https://www.dandwiki.com/w/api.php?action=feedcontributions&user=MoDuckyMo&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T10:43:31ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=D%26D_Wiki:Requests_for_Adminship/Swankypants&diff=1526051D&D Wiki:Requests for Adminship/Swankypants2021-10-23T04:37:25Z<p>MoDuckyMo: </p>
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<div>===Swankypants===<br />
<br />
'''[{{fullurl:D&D Wiki:Requests for Adminship/Swankypants|action=edit}} Voice your opinion]''' '''(5/0/0) 100% Approval; Ends 1 week from 21:28, 22 October 2021 (MDT)'''<br />
<br />
Swankypants is a VERY active user with a more vigilant eye (than me) on the wiki and has been instrumental in finding and putting down vandals quickly. In addition, he has helped a lot with cleaning up the 5e spell list.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:28, 22 October 2021 (MDT)<br />
<br />
:Candidates Prelude<br />
<br />
;Questions for the candidate<br />
Dear candidate, thank you for offering to serve D&D Wiki in this capacity. Please take the time to answer a few generic questions to provide guidance for voters:<br />
<br />
:'''1.''' What sysop chores do you anticipate helping with? Please read the page about [http://en.wikipedia.org/wiki/Wikipedia:Administrators administrators] and the [http://en.wikipedia.org/wiki/Wikipedia:Administrators%27_reading_list administrators' reading list] on Wikipedia before answering.<br />
::'''A:''' Since the only major reason I'm doing this is the massive uptick in vandals in recent days, dealing with these people is mainly what I intend to use admin powers for. Most SRD pages and such are already well maintained, and don't need my assistance. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 22:05, 22 October 2021 (MDT)<br />
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:'''2.''' Of your articles or contributions to D&D Wiki, are there any with which you are particularly pleased, and why?<br />
::'''A:''' Besides wiping the incomplete spell list for a time, which was no insubstantial amount of pages, along with the incomplete equipment and monk subclasses that I managed to barrel through, a personal favorite of mine is probably [[Laborer's Bane (5e Spell)]]. It's a small one, but the idea seemed pretty unique to me at the time. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 22:05, 22 October 2021 (MDT)<br />
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:'''3.''' Have you been in any conflicts over editing in the past or do you feel other users have caused you stress? How have you dealt with it and how will you deal with it in the future?<br />
::'''A:''' Well, I have had trouble in the past, generally with new users being protective of pages. Didn't deal with it too well back then, mostly just deferring to other users to help. Now, I try to make some time between the creation of these brand new pages, alongside trying to keep to talk pages or tags before doing anything major. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 22:05, 22 October 2021 (MDT)<br />
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----<br />
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<!-- IMPORTANT: Only registered D&D Wikians may comment in the "support", "oppose" or "neutral" sections. Non-registered users or editors who are not logged in are welcome to participate in the "comments" and "questions" sections. --><br />
<br />
'''Discussion''' <br />
<br />
'''Support'''<br />
*Per the above.--[[User:Yanied|Yanied]] ([[User talk:Yanied|talk]]) 21:30, 22 October 2021 (MDT)<br />
*Swankypants definitely has a history of being a helpful and competent user, and is very vigilant as well. I believe they'd do well as an administrator. --[[User:Nuke The Earth|Nuke The Earth]] ([[User talk:Nuke The Earth|talk]]) 21:33, 22 October 2021 (MDT)<br />
*Seen him actively fighting against vandals and notifying admins, along with clearing the spell list of incomplete pages and is showing good diligence dealing with the incomplete pages for the equipment list. Definitely has my support for becoming an administrator. --[[User:Lavie|Lavie]] ([[User talk:Lavie|talk]]) 21:36, 22 October 2021 (MDT)<br />
*Definitely am for Swanky being an admin. I see him cleaning up pages and even give advice needed to fix the pages. He has been nothing but polite and impartial in his critique if he has any so I feel he is fit to be an admin. --[[User:DonMafia|DonMafia]] ([[User talk:DonMafia|talk]]) 11:38, 23 October 2021 (GMT+8)<br />
*SwankyPants has been a supportive, kind user to everyone. He is very active, takes a huge role in fighting off vandals, and has brought so many positive things to this community. If Yanied hadn't nominated him as an admin, I definitely would have. He has done so much for this community, and he most certainly deserves the role. --[[User:MarshDASavage|MarshDASavage]] ([[User talk:MarshDASavage|talk]]) 21:44, 22 October 2021 (MDT)<br />
*Swank has been around on the Discord as long as I've been on it, likely more. He's been tough on the vandals, diligent on the completion of unfinished works, and has been a great comrade and friend to many in the community and on the Discord. My vote is "Aye", and I'll be the first to raise a glass in his honor should he accept it. [[User:Glass|Glass]] ([[User talk:Glass|talk]]) 21:58, 22 October 2021 (MDT)<br />
*What they said. {{User:Geodude671/Signature}} . . 22:10, 22 October 2021 (MDT)<br />
*Support, he have been actively working to make the site better. [[User:Anastacio|Anastacio]] ([[User talk:Anastacio|talk]]) 22:34, 22 October 2021 (MDT)<br />
*Hear hear! [[User:MoDuckyMo|MoDuckyMo]] ([[User talk:MoDuckyMo|talk]]) 22:37, 22 October 2021 (MDT)<br />
'''Oppose'''<br />
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'''Neutral'''<br />
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[[Category:Admin Request]]</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1508147User:MoDuckyMo2021-08-29T01:21:17Z<p>MoDuckyMo: /* Witch(3rd Variant) */</p>
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Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
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= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object<br />
<br />
;Fluid Form<br />
When you are hit by an attack roll from a nonmagical weapon, you can use your reaction to halve the damage taken. You regain use of this ability after a short or long rest<br />
<br />
;Force Vulnerability<br />
You have vulnerability to force damage<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
<br />
;Mantle of Shadow<br />
While standing in darkness, you have half cover<br />
<br />
;Shadow Step<br />
While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet. You can use this feature once per short or long rest<br />
<br />
;Darkvision<br />
As normal<br />
<br />
;Sunlight Sensitivity<br />
As normal<br />
<br />
;Bound to Shadow<br />
Areas of bright light count as difficult terrain for you<br />
<br />
==== The Ascended ====<br />
;Light-bearer<br />
You know the ''light'' cantrip. Wisdom is your spellcasting ability for this feature<br />
<br />
;Bound to Truth<br />
You have disadvantage on Charisma(Deception), Charisma(Intimidation), and Dexterity(Sleight of Hand) checks<br />
<br />
;Angels Wings<br />
You can use your reaction when you fall to gain a 20 foot flying speed for a minute<br />
<br />
;Angelic Nature<br />
You are resistant to radiant damage but vulnerable to necrotic damage<br />
<br />
==== The Descended ====<br />
;Dark Magic<br />
You know the 'firebolt' cantrip, Charisma is your spellcasting ability for this spell.<br />
<br />
;Holy Aversion<br />
If you are hit by a weapon that has been blessed or coated in holy water, the hit is considered a critical hit<br />
<br />
;Dark Weapon<br />
You have strange body accessories that can be used as weapons, choose one of the following:<br />
<br />
''Horns''<br />
You can use your action to move up to 20 feet in a straight line and gore a creature. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus piercing damage to them. If they are large or smaller, they are pushed back 5 feet<br />
<br />
''Barb''<br />
You can use your action to attack a creature within reach. Roll a melee attack roll, on a hit, dealing 2d6+proficiency bonus piercing damage to them<br />
<br />
''Chain''<br />
You can use your action to attack a creature within 15 feet. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus bludgeoning damage to them. If they are large or smaller, they are pulled 5 feet towards you<br />
<br />
;Fiendish Nature<br />
You are vulnerable to radiant damage but resistant to fire damage<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|https://blogs-images.forbes.com/bethhoffman/files/2012/04/Apple.jpg|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1508146User:MoDuckyMo2021-08-29T01:20:51Z<p>MoDuckyMo: /* Witch(3rd Variant) */</p>
<hr />
<div><inputbox><br />
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break=no<br />
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default=My Page<br />
prefix=special:MyPage/<br />
editintro=Add Instructions<br />
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</inputbox><br />
<br />
Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object<br />
<br />
;Fluid Form<br />
When you are hit by an attack roll from a nonmagical weapon, you can use your reaction to halve the damage taken. You regain use of this ability after a short or long rest<br />
<br />
;Force Vulnerability<br />
You have vulnerability to force damage<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
<br />
;Mantle of Shadow<br />
While standing in darkness, you have half cover<br />
<br />
;Shadow Step<br />
While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet. You can use this feature once per short or long rest<br />
<br />
;Darkvision<br />
As normal<br />
<br />
;Sunlight Sensitivity<br />
As normal<br />
<br />
;Bound to Shadow<br />
Areas of bright light count as difficult terrain for you<br />
<br />
==== The Ascended ====<br />
;Light-bearer<br />
You know the ''light'' cantrip. Wisdom is your spellcasting ability for this feature<br />
<br />
;Bound to Truth<br />
You have disadvantage on Charisma(Deception), Charisma(Intimidation), and Dexterity(Sleight of Hand) checks<br />
<br />
;Angels Wings<br />
You can use your reaction when you fall to gain a 20 foot flying speed for a minute<br />
<br />
;Angelic Nature<br />
You are resistant to radiant damage but vulnerable to necrotic damage<br />
<br />
==== The Descended ====<br />
;Dark Magic<br />
You know the 'firebolt' cantrip, Charisma is your spellcasting ability for this spell.<br />
<br />
;Holy Aversion<br />
If you are hit by a weapon that has been blessed or coated in holy water, the hit is considered a critical hit<br />
<br />
;Dark Weapon<br />
You have strange body accessories that can be used as weapons, choose one of the following:<br />
<br />
''Horns''<br />
You can use your action to move up to 20 feet in a straight line and gore a creature. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus piercing damage to them. If they are large or smaller, they are pushed back 5 feet<br />
<br />
''Barb''<br />
You can use your action to attack a creature within reach. Roll a melee attack roll, on a hit, dealing 2d6+proficiency bonus piercing damage to them<br />
<br />
''Chain''<br />
You can use your action to attack a creature within 15 feet. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus bludgeoning damage to them. If they are large or smaller, they are pulled 5 feet towards you<br />
<br />
;Fiendish Nature<br />
You are vulnerable to radiant damage but resistant to fire damage<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|https://www.google.com/imgres?imgurl=https%3A%2F%2Fi2.wp.com%2Fceklog.kindel.com%2Fwp-content%2Fuploads%2F2013%2F02%2Ffirefox_2018-07-10_07-50-11.png%3Ffit%3D641%252C618%26ssl%3D1&imgrefurl=https%3A%2F%2Fceklog.kindel.com%2F2013%2F02%2F19%2Fwhy-nobody-can-copy-apple%2F&tbnid=nrtP9gWZJEDxlM&vet=12ahUKEwiZkMWviNXyAhUEyDgKHTngD14QMygAegUIARDQAQ..i&docid=sumv9UYaWS0DKM&w=641&h=618&q=apple&ved=2ahUKEwiZkMWviNXyAhUEyDgKHTngD14QMygAegUIARDQAQ|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5= <br />
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<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
|extra1_2= <br />
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<br />
}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Talk:Alchemist_(5e_Class)&diff=1508006Talk:Alchemist (5e Class)2021-08-28T16:15:21Z<p>MoDuckyMo: </p>
<hr />
<div>I’m preemptively starting off this discussion page by saying I’ll gladly take constructive criticism. If you can justify your reasoning for offering changes or offer suggestions, that’s perfectly fine. I don’t claim to be the master of game balance, so any legitimate help is appreciated.<br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 10:45, 19 November 2018 (MST)<br />
<br />
The School of the Great Work is a new archetype and is likely subject to change at some point. <br />
[[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:34, 4 December 2018 (MST)<br />
<br />
==Question==<br />
In the "Create Elixirs" feature it says "If the spell has a casting time of one action or one bonus action, you use whichever action you used to drink the elixir to cast the spell effect."<br />
What I don't understand is does it take an action to drink the elixir? Do you get to choose action or bonus action to drink an elixir? or do you use whichever action the spell would use to drink the elixir?<br />
Love what of read of this class so far btw. Might add it to my homebrew :) --[[User:Tiero|Tiero]] ([[User talk:Tiero|talk]]) 18:01, 24 September 2019 (MDT)<br />
<br />
:It uses an action to drink an elixir like with any potion, class feature or not. But under the Brewer archetype it allows an elixir to be imbibed with a bonus action. I suppose I should have been more clear, and it's my mistake for making the assumption that the elixirs function like drinking a potion in terms of action economy. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 23:29, 1 October 2019 (MDT)<br />
<br />
==Spell List==<br />
This class has a spell list but does not explicitly say how to use it. I want to add the ''assay'' spell I just created to its spell list but I can find a feature focused on the spell list. What spells does the alchemist use? What can they do with them? Is it the same list as the standard alchemist spell list? [[User:Arquebus|Arquebus]] ([[User talk:Arquebus|talk]]) 12:39, 5 May 2020 (MDT)<br />
<br />
:There is an "Alchemical Formulae List" at the end of the class description. Those are the spell effects they can use when creating elixirs using the Create Elixirs feature. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 15:09, 6 May 2020 (MDT)<br />
<br />
== Question ==<br />
<br />
Can the mutagen change the size of the drinker or do you need beast transformation for that. Is this something I just talk to the DM about.<br />
:I had only planned for the Beast Transformation to allow for different size changes seeing as it effectively just casts polymorph on the drinker. Or do you mean the regular mutagens? [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 22:37, 19 December 2020 (MST)<br />
<br />
== Question ==<br />
<br />
What is the inherent advantage to elixirs vs regular spellcasting? Because they're severely disadvantaged by having to be predesignated so what do they have that balances this out?<br />
<br />
:Correct me if I'm wrong, but the elixers just function as regular spellcasting, alike the wizard, but instead of being flavored as wacky hand movements and flashing lights, it's glass and funky liquids. --[[User:SwankyPants|SwankyPants]] ([[User talk:SwankyPants|talk]]) 11:36, 12 February 2021 (MST)<br />
<br />
::Nah, he's right. I had initially designed it in a manner that you had to specify your specific spells and levels for each slot and could change them up if you took a short rest (which could honestly take a while at higher levels if you swap out every slot). If you went School of the Brewer at 3rd level, you could expend a bonus action to change it up on the fly while the other schools kinda delved into other areas of expertise. But yeah, it's far less versatile than basic spellcasting, and I've thought about just changing it to more of the Wizard spell prep but with different flavor but then it just feels kinda plain. I dunno. The only thing I could ever think of that would be an advantage for the class apart from spellcasting would be that you have grenades and they can't be counterspelled or affected by antimagic, so you at least keep that damage and utility in that sense. [[User:PunnyDM12|PunnyDM12]] ([[User talk:PunnyDM12|talk]]) 00:25, 3 March 2021 (MST)<br />
<br />
Just wanted to say this is pretty cool :) [[User:MoDuckyMo|MoDuckyMo]] ([[User talk:MoDuckyMo|talk]]) 10:15, 28 August 2021 (MDT)</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1482818User:MoDuckyMo2021-06-17T21:26:40Z<p>MoDuckyMo: /* The Ethereal */</p>
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Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object<br />
<br />
;Fluid Form<br />
When you are hit by an attack roll from a nonmagical weapon, you can use your reaction to halve the damage taken. You regain use of this ability after a short or long rest<br />
<br />
;Force Vulnerability<br />
You have vulnerability to force damage<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
<br />
;Mantle of Shadow<br />
While standing in darkness, you have half cover<br />
<br />
;Shadow Step<br />
While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet. You can use this feature once per short or long rest<br />
<br />
;Darkvision<br />
As normal<br />
<br />
;Sunlight Sensitivity<br />
As normal<br />
<br />
;Bound to Shadow<br />
Areas of bright light count as difficult terrain for you<br />
<br />
==== The Ascended ====<br />
;Light-bearer<br />
You know the ''light'' cantrip. Wisdom is your spellcasting ability for this feature<br />
<br />
;Bound to Truth<br />
You have disadvantage on Charisma(Deception), Charisma(Intimidation), and Dexterity(Sleight of Hand) checks<br />
<br />
;Angels Wings<br />
You can use your reaction when you fall to gain a 20 foot flying speed for a minute<br />
<br />
;Angelic Nature<br />
You are resistant to radiant damage but vulnerable to necrotic damage<br />
<br />
==== The Descended ====<br />
;Dark Magic<br />
You know the 'firebolt' cantrip, Charisma is your spellcasting ability for this spell.<br />
<br />
;Holy Aversion<br />
If you are hit by a weapon that has been blessed or coated in holy water, the hit is considered a critical hit<br />
<br />
;Dark Weapon<br />
You have strange body accessories that can be used as weapons, choose one of the following:<br />
<br />
''Horns''<br />
You can use your action to move up to 20 feet in a straight line and gore a creature. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus piercing damage to them. If they are large or smaller, they are pushed back 5 feet<br />
<br />
''Barb''<br />
You can use your action to attack a creature within reach. Roll a melee attack roll, on a hit, dealing 2d6+proficiency bonus piercing damage to them<br />
<br />
''Chain''<br />
You can use your action to attack a creature within 15 feet. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus bludgeoning damage to them. If they are large or smaller, they are pulled 5 feet towards you<br />
<br />
;Fiendish Nature<br />
You are vulnerable to radiant damage but resistant to fire damage<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1482811User:MoDuckyMo2021-06-17T21:18:26Z<p>MoDuckyMo: /* The Shadow */</p>
<hr />
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default=My Page<br />
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editintro=Add Instructions<br />
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<br />
Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object.<br />
<br />
;TBD<br />
Smth minor good or minor bad<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
<br />
;Mantle of Shadow<br />
While standing in darkness, you have half cover<br />
<br />
;Shadow Step<br />
While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet. You can use this feature once per short or long rest<br />
<br />
;Darkvision<br />
As normal<br />
<br />
;Sunlight Sensitivity<br />
As normal<br />
<br />
;Bound to Shadow<br />
Areas of bright light count as difficult terrain for you<br />
<br />
==== The Ascended ====<br />
;Light-bearer<br />
You know the ''light'' cantrip. Wisdom is your spellcasting ability for this feature<br />
<br />
;Bound to Truth<br />
You have disadvantage on Charisma(Deception), Charisma(Intimidation), and Dexterity(Sleight of Hand) checks<br />
<br />
;Angels Wings<br />
You can use your reaction when you fall to gain a 20 foot flying speed for a minute<br />
<br />
;Angelic Nature<br />
You are resistant to radiant damage but vulnerable to necrotic damage<br />
<br />
==== The Descended ====<br />
;Dark Magic<br />
You know the 'firebolt' cantrip, Charisma is your spellcasting ability for this spell.<br />
<br />
;Holy Aversion<br />
If you are hit by a weapon that has been blessed or coated in holy water, the hit is considered a critical hit<br />
<br />
;Dark Weapon<br />
You have strange body accessories that can be used as weapons, choose one of the following:<br />
<br />
''Horns''<br />
You can use your action to move up to 20 feet in a straight line and gore a creature. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus piercing damage to them. If they are large or smaller, they are pushed back 5 feet<br />
<br />
''Barb''<br />
You can use your action to attack a creature within reach. Roll a melee attack roll, on a hit, dealing 2d6+proficiency bonus piercing damage to them<br />
<br />
''Chain''<br />
You can use your action to attack a creature within 15 feet. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus bludgeoning damage to them. If they are large or smaller, they are pulled 5 feet towards you<br />
<br />
;Fiendish Nature<br />
You are vulnerable to radiant damage but resistant to fire damage<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5= <br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
|extra1_2= <br />
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}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1482809User:MoDuckyMo2021-06-17T21:16:51Z<p>MoDuckyMo: /* The Descended */</p>
<hr />
<div><inputbox><br />
type=create<br />
break=no<br />
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default=My Page<br />
prefix=special:MyPage/<br />
editintro=Add Instructions<br />
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</inputbox><br />
<br />
Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object.<br />
<br />
;TBD<br />
Smth minor good or minor bad<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
A shadow step ability, rogue obvi<br />
<br />
;Mantle of Shadow<br />
While standing in darkness, you have half cover<br />
<br />
;Shadow Step<br />
While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet<br />
<br />
;Darkvision<br />
60 ft<br />
<br />
;Sunlight Sensitivity<br />
normal<br />
<br />
;Bound to Shadow<br />
Areas of bright light count as difficult terrain for you<br />
<br />
==== The Ascended ====<br />
;Light-bearer<br />
You know the ''light'' cantrip. Wisdom is your spellcasting ability for this feature<br />
<br />
;Bound to Truth<br />
You have disadvantage on Charisma(Deception), Charisma(Intimidation), and Dexterity(Sleight of Hand) checks<br />
<br />
;Angels Wings<br />
You can use your reaction when you fall to gain a 20 foot flying speed for a minute<br />
<br />
;Angelic Nature<br />
You are resistant to radiant damage but vulnerable to necrotic damage<br />
<br />
==== The Descended ====<br />
;Dark Magic<br />
You know the 'firebolt' cantrip, Charisma is your spellcasting ability for this spell.<br />
<br />
;Holy Aversion<br />
If you are hit by a weapon that has been blessed or coated in holy water, the hit is considered a critical hit<br />
<br />
;Dark Weapon<br />
You have strange body accessories that can be used as weapons, choose one of the following:<br />
<br />
''Horns''<br />
You can use your action to move up to 20 feet in a straight line and gore a creature. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus piercing damage to them. If they are large or smaller, they are pushed back 5 feet<br />
<br />
''Barb''<br />
You can use your action to attack a creature within reach. Roll a melee attack roll, on a hit, dealing 2d6+proficiency bonus piercing damage to them<br />
<br />
''Chain''<br />
You can use your action to attack a creature within 15 feet. Roll a melee attack roll, on a hit, dealing 1d6+proficiency bonus bludgeoning damage to them. If they are large or smaller, they are pulled 5 feet towards you<br />
<br />
;Fiendish Nature<br />
You are vulnerable to radiant damage but resistant to fire damage<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1482755User:MoDuckyMo2021-06-17T19:00:57Z<p>MoDuckyMo: /* The Ascended */</p>
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Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object.<br />
<br />
;TBD<br />
Smth minor good or minor bad<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
A shadow step ability, rogue obvi<br />
<br />
;Mantle of Shadow<br />
While standing in darkness, you have half cover<br />
<br />
;Shadow Step<br />
While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet<br />
<br />
;Darkvision<br />
60 ft<br />
<br />
;Sunlight Sensitivity<br />
normal<br />
<br />
;Bound to Shadow<br />
Areas of bright light count as difficult terrain for you<br />
<br />
==== The Ascended ====<br />
;Light-bearer<br />
You know the ''light'' cantrip. Wisdom is your spellcasting ability for this feature<br />
<br />
;Bound to Truth<br />
You have disadvantage on Charisma(Deception), Charisma(Intimidation), and Dexterity(Sleight of Hand) checks<br />
<br />
;Angels Wings<br />
You can use your reaction when you fall to gain a 20 foot flying speed for a minute<br />
<br />
;Angelic Nature<br />
You are resistant to radiant damage but vulnerable to necrotic damage<br />
<br />
==== The Descended ====<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5= <br />
|classfeatures6= <br />
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|classfeatures16= <br />
|classfeatures17= <br />
|classfeatures18= <br />
|classfeatures19= <br />
|classfeatures20= <br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
|extra1_2= <br />
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|extra1_17= <br />
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|extra1_19= <br />
|extra1_20= <br />
<br />
}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482487User:MoDuckyMo/Shaman (5e Class)2021-06-17T01:05:00Z<p>MoDuckyMo: /* Abherrant Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Cure Wounds<br />
|-<br />
| 5 || Healing Spirit<br />
|-<br />
| 9 || Mass Healing Word<br />
|-<br />
| 13 || Guardian of Nature<br />
|-<br />
| 17 || Mass Cure Wounds<br />
|}<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Undead Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Armor Agathys<br />
|-<br />
| 5 || Gentle Repose<br />
|-<br />
| 9 || Animate Dead<br />
|-<br />
| 13 || Death Ward<br />
|-<br />
| 17 || Danse Macabre<br />
|}<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bestial Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Zephyr Strike<br />
|-<br />
| 5 || Enhance Ability<br />
|-<br />
| 9 || Vampiric Touch<br />
|-<br />
| 13 || Faithful Hound<br />
|-<br />
| 17 || Wrath of Nature<br />
|}<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monstrous Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Heroism<br />
|-<br />
| 5 || Enlarge/Reduce<br />
|-<br />
| 9 || Fear<br />
|-<br />
| 13 || Stoneskin<br />
|-<br />
| 17 || Steel Wind Strike<br />
|}<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Abherrant Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Bane<br />
|-<br />
| 5 || Crown of Madness<br />
|-<br />
| 9 || Bestow Curse<br />
|-<br />
| 13 || Confusion<br />
|-<br />
| 17 || Contagion<br />
|}<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
''Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere'' <br />
;5th Level <br />
''Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone''<br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482485User:MoDuckyMo/Shaman (5e Class)2021-06-17T01:00:03Z<p>MoDuckyMo: /* Monstrous Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Cure Wounds<br />
|-<br />
| 5 || Healing Spirit<br />
|-<br />
| 9 || Mass Healing Word<br />
|-<br />
| 13 || Guardian of Nature<br />
|-<br />
| 17 || Mass Cure Wounds<br />
|}<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Undead Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Armor Agathys<br />
|-<br />
| 5 || Gentle Repose<br />
|-<br />
| 9 || Animate Dead<br />
|-<br />
| 13 || Death Ward<br />
|-<br />
| 17 || Danse Macabre<br />
|}<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bestial Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Zephyr Strike<br />
|-<br />
| 5 || Enhance Ability<br />
|-<br />
| 9 || Vampiric Touch<br />
|-<br />
| 13 || Faithful Hound<br />
|-<br />
| 17 || Wrath of Nature<br />
|}<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monstrous Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Heroism<br />
|-<br />
| 5 || Enlarge/Reduce<br />
|-<br />
| 9 || Fear<br />
|-<br />
| 13 || Stoneskin<br />
|-<br />
| 17 || Steel Wind Strike<br />
|}<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
''Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere'' <br />
;5th Level <br />
''Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone''<br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482482User:MoDuckyMo/Shaman (5e Class)2021-06-17T00:48:40Z<p>MoDuckyMo: /* Bestial Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Cure Wounds<br />
|-<br />
| 5 || Healing Spirit<br />
|-<br />
| 9 || Mass Healing Word<br />
|-<br />
| 13 || Guardian of Nature<br />
|-<br />
| 17 || Mass Cure Wounds<br />
|}<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Undead Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Armor Agathys<br />
|-<br />
| 5 || Gentle Repose<br />
|-<br />
| 9 || Animate Dead<br />
|-<br />
| 13 || Death Ward<br />
|-<br />
| 17 || Danse Macabre<br />
|}<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bestial Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Zephyr Strike<br />
|-<br />
| 5 || Enhance Ability<br />
|-<br />
| 9 || Vampiric Touch<br />
|-<br />
| 13 || Faithful Hound<br />
|-<br />
| 17 || Wrath of Nature<br />
|}<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
''Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere'' <br />
;5th Level <br />
''Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone''<br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482480User:MoDuckyMo/Shaman (5e Class)2021-06-17T00:31:29Z<p>MoDuckyMo: /* Undead Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Cure Wounds<br />
|-<br />
| 5 || Healing Spirit<br />
|-<br />
| 9 || Mass Healing Word<br />
|-<br />
| 13 || Guardian of Nature<br />
|-<br />
| 17 || Mass Cure Wounds<br />
|}<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Undead Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Armor Agathys<br />
|-<br />
| 5 || Gentle Repose<br />
|-<br />
| 9 || Animate Dead<br />
|-<br />
| 13 || Death Ward<br />
|-<br />
| 17 || Danse Macabre<br />
|}<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
''Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere'' <br />
;5th Level <br />
''Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone''<br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482479User:MoDuckyMo/Shaman (5e Class)2021-06-17T00:19:46Z<p>MoDuckyMo: /* Undead Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Cure Wounds<br />
|-<br />
| 5 || Healing Spirit<br />
|-<br />
| 9 || Mass Healing Word<br />
|-<br />
| 13 || Guardian of Nature<br />
|-<br />
| 17 || Mass Cure Wounds<br />
|}<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Undead Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Cure Wounds<br />
|-<br />
| 5 || Healing Spirit<br />
|-<br />
| 9 || Mass Healing Word<br />
|-<br />
| 13 || Guardian of Nature<br />
|-<br />
| 17 || Mass Cure Wounds<br />
|}<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
''Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere'' <br />
;5th Level <br />
''Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone''<br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482478User:MoDuckyMo/Shaman (5e Class)2021-06-17T00:18:53Z<p>MoDuckyMo: /* Nature Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| 3 || Cure Wounds<br />
|-<br />
| 5 || Healing Spirit<br />
|-<br />
| 9 || Mass Healing Word<br />
|-<br />
| 13 || Guardian of Nature<br />
|-<br />
| 17 || Mass Cure Wounds<br />
|}<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
''Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere'' <br />
;5th Level <br />
''Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone''<br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482473User:MoDuckyMo/Shaman (5e Class)2021-06-17T00:03:05Z<p>MoDuckyMo: /* Nature Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature Shaman Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Shaman Level !! Spell<br />
|-<br />
| Example || Example<br />
|-<br />
| Example || Example<br />
|-<br />
| Example || Example<br />
|-<br />
| Example || Example<br />
|-<br />
| Example || Example<br />
|}<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
''Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere'' <br />
;5th Level <br />
''Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone''<br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482433User:MoDuckyMo/Shaman (5e Class)2021-06-16T21:41:09Z<p>MoDuckyMo: /* Shaman Spell List */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
''Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere'' <br />
;5th Level <br />
''Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone''<br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482378User:MoDuckyMo/Shaman (5e Class)2021-06-16T20:03:40Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
= Shaman =<br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
==== Spirit Summoners ====<br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
'''' <br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482368User:MoDuckyMo/Shaman (5e Class)2021-06-16T19:36:10Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
==== Spirit Away ====<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
==== Great Summons ====<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
==== Spiritual Soul ====<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
=== Subclasses ===<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
'''' <br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482352User:MoDuckyMo/Shaman (5e Class)2021-06-16T17:36:36Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
==== Spellcasting ====<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
==== Totemic Rituals ====<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
==== Shaman Clans ====<br />
At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.''<br />
<br />
==== Ability Score Improvement ====<br />
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. <br />
<br />
==== Magic Strikes ====<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
==== Spirit Step ====<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
==== Spiritual Strikes ====<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
==== Hearty Spirits ====<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Great Summons<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
'''' <br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482351User:MoDuckyMo/Shaman (5e Class)2021-06-16T17:31:05Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
==== Spirit Speech ====<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
==== Spirit Summoning ====<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Great Summons<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
'''' <br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482260User:MoDuckyMo/Shaman (5e Class)2021-06-16T04:35:37Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Great Summons<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
'''' <br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482222User:MoDuckyMo/Shaman (5e Class)2021-06-16T01:59:30Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Great Summons<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
'''' <br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!--Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type--><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1482221User:MoDuckyMo/Shaman (5e Class)2021-06-16T01:57:43Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Great Summons<br />
Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest:<br />
Conjure Fey<br />
Conjure Celestial<br />
Summon Fiend<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips: <br />
''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level <br />
''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level <br />
''Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast'' <br />
;3rd Level <br />
''Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water''<br />
;4th Level <br />
'''' <br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<!-Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type-><br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1481949User:MoDuckyMo/Shaman (5e Class)2021-06-14T23:13:19Z<p>MoDuckyMo: /* Abherrant Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
;Think Again:<br />
Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest<br />
<br />
;Mental Shield<br />
Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)<br />
<br />
;Sensory Overload<br />
Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1481946User:MoDuckyMo/Shaman (5e Class)2021-06-14T22:56:57Z<p>MoDuckyMo: /* Monstrous Shaman */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Blind Rage<br />
Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
;Aura of Rage<br />
Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User_talk:MoDuckyMo/Shaman_(5e_Class)&diff=1481943User talk:MoDuckyMo/Shaman (5e Class)2021-06-14T22:45:20Z<p>MoDuckyMo: Created page with ";Some class design notes for trials, tribulations, and other things while making this class: - This was originally going to be used for a setting I'm working on, and they wou..."</p>
<hr />
<div>;Some class design notes for trials, tribulations, and other things while making this class:<br />
<br />
- This was originally going to be used for a setting I'm working on, and they would summon monsters brewed for the setting, but I decided against doing both a menagerie of monsters and a class<br />
<br />
- The base class is meant to be back-lines support caster who sends their summons to the front lines to help or support others<br />
<br />
- Base class summons only elementals, but the subclasses add other creature types<br />
<br />
- Totems stay put for the most part, this is his it is meant to be. Shamans would be good point holders if they were in a game like Overwatch<br />
<br />
- While they share a name with the medicine men of native North Americans, they are only loosely based on them, taking the idea for totems from them<br />
<br />
;Subclass Stuff<br />
- Plant<br />
<br />
You're the healer, nice job. Your plant creatures mainly stay still, so you'll probably be using them to impose between the monster and yourself and take shots at the monster from afar<br />
<br />
- Undead<br />
<br />
You make sure your buddies don't die and can send skeleton minions to the front lines to fight for you. You're a necromancer kind of<br />
<br />
- Beast<br />
<br />
You're very focused on getting as many attacks in as possible. Your totems can attach to creatures, so you could throw one on your back and head to the front lines. You could also toss it on the monster and always Spirit Step to it when it tries to run<br />
<br />
- Monstrosity<br />
<br />
You're hairy, scary, and vaguely bear-y. Your features help you tank hits and hulk out like a pseudo-barbarian<br />
<br />
- Abherration<br />
<br />
You're meant to be a ranged de-buffer, don't really know what else to say<br />
<br />
- Why no other subclasses?<br />
Each subclass is based around a creature type, and if there is not a variety of creatures of low enough CR, then it won't be on par with other subs. Thems the breaks</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1481940User:MoDuckyMo/Shaman (5e Class)2021-06-14T22:19:32Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.<br />
<br />
You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Soothing Aura<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
;Life Shell<br />
Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.<br />
<br />
;Aura of Undeath<br />
Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
;Army of the Undead<br />
Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action<br />
<br />
;Offensive Totems<br />
Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier<br />
<br />
;Tooth and Nail:<br />
Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
;Aspect of the Beast<br />
Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn<br />
<br />
;Extra Layer<br />
Starting at 11th level, creatures of your choice within the area have their AC increased by an amount equal to half your proficiency bonus<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1481933User:MoDuckyMo/Shaman (5e Class)2021-06-14T21:31:49Z<p>MoDuckyMo: /* Spirit Summoners */</p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics. If you try to summon another spirit while another is still summoned, you must dismiss one.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, it has temporary hit points equal to your Shaman level<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Tuned Healing<br />
Starting at 11th level, your healing spells heal for the maximum amount possible. In addition, a creature who is being healed by a spell of yours may choose to divert any amount of the healing to a creature they can touch<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1481932User:MoDuckyMo/Shaman (5e Class)2021-06-14T21:29:45Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
Shamans are meant to be used in the setting of Macrosia as many creatures exist with the (spirit) tag. They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside) but does not work in a setting agnostic world if you do not use these creatures that have the (spirit) tag.<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics. If you try to summon another spirit while another is still summoned, you must dismiss one.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, it has temporary hit points equal to your Shaman level<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Tuned Healing<br />
Starting at 11th level, your healing spells heal for the maximum amount possible. In addition, a creature who is being healed by a spell of yours may choose to divert any amount of the healing to a creature they can touch<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1481930User:MoDuckyMo/Shaman (5e Class)2021-06-14T21:19:46Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
Shamans are meant to be used in the setting of Macrosia as many creatures exist with the (spirit) tag. They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside) but does not work in a setting agnostic world if you do not use these creatures that have the (spirit) tag.<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4=<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8=<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12=<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16=<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19=<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics. If you try to summon another spirit while another is still summoned, you must dismiss one.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at x level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, it has temporary hit points equal to your Shaman level<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Tuned Healing<br />
Starting at 11th level, your healing spells heal for the maximum amount possible. In addition, a creature who is being healed by a spell of yours may choose to divert any amount of the healing to a creature they can touch<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1481928User:MoDuckyMo/Shaman (5e Class)2021-06-14T21:18:59Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
Shamans are meant to be used in the setting of Macrosia as many creatures exist with the (spirit) tag. They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside) but does not work in a setting agnostic world if you do not use these creatures that have the (spirit) tag.<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4= ---<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8= ---<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12= ---<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16= ---<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19= ---<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics. If you try to summon another spirit while another is still summoned, you must dismiss one.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at x level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, it has temporary hit points equal to your Shaman level<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Tuned Healing<br />
Starting at 11th level, your healing spells heal for the maximum amount possible. In addition, a creature who is being healed by a spell of yours may choose to divert any amount of the healing to a creature they can touch<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1480755User:MoDuckyMo/Shaman (5e Class)2021-06-11T00:24:48Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
Shamans are meant to be used in the setting of Macrosia as many creatures exist with the (spirit) tag. They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside) but does not work in a setting agnostic world if you do not use these creatures that have the (spirit) tag.<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4={{inpage|Ability Score Improvement}}<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8={{inpage|Ability Score Improvement}}<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12={{inpage|Ability Score Improvement}}<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16={{inpage|Ability Score Improvement}}<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19={{inpage|Ability Score Improvement}}<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics. If you try to summon another spirit while another is still summoned, you must dismiss one.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at x level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, it has temporary hit points equal to your Shaman level<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Tuned Healing<br />
Starting at 11th level, your healing spells heal for the maximum amount possible. In addition, a creature who is being healed by a spell of yours may choose to divert any amount of the healing to a creature they can touch<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
==== Bestial Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Ferocious: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
<br />
==== Monstrous Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Thick Skin: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
<br />
==== Abherrant Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Mental Pulse: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1480752User:MoDuckyMo/Shaman (5e Class)2021-06-10T23:54:08Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
Shamans are meant to be used in the setting of Macrosia as many creatures exist with the (spirit) tag. They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside) but does not work in a setting agnostic world if you do not use these creatures that have the (spirit) tag.<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4={{inpage|Ability Score Improvement}}<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8={{inpage|Ability Score Improvement}}<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12={{inpage|Ability Score Improvement}}<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16={{inpage|Ability Score Improvement}}<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19={{inpage|Ability Score Improvement}}<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics. If you try to summon another spirit while another is still summoned, you must dismiss one.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at x level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
When you place the totem, choose one of the following effects:<br />
<br />
;Protect: <br />
Creatures of your choice within the area have their AC increased by 1<br />
<br />
;Enhance:<br />
Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
;Elemental Skin:<br />
Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
'';Authors note:<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity''<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, it has temporary hit points equal to your Shaman level<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Tuned Healing<br />
Starting at 11th level, your healing spells heal for the maximum amount possible. In addition, a creature who is being healed by a spell of yours may choose to divert any amount of the healing to a creature they can touch<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
==== Undead Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Undying: <br />
Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
Extra bits:<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo/Shaman_(5e_Class)&diff=1480741User:MoDuckyMo/Shaman (5e Class)2021-06-10T23:18:50Z<p>MoDuckyMo: </p>
<hr />
<div><onlyinclude>{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}} <br />
== Shaman == <br />
Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.<br />
<br />
=== Spirit Summoners === <br />
Shamans are meant to be used in the setting of Macrosia as many creatures exist with the (spirit) tag. They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside) but does not work in a setting agnostic world if you do not use these creatures that have the (spirit) tag.<br />
<br />
=== Creating a Shaman === <br />
<div class="externalimage-holder" style="width:50%;float:right;"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <!--Questions to help a player develop a character--> <br />
;Quick Build <br />
You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.<br />
{{5e Class Features <br />
|name=Shaman <br />
|summary=Summoners who are able to commune with and gain aid from helpful spirits<br />
|hd=8 <br />
|spellcasting=half <br />
|armor=light, medium, shields <br />
|weapons=Simple Weapons <br />
|tools= Hebalism Kit, Healer's Kit<br />
|saves=Wisdom, Charisma <br />
|skills= Choose 2 from Nature, Religion, Survival, Perception, Insight<br />
|item1a=quarterstaff<br />
|item1b= greatclub<br />
|item1c= <br />
|item2a= arcane focus<br />
|item2b= druidic focus<br />
|item2c= <br />
|item3a= scholars pack<br />
|item3b= explorers pack<br />
|item3c= priests pack<br />
|item4a= leather armor<br />
|item4b= a shield<br />
|item4c= <br />
|wealth=2d4x10 <br />
|classfeatures1={{inpage|Spirit Speech}}, {{inpage|Spirit Summoning}}<br />
|classfeatures2={{inpage|Spellcasting}}, {{inpage|Totemic Rituals}}<br />
|classfeatures3={{inpage|Shamanic Clans}}<br />
|classfeatures4={{inpage|Ability Score Improvement}}<br />
|classfeatures5={{inpage|Magic Strikes}}<br />
|classfeatures6={{inpage|Spirit Step}}, <br />
|classfeatures7={{inpage|Shamanic Clan Feature}}<br />
|classfeatures8={{inpage|Ability Score Improvement}}<br />
|classfeatures9= ---<br />
|classfeatures10={{inpage|Spiritual Strikes}} <br />
|classfeatures11={{inpage|Shamanic Clan Feature}} {{inpage|Hearty Spirits}}<br />
|classfeatures12={{inpage|Ability Score Improvement}}<br />
|classfeatures13= ---<br />
|classfeatures14= {{inpage|Spirit Step Improvement}}<br />
|classfeatures15={{inpage|Shamanic Clan Feature}} {{inpage|Spirit Sight}}<br />
|classfeatures16={{inpage|Ability Score Improvement}}<br />
|classfeatures17= ---<br />
|classfeatures18={{inpage|Totemic Rituals Improvement}}<br />
|classfeatures19={{inpage|Ability Score Improvement}}<br />
|classfeatures20={{inpage|Spiritual Soul}}<br />
|extrasonleft=1<br />
|extra1_name=Cantrips Known<br />
|extra1_1=2<br />
|extra1_2=2<br />
|extra1_3=2<br />
|extra1_4=2<br />
|extra1_5=2<br />
|extra1_6=2<br />
|extra1_7=2<br />
|extra1_8=2<br />
|extra1_9=2<br />
|extra1_10=3<br />
|extra1_11=3<br />
|extra1_12=3<br />
|extra1_13=3<br />
|extra1_14=4<br />
|extra1_15=4<br />
|extra1_16=4<br />
|extra1_17=4<br />
|extra1_18=4<br />
|extra1_19=4<br />
|extra1_20=4<br />
}}<br />
<br />
;Spirit Speech<br />
Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.<br />
<br />
Creatures with the (spirit) tag can also understand you, despite what language you speak in, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.<br />
<br />
;Spirit Summoning<br />
You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.<br />
<br />
{| class="wikitable"<br />
|-<br />
! Level !! CR<br />
|-<br />
| 1 || 1/4<br />
|-<br />
| 4 || 1/2<br />
|-<br />
| 8 || 1<br />
|}<br />
<br />
You may use this feature a number of times equal to your Wisdom modifier per long rest.<br />
<br />
The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' Statistics. If you try to summon another spirit while another is still summoned, you must dismiss one.<br />
<br />
;Spellcasting<br />
By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells. <br />
<br />
;Preparing and Casting Spells<br />
<br />
The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.<br />
<br />
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 Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.<br />
<br />
For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four 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 a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.<br />
<br />
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.<br />
<br />
;Spellcasting Ability<br />
<br />
Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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.<br />
<br />
Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier<br />
Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier<br />
<br />
'''Spellcasting Focus:'''<br />
<br />
You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.<br />
<br />
;Totemic Rituals<br />
Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at x level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.<br />
<br />
Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened<br />
<br />
Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1<br />
<br />
Elemental Skin(Elemental): Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)<br />
<br />
Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20<br />
<br />
Unending Life(Undead): Creatures of your choice within the area have advantage on death saves and the any corpse within the area can't become undead<br />
<br />
Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves<br />
<br />
Bestial Fury(Beast): When creatures of your choice within the area take the Attack action, they can use their bonus action to make an unarmed strike<br />
<br />
Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action<br />
<br />
Fey Aura(Fey): charm/frightening, one at a time<br />
<br />
Spirit's Blessing<br />
Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options<br />
<br />
Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier.<br />
Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action.<br />
Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn.<br />
Undying(Undead): When you use Spirit Summoning, the<br />
Elementborn(Elemental): When you use Spirit Summoning, you gain resistance to a damage type of your choice(acid, cold, fire, lightning, poison, or thunder) until the start of your next turn.<br />
Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage<br />
Sudden Growth(Giant): When you use Spirit Summoning, you deal an additional 1d4 on your weapon attacks and your carrying capacity doubles until the end of your next turn<br />
One for each creature type<br />
<br />
<br />
;Shaman Clans<br />
Level 3<br />
<br />
Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures. For example Roll spirit's blessing into spiritual Affinity<br />
<br />
;Ability Score Improvement<br />
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. <br />
<br />
;Magic Strikes<br />
Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.<br />
<br />
;Spirit Step<br />
Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.<br />
<br />
;Spiritual Strikes<br />
Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.<br />
<br />
;Hearty Spirits<br />
Starting at 11th level, when you summon a spirit, it has temporary hit points equal to your Shaman level<br />
<br />
;Spirit Away<br />
Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.<br />
<br />
;Spirit Sight<br />
Starting at 15th level, you know the location of any creatures summoned by you so long as they are within a mile of you<br />
<br />
;Spiritual Soul<br />
Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.<br />
<br />
==== Nature Shaman ====<br />
;Clan Spells<br />
Starting<br />
<br />
;Plant Affinity<br />
Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.<br />
<br />
;Rooted Defense<br />
Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.<br />
<br />
;Tuned Healing<br />
Starting at 11th level, your healing spells heal for the maximum amount possible. In addition, a creature who is being healed by a spell of yours may choose to divert any amount of the healing to a creature they can touch<br />
<br />
;Outer Shell<br />
Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points<br />
<br />
=== Shaman Spell List === <br />
;Cantrips ''Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip''<br />
;1st Level ''Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals'' <br />
;2nd Level ''<!-2nd level spell list->'' <br />
;3rd Level ''<!-3rd level spell list->'' ;<br />
4th Level ''<!-4th level spell list->'' <br />
;5th Level ''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
'''Prerequisites.''' To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher<br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit<br />
<br />
<vote type=1/><!-- DO NOT DELETE ANYTHING BELOW THIS--> ---- {{5e Classes Breadcrumb}} [[Category:5e]] [[Category:User]] [[Category:Class]] <!--Remove any of the below categories that do not apply to this class--> [[Category:Cleric Tag]]<!--religion/patron-based caster-fighter--> [[Category:Druid Tag]]<!--makes use of nature and animals through magic with an element of religion--> [[Category:Ranger Tag]]<!--tracker, hunter, understands nature and animals without being a druid or beast master--> [[Category:5e Class Variant]]<!--bears many mechanical similarities to a core class--> </onlyinclude></div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Talk:Coat_of_the_Hollow_Man_(5e_Equipment)&diff=1479993Talk:Coat of the Hollow Man (5e Equipment)2021-06-08T18:05:47Z<p>MoDuckyMo: Created page with "Testing a table {| class="wikitable" |- ! Rarity !! HP |- | Common || 1d10 + 5 |- | Uncommon || 3d10 + 10 |- | Rare || 6d10 + 15 |- | Very Rare || 8d10 + 20 |- | Legendary ||..."</p>
<hr />
<div>Testing a table<br />
{| class="wikitable"<br />
|-<br />
! Rarity !! HP<br />
|-<br />
| Common || 1d10 + 5<br />
|-<br />
| Uncommon || 3d10 + 10<br />
|-<br />
| Rare || 6d10 + 15<br />
|-<br />
| Very Rare || 8d10 + 20<br />
|-<br />
| Legendary || 10d10 + 25<br />
|- <br />
| Artifact || 20d10 + 50<br />
|}</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1477777User:MoDuckyMo2021-06-01T21:29:52Z<p>MoDuckyMo: /* Postmortals */</p>
<hr />
<div><inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new Subpage<br />
default=My Page<br />
prefix=special:MyPage/<br />
editintro=Add Instructions<br />
preload=<br />
</inputbox><br />
<br />
Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object.<br />
<br />
;TBD<br />
Smth minor good or minor bad<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
A shadow step ability, rogue obvi<br />
<br />
;Mantle of Shadow<br />
While standing in darkness, you have half cover<br />
<br />
;Shadow Step<br />
While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet<br />
<br />
;Darkvision<br />
60 ft<br />
<br />
;Sunlight Sensitivity<br />
normal<br />
<br />
;Bound to Shadow<br />
Areas of bright light count as difficult terrain for you<br />
<br />
==== The Ascended ====<br />
;Light-bearer<br />
You know the ''light'' cantrip. Wisdom is your spellcasting ability for this feature.<br />
<br />
==== The Descended ====<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1477773User:MoDuckyMo2021-06-01T21:24:30Z<p>MoDuckyMo: /* The Shadow */</p>
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Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object.<br />
<br />
;TBD<br />
Smth minor good or minor bad<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
A shadow step ability, rogue obvi<br />
<br />
;Mantle of Shadow<br />
While standing in darkness, you have half cover<br />
<br />
;Shadow Step<br />
While standing in dim light or darkness, your can use your bonus action to teleport to another patch of dim light or darkness within 30 feet<br />
<br />
;Darkvision<br />
60 ft<br />
<br />
;Sunlight Sensitivity<br />
normal<br />
<br />
;Bound to Shadow<br />
Areas of bright light count as difficult terrain for you<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5= <br />
|classfeatures6= <br />
|classfeatures7= <br />
|classfeatures8= <br />
|classfeatures9= <br />
|classfeatures10= <br />
|classfeatures11= <br />
|classfeatures12= <br />
|classfeatures13= <br />
|classfeatures14= <br />
|classfeatures15= <br />
|classfeatures16= <br />
|classfeatures17= <br />
|classfeatures18= <br />
|classfeatures19= <br />
|classfeatures20= <br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1477772User:MoDuckyMo2021-06-01T21:18:41Z<p>MoDuckyMo: /* The Echo */</p>
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<br />
Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object.<br />
<br />
;TBD<br />
Smth minor good or minor bad<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
;Fey Weakness <br />
If you are hit by a cold iron weapon or one covered in salt, it is considered a critical hit<br />
<br />
==== The Shadow ====<br />
A shadow step ability, rogue obvi<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1477729User:MoDuckyMo2021-06-01T15:00:48Z<p>MoDuckyMo: /* Postmortals */</p>
<hr />
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default=My Page<br />
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editintro=Add Instructions<br />
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<br />
Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object.<br />
<br />
;TBD<br />
Smth minor good or minor bad<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
==== The Echo ====<br />
Characters who have been reborn as fey versions of their past selves. These are often people who were "friends" of fey or cursed by fey in some way.<br />
<br />
;Echoes of Death<br />
Whenever you see a creature be dealt killing damage and die within 60 feet of you, you can use your reaction to redirect any excess damage to another creature within 10 feet.<br />
<br />
;Fey Nature<br />
You have advantage on saving throws against being charmed or frightened.<br />
<br />
;Fey Brotherhood<br />
Your very being prevents you from attacking your kin. You have disadvantage on attack rolls against fey creatures.<br />
<br />
<br />
<br />
==== The Shadow ====<br />
A shadow step ability, rogue obvi<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
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|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1477460User:MoDuckyMo2021-05-31T06:32:09Z<p>MoDuckyMo: /* Postmortal Options */</p>
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Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Aeruin's Guide to Postmortals ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
=== Postmortals ===<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
;Incorporeal<br />
You can't wear armor and have disadvantage on attack rolls with Heavy weapons<br />
<br />
;Ghost Step<br />
You can use your action to focus and become truly incorporeal. Until the start of your next turn, you can move through other creatures and Objects as if they were Difficult Terrain. You take 1d10 force damage if you end your next turn inside an object.<br />
<br />
;TBD<br />
Smth minor good or minor bad<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
==== The Reclaimed ====<br />
Reclaimed are those who have been brought back to life by the power of nature. They were friends of nymphs or buried in a druid grove. They often are sheaved in magical sheen or have plants growing out of them at odd places.<br />
<br />
;Aversion to Fire<br />
When you take fire damage, you have disadvantage on attack rolls and ability checks until the start of your next turn<br />
<br />
;Constant Growth<br />
You heal an additional amount of hitpoints equal to your proficiency bonus when you complete a short rest<br />
<br />
;Producer<br />
You can cast ''goodberry'' as a first level spell once per long rest. You also gain the ability to cast this spell with any spell slots you may have.<br />
<br />
;Necessity for Sunlight <br />
You do not regain hitpoints on a long rest unless at least an hour of it is spent in sunlight<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5= <br />
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<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
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;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1477448User:MoDuckyMo2021-05-31T04:39:48Z<p>MoDuckyMo: /* Postmortal Options */</p>
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<br />
Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Postmortal Options ==<br />
=== Life Postmortem ===<br />
After a character dies, should the DM agree, the character may come back as a Postmortal. Depending on the cause of death and the nature of it, the player and DM should decide which Postmortal option you choose. These new features you choose replace racial traits, except for Ability Score Improvements.<br />
<br />
=== Deathless Nature ===<br />
While a Postmortal, you cannot die. Something that would normally kill you causes you to fall unconscious for 8 hours, when you return to consciousness and 1 hp. A 'wish' spell, divine intervention, or other powerful process may cause a Postmortal's soul to pass on, thereby killing them. Postmortals may also choose to pass on, the exact process by which they do so is determined by the DM.<br />
<br />
==== The Ethereal ====<br />
The Ethereal are souls of the dead who have not passed on from this plane. They bear no physical form and are, as their names imply, ethereal. Ethereals are often created when someone dies but feels as though they have unfinished business to take care of on this plane. <br />
<br />
''Some Ethereals may take a vessel. They do so by attuning to a body as you would to a magic item. The requirements for what constitutes a body can be found under The Vesseled. Doing so replaces features gained from The Ethereal with those granted by The Vesseled. A Vesseled may change bodies by attuning to a new body. They may leave their body by spending 8 hours and de-attuning to the body, becoming an Ethereal.''<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when...<br />
<br />
;No Pain, All Gain<br />
You suffer no negative effects from having exhaustion. Also, after being reduced to 0 hitpoints, you don't fall unconscious until the end of your next turn.<br />
<br />
;Inanimate Body<br />
You bear a vessel which acts as your body. The vessel you take can be any Small or Medium object that vaguely resembles a body. The material that makes up most of the vessel determines what effects it has.<br />
{| class="wikitable"<br />
|-<br />
! Material !! Example !! Effect<br />
|-<br />
| Metal || Heavy Armor, A Metal Construct || You can't wear armor, your base AC is 16, and you have disadvantage on Dexterity(Stealth) checks<br />
|-<br />
| Wood || Medium Armor, A Wooden Construct || You can't wear armor, your base AC is 13<br />
|-<br />
| Flesh || Corpse || TBD<br />
|}<br />
<br />
;In-unified Soul<br />
You have disadvantage on Charisma saves. Additionally, if you are moved to another plane against your will, your body stays in the original plane but your spirit goes to the new plane. You become an Ethereal and have disadvantage on all ability checks, attack rolls, and saving throws until your next long rest or you return to your original plane.<br />
<br />
;Attuned to Your Body<br />
One of your attunement slots is taken up as you have to connect with your body<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
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|wealth=3d4×10 gp<br />
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|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
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|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
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<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
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;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=User:MoDuckyMo&diff=1477281User:MoDuckyMo2021-05-30T16:01:46Z<p>MoDuckyMo: /* Random Stuff */</p>
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Macrosia: [https://www.dandwiki.com/wiki/User:MoDuckyMo/Macrosia]<br />
<br />
= Random Stuff =<br />
This is where half-baked, incomplete, and broken ideas lay. Here there be monsters*<br />
<br />
<br />
<br />
*By monsters, we are referring to broken subclasses and whatnot, not...actual monsters<br />
<br />
== Postmortal Options ==<br />
<br />
==== The Vesseled ====<br />
The Vesseled are the souls of dead who have taken on a physical body to continue living. The vessels they inhabit can range from corpses to constructs to a mishmash of parts vaguely resembling a skeleton. Vesseled are often created when<br />
<br />
== Subclasses ==<br />
<br />
==== Hybridizer Artificer ====<br />
You are a researcher who uses the innate abilities of certain creatures to imbue other creatures with these strange powers.<br />
<br />
;Hybridizer's Syringe:<br />
You have a special weapon called the Hybridizer's syringe. <br />
Hybridizer's Syringe:<br />
1d4 piercing damage. Reach 5 ft. Special and Tactical. 25 gp. 1/2 lb<br />
<br />
Tactical - When making attack rolls with this weapon, you can use your Intelligence modifier. You do not add anything to the damage roll<br />
<br />
Special - When you successfully hit a creature, you can choose to extract a creature sample from them. This syringe can hold a number of samples up to your proficiency bonus + Int modifier.<br />
<br />
;Hybridization<br />
At 3rd level, you may use your bonus action to stick your syringe into a creature within your reach and expend a sample from your syringe. When you do so, choose one of the following options:<br />
<br />
Bat's Sense: You are blind, but have blindsight out to 60 feet.<br />
<br />
Long Arms: Your reach becomes 10 feet<br />
<br />
Swift Stride: Your walking speed increases by 10 ft<br />
<br />
Amphibious: You can breathe underwater and gain a 20 foot swim speed<br />
<br />
<br />
By default, Hybridizations last a minute and any unwilling creature makes a Constitution saving throw against your spell save DC. On a failure, it is affected by the Hybridization, on a success, it is not. A creature can try their save at the end of each of their turns. A creature can only be affected by a certain Hybridization once.<br />
<br />
'Unstable Hybridization:'<br />
If a creature is affected by a number of Hybridizations above its proficiency bonus, it has the poisoned condition<br />
<br />
;Synthesize Samples:<br />
At 5th level, you can spend an hour to synthesize and create a number of samples equal to your Intelligence modifier.<br />
<br />
;Needle Gun<br />
At 9th level, you have developed a way to shoot out needles that carry samples and imbue people with samples out to a range of 30 ft.<br />
<br />
Additionally, you gain the additional Hybridization options.<br />
<br />
;Permanent Symbiote:<br />
At 14th level, you always have the 'find familiar' spell prepared, but it doesn't count towards the number of spells you can prepare. When you cast this spell, you gain two permanent Hybridization options, which can be changed each time you cast it and choose a different form for your familiar.<br />
<br />
;Stable Hybridization:<br />
At 14th level, when you use a hybridization option from your 3rd level feature, they last for 10 minutes as opposed to 1 minute.<br />
<br />
==== Splintered Soul Sorcerer ====<br />
You lived many lives prior to this one and can draw from the knowledge of those past lives to aid you in this one. <br />
<br />
;Embrace Past Lives:<br />
Each of your past lives was special in some way. You can tap into each of your past selves, you have a number of them equal to your proficiency bonus-1. <br />
<br />
For each of your past lives, choose two skills to assign them. You choose what you looked like in each of your past lives, but it has no bearing on in game statistics. In addition, choose one trait from the table below.<br />
<br />
<br />
<br />
You can use your bonus action to embrace one of your lives, gaining proficiency in the two assigned skills, changing your appearance accordingly and gaining the features of the selected trait. You can use this ability once per short or long rest or you can spend 2 sorcerer points to use it again.<br />
<br />
=== School of Psionics Wizard ===<br />
<br />
;Psionic Spells<br />
Choose a number of spells of first level or higher from your spellbook equal to your int mod + proficiency bonus. They become your psionic spells, meaning they are always prepared and do count towards the amout of spells you can prepare. But, when you cast them, they require no spell components (unless the material component is consumed, in which case the material component is necessary)<br />
<br />
;Psi Powers<br />
You bear psionic powers, which allow you to do a multitude of things. You know a number of Psionic Powers equal to your Int modifier. You can use Psionic Powers a number of times equal to your Proficiency bonus per long rest. If you are out of uses, you may expend a spell slot of 1st level or higher to regain one use of it.<br />
<br />
Telepathy:<br />
<br />
You use your bonus action and reach out with your mind to a creature you can see within 60 feet. You form a telepathic bond with them for 10 minutes and you two can communicate as long as you share a language<br />
<br />
<br />
Hand of Force:<br />
<br />
When you hit a successful attack roll, you can force the target 10 feet towards you, away from you, or knock them prone<br />
<br />
<br />
Psychic Shield:<br />
<br />
When you are hit by damage other than bludgeoning, slashing, or piercing, you can use your reaction to reduce the damage by an amount equal to your Wizard level. If the damage is psychic, the reduction of doubled.<br />
<br />
<br />
Mind Erasure:<br />
<br />
You choose a creature you can see within 30 feet and cause its mind to go blank. It must make an Intelligence saving throw against your spell save DC or be incapacitated for a minute. It may retry its saving throw at the end of each of its turns and when it takes damage. Even if it succeeds, the creature bears foggy memories of what went on around getting their mind erased.<br />
<br />
<br />
Sensory Overload:<br />
<br />
You choose a creature you can see within 30 feet and flood its senses with visions and sounds. It must make an Intelligence saving throw against your spell save DC or be blinded and deafened for a minute. It may retry its saving throw at the end of each of its turns. Even if it succeeds, the creature occasionally hears strange sounds and sees incomprehensible visions, making it hard to focus.<br />
<br />
<br />
Seed Dissent<br />
<br />
You reach into the mind of a creature you can see within 30 feet and twist at their perception of reality. They must make an Intelligence save against your spell save DC or make an attack<br />
<br />
6th idk res to psych and mind reading?<br />
<br />
10th greater powers, better features, have to expend slots to use them<br />
<br />
;Force of Will<br />
14th<br />
You can add your int modifier to any save you make (unless you already added it, you cannot add it<br />
<br />
===Secret Keeper Rogue===<br />
Secret Keeper rogues are often members of secret societies, devoted to keeping or finding out important secrets.<br />
<br />
;Keeper and Finder of Secrets<br />
At 3rd level, you gain Proficiency in Deception and Insight. If you already had proficiency in these skills, you may double your proficiency bonus when making these checks.<br />
<br />
;Master of Secrets<br />
Your exploits in the world have granted you a very specific set of skills. At 3rd level, you know two Secrets, and gain additional skills at 6th, 10th, 16th, and 19th level. You can't choose a Secret twice.<br />
<br />
;Secrets<br />
Minor Magic Training: <br />
You learn two cantrips from any spell list. Charisma is your Spellcasting Ability.<br />
<br />
Minor Magic Experience:<br />
You learn one first level spell from any list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Magic Experience:<br />
You learn one second level spell from the Wizard spell list, you can cast it once per short or long rest. Charisma is your Spellcasting Ability.<br />
<br />
Devil's Sight:<br />
You have 120 feet of darkvision and you can see through magical darkness.<br />
<br />
Eldritch Sight:<br />
You can cast Detect Magic once per short or long rest. Charisma is your Spellcasting Ability. You can also cast it as a ritual.<br />
<br />
Mind Meld: <br />
You are able to speak telepathically with creatures you can see within 30 feet that you share a language with.<br />
<br />
Eyes of the Rune Keeper:<br />
You can read all writing<br />
<br />
Beast Shape:<br />
''Prerequisite: 5th level''<br />
You can cast Polymorph once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Initiation:<br />
''Prerequisite: 7th level''<br />
You can cast Hold Person once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Truenamer Experience:<br />
''Prerequisite: 9th level''<br />
You can cast Hold Monster once per long rest. Charisma is your Spellcasting Ability.<br />
<br />
Skill Training: You gain proficiency in two skills<br />
<br />
Practical Training: You gain a two tool or weapon proficiencies, you can take one of each type or two of the same type<br />
<br />
Linguistics: You learn two languages of your choice<br />
<br />
;Exploit Weakness<br />
At 9th level, you may use your bonus action to either Conceal or Exploit, useable a number of times equal to your Charisma modifier per short or long rest.<br />
<br />
Conceal: Choose one creature you can see within 60 feet. Make a Charisma(Deception) check contested by their Wisdom(Insight). If you beat them, they have disadvantage on attack rolls against you until the end of your next turn.<br />
<br />
Exploit: Choose one creature you can see within 60 feet. Make a Wisdom(Insight) check contested by their Charisma(Deception). If you beat them, you have advantage on attack rolls against them until the end of your next turn.<br />
<br />
;Polygraph's Touch<br />
At 13th level, while touching a creature, you can tell whether or not they are telling the truth.<br />
<br />
;Unbreakable Mind<br />
At 13th level, you cannot be put to sleep magically, you have advantage on saving throws against being charmed and frightened. Your mind can't be read by telepathy or any other means unless you allow it.<br />
<br />
;Seed Deceit<br />
At 17th level, you may use your action to speak dissonant lies. Choose a creature within 30 inches that can hear you. It must make a Wisdom saving throw with a DC equal to 8 + Charisma modifier + proficiency bonus. On a failure, it is forced to use it's reaction to move up to its speed and make an attack against one of your enemies, decided by you. You can use this feature a number of times equal to your Charisma modifier per long rest.<br />
<br />
<br />
===Oath of Service paladin===<br />
;Spell list<br />
<br />
;Channel Divinity<br />
What goes around comes around: <br />
you can use your action to hone your senses. Whenever any creature that attacks you, you have advantage on the next attack roll you make against it. Additionally, if you use lay on hands or a spell to heal another creature, you regain hit points equal to the amount healed, maxing out at your proficiency bonus. This lasts for a minute<br />
<br />
Many hands make light work:<br />
You use your action to touch a creature and bestow helpful energy upon them. They can add your proficiency bonus to any skill check or saving throw they make. This lasts for an hour or until they make an attack roll.<br />
<br />
;Ward of bad fate<br />
At seventh level, any creature within your aura who would roll an ability check or saving throw with disadvantage can choose do roll without disadvantage<br />
<br />
;Soulful assistance<br />
At 15th level, you can touch a creature and expend points from your lay on hands pool to assist them. Whenever a creature rolls a d20, you can touch them and increase or decrease the result by an amount up to your proficiency bonus. You expend points from your lay on hands pool equal to this number.<br />
<br />
== Classes ==<br />
<br />
=== Furry ===<br />
Weapons: Simple<br />
Armor: Light, Medium<br />
Tools: <br />
<br />
Trying to make something with animalistic options like Warlock invocations to make you animalistic. I want the main ability to be a temporary effect you can start, similar to barbarian rage. May abandon this, but this could be funny, idk. I want to make this a versatile class, with plenty of options for support.<br />
<br />
;Animalistic Soul<br />
While you may not be an animal in the flesh, you bear the soul of an animal. Starting at 1st level, you may choose options from the Animalistic Soul options at the bottom of the class. You have a number of them equal to a third of your Furry levels(minimum of 1). Some of these options have prerequisites, you must meet the prerequisite before taking the option. You may not choose an option more than once.<br />
<br />
;Fursona<br />
Starting at 2nd level you gain access to your fursona. You may use your bonus action to activate your fursona, which lasts for a minute, or until you deactivate it as a bonus action. Either your walking speed increases by 10 feet, you gain a climbing speed of 20 feet, you gain a burrow speed of 10 feet(you can burrow through sand and soft dirt), you gain a swimming speed of 20 feet(or it increases by 10 feet), or you gain a flying speed of 10 feet. The damage of your attacks is considered magical for the purposes of overcoming resistance and immunity.<br />
<br />
;Nature's Tongue<br />
Starting at 3rd level, you can cast Speak with Animals as a ritual. Charisma is your spellcasting ability for this spell<br />
<br />
;Furry Clans<br />
Starting at 3rd level, you have bound yourself to a clan. Most clans are mostly made up of one species of furries, such as birds, foxes, etc. You may choose from The Ferocious Clan or the Mystic Clan.<br />
<br />
;Ability Score Improvements<br />
Standard ASI stuff, nothing to see here...<br />
<br />
;Twinned Spells<br />
Starting at 6th level, whenever you cast a spell that targets someone else, you may choose to have it target yourself as well. If it takes concentration, both are considered one spell and you must make one concentration check with disadvantage or lose both targets.<br />
<br />
;Animal Charm<br />
Starting at 7th level, as an action, you present your holy symbol and invoke the name of your deity. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You may use this ability once per short or long rest.<br />
<br />
;<br />
Starting at 10th level<br />
<br />
<br />
<br />
;Otherkin Soul<br />
Starting at x level, you are no longer considered a humanoid, and instead, simply a monstrosity.<br />
<br />
;Eternal Fursona<br />
Starting at 20th level, you may use your fursona feature an unlimited amount of times.<br />
<br />
;Animalistic Soul Options<br />
<br />
Long Gait: Your walking speed increases by 10 feet<br />
Burst of Speed: You can take the Dash action as a bonus action<br />
Quick Reflexes: You can take the Dodge action as a bonus action<br />
*name pending*: You can take the Disengage action as a bonus action<br />
<br />
Water Skipper(requires Burst of Speed): Whenever you take the Dash action, you can move and across liquids on Your Turn without Falling during the move.<br />
RUN!(Requires Burst of Speed or ): You may use your action to shout out to nearby creatures to run! Each friendly creature within 30 feet of your choice that can hear you may use their reaction to move up to their speed.<br />
<br />
Adept Swimmer: You gain a swimming speed of 20 feet or your existing speed increases by 10 feet.<br />
Amphibious: You can breathe underwater<br />
<br />
Natural Armor: Your unarmored AC is 12 + Dexterity modifier<br />
Claws: Your claws are natural weapons, which you can use to make unarmed strikes. On your turn when you take the Attack action, you may use your bonus action to make an unarmed strike. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Bite: Your teeth are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.<br />
Venemous: Your unarmed strikes can deal poison damage instead of their previous damage type<br />
Reflexive Strike: You have advantage on opportunity attacks.<br />
<br />
Herd Mentality: While within 5 feet of a friendly creature, you have advantage on saving throws<br />
<br />
===Shaman===<br />
https://www.dandwiki.com/wiki/User:MoDuckyMo/Shaman_(5e_Class)<br />
<br />
<br />
=== Witch(Warlock or Wizard Variant, TBD) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Witch(3rd Variant) ==<br />
Witches are the ultimate seekers and keepers of the truth. New Witches are hungry to find out as many secrets of this world. Old Witches often head covens, content to protect the numerous secrets they uncovered in their careers. <br />
<br />
=== <!-Introduction Leader-> ===<br />
<!--Explore this chapter in more detail here--><br />
<br />
=== Creating a Witch === <br />
<div class="externalimage-holder" style="width:50%"> {{5e Image|float:right|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div> <br />
<br />
<!--Questions to help a player develop a character--> <br />
<br />
;Quick Build<br />
You can make a Witch quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Far Traveler background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
{{5e Class Features}}<br />
|name=<br />
|summary=<br />
|hd=8<br />
|spellcasting=half<br />
|armor= Light<br />
|weapons= Simple Weapons<br />
|tools=Herbalism Kit<br />
|saves= Wisdom, Constitution<br />
|skills=Arcana, Medicine, Insight, Investigation<br />
|item1a=<!--Items in starting equipment package; 4 items with "a" and "b" and "c" being alternatives. Leaving the "b" and "c" empty removes the choice. "d" also allowed if you really want it. --><br />
|item1b= <br />
|item1c= <br />
|item2a=Explorer's Pack<br />
|item2b=Dungeoneer's Pack <br />
|item2c=<br />
|item3a= <br />
|item3b= <br />
|item3c= <br />
|item4a= <br />
|item4b= <br />
|item4c= <br />
|wealth=3d4×10 gp<br />
<br />
|classfeatures1={{inpage|Cantrips, Witch's Secrets, Witch's Sight}}<br />
|classfeatures2={{inpage|Spellcasting, Coven Feature}}<br />
|classfeatures3={{inpage|Magical Manipulation}}<br />
|classfeatures4=<!--Lather, Rinse, Repeat--><br />
|classfeatures5= <br />
|classfeatures6= <br />
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|classfeatures16= <br />
|classfeatures17= <br />
|classfeatures18= <br />
|classfeatures19= <br />
|classfeatures20= <br />
<br />
|extrasonleft=<!--You can have up to five extra columns, normally to the right of the Features column (e.g. warlock). Setting this parameter to 1, 2, 3, 4, or 5 will put that many of the extra columns on the left instead (e.g. monk). --> <br />
|extra1_name=<!--The name of the feature, e.g. Ki Points, Cantrips Known, or Sneak Attack. You can add more columns as extra2, extra3, etc.--> |extra1_1=<!--The values at each level go here--> <br />
|extra1_2= <br />
|extra1_3= <br />
|extra1_4= <br />
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|extra1_14= <br />
|extra1_15= <br />
|extra1_16= <br />
|extra1_17= <br />
|extra1_18= <br />
|extra1_19= <br />
|extra1_20= <br />
<br />
}} <br />
<br />
==== Witch's Secrets ==== <br />
Every witch has a secret talisman that grants them slightly more power than the average magic user. When you start, you are able to choose 1 from the following list to use. You are not able to choose the same item twice, even if you are allowed to choose again at later levels.<br />
<br />
;Eyes of the Cat<br />
You have darkvision out to 120 feet.<br />
<br />
;Talons of the Raven<br />
Your unarmed strikes deal slashing damage equal to your witchcraft die.<br />
<br />
;Wings of the Dove<br />
You are granted a flying speed that is equal to your walking speed.<br />
<br />
;Arms of the Monkey<br />
You are granted a climbing speed that is equal to your walking speed.<br />
<br />
;Leopard Paws<br />
You are granted +10 to your base walking speed.<br />
<br />
==== <!-Subclass Feature-> ====<br />
<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.-><br />
<br />
;Retributive strike: <br />
When someone hits you with a melee attack, you can use your reaction to expend one Witchcraft die and deal an amount of psychic damage equal to the number rolled<br />
<br />
;Agonizing Shot: <br />
When you cast a spell that requires you to make an attack roll and you hit your target, you can deal extra psychic damage equal to your Witchcraft die<br />
<br />
;Seeking Shot: <br />
When you cast a ranged spell that requires you to be able to see your target, you can expend a Manipulation die to have the spell hit the target, provided the target is in range<br />
<br />
;Healing Hands: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, they gain extra hitpoints(or temporary hitpoints) equal to a roll of your Manipulation die<br />
<br />
;Shared Healing: <br />
Whenever you cast a spell that causes a creature to gain hitpoints or gain temporary hitpoints, you gain hitpoints equal to a roll of your Manipulation die<br />
<br />
;Distant Shot: <br />
Whenever you cast a spell, you can expend a Manipulation die to increase the range of the spell equal to 5×Manipulation die<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== <!-Class Feature-> ====<br />
<!-Class feature game rule information-> <!--Lather, rinse...--> <!--... repeat as necessary.--><br />
<br />
=== <!-Class Option 1-> ===<br />
<!-For subclasses introduce this class option here-> <br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
=== <!-Class Option 2-> ===<br />
<!-Introduce this subclass here-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}}<br />
<!-Class feature game rule information-><br />
<br />
;{{#anc:<!-Class Feature->}} <br />
<!-Class feature game rule information-><br />
<br />
=== <!--Class Name--> Spell List ===<br />
You know all of the spells on the basic <!--class name--> spell list and additional spells based on your subclass. <br />
;1st Level <br />
''<!-1st level spell list->'' <br />
<br />
;2nd Level <br />
''<!-2nd level spell list->'' <br />
<br />
;3rd Level <br />
''<!-3rd level spell list->'' <br />
<br />
;4th Level <br />
''<!-4th level spell list->'' <br />
<br />
;5th Level <br />
''<!-5th level spell list->'' <br />
<br />
=== Multiclassing === <br />
<!--Provide any information or prerequisites on multiclassing into this class beyond the rules in the PHB, Chapter 6.--> <br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites: <br />
'''Proficiencies.''' When you multiclass into the <!-class name-> class, you gain the following proficiencies: <vote type=1/><br />
<br />
=== Aetherweaver(Sorcerer pres) ===<br />
{{stub|Almost no class page is in a finished state when it is first posted. For guidance, see the [[5e Class Design Guide]].}}<br />
<br />
== Aetherweaver ==<br />
[[User:MoDuckyMo/Aetherweaver_(5e_Prestige_Class)]]<br />
Sorcerer prestige class, useable at level 2<br />
<br />
Spellcasting: on par with sorcerer, no cantrips<br />
<br />
==== Raw Magic: ====<br />
You have the power of raw magic within you, represented by a pool of Raw Magic points equal to your total sorcery points + levels in this prestige class<br />
<br />
You reach into the Weave and wield the raw power of magic. The form of aether is easily malleable, and you are able to augment what effects this spell has. To cast one of these raw spells, you must expend at least one raw magic points, up to as many raw magic points as you like. Each Raw Spell requires a Base, along with any additional. All Raw Spells take an action to cast(unless otherwise stated).<br />
<br />
===== Bases =====<br />
;Cone<br />
Your magic forms in a 15 foot cone, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Sphere<br />
Your magic forms in a 10 foot diameter sphere, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Cylinder<br />
Your magic forms in a 10 foot diameter, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Line<br />
Your magic forms in a 20 foot line, forcing affected creatures to make a Dexterity saving throw against your spell save DC(see Spellcasting). A creature takes 1d8 force damage per point on a failed save, or half as much on a successful one.<br />
;Touch<br />
You touch one creature, make a melee spell attack against that creature(see Spellcasting). A hit creature takes 1d12 force damage per point.<br />
;Single Target<br />
You choose one creature that you can see within 30 feet, make a ranged spell attack against that creature(see Spellcasting). A hit creature takes 1d10 force damage per point.<br />
<br />
;Magical Manipulation<br />
Starting at 2nd level, when you cast a raw spell, you can apply an additional effect. Doing so costs a number of sorcery points as seen in the option. Affected creatures are those that are hit by the spell attack or the saving throw.<br />
;Concussive Magic<br />
''Cost: 1 point per 5 feet''<br />
Creatures affected must make a Strength saving throw or be pushed back 5 feet per point.<br />
<br />
;Knocking Magic<br />
''Cost: 1 point''<br />
Creatures affected must make a Strength saving throw or be knocked prone.<br />
<br />
;Painful Magic<br />
''Cost: 1 point''<br />
You can add your Wisdom modifier to the damage of a Raw Spell.<br />
<br />
;Shift Element<br />
''Cost: 1 point''<br />
You can change the damage type of your Raw Spell to acid, cold, fire, lightning, poison, or thunder damage.<br />
<br />
;Blinding/Deafening Magic<br />
''Cost: 2 points''<br />
Affected creatures are blinded or deafened(your choice)<br />
<br />
;Charming Magic<br />
''Cost: 3 points''<br />
Affected creatures are charmed by you<br />
<br />
;Frightening Magic<br />
''Cost: 4 points''<br />
Affected creatures are frightened of you<br />
<br />
;Paralyzing Magic<br />
''Cost: 5 points''<br />
Affected creatures are paralyzed<br />
<br />
;Draining Magic<br />
''Cost: 5 points''<br />
Affected creatures gain a level of exhaustion<br />
<br />
==== Magical Conversion ====<br />
Starting at 3rd level, you can use your bonus action to convert a number of sorcery points to raw magic points or vice versa. The amount you convert per short rest cannot exceed your proficiency bonus.<br />
<br />
==== Ability Score Improvement ====<br />
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.<br />
<br />
==== Weave Foresight ====<br />
Starting at 5th level, you may choose to add to or remove from the number of raw magic points spent after you roll the attack roll or the targets roll the save. You cannot reduce the raw magic points spent below 1 with this ability.<br />
<br />
==== Flowing Aether ====<br />
Starting at 6th level, your spells cannot be counterspelled<br />
<br />
==== View of the Weave ====<br />
Starting at 7th level, you can see magical effects as per the detect magic spell.<br />
<br />
==== Unstoppable Magic ====<br />
Starting at 9th level, when you cast a spell or raw spell, you ignore damage resistance.<br />
<br />
==== Bend Magic ====<br />
Starting at 10th level, once per turn when you see a spell cast, you can use your reaction to impose disadvantage on the spell attack roll or grant advantage to affected creatures on their saves.</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Rustforged_(5e_Race_Variant)&diff=1475548Rustforged (5e Race Variant)2021-05-24T21:29:19Z<p>MoDuckyMo: Methinks it's done</p>
<hr />
<div><br />
===Warforged Variant===<br />
Rustforged are those sentient constructs assembled in a hurry, without proper supplies, or with minimal practice. While they function largely the same, there are obvious flaws in their designs. Some Rustforged are even characterized by a menagerie of spare or rusty parts.<br />
<br />
''Adapted from Eberron Warforged''<br />
<br />
==== Kept Features ====<br />
-Sentry's Rest<br />
<br />
-Constructed Resilience<br />
<br />
-ASI<br />
<br />
==== New Features ====<br />
'''''Design Flaw''''' You cannot regain hitpoints from a spell unless the caster is touching you.<br />
<br />
'''''Easy Come, Easy Go''''' While at 0 hit points you cannot be stabilized with a medicine check or a healer's kit. <br />
<br />
-Tinker's tools work in place of a healer's kit, but no uses are taken. <br />
<br />
-Alternatively, another creature within 5 feet of you can use their action to make an Intelligence check with a DC of 13 and use at least 5 gp of metal, gears, or other supplies to bring you back to 1 hit point.<br />
<br />
'''''Quick Modification''''' When you finish a short or long rest, you can gain proficiency in one set of artisan's tools. This lasts until you use this ability next.<br />
<br />
----<br />
{{5e Race Variant Breadcrumb}}<br />
<br />
[[Category:Warforged Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Rustforged_(5e_Race_Variant)&diff=1475547Rustforged (5e Race Variant)2021-05-24T21:28:29Z<p>MoDuckyMo: /* Warforged Variant */</p>
<hr />
<div>{{stub|Incomplete.}}<!--Remove this line when your race variant is complete--><br />
===Warforged Variant===<br />
Rustforged are those sentient constructs assembled in a hurry, without proper supplies, or with minimal practice. While they function largely the same, there are obvious flaws in their designs. Some Rustforged are even characterized by a menagerie of spare or rusty parts.<br />
<br />
''Adapted from Eberron Warforged''<br />
<br />
==== Kept Features ====<br />
-Sentry's Rest<br />
<br />
-Constructed Resilience<br />
<br />
-ASI<br />
<br />
==== New Features ====<br />
'''''Design Flaw''''' You cannot regain hitpoints from a spell unless the caster is touching you.<br />
<br />
'''''Easy Come, Easy Go''''' While at 0 hit points you cannot be stabilized with a medicine check or a healer's kit. <br />
<br />
-Tinker's tools work in place of a healer's kit, but no uses are taken. <br />
<br />
-Alternatively, another creature within 5 feet of you can use their action to make an Intelligence check with a DC of 13 and use at least 5 gp of metal, gears, or other supplies to bring you back to 1 hit point.<br />
<br />
'''''Quick Modification''''' When you finish a short or long rest, you can gain proficiency in one set of artisan's tools. This lasts until you use this ability next.<br />
<br />
----<br />
{{5e Race Variant Breadcrumb}}<br />
<br />
[[Category:Warforged Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Rustforged_(5e_Race_Variant)&diff=1475546Rustforged (5e Race Variant)2021-05-24T21:28:06Z<p>MoDuckyMo: /* Warforged Variant */</p>
<hr />
<div>{{stub|Incomplete.}}<!--Remove this line when your race variant is complete--><br />
===Warforged Variant===<br />
Rustforged are those sentient constructs assembled in a hurry, without proper supplies, or with minimal practice. While they function largely the same, there are obvious flaws in their designs. Some Rustforged are even characterized by a menagerie of spare or rusty parts.<br />
<br />
''''Adapted from Eberron Warforged''''<br />
<br />
==== Kept Features ====<br />
-Sentry's Rest<br />
<br />
-Constructed Resilience<br />
<br />
-ASI<br />
<br />
==== New Features ====<br />
'''''Design Flaw''''' You cannot regain hitpoints from a spell unless the caster is touching you.<br />
<br />
'''''Easy Come, Easy Go''''' While at 0 hit points you cannot be stabilized with a medicine check or a healer's kit. <br />
<br />
-Tinker's tools work in place of a healer's kit, but no uses are taken. <br />
<br />
-Alternatively, another creature within 5 feet of you can use their action to make an Intelligence check with a DC of 13 and use at least 5 gp of metal, gears, or other supplies to bring you back to 1 hit point.<br />
<br />
'''''Quick Modification''''' When you finish a short or long rest, you can gain proficiency in one set of artisan's tools. This lasts until you use this ability next.<br />
<br />
----<br />
{{5e Race Variant Breadcrumb}}<br />
<br />
[[Category:Warforged Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Rustforged_(5e_Race_Variant)&diff=1475545Rustforged (5e Race Variant)2021-05-24T21:27:47Z<p>MoDuckyMo: /* Warforged Variant */</p>
<hr />
<div>{{stub|Incomplete.}}<!--Remove this line when your race variant is complete--><br />
===Warforged Variant===<br />
Rustforged are those sentient constructs assembled in a hurry, without proper supplies, or with minimal practice. While they function largely the same, there are obvious flaws in their designs. Some Rustforged are even characterized by a menagerie of spare or rusty parts.<br />
<br />
'''''Adapted from Eberron Warforged'''''<br />
<br />
==== Kept Features ====<br />
-Sentry's Rest<br />
<br />
-Constructed Resilience<br />
<br />
-ASI<br />
<br />
==== New Features ====<br />
'''''Design Flaw''''' You cannot regain hitpoints from a spell unless the caster is touching you.<br />
<br />
'''''Easy Come, Easy Go''''' While at 0 hit points you cannot be stabilized with a medicine check or a healer's kit. <br />
<br />
-Tinker's tools work in place of a healer's kit, but no uses are taken. <br />
<br />
-Alternatively, another creature within 5 feet of you can use their action to make an Intelligence check with a DC of 13 and use at least 5 gp of metal, gears, or other supplies to bring you back to 1 hit point.<br />
<br />
'''''Quick Modification''''' When you finish a short or long rest, you can gain proficiency in one set of artisan's tools. This lasts until you use this ability next.<br />
<br />
----<br />
{{5e Race Variant Breadcrumb}}<br />
<br />
[[Category:Warforged Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Rustforged_(5e_Race_Variant)&diff=1475544Rustforged (5e Race Variant)2021-05-24T21:26:02Z<p>MoDuckyMo: /* New Features */</p>
<hr />
<div>{{stub|Incomplete.}}<!--Remove this line when your race variant is complete--><br />
===Warforged Variant===<br />
Rustforged are those sentient constructs assembled in a hurry, without proper supplies, or with minimal practice. While they function largely the same, there are obvious flaws in their designs. Some Rustforged are even characterized by a menagerie of spare or rusty parts.<br />
<br />
==== Kept Features ====<br />
-Sentry's Rest<br />
<br />
-Constructed Resilience<br />
<br />
-ASI<br />
<br />
==== New Features ====<br />
'''''Design Flaw''''' You cannot regain hitpoints from a spell unless the caster is touching you.<br />
<br />
'''''Easy Come, Easy Go''''' While at 0 hit points you cannot be stabilized with a medicine check or a healer's kit. <br />
<br />
-Tinker's tools work in place of a healer's kit, but no uses are taken. <br />
<br />
-Alternatively, another creature within 5 feet of you can use their action to make an Intelligence check with a DC of 13 and use at least 5 gp of metal, gears, or other supplies to bring you back to 1 hit point.<br />
<br />
'''''Quick Modification''''' When you finish a short or long rest, you can gain proficiency in one set of artisan's tools. This lasts until you use this ability next.<br />
<br />
----<br />
{{5e Race Variant Breadcrumb}}<br />
<br />
[[Category:Warforged Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Rustforged_(5e_Race_Variant)&diff=1475540Rustforged (5e Race Variant)2021-05-24T21:22:46Z<p>MoDuckyMo: /* Kept Features */</p>
<hr />
<div>{{stub|Incomplete.}}<!--Remove this line when your race variant is complete--><br />
===Warforged Variant===<br />
Rustforged are those sentient constructs assembled in a hurry, without proper supplies, or with minimal practice. While they function largely the same, there are obvious flaws in their designs. Some Rustforged are even characterized by a menagerie of spare or rusty parts.<br />
<br />
==== Kept Features ====<br />
-Sentry's Rest<br />
<br />
-Constructed Resilience<br />
<br />
-ASI<br />
<br />
==== New Features ====<br />
'''''Design Flaw''''' You cannot regain hitpoints from a spell unless the caster is touching you.<br />
<br />
'''''Easy Come, Easy Go''''' While at 0 hit points you cannot be stabilized with a medicine check or a healer's kit. <br />
<br />
-Tinker's tools work in place of a healer's kit, but no uses are taken. <br />
<br />
-Alternatively, another creature within 5 feet of you can use their action to make an Intelligence check with a DC of 13 and use at least 5 gp of metal, gears, or other supplies to bring you back to 1 hit point.<br />
<br />
----<br />
{{5e Race Variant Breadcrumb}}<br />
<br />
[[Category:Warforged Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Rustforged_(5e_Race_Variant)&diff=1475140Rustforged (5e Race Variant)2021-05-23T20:00:43Z<p>MoDuckyMo: /* New Features */</p>
<hr />
<div>{{stub|Incomplete.}}<!--Remove this line when your race variant is complete--><br />
===Warforged Variant===<br />
Rustforged are those sentient constructs assembled in a hurry, without proper supplies, or with minimal practice. While they function largely the same, there are obvious flaws in their designs. Some Rustforged are even characterized by a menagerie of spare or rusty parts.<br />
<br />
==== Kept Features ====<br />
-Sentry's Rest<br />
<br />
-Constructed Resilience<br />
<br />
==== New Features ====<br />
'''''Design Flaw''''' You cannot regain hitpoints from a spell unless the caster is touching you.<br />
<br />
'''''Easy Come, Easy Go''''' While at 0 hit points you cannot be stabilized with a medicine check or a healer's kit. <br />
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-Tinker's tools work in place of a healer's kit, but no uses are taken. <br />
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-Alternatively, another creature within 5 feet of you can use their action to make an Intelligence check with a DC of 13 and use at least 5 gp of metal, gears, or other supplies to bring you back to 1 hit point.<br />
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{{5e Race Variant Breadcrumb}}<br />
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[[Category:Warforged Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>MoDuckyMohttps://www.dandwiki.com/w/index.php?title=Rustforged_(5e_Race_Variant)&diff=1475139Rustforged (5e Race Variant)2021-05-23T20:00:29Z<p>MoDuckyMo: /* Kept Features */</p>
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<div>{{stub|Incomplete.}}<!--Remove this line when your race variant is complete--><br />
===Warforged Variant===<br />
Rustforged are those sentient constructs assembled in a hurry, without proper supplies, or with minimal practice. While they function largely the same, there are obvious flaws in their designs. Some Rustforged are even characterized by a menagerie of spare or rusty parts.<br />
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==== Kept Features ====<br />
-Sentry's Rest<br />
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-Constructed Resilience<br />
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==== New Features ====<br />
'''''Design Flaw''''' You cannot regain hitpoints from a spell unless the caster is touching you.<br />
<br />
'''''Easy Come, Easy Go''''' While at 0 hit points you cannot be stabilized with a medicine check or a healer's kit. <br />
-Tinker's tools work in place of a healer's kit, but no uses are taken. <br />
-Alternatively, another creature within 5 feet of you can use their action to make an Intelligence check with a DC of 13 and use at least 5 gp of metal, gears, or other supplies to bring you back to 1 hit point.<br />
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{{5e Race Variant Breadcrumb}}<br />
<br />
[[Category:Warforged Tag]]<br />
[[Category:5e]]<br />
[[Category:Race Variant]]<br />
[[Category:User]]</div>MoDuckyMo