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

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Valdbindr Shaman

The Valdbindr Shaman comes from frozen lands far to the north. They are revered as the chosen of Woden, father of all deities of the northern people. They are often seen as wearing bear pelts, and gain their power through hunting the favored creatures of the four most prominent deities of their tribes. Their name means "Power Binder" in the northern tongue, as they are given guidance by the gods to bind magical power to their totems, and themselves. Taking this tradition will lead you toward a brutal shamanism, one that fights actively and in the center of battle for glory. You will learn to borrow power from the gods in rituals, as well as ancient songs of glory called Galdr.

Valdbindr Shaman are frequently regarded as more fearsome than others, even than the Black Shaman. Dressed in animal furs and metal bindings, they leave a memorable impression even in passing. Though they know how to heal, their philosophies are to protect life by destroying that which kills and feasting upon the heart of their victims. Valdbindr shaman are known to be mistaken for barbarians in battle, and are rugged and blunt; but also kind, honest, and civilized people in the company of non-hostile creatures.
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Loki's Augr
At 3rd level, when you claim this tradition, you sing a northern chant of deception, while devouring the heart of a snake and gain the blessing of Loki. You gain advantage on all saving throws against spells from the Illusion and Enchantment schools of magic.
Galdr: Eyes of the Forsaken God. *Requires Level 14 Immediately dispel all illusions, as well as any Conditions that were caused by spells, in a 30ft radius centered on yourself.  
Valdbindr Shaman Totems
At 3rd level, when you claim this tradition, your totems list expands. Valdbindr totems are large singular runes carved deeply into heavy, durable stone slabs large enough to fill your hand. Often these are granite, or quartz. When active, these runes often transform the stone into another object, leaving a ghostly shadow or fog in the shape of the rune itself in a prominent area for the duration. These totems are activated by screaming the name of the rune carved into the stone.
  • Gar. When activated, the stone this rune is carved into will become a melee weapon of your choice. The weapon may have the finesse, thrown, or versatile traits and will last 1 round for every 2 levels you have in Shaman. Whatever the weapon is, you are proficient with it while this rune is active. The rune's color is gold.
  • Ac. When this rune is activated, do so by thrusting it upon the bare chest of any creature including yourself. The target creature enters a Rage for 1d4 rounds. The rune's color is black.
  • Thurisaz. *requires level 10 When activated, your next attack roll, skill check, or saving throw is regarded as an automatic critical hit. If this roll is an attack, the roll is considered a natural 20 roll, and your second attempt in the critical attack sequence is made with advantage. The third and final roll, if necessary, is made as normal. The rune's color is blue.
  • La. When this rune is activated, hurl it at the ground. You, and all creatures that are friendly to you, instantly heal 1d10hp, and gain advantage on the next attack roll they take. The rune's color is green.
  • Raido. *requires level 10 Once active, you gain the ability to use thunder step as a bonus action for 1 minute without expending any spell slots. The rune's color is silver.
Baldrsgard
At 6th level, you devour the heart of a giant eagle while singing a northern chant of protection. You gain +2AC, and advantage when rolling any spell saves that would deal damage.
Galdr: Flesh of the Favored Son. *Requires level 14 For one round, you ignore all damage.  
Thorstraek
At 9th level, you devour the hearts of four giant goats while singing a northern chant of vengeance. Any melee attacks you make are now considered magical when dealing damage, and deal an additional 1d6 points of thunder damage.
Galdr: Wrath of the Grieving Prince. *Requires level 14 As a bonus action, call a bolt of lightning down on a space you can see within 90ft. Creatures within 5ft must make a Dexterity saving throw against your spell save DC. On a failed save, a creature takes 4d12 thunder damage, and is knocked back 10ft and rendered prone. On a successful save, a creature takes half as much damage. A creature in the space chosen that fails this saving throw takes an additional 2d12 lightning damage.  
Woden's Galdr
At 14th level, you devour the heart of a winter wolf while singing a northern chant of conquest. You learn one maneuver from the Battle Master maneuver's list, and gain a single superiority die. You regain the superiority die at the end of a long rest. Additionally, you may now use the Galdr features of your Valdbindr abilities. After using two Galdr you cannot use another until you complete a short or long rest.
Galdr: Voice of the Allfather You utter a single command to a creature before this chant. The creature must make a Wisdom saving throw against your spell save DC. On a failed save, the creature must follow your command to completion. Any command that would put the creature's life at risk, or being brought below 10hp, automatically succeeds this saving throw.
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Ticklesthegamemaster.

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