User talk:MoDuckyMo/Shaman (5e Class)

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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 would summon monsters brewed for the setting, but I decided against doing both a menagerie of monsters and a class

- The base class is meant to be back-lines support caster who sends their summons to the front lines to help or support others

- Base class summons only elementals, but the subclasses add other creature types

- 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

- 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

Subclass Stuff

- Plant

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

- Undead

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

- Beast

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

- Monstrosity

You're hairy, scary, and vaguely bear-y. Your features help you tank hits and hulk out like a pseudo-barbarian

- Abherration

You're meant to be a ranged de-buffer, don't really know what else to say

- Why no other subclasses? 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