Shaman > Shaman King
Shaman
Req. 14 Wisdom and must have communicated with spirits
1. Soul Link: At Will Action
Roll a d20 and add your WIS mod if the total is over 14 you succeed on linking your soul to a visible target for 4+1d4 rounds. You gain an additional point of movement when moving towards them and add 2 to rolls you make targeting them. You gain +2 mod in that target’s two highest stats. If that target is an ally, they gain +2 mod in your two highest stats, if the target is an enemy, they lose magic resistance equal to your WIS mod.
2. Commune with Spirits: Passive
You can communicate with ghosts and other spiritual entities, and guide them to possess inanimate objects. Alternatively, you can allow them to possess you, granting you true sight temporarily and [your wisdom] bonus magic damage. For each turn you use this, 1/10 of your HP goes black until the end of the day.
3. Astral Projection: At Will Interrupt (S)
Leave your physical form and travel through the spiritual plane. During this time your body will appear dead, and your body is immune to true damage and your soul can fast travel to anyone you have soul linked to and they will be considered a visible target.
4. Revenant Rush: EOT Attack (S)
Invoke powerful revenants and have them rip at a linked target’s soul, dealing 1d12+your wisdom stat as magic damage to all targets in that space. If this kills the target this attack gains an additional die permanently, this effect stacks.
5. Triggered: Attack Encounter
You speak the language of weapons and can easily provoke them. Select an eligible weapon and a target, and then you may cause the weapon to activate on that target.
6. Fuck Your Lemons: Daily^7 Interrupt (S)
Resist the pull of destiny, and take matters into your own hands. Call upon the spirits to aid you and force a target to reroll a die.
7. Desperate Ritual: Encounter Interrupt (S)
Summon a spirit through force within 5 range of you. Roll a d20 and add your WIS mod If the result is over 14 the spirit will be friendly and aid you. If not it will be hostile and attack the nearest target. The spirit will last for 1+1d6 rounds. If you soul link with a friendly spirit you may attempt to turn them into a familiar.
8. Spiritual Flow: Passive
You have an aura that grants magic resistance equal to your WIS mod to all your allies within 5 range.
9. Hugeify: Daily Action (S)
Call upon spirits to flood into someone’s body. They and their equipment quadruples in size and they gain 3x their con stat in temporary HP for the rest of the encounter. They also gain bonus damage equal to their Strength + your Wisdom. They return to their regular size after the encounter unless they died.
Shaman King
Req. 20 Wisdom and must have completed Shaman.
1. Drain Power: At Will Action (S)
Choose a target for the next 1d4 rounds they roll damage at disadvantage. If the target is linked you have advantage on your damage rolls for the next attack you make.
2. Soul Split: EOT Attack (S)
Target takes your [Wisdom+Weapon+5d12] Magic damage. If your target is linked this attack cannot be blocked, or countered. Allies within 1 range of that enemy gain Strength or Dexterity equal to half of your WIS mod
3. Focus: At Will Shift
Gain an additional action. Until your next turn all healing and temporary HP you give are increased by your WIS mod. If an additional action you have targets an ally, you don’t have to roll for success.
4. Soothe: EOT Action
Roll a d20 and add your WIS mod, if the total is 15 or higher a target within melee range gains temporary HP equal to your Wisdom for the rest of the encounter and all their defensive and rolls are reduced by 1/3 of your WIS mod until after your next turn. If they are an ally, they gain the temporary HP, and heal for your WIS mod + level instead. This is a Daily^7 out of combat.
5. Spirit Sense: Passive
You can sense imminent danger and doom. In combat at the beginning of every round, if you are going to be attacked that turn, you gain an additional free action or free shift that must be used at the start of your turn. You have advantage on defensive rolls against attacks from more than 7 spaces away.
6. Bloodrage: At Will Action
Lose 5 life: You and linked allies gain +1 to crit on your next attack. Linked enemies get +1 to critical fail on next attack. This skill may be used as a free action and stacks. Any time you or a linked ally kill something, you and one linked ally heal 5+1d12 life.
7. Altered Biorhythm: Daily^7 Action (S)
Grant a visible target advantage or disadvantage on their next roll. If they are linked their next attack rolls damage die with advantage or disadvantage.
8. Killing Intent: Passive
Your revenant rush hits two spaces adjacent each other instead of one, and ticks for half of the original damage to anyone standing on the squares hit at the end of your next turn.
9. Even in Death: Passive (S)
Anchor your soul to an inanimate object. If this object is more than 7 spaces away from you subtract your positive mods from your stats. If you die your soul will possess the object. If a willing linked ally would die you may roll a d20 and add your WIS mod if the result is over 20 you may bind their soul to an item instead. While anchored, all loss of life, damage, and black HP, you take on is also inflicted on linked enemies as well.
Comments