Guardian Shaman | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Guardian Shaman

The Guardian Shaman is a healer, a medicine man, and a force of nature. Taking this path means dedicating yourself to healing the sick, mending the wounded, and giving use of your body over to guardian spirits. You will learn to resist harm from the natural world, heal others with your plea to the Great Life-Giver, and manifest beings of divine power into yourself to guard precious life. Your power will grow through trials you put yourself through, and regular rituals you undertake.

The Guardian Shaman is an intimidating person by nature, carrying with them an aura of vibrant life and immense will. They respect life, and under only the most dire and crucial of circumstances will they ever bring an end to another creature.
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Trial Of Spirit
At 3rd level, when you claim this tradition, you spend a long rest on a journey into the wilderness. At the end of this journey, a dire beast will appear to you and impart upon you wisdom of the natural world. Your Wisdom score increases by one or two, whichever is needed to increase the modifier by +1. You gain advantage on all medicine, nature, and survival checks. In addition, you may cast either Animal Friendship or Prayer of Healing as a second level spell without expending any spell slots once per long rest.
Guardian Shaman Totems
At 3rd level, when you claim this tradition, your totems list expands. Guardian Shaman make their totems out of wooden carvings that bear the images of animals and their own ancestors. These carvings are cylindrical and ornate, and measure around six inches long and four inches in diameter. When active, these totems fill with bright red, yellow, and blue colors.
  • Salmon. You and your allies within 30 feet gain resistance to one type of damage of your choice (except psychic) for 1 minute. Additionally, as a reaction, you can grant yourself or an ally within range advantage on a saving throw against an effect that deals the chosen damage type.
  • Bear. For the next 1 minute, you and any allies within 30 feet of the totem gain advantage on saving throws against charm and fear, becoming immune to the effect upon a successful save for the next 1 hour.
  • Ancestral Hunt. *requires level 10 For the next 1 minute, any time you make a successful attack, 1d6 ancestor spirits appear and join the attack, adding an amount of force damage equal to your Wisdom modifier x the number of spirits.
  • Eagle. The totem flies 60 feet straight upwards. You gain the ability to see hidden or invisible creatures and objects, and you gain advantage on Wisdom (Perception) checks within a 60 foot radius of yourself. Additionally, you can use an action to command the totem to focus its gaze, allowing you to make a ranged spell attack against a target within range, using the totem as the casting point.
  • Bison. *requires level 10 For the next 1 minute, you and up to three creatures of your choice gain a bonus to Armor Class equal to your Wisdom modifier. During this time, creatures benefiting from this effect cannot be knocked prone.
Trial of Fire
At 6th level, you undergo a trial of fire. For the entire duration of a short rest, you meditate while sitting on a bed of hot coals. At the end of the short rest, the coals burst into a bonfire from which you emerge unharmed. You gain advantage on saving throws against fire damage, and gain a new melee attack you may use at will: Trial of Fire. You make a melee weapon attack against one target within 5 feet. On a successful attack, you grab the target and cause 2d8 fire damage. The target must make a Strength saving throw, for which the DC is 10 + your strength modifier. On a failed save, the creature is grappled. The creature can attempt the saving throw again at the start of each of its turns. You may use this feature against a grappled creature without making a melee weapon attack.
Trial of Body
At 9th level, you undergo a harsh trial of body conditioning. Spending the entirety of a long rest in a tent surrounded by hot coals, while under the pressure of your body weight in stone, you train your body to respond to your will. When you emerge, you become resistant to nonmagical bludgeoning, piercing, and slashing damage. Additionally, you may expend an action to stabilize a dying creature at will within 5 feet of you.
Trial of the Guardian
At 14th level, you undergo your final trial. After fasting from all food and drink for three days and three nights, you wander the wilderness for 1d4+3 days. When your journey ends, you meet with four guardian spirits of the wilderness. They impart to you the ability to manifest pieces of their being for a short time. When you use this feature later on, you may choose one of the following effects to remain active for 6 rounds. You cannot use this feature again until you complete a long rest.
  • Guardian Bear. Your strength score is 20 and you gain +4 to AC. You gain a Claw melee attack that deals 2d12 + 6 slashing damage.
  • Guardian Spider. Your dexterity score is 20, and you gain advantage on all stealth checks. You gain a climb speed equal to your walking speed, and can climb on ceilings and walls without making an athletics check. Additionally, you gain a Bite attack that deals 1d10 piercing damage and causes the target to become poisoned.
  • Guardian Falcon. You gain a flight speed equal to twice your walking speed, growing two large falcon wings from your back. Additionally, your passive perception increases by +5, and you have advantage on all perception and investigation checks. You can move through spaces occupied by, or adjacent to, other creatures without provoking an attack of opportunity, and instead take an attack of opportunity as you move through the space.
  • Great Life-Giving Spirit. You emit a radiant white light. Creatures that are hostile to you or your party members within 60ft must make a Wisdom save against your spell save DC, or be blinded for the duration. On a successful save, creatures have disadvantage on weapon and spell attacks. For the duration, you and any allied creatures within 30ft heal 1d10hp at the start of your turn each round. If there are three or more rounds left for this feature, you may choose to end the effects early and use Power Word: Heal on up to four creatures of your choice within 30ft while taking one level of exhaustion.
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Ticklesthegamemaster.

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