolls and Spell Save DC. Most totems are available to all shamans, but each sub-class has two totems unique to them that they gain as part of leveling up.

Master Totemic: You may regain one expended totem of your favored elements during a short rest.

Rockbiter Weapon: As a bonus action you may choose one ally within range. Their next weapon attack that hits deals an additional 1d6 bludgeoning damage. This damage is increased by 1d6 each time you gain a new spell level.

Spirit wolf: At level 4, you gain the ability to transform into a spirit wolf form. You may transform into this form by using an action, and out of it by using a bonus action. While in this form, your speed is increased by 50% and you have advantage on all dexterity checks that don’t require hands. You cannot make weapon attacks or cast spells while in this form, but you may make an unarmed attack using your spellcasting attack bonus that deals 1d6+your spellcasting ability modifier damage on a successful hit.

Ascendance: At level 20, you may use a bonus action to become one with the elements. For the next minute, all weapon and spell attacks you make have advantage and saving throws against your spells or abilities have disadvantage. You may reroll any 1’s that you roll on any dice. You may use this ability again after a long rest.

Totems

Fire:
-Scorching Totem: A totem that lasts for 1 minute, and on your turn makes a spell attack on an enemy of your choice within 20 feet. If the attack is successful, the target takes 1d10 fire damage. This damage increases by an additional 1d10 per spell level.

-Fire Nova Totem: A totem that lasts for 1 minute. When placed, it deals 1d4 fire damage to all enemies within 10 feet. This damage is dealt again at the beginning of your turn. This damage increases by an additional 1d4 per spell level.

-Sentry Totem: This totem lasts for up to 1 hour. When someone not specified as the spell is cast comes within 10 feet, the totem sends a magical warning to the shaman and attacks. The creature who triggered it and each creature in a 15-foot cone in must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried. The detection range can be increased by 5 feet per spell level, and the flames deal an additional 1d6 damage per spell level. The shaman may choose to disarm the totem and be warned without triggering the fire attack.

Water:
-Healing Tide Totem: At the beginning of your next turn, the totem fades and heals up to 6 friendly targets within 30 feet for 1d4+your spellcasting ability modifier. When cast using a spell slot, this spell requires a 2nd level spell slot. The healing increases by an additional 1d4 per spell level above 2nd.

-Healing Surge Totem: This totem lasts for 1 minute. At the beginning of your turn, the totem heals a friendly target within 30 feet for 1d4+your spellcasting ability modifier, increasing by an additional 1d4 per spell level.

-Cleansing Totem: When placed, this totem may expend a number of charges equal to the spell slot used to cast Lesser Restoration (2 charges), or Greater Restoration (5 charges), on a target within 30 feet. On your turn, you may choose to expend additional charges. It will persist for one minute or until its charges are expended.

-Totem of Tranquil Mind: This totem lasts for 1 minute. All allies within 10 feet have advantage on concentration checks. The range increases by 5 feet per spell level.

Earth:
-Earthbind Totem: When placed, ground within a 30 feet radius becomes difficult terrain for the shaman’s enemies. All enemies who are within that radius and no more than 5 feet off the ground when the totem is placed or enter the area on a later turn must succeed on a Dexterity Saving Throw or become restrained. While restrained, affected creatures may make a contested strength check against the shaman’s spell attack roll, and be freed if they succeed. When the totem is destroyed or fades, both effects end automatically. This totem lasts for one round per spell level.

-Stoneskin Totem: This totem lasts for 1 minute. When placed, choose an ally within 30 feet. That character gains a rough stone-like skin and their AC can’t be reduced below 16 for as long as the totem lasts and they are within its range. When cast using a spell slot, this totem requires at least a second level spell slot. When cast using a higher spell slot, the AC is increased by 1 for every two levels beyond 2nd.

-Stoneclaw Totem: This totem lasts for 1 minute. All enemies within 10 feet must succeed on a Wisdom saving throw or attack the totem on their next turn. They can still make attacks of opportunity on other targets. This totem has double the health of any other totem. It’s range is increased by 5 feet per spell level.

Air:
Grounding Totem: This totem lasts for one minute. The next time any spell is cast within 30 feet, the totem casts Counterspell at 3rd level and then fades. For each additional spell level beyond 3rd, it casts Counterspell at the appropriate level. The totem uses the shaman’s spellcasting ability.

Capacitor Totem: This totem activates in initiative order with an initiative of 20. When it activates, the totem fades and pulses out thunder. All characters other than the caster within 10 feet must succeed on a Constitution save or be stunned until their next turn. When cast using a spell slot, this requires at least a 2nd level spell slot. For each additional spell level above 2nd, the range may increase by 5 feet, but the range must be decided when the totem is placed. (For instance, at spell level 4, you may choose when you place the totem whether its range will be 10, 15, or 20 feet).

Windwalk Totem: This totem lasts for 1 minute. All allies within 20 feet have +2 to initiative rolls and +10 to movement. After a character leaves the totem’s area or if it is destroyed, these bonuses fade at the end of the current turn. If cast using a spell level, this totem requires at least a 2nd level spell slot. The range increases by 5 feet per spell level above 2nd.

Grace of Air Totem: This totem lasts for 1 minute. When placed, choose a damage type. 1 ally of your choice within 30 feet has resistance to that damage type as long as they stay within the totem’s radius. You may target one additional ally per spell level.

Specializations: At first level, you choose your Shaman Specialization. These grant access to unique totems and abilities that change how you play the class.

Elemental: Capitalizing on the destructive and chaotic nature of the elements, Elemental Shamans always leave a mark.

Favored Elements: You gain one additional Fire totem and one additional Earth totem, and you may cast one of each of these totems each day without using a spell slot. At level 13, you may do this twice per day. When cast in this way, the totem acts as though it was cast using the highest spell slot you have available.

Spellcasting: Elemental Shamans progress in spellcasting as sorcerers and choose spells from the Sorcerer spell list. You gain certain spells for free at certain levels.

Level 1: Burning Hands and Thunderwave.

Level 5: Fireball and Lightning Bolt.

Level 9: Conjure Elemental and Wall of Stone.

Level 13: Chain Lightning and Control Weather.

Level 17: Earthquake and Conjure Greater Elemental (homebrew spell, found on D&D Beyond)

Earth Shock: Starting at level 6, you may use an action to cast Earth Shock. Make a spell attack roll against a target within 30 yards. On a successful hit, the target takes 2d8 bludgeoning damage and has disadvantage on any concentration rolls this turn. The damage increases by an additional 1d8 at levels 11 and 17.

Echo of the Elements: Starting at level 10, any time you cast a spell that targets one enemy creature, roll a d20 and add your spellcasting modifier. On a 20 or higher, you may cast that spell a second time against the same target.

Earthen Rage: Starting at level 17, the earth around you seek to protect you from your enemies. Any enemies who end their turn within 10 feet of you must make a Dexterity saving throw or take 5d10 bludgeoning damage. They take half as much on a successful save.

Unique Totems:
-Sundering Totem (Available at level 3): When placed, this totem sends out a shockwave in a line 10 feet wide and 30 feet long. All creatures within that area must succeed on a Dexterity saving throw or be pushed 20 feet away and take 6d6 bludgeoning damage. The damage is halved on a successful save, but the creature is still pushed to the side of the affected area. When cast using a spell slot, this requires at least a 2nd level spell slot. Damage is increased by 1d6 per spell level above 2nd.

-Explosive Totem (Available at level 7): This totem lasts for 1 minute. On the Shaman’s turn, he may choose to activate the totem. When it is activated, it explodes. Each creature within a 20 foot radius sphere must succeed on a dexterity saving throw or take 8d6 damage, with half as much on a successful save. When cast using a spell slot, this requires at least a third level spell slot. Damage is increased by 1d6 per spell level above 3rd.

Enhancement:You wield weapons enhanced with the elements, and share that power with your allies.

Favored Elements: You gain one additional Fire totem and one additional Earth totem, and you may cast one of each of these totems each day without using a spell slot. At level 13, you may do this twice per day. When cast in this way, the totem acts as though it was cast using a spell slot one level higher than your current highest level spell slot.

Proficiencies: You gain proficiency in Martial Weapons.

Spellcasting: Enhancement shamans gain spell slots at the same rate as paladins, but use these slots only to cast totems and use their abilities.
Dual-Wielding: When wielding a melee weapon in each hand, you may attack with your off-hand weapon as a bonus action and still make attack and damage rolls as if it was a main hand weapon.

Starting at level 11, you may make 2 attacks with your offhand weapon as a bonus action.
Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when when you reach 20th level in this class.
Lightning shield: starting at level 2, you may use a bonus action to expend a spell slot and surround yourself with crackling lightning. This lasts for 10 minutes. While shielded in this way, your AC is increased by 1 per spell level and any enemy that hits you with a melee attack takes 1d4 lightning damage per spell level.
Flametongue Weapon: Starting at level 7, you may use a bonus action to expend a spell slot and cast Flametongue on two weapons of your choice within 30 yards. For the next minute, any successful attack made by those weapons will deal an additional 1d8 fire damage for each level of the expended spell slot.
Maelstrom Weapon: Starting at level 10, whenever you roll an 18 or higher on an attack roll, you may attack an additional time.
Boulderfist: Starting at level 15, your Rockbiter improves to allow you to affect all friendly characters within 30 feet.
Feral Spirit: Starting at level 18, you may summon two spirit wolves to protect you. This works like the spell Conjure Elemental, but with two such spirits summoned as your choice of any elemental sources nearby. This spell does not require concentration.
Unique Totems:
-Totem of Wrath (Available at level 3): A totem that lasts for 1 round. All allies within 30 feet have their critical chance increased by 1, (aka 19 instead of 20, 18 if they crit on 19’s, etc). The duration increases by 1 round for every spell level.
-Windfury Totem (Available at level 7): This totem can be activated as a free action by any of the shaman’s allies within 30 feet. When activated, the totem fades and gives the character who activated it an immediate free attack on an enemy within range. It gains an additional charge per spell level.

Restoration: Using the healing power of water, Restoration Shamans protect and restore their allies.

Favored Elements: You gain one additional Water totem and one additional Earth totem, and you may cast one of each of these totems each day without using a spell slot. When cast in this way, the totem is cast as if it used your highest level spell slot.

Spellcasting: Restoration Shamans choose spells from the Cleric spell list and progress as clerics. You gain certain spells for free at certain levels.

Level 3: Cure Wounds and Healing Word.

Level 5: Lesser Restoration and Mass Healing Word.

Level 9: Greater Restoration and Mass Cure Wounds.

Level 13: Regenerate and Resurrection.

Level 17: Mass Heal and True Resurrection.

Riptide: Starting at level 6, the healing spells you cast heal yourself as well. When you cast a spell of 1st level or higher that restores hit points to a creature other than you, you heal yourself for 1d4 per spell level.

Spiritwalker's Grace: Starting at level 10, you have advantage on concentration checks.

High Tide: Starting at level 17, any spells you cast that target friendly characters may target one additional friendly character. This includes totems that target friendly characters.

Unique Totems:
-Earthshield Totem (Available at level 3): This totem lasts for 1 minute. The totem will activate the next time an ally within 30 feet is damaged. One charge is used automatically, and you can choose to use additional charges if you wish. The totem will then heal that character for 1d8+your spellcasting ability modifier per used charge. It gains one charge per spell level.
-Spirit Link Totem (Available at level 7): This totem lasts for 1 minute. As a reaction to yourself or an ally being damaged, you may activate the totem to expend a charge and evenly split the damage between all allies within 30 feet. Once all charges are expended, the totem fades. If cast using a spell slot, this requires at least a level 3 spell slot. It gains an additional charge for each two spell level above 3rd.