User:MoDuckyMo/Shaman (5e Class)

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Shaman[edit]

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.

Spirit Summoners[edit]

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.

Creating a Shaman[edit]

Quick Build

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.

Class Features

As a Shaman you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shaman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shaman level after 1st

Proficiencies

Armor: light, medium, shields
Weapons: Simple Weapons
Tools: Hebalism Kit, Healer's Kit
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Nature, Religion, Survival, Perception, Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) quarterstaff or (b) greatclub
  • (a) arcane focus or (b) druidic focus
  • (a) scholars pack or (b) explorers pack or (c) priests pack
  • (a) leather armor or (b) a shield
  • If you are using starting wealth, you have 2d4x10 in funds.

Table: The Shaman

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 Spirit Speech, Spirit Summoning
2nd +2 2 Spellcasting, Totemic Rituals 2
3rd +2 2 Shamanic Clans 3
4th +2 2 Ability Score Improvement, Ability Score Improvement 3
5th +3 2 Magic Strikes 4 2
6th +3 2 Spirit Step, 4 2
7th +3 2 Shamanic Clan Feature 4 3
8th +3 2 Ability Score Improvement, Ability Score Improvement 4 3
9th +4 2 --- 4 3 2
10th +4 3 Spiritual Strikes 4 3 2
11th +4 3 Shamanic Clan Feature Hearty Spirits 4 3 3
12th +4 3 Ability Score Improvement, Ability Score Improvement 4 3 3
13th +5 3 --- 4 3 3 1
14th +5 4 Spirit Step Improvement 4 3 3 1
15th +5 4 Shamanic Clan Feature Spirit Sight 4 3 3 2
16th +5 4 Ability Score Improvement, Ability Score Improvement 4 3 3 2
17th +6 4 --- 4 3 3 3 1
18th +6 4 Totemic Rituals Improvement 4 3 3 3 1
19th +6 4 Ability Score Improvement, Ability Score Improvement 4 3 3 3 2
20th +6 4 Spiritual Soul 4 3 3 3 2
Spirit Speech

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.

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.

Spirit Summoning

You may use your action to summon a creature with the (spirit) tag. Its challenge rating cannot exceed a value as shown by your level in this table. The creatures summoned must be Elementals, until you gain features granted by subclasses.

Level CR
1 1/4
4 1/2
8 1

You may use this feature a number of times equal to your Wisdom modifier per long rest.

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.

Spellcasting

By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells.

Preparing and Casting Spells

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.

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.

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.

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.

Spellcasting Ability

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.

Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Spellcasting Focus:

You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.

Totemic Rituals

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.

Soothing Grace(Plant): Creatures of your choice within the area have advantage on saves against being poisoned, charmed, or frightened

Shielding Aura(Monstrosity): Creatures of your choice within the area have their AC increased by 1

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)

Unnatural Strength(Giant): Creatures of your choice within the area make critical hits on 19 and 20

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

Mental Shield(Abberation): Creatures of your choice within the area are considered proficient in Intelligence, Wisdom, and Charisma saves

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

Swift Movement(Ooze): Creatures of your choice within the area can take the Dodge action as a bonus action

Fey Aura(Fey): charm/frightening, one at a time

Spirit's Blessing Level 2 You are blessed by spirits that exist in the world around you, choose one of the following options

Bolster(Plant): When you use Spirit Summoning, you or a creature you can see regains hitpoints equal to your Wisdom modifier. Ferocious(Beast): When you use Spirit Summoning, you can make a weapon attack as a bonus action. Thick Skin(Monstrosity): When you use Spirit Summoning, your AC increases by +2 until the star of your next turn. Undying(Undead): When you use Spirit Summoning, the 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. Mental Pulse(Aberration): When you use Spirit Summoning, one creature of your choice that you can see takes 1d4 psychic damage 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 One for each creature type


Shaman Clans

Level 3

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

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Magic Strikes

Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.

Spirit Step

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.

Spiritual Strikes

Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.

Hearty Spirits

Starting at 11th level, when you summon a spirit, it has temporary hit points equal to your Shaman level

Spirit Away

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.

Spirit Sight

Starting at 15th level, you know the location of an creature with the (spirit) tag or with a creature type defined by your subclass.

Nature

Plant

Eldritch

Aberration

Wild

Beast

Undeath

Undead

Giant

Giant

Fluid

Ooze

Spiritual Soul

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.

Nature Shaman[edit]

Clan Spells

Starting

Plant Affinity

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.


Shaman Spell List[edit]

Cantrips Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip
1st Level Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals
2nd Level <!-2nd level spell list->
3rd Level <!-3rd level spell list-> ;

4th Level <!-4th level spell list->

5th Level <!-5th level spell list->

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit

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