Nature Shaman (5e Class)
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Nature Shaman[edit]
Prestige Class: Nature Shaman[edit]
Prerequisites[edit]
To qualify for multiclassing into the Nature Shaman class, you must meet these prerequisites:
At least one level in Druid
A Wisdom score of 13 or higher
Class Features[edit]
As a you gain the following class features.
- Hit Points
Hit Dice: 1d8 per level
Hit Points per Level: 1d8 (or 5) + Constitution modifier per level
- Proficiencies
Level | Proficiency Bonus |
Features | Flora Form | Seed Secrets Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | Master of Seeds | -- | 2 | — | — | — | — | — | |
2nd | Superior Speech of Leaf, Spellcasting | -- | 2 | 2 | — | — | — | — | |
3rd | Floral Adaptation | 2 | 2 | 3 | — | — | — | — | |
4th | Ability Score Improvement, | 3 | 3 | 3 | — | — | — | — | |
5th | Green Thumbs | 3 | 3 | 4 | 2 | — | — | — | |
6th | Floral Rest | 4 | 4 | 4 | 2 | — | — | — | |
7th | Floral Improvement | 4 | 4 | 4 | 3 | — | — | — | |
8th | Ability Scores Improvement, Root Walker | 5 | 5 | 4 | 3 | — | — | — | |
9th | — | 5 | 5 | 4 | 3 | 2 | — | — | |
10th | Natural Recovery | 6 | 6 | 4 | 3 | 2 | — | — |
Master of Seeds[edit]
You are able to derive natural power from seeds and plants, far greater than that a normal person would be able to. You know a number of seed secrets as shown in the Seed Secrets section of the Nature Shaman table.
- Wall-nut
As an action, you summon a number of magical walnuts equal to half of your Wisdom modifier (minimum one). Each of these walnuts, when eaten, grant the creature a +1 bonus to AC for 1 hour. You regain all expended uses of this feature when you finish a short or a long rest.
- Defensive Plant
Over the course of a minute, you plant a seed in the ground, causing a Vine Blight to spring up. It is friendly to you and your companions. You can mentally instruct it to attack hostile creatures that come nearby, but cannot move. It wilts after an hour, disappearing. Once you use this feature, you can't use it again until you finish a long rest.
- Thistle Growth
You sprinkle magic seeds on the ground, causing thistles to grow up from the ground. The ground in a 20-foot square becomes overgrown with thistles. Any creature that enters this square for the first time on their turn or ends their turn there takes 2d4 piercing damage. Once you use this feature, you can't use it again until you finish a short or a long rest.
- Slyph Berries
Prerequisite: Nature Shaman 5
As an action, you summon two magical berries. As a bonus action, a creature can crush one of the berries and teleport to an open space within 5 feet of the other berry. The other berry must be within 100 get of the creature crushing the first berry. Once you use this feature, you can't use it again until you finish a short or a long rest.
- Bolstering Fragrance
As an action, you cause a small patch of fragrant flowers to spring up at your feet that last for an hour. People who finish a short rest within 60 feet of these flowers have their hit point maximum increased by 1d6 + your Wisdom modifier for eight hours.
- Treacherous Growth
You sprinkle magic seeds on the ground, causing plants in the area to become thick and overgrown. The ground in a 30-foot square becomes difficult terrain for all creatures except you and a number of creatures equal to your Wisdom modifier, designated by you.
Spellcasting[edit]
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Nature Shaman spell list.
- Preparing and Casting Spells
The Nature Shaman table shows how many spell slots you have to cast your druid spells of 1st level and higher. To cast one of these Nature Shaman spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Nature Shaman spells that are available for you to cast, choosing from the Nature Shaman spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your Nature Shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level Nature Shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include eight spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Nature Shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your Nature Shaman spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Nature Shaman spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
- Ritual Casting
You can cast a Nature Shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.
Superior Speech of Leaf[edit]
At 2nd level, you have the ability to communicate in a limited manner with plants. They can understand the meaning of your words, and they can communicate simple emotions and ideas to you.
Floral Adaptation[edit]
Beginning at 3rd level, you can expend a use of Floral Form and choose one of the following effects.
- Cactus Defense
As an action, sharp spines grow out of your body. When someone hits you with a melee attack you can use your reaction to cause them to take piercing damage equal to your Wisdom modifier. Your unarmed strikes deal damage equal to 1d8 + your Strength modifier. This feature lasts a minute unless you end it early as a bonus action. If you end this feature early, you shoot out spines in every direction. All creatures within 5 feet of you must make a Dexterity saving throw. On a failure, they take 1d10 + your Wisdom modifier piercing damage, on a success, they take half as much.
- Grace of the Lily
You use your action to focus your senses, improving your allies abilities. Choose a number of creatures that you can see within 30 feet equal to or less than your Wisdom modifier(You can choose yourself). Their walking speed increases by 10 feet, and when they take the Dash Action, they do not trigger opportunity attacks.
- Fragrant Expulsion
You use your action to emit a pleasant odor, bolstering your allies. Choose a number of creatures that you can see within 30 feet equal to or less than your Wisdom modifier (You can choose yourself). They each gain 1d8 + your Wisdom modifier temporary hit points.
Adaptable Shaping[edit]
Beginning at 4th Level, you can expend a use of Wild Shape(if available) to use the Flora Form feature. You may use this ability a number of times equal to your Wisdom modifier (minimum once). You regain all expended uses when you finish a short or a long rest.
Ability Score Increase[edit]
When you reach 4th level, and again at 8th, 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.
Green Thumbs[edit]
At 5th level, you can cast enlarge/reduce on any Plant or creature with the creature type "Plant" once, being unable to do it again until you complete a long rest.
Floral Rest[edit]
At 6th level, you can rest with your feet buried in the ground, soaking up the nutrients the ground has to offer. When you take a long rest with at least your feet covered in dirt, you gain the same effects of an 8 hour rest from a 6 hour rest. If you choose to rest for 8 hours with your feet buried in the ground, you gain 1d8 + your Wisdom modifier temporary hit points that last until your next short rest
Floral Improvement[edit]
Beginning at 7th level, you can expend two uses of Floral Form for a different purpose. Any actions that last a minute can be ended early as a bonus action.
- Sorrow of the Willow
As an action, you let out a sorrowful wail. Choose a number of creatures equal to your Wisdom modifier that can hear you. They must make a Wisdom Saving Throw against your spell save DC. On a failure, they are charmed for a minute, or until attacked. On a success, their walking speed is reduced by 10 feet for a number of turns equal to your Wisdom modifier.
- Grasp of Ivy
You can use an action to cause vines of ivy to sprout up around you. For a minute, the ground within 10 feet of you is considered difficult terrain. You can use a bonus action to make a melee spell attack with one of the vines. It deals 1d8 piercing damage + 1d8 poison damage. On a hit, the target creature must make a Constitution saving throw against your spell save DC. On a failure, they are poisoned for one turn. On a success, they are not poisoned.
- Corpse Flower's Repulsion
You can use an action to emit a disgusting whiff of rotting flesh. All creatures within 30 feet must make a Constitution save against your spell save DC. You can choose a number of creatures equal to your Wisdom modifier to have advantage on the saving throw. On a failure, they are frightened of you for a number of turns equal to your Wisdom modifier. A creature can repeat its saving throw at the end of each of its turns. On a success, they are not frightened.
Root Walker[edit]
At 8th level, moving through nonmagical Difficult Terrain costs you no extra Movement. You can also pass through nonmagical Plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
In addition, you have advantage on Saving Throws against Plants that are magically created or manipulated to impede movement, such those created by the entangle spell.
Natural Recovery[edit]
At 10th level, at the end of a short rest, you may choose Nature Shaman spell slots to recover. The spell slots can have a total combined level that is equal to or less than your Wisdom modifier. Once you use this feature, you can't use it again until you finish a long rest.
Nature Shaman Spell List[edit]
You know all of the spells on the basic Druid spell list and additional spells based on your archetype.
- 1st Level
Root Walk, Ensnaring Strike, Hail of Thorns
- 2nd Level
<!-2nd level spell list->
- 3rd Level
"Conjure Plant Creatures, Conjure Barrage"
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