Shaman Class
As a Shaman, you gain the following class features.
Hit Points
Hit Dice: 1d8 per shaman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st
Proficiencies
Armor: light armor, shields
Weapons: Simple weapons
Tools: Herbalist Tools
Saving Throws: Wisdom, Constitution
Skills: Choose two skills from Animal Handling, History, Insight, Intimidation, Perception, Medicine, Nature, and Survival.
| Level | Proficiency Bonus | Conduit Capacity | Features |
|---|---|---|---|
| 1 | 2 | 1 | Nature's Defense, Spirit Allies |
| 2 | 2 | 1 | Primal Connection |
| 3 | 2 | 2 | Totems, Animal Spirits |
| 4 | 2 | 2 | Ability score increase |
| 5 | 3 | 3 | - |
| 6 | 3 | 3 | Elemental Totem |
| 7 | 3 | 4 | Pack Leader, Greater Totems |
| 8 | 3 | 4 | Ability Score Increase |
| 9 | 4 | 5 | Beastial Aspect |
| 10 | 4 | 5 | Awaken Elemental |
| 11 | 4 | 6 | Secondary Element |
| 12 | 4 | 6 | Ability Score Increase |
| 13 | 5 | 7 | - |
| 14 | 5 | 7 | Instinctive Army |
| 15 | 5 | 8 | Elemental Aspect |
| 16 | 5 | 8 | Ability Score Increase |
| 17 | 6 | 9 | - |
| 18 | 6 | 9 | Sacrificial Awakening |
| 19 | 6 | 10 | Ability Score Increase |
| 20 | 6 | 10 | Master Medium |
Nature's Defense
Starting at 1st level, while you are not wearing any armor, your armor class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit.
Spirit Allies
Also at 1st level, you gain a well of spirits which you can gradually call upon more and more as you gain levels in this class.
-you may have a number of active "spirits" equal to your conduit capacity pool, which is shown on the Shaman class table.
-On your turn you may command all of your summoned spirits ( if you have more than 1) as a bonus action to move up to their movement, and potentially attack.
-Whenever you hit an attack that exceeds the targets ac by 5 or more, you may forgo the weapons base "overkill" mechanic if it has one, and summon a nature spirit. The nature spirit takes to form of a small sized woodland creature made of a pale blue energy, the creature can be the shape of your choice, it has no effect on mechanics. This does not apply if summoning a nature spirit would exceed your conduit capacity.
-All spirits fade away immediately upon combat ending
-Nature spirit have the following stats:
~AC (Wis mod + pb + 8), 1 hp
~15ft speed, ignores difficult terrain
~LN small beast
~Attack: (wis mod + pb) dealing 1d4 force damage
Primal Connection:
Starting at 2nd level, you may choose two cantrips from the druid spell list, whenever you would gain a level in this class, you may choose to replace one with a different druid cantrip. If you choose thorn whip, it counts as a melee attack for the purposes of summoning a nature spirit.
Additionally, you gain proficiency in the Nature skill. If you already had proficiency it becomes expertise.
Totems:
Starting at 3nd level, you can create a small totem from the corpse of an animal to be used within battle. As an action, you may make a survival check to create an "animal totem" from the corpse of a animal within 5ft. The Corpse must meet the following conditions for you to do so:
-Creature type of Beast
-Size large or smaller
-Cr no higher than half your level
The DC of the survival check is (12 + Cr of the Monster), this check can only be attempted once per corpse.
alternatively you may take 10 minutes to lower the DC to (5 + CR of Monster)
Animal Spirits:
At 3rd level, you also gain the ability to return the spirits of slain creatures. As a bonus action on your turn, you may consume 2 natures spirits and an "animal totem" from your inventory to summon an animal spirit. Animal Spirits consume 2 slots of your conduit capacity, and may be commanded with the same bonus action as all other spirits. The Animal Spirit has the same statistics as its original creature stat-block.
Elemental Totem:
Beginning at 6th level, you can create a unique totem, binding one of the primal forces into a more stable form. You may choose one of the "Elemental Spirits" from the list. Whenever you gain levels in this class, you may exchange one of your elemental spirits for another on the list. As an action you may consume any number of active spirits on the field whose conduit capacity adds to 4 (2 animal spirits, 4 nature spirits, ect.) to summon a floating monolith of your chosen elemental spirit which provides the passive effects noted in its entry, The aura size of this effect is 15ft. Each monolith consumes 4 slots of conduit capacity.
Pack Leader:
at 7th level, when you make an attack against a creature which is within 5ft of one of your spirits, you have advantage on the attack.
Greater Totems:
Also at 7th level, you may now create "Greater Animal Totems" which are constructed the same as standard animal totems but may be size huge or smaller creatures, the animal spirits summoned from these totems consume 3 slots of conduit capacity.
Additionally, the DM may waive the creature type requirement at their discretion, attempts to create non beast totems add +5 to the DC of the survival check.
Bestial Aspect:
Starting at 9th level, when you finish a short or long rest, you may consume one of the totems from your inventory. Doing so provides you one of the following benefits until you finish your next short or long rest:
-One skill proficiency from the creatures stat-block
-an additional 10ft walking speed(if the creature had a faster walking speed then you)
Awaken Elemental:
Beginning at 10th level, you gain the ability as an action to briefly "awaken" one of your elemental monoliths into its true form, and creates the effect detailed in its entry in the Elemental spirit list. Doing so consumes the monolith upon the resolution of its affect. Once you have used this feature for an elemental totem, you cannot do so again until you have completed a short or long rest.
Secondary Elemental:
Beginning at 11th level, you can binding a second elemental totem. You may a second from the "Elemental Spirits" list to channel. Whenever you gain levels in this class, you may exchange one of your elemental spirits for another on the list.
Instinctive Army:
Beginning at 14th level, you may command any and all of your active spirits on the battle field as a free action, as apposed to a bonus action. Additionally, you may create an animal spirit as a part of this free action, and it only takes a bonus action to create an elemental spirit.
Elemental Aspect:
Starting at 15th level, when you finish a short or long rest, you may now select one of your elemental totems as opposed to an animal totem. Doing so does not consume the totem, and provides one of the aura effects as if the totem was summoned, centered and moving with your position until you finish your next short or long rest, at with point you may choose to consume an animal totem as per the ability, maintain your current elemental totem, or swap elemental totems. If your aspect aoe overlaps with a summoned elemental monoliths aoe, the effects do not stack.
Sacrificial Awakening:
Beginning at 18th level, even when you have consumed the use of an elemental totem awakening, you may re awaken it by spending 5 hd.
Master Medium:
When you reach 20th level in this class, you no longer are limited to channeling 2 Elemental spirits, instead being able to choose from any on the Elemental spirits list, whenever your would reuse a related class feature.

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