Shaman, NW (3.5e Class)

From Dungeons and Dragons Wiki
(Redirected from Shaman (NW) (3.5e Class))
Jump to: navigation, search
Homebrew.png
Author: NigelWalmsley
Date Created: 2020-10-05
Status: Complete
Editing: Spelling and grammar only
Scale.png Low - Moderate - High - Very High
ArticleUnrated.png
Rate this article
Discuss this article


Shaman

The spirits have alredy passed judgement upon you. It falls to me to carry out their sentence.

The world is full of spirits. Spirits of earth, spirits of fire, spirits of nature or the land itself. The shaman is someone who has a connection to those spirits and uses it to solve problems. Sometimes their problems, sometimes the spirits' problems. These people are known as shaman.

Different cultures have different shamanic traditions. For example, dwarven stoneshaman consider the spirits of earth and stone to be more important than other kinds of spirits. Some shamanic orders view themselves as charged with carrying out particular tasks given them by the spirits, while others feel that their powers are given to them as a way of bending the spirits to the service of their people. Shaman are typically treated roughly similarly to clerics or druids, with the average person viewing the classes as interchangable.

Making a Shaman

Alignment: The spirits don't seem to care very much about the moral concerns of mortals. Shaman need not be of any particular alignment.

Races: Shamanic traditions are present among all races, though they tend to me more common among cultures that live in the wilderness.

Religion: The shaman's connections to the spirits tend to draw them towards animist traditions rather than the worship of a specific god. Some engage in various syncretistic traditions where both gods and spirits are revered.

Table: The Shaman

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special Spirits Channeled
Fort Ref Will
1st +0 +0 +0 +2 Spells, Channel spirits, Compel the Spirits (3 rounds), Detect Magic 1
2nd +1 +0 +0 +3 Spirit Servant 1
3rd +2 +1 +1 +3 Spirit Visions (augury) 1
4th +3 +1 +1 +4 Rapid Channeling 1/day 2
5th +3 +1 +1 +4 Totem Carving 2
6th +4 +2 +2 +5 Lesser Spirits 2
7th +5 +2 +2 +5 Spirit Attendants 2
8th +6/+1 +2 +2 +6 Spirit Visions (divination) 3
9th +6/+1 +3 +3 +6 Spirit Binding 3
10th +7/+2 +3 +3 +7 Rapid Channeling 2/day, Compel the Spirits (full round) 3
11th +8/+3 +3 +3 +7 Greater Spirits, Spirit Passage 3
12th +9/+4 +4 +4 +8 Shared Boons 3
13th +9/+4 +4 +4 +8 Spirit Visions (commune) 3
14th +10/+5 +4 +4 +9 Memories of the Land 3
15th +11/+6/+1 +5 +5 +9 Dual Channel 3
16th +12/+7/+2 +5 +5 +10 Rapid Channeling 3/day, Primal Spirits 3
17th +12/+7/+2 +5 +5 +10 Improved Boons 3
18th +13/+8/+3 +6 +6 +11 Improved Spirit Binding 3
19th +14/+9/+4 +6 +6 +11 Banishment 3
20th +15/+10/+5 +6 +6 +12 Apothesis, Compel the Spirits (swift action) 3

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis). Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int). Spot (Wis). Survival (Wis). Swim (Str).

Class Features

Weapon and Armor Proficiency: The shaman is proficient with light and medium armor, shields, all simple weapons, and one martial weapon of his choosing.

Channel Spirits: Rather than preparing spells, the shaman calls upon the powers of various spirits. Similarly to traditional spellcasters, he must be well rested to do so. Attuning himself to the spirits takes a 15 minute ritual, and allows him to choose new channeled spirits from the ones available to him. Completing this ritual also resets his uses of any his abilities that have a listed number of uses per day.

As the shaman's power grows, he is able to channel both more spirits and more powerful spirits. At 1st level, he can channel one spirit. At 4th level, he can channel two spirits. At 8th level, he can channel three. At 6th level, he may channel lesser spirits. At 11th level, he may channel greater spirits. At 16th level he may channel primal spirits. If he opts to channel a spirit of a tier lower than the highest one available to him, he may use any of the abilities that spirit grants whose associated value is lower than the value of the spirit die for the round.

The shaman's caster level for the abilities of his spirits and other abilities granted by his class is equal to his shaman level. The DCs of a shaman's abilities (both those from spirits and those from his class features), where applicable, are 10 + 1/2 his caster level + his Wisdom modifier.

Spirits are fickle, and the shaman is not always able to determine what powers he will be granted at any given time. Each spirit has powers numbered from 1 to 6, and each round the shaman rolls a spirit die (1d6) to determine which set of powers he has access to. This result applies across all the shaman's channeled spirits. In addition to its four primary abilities, each spirit grants a bonus for channeling it at all, which is available to the shaman regardless of the result of the spirit die.

Compel the Spirits: However, the shaman is not wholly at the whims of the spirits. By spending three rounds meditating, he can compel the spirits towards a particular course of action, allowing him to choose the result for the next spirit die roll. At 10th level, this takes only a full-round action. At 20th level, it takes a swift action and modifies the roll for the round in which it is used.

Detect Magic (Sp): The shaman can use detect magic at will.

Spirit Servant (Sp): At 2nd level, the shaman may call up the spirits around him to perform basic tasks. Spirits directed in this way have the stats of an unseen servant, though they are permanent once summoned. The shaman may summon a number of such spirits equal to one half his caster level.

Spirit Visions (Sp): At 3rd level, the shamna can turn to the spirits for answers to his questions. He may ask a number of questions per day equal to his wisdom modifier. Questioning the spirits takes a minute, but he may recieve as many answers as he wishes in a single session. At 3rd level, the spirits answer questions as if he had cast augury. At 8th level this improves to divination. At 13th level this improves to commune. If he wishes, he may have spirits answer based on any of the spells he has access to, though he does not gain any additional uses of this ability for doing so.

Rapid Channeling (Su): At 4th level, the shaman gains the ability to rapidly alter his connections to the spirits. Once per day, he may replace one of his channeled spirits with another channeled spirit. He may instead referesh the uses of any boon granted by a spirit (effectively replacing that spirit with the same spirit). He gains an additional use of this ability at 10th level then again at 16th level.

Totem Carving (Su): At 5th level, the shaman gains the ability to imbue magical objects with the power of spirits. He gains Craft Wondrous Item as a bonus feat. In addition to using the powers granted by various spirits to create items, he is also treated as knowing any spell that appears on the cleric, druid, or sorcerer/wizard spell lists at a level less than one third his shaman level (round down). If it matters, he has to emulate it at a level it appears on one of those lists.

Spirit Attendants (Sp): At 7th level, the shaman's spirit servants more adept, and are able to operate withour his oversight. Servants summoned by his Spirit Servants ability are unseen crafters[1] instead of unseen servants. If he passes outside the area of the spell, the spirits continue doing whatever he instructed them to do until he returns to give them new instructions.

Spirit Binding (Sp): At 9th level, the shaman gains the ability to call on more powerful spirits to do more complicated tasks for him. This ability summons the same set of creatures as spirit binding[2], but rather than a HD limit he is limited to creatures with CR no greater than four less than his level. He may use this ability once per day, but can only bind a single spirit at a time.

Spirit Passage (Sp): At 11th level, the shaman gains the ability to travel through the spirit world. This ability is equivalent to shadow walk, but he travels through the Ethereal Plane instead of the Plane of Shadow.

Shared Boons (Su): At 12th level, the shaman can share the gifts granted to him with his allies. When he channels the spirits (including when he uses his Quick Channeling ability) he may designate a number of other creatures equal to his wisdom modifier. These creatures gain the benefits of any Boons he has selected which do not require an action to activate.

Memories of the Land (Sp): At 14th level, the shaman gains the ability to speak to the spirits of the land to learn of ancient events. He can use hindsight[3] at will.

Dual Channel (Su): At 16th level, the shaman becomes more in tune with the energies of the spirits. He rolls 2d6 instead of 1d6 for the spirit die, and may use abilities associated with either result. If both dice come up the same, he has access to only one set of abilities that round.

Improved Boons (Su): At 17th level, the Boons granted to the shaman become more effective. He gains an additional daily use of each Boon he chooses with a limited number of daily uses.

Improved Spirit Binding (Sp): At 18th level, the shaman's ability to bind spirits improves. He may summon spirit creatures with a CR two less than his level (instead of four), and has no limit to the number of spirits he can summon.

Banishment (Sp): At 19th level, the shaman can use banishment at will.

Apothesis: At 20th level, the shaman becomes one with the spirits. His type changes to his choice of Fey or Elemental. He can still be brought back from the dead as if he were a member of his previous creature type.


Shaman And Other Rules

While the shaman class is capable of operating on its own, there are obviously parts of the system with which shamans might like to interact. Some of these interactions (such as creating and activating magic items) have been discussed above. But there are some other things that should be cleared up.

Shamans and Prerequisites The shaman's spell knowledge for the purpose of activating magic items also applies for meeting prerequisites. He may treat his spellcasting as either arcane or divine to meet prerequisites. If something cares about casting spells of a specific level, the shaman is treated as being able to cast spells of a level equal to one half his own (rounded up). The shaman's Totem Carving ability does not allow him to meet prerequisites.

Shamans and Prestige Classes A shaman can advance his spellcasting as either arcane or divine spellcasting. He cannot advance it multiple times at a single level, even if he enters a prestige class such as Mystic Theurge that advances both types of casting. If the shaman enters a prestige class that advances his spellcasting his caster level increases, he gains access to new grades of spirit, and he gains the ability to channel additional spirits as if he had gained a level in shaman. His other abilities (such as Spirit Visions or Quick Channeling) do not progress.

Shamans and Prestige Classes The shaman does not benefit from traditional metamagic feats. He can take Sudden metamagic feats and apply them to his spirit powers.


Spirits[edit]

The shaman draws his powers from the spirits he channels. Each spirit grants him a selection of powers, as well as a Boon. The powers granted by a spirit are fixed by its grade and type. The Boon granted by a spirit is choosen when the shaman channels it. For example, all Lesser Water Spirits grant the same powers, but one shaman who channeled the Lesser Water Spirit could gain the power of Dowsing while another could call upon Improved Cleansing Waters. Different shaman have differing stances on whether different Boons correspond to different types of spirit, or simply to different ways of attuning to a spirit.

Each spirit has a type (Air, Earth, Fire, Water, or Nature). The boon a spirit grants must match its type. For example, a shaman who channeled the Least Earth Spirit could gain the Tongue of Stone, but not Sense the Unnatural. A spirit cannot grant a boon of a higher grade than it has, even if the shaman can bind spirits of that grade. At his option, the shaman may gain two boons of lower grades (they must still be of the same type). This cannot be chained, so a shaman channeling a Greater Air Spirit could gain two Lesser Air Boons, or a Lesser Air Boon and a Least Air Boon, but could not gain a Lesser Air Boon and two Least Air Boons.

The powers granted by a spirit are always spell-like abilities. Boons are spell-like abilities if they require an action to activate and supernatural abilities otherwise.

If a shaman ability calls for a save, the DC of that save is 10 + 1/2 the shaman's caster level + the shaman's Wisdom modifier.

Each round, the abilities available to the shaman are determined by the result of the spirit die (1d6).The die is rolled at the start of the shaman's turn, and the result remains until the start of his next turn. Multiple shaman use different dice. Normally, the shaman can only use the power of a channeled spirit if it matches the result of the die. However, if the shaman is channeling a spirit of a lower grade than the highest he can channel (for example, an 8th level shaman channeling a Least spirit), he may use any ability corresponding to that value or a lower value.

By default, the shaman's abilities take a standard action to activate. If the ability emulates a specific spell, it takes the action type of that spell instead. If the ability specifies an action type, it takes that action type instead.

If a shaman ability emulates a specific spell, it is treated as being the level of that spell for the purposes of effects that care about spell level. Otherwise, Least effects are treated as 1st level spells, Lesser effects as 3rd level spells, Greater effects as 6th level spells, and Primal effects as 8th level spells.

For the purposes of creating magic items and activating spell trigger or spell completion items, the shaman is treated as knowing every spell that is granted by a spirit as either a Boon or a power.

Boons[edit]

Least Boons[edit]
  • Force of Personality (Fire): The shaman gains a competence bonus to Intimidate and Diplomacy checks equal to his caster level.
  • Flamecrafting (Fire): The shaman can use continual flame once, and can create normal flames without needing any equipment.
  • Master Craftsman (Earth): The shaman gains a competence bonus to an Craft skill in which he has at least one rank equal to his caster level.
  • Tongue of Stone (Earth): The shaman can speak to earth and stones as if he hand cast stone tell.
  • Healing Arts (Water): The shaman gains a competence bonus to Intimidate and Diplomacy checks equal to his caster level.
  • Cleansing Waters (Water): The shaman can use lesser restoration once.
  • Revealing Winds (Air): The shaman gains a competence bonus to Spot and Listen equal to his caster level.
  • Whispering Wind (Air): The shaman can use whispering wind once.
  • Natural Lore (Nature) The shaman gains a competence bonus to Survival and Knowledge (Nature) equal to his caster level.
  • Sense the Unnatural (Nature): The shaman can detect Aberrations, Undead, Constructs, and Vermin as if he was casting detect evil and they were Evil Outsiders.
  • Least Spirit Ally (Nature): The shaman can use summon nature's ally I once. Unlike the spell, the duration lasts as long as the boon is active.
Lesser Boons[edit]
  • Haste (Fire): The shaman gains the benefits of haste.
  • Charm Person (Fire): The shaman can use charm person three times.
  • Unseen Architech (Earth): The shaman may reproduce the construction effect of a Lyre of Building for one hour.
  • Spiritual Armaments (Earth): Any weapon or armor the shaman wields recieves an an enhancement bonus equal to one quarter his caster level (round down).
  • Improved Cleansing Waters (Water): The shaman can use any combination of restoration, remove disease, and regenerate twice.
  • Dowsing (Water): The shaman can use locate object twice. The range increases by a factor of 10 if the shaman searches for a general kind of item.
  • Spirit's Sight (Air): The shaman gains the benefits of arcane sight.
  • Walking on the Sky (Air): The shaman gains a fly speed equal to his base land speed (good maneuverability).
  • Locate Creature (Nature): The shaman can use locate creature once.
  • Plant Growth (Nature): The shaman can use plant growth once.
  • Lesser Spirit Ally (Nature): The shaman can use summon nature's ally III once. Unlike the spell, the duration lasts as long as the boon is active.
Greater Boons[edit]
  • Flaming Shield (Fire): Melee attacks agains you deal 2d6 + 1/caster level fire damage to the attacker.
  • Raging Fire (Fire): The shaman can use snake's swiftness[3] at will as a swift action.
  • Wall of Stone (Earth): The shaman can use wall of stone twice.
  • Fabricate (Earth): The shaman can use fabricate twice.
  • Reincarnate (Water): The shaman can use reincarnate once. Unlike a normal reincarnate, this does not cause level loss.
  • Frozen Blades (Water): The shaman's attacks deal an extra 3d6 + 1/caster level cold damage.
  • Mantle of the Storm (Air): The shaman is immune to electricity, sound, and the effects of wind.
  • Phantom Flicker (Air): The shaman can create illusory duplicates of his allies. As an immediate action, he can create an image (as the spell mirror image) of any target within medium range. The image lasts one round.
  • Eyes of the Beasts (Nature): The shaman gains the ability to see through the eyes of animals. He can use this ability on Animals with CR no greater than eight less than his level, and it takes a standard action to do so. This effect lasts as long as the animal remains within 1 mile per caster level. While it is active, he can see, hear, smell, or otherwise sense anything the animal can. He can also direct the movement of animals linked in this way, though this control is limited to simple instructions like "move north" or "follow those creatures". His control is not precise enough to command specific actions.
  • Natural Bounty (Nature): The shaman can use major creation twice.
  • Greater Spirit Ally (Nature): The shaman can use summon nature's ally VI once. Unlike the spell, the duration lasts as long as the boon is active.
Primal Boons[edit]
  • Mindblank (Fire): The shaman is gains the benefits of mindblank.
  • Lashing Flames (Fire): The shaman can launch a blast of fire as an immediate action. This is a ranged touch attack that deals 1d6 points of fire damage per three caster levels. The shaman may do this at will.
  • Seal Away (Earth): The shaman may use Imprisonment|imprisoment three times. He can also target objects with this effect (which do not recieve a save). The shaman may specify a ritual that releases whatever has been imprisoned. This ritual can be anything the shaman desires, but freedom is always sufficient to release anything that has been sealed in this way.
  • Skin of the Earth (Earth): The shaman gains DR/adamantine equal to his caster level.
  • Reclaim Life (Water): The shaman may use true resurrection once. Should he die with this ability available, it is applied to him 1d4 days later, provided he has not already be returned to life or prevented from doing so.
  • Flowing Health (Water): The shaman gains 1 point of regeneration per caster level. Fire damage deals normal damage.
  • Fade From Sight (Air): The shaman gains the benefits of greater invisibility.
  • True Seeing (Air): The shaman gains the benefits of true seeing.
  • Improved Natural Bounty (Nature): The shaman can use major creation once.
  • Animal Form (Nature): The shaman's shape changes (as by animal shapes). Any character this effect is shared with may choose a different form.
  • Primal Spirit Ally (Nature): The shaman can use summon nature's ally IX once. Unlike the spell, the duration lasts as long as the boon is active.

Spirits[edit]

Least Spirits[edit]
Least Air
Result Power
1 Silent Image
2 Baleful Transposition
3 Snake's Swiftness
4 Gust of Wind
5 Obscuring Mist
6 Peal of Thunder

Silent Image: The shaman can use silent image.

Baleful Transposition: The shaman can use baleful transposition [3].

Snake's Swiftness: The shaman can use snake's swiftness [3].

Gust of Wind: The shaman can use gust of wind. At 10th level, the wind generated increases to wind storm levels. At 15th level, it improves again to hurricane levels.

Obscuring Mist: The shaman can use obscuring mist.

Shocking Grasp: The shaman can use shocking grasp. If he gets iterative attacks, he may make multiple touch attacks for the same damage.

Peal of Thunder: The shaman can create a blast of sonic energy. This deals 1d6 + 1/caster level sonic damage in a 5ft burst at close range. Targets who fail a fortitude save are deafened.

Least Earth
Result Power
1 Sandblast
2 Hail of Stone
3 Earthen Grasp
4 Seismic Shot
5 Ironskin
6 Shatter

Sandblast: The shaman can use sandblast[3].

Hail of Stone: The shaman can use hail of stone[3].

Earthen Grasp: The shaman can use earthen grasp[3].

Seismic Shot: The shaman launches a ripple through the ground which damages and disrupts footing. It deals 1d6 + 1/caster level bludgeoning damage to a single target within close range and makes a trip attempt against it with a bonus equal to the shaman's wisdom modifier plus his caster level. The ripple is treated as a creatue of the shaman's size. At 10th level, it is treated as one size category larger. At 15th level, it is treated as two size categories larger.

Ironskin: The shaman strengthens the defenses of an ally. For the next round, one target within close range gains DR/adamantine equal to one plust the shaman's caster level.

Shatter: The shaman can use shatter.

Least Fire
Result Power
1 Sleep
2 Cause Fear
3 Fire Bolt
4 Fireburst
5 Burning Blades
6 Pyrotechnics

Sleep: The shaman can use sleep. The limit to the number of hit dice of creatures effected is 2 plus twice the shaman's caster level.

Cause Fear: The shaman can use cause fear.

Fire Bolt: The shaman launches a flaming missle at a target within close range. This is a ranged touch attack that deals 1d6 fire damage plus 1d6 fire damage per two caster levels. This can be used as an attack action, so a higher level shaman can launch multiple bolts.

Fireburst: The shaman can use fireburst[3].

Burning Blades: A number of targets equal to the shaman's level within close range deal an extra 1d6 + 1/caster level fire damage with their attacks for the next round.

Pyrotechnics: The shaman can use pyrotechnics.

Least Nature
Result Power
1 Acid Arrow
2 Entangle
3 Wood Shape
4 Coiling Thorns
5 Splinter Bolt
6 Summon Tree

Acid Arrow: The shaman can use acid arrow.

Entangle: The shaman can use entangle.

Wood Shape: The shaman can use wood shape.

Coiling Thorns: The shaman cloaks a number of creatures equal to his caster level within close range in thorns. For the next round, they gain a natural armor bonus equal to one half his caster level, and anyone who attacks them in melee takes 1d6 + 1/caster level points of piercing damage.

Splinter Bolt: The shaman launches a bolt of splintered wood. This is a ranged attack that can be used as an attack action and deals 1d6 piercing damage per two shaman levels with a critical threat range of 18-20.

Summon Tree: The shaman causes a great oak to spring into being (5-foot diameter trunk, 60-foot height, 40-foot top diameter). It lasts for one round per caster level.

Least Water
Result Power
1 Ice Slick
2 Water Jet
3 Cure Light Wounds
4 Lesser Orb of Cold
5 Chill Touch
6 Ice Dagger

Ice Slick: The shaman creates an area of slippery ice. This is equivalent to grease.

Water Jet: The shaman conjures a blast of water that barrels his opponents over. This deals 1d6 + 1/caster level bludgeoning damage to a single target within close range and makes a bull rush against it with a bonus equal to the shaman's wisdom modifier plus his caster level. The movement from the bull rush is not capped. The jet is treated as a creatue of the shaman's size. At 10th level, it is treated as one size category larger. At 15th level, it is treated as two size categories larger.

Cure Light Wounds: The shaman can use cure light wounds.

Lesser Orb of Cold: The shaman can use lesser orb of cold[3].

Chill Touch: The shaman can use chill touch.

Ice Dagger: The shaman can use ice dagger[3]. The splash damage is 1 point of cold damage per caster level.

Lesser Spirits[edit]
Lesser Air
Result Power
1 Chain Lightning
2 Great Thunderclap
3 Orb of Sound
4 Major Image
5 Wind Wall
6 Mass Snake's Swiftness

Chain Lightning: The shaman can use chain lightning.

Great Thunderclap: The shaman can use great thunderclap[3].

Orb of Sound: The shaman can use orb of sound[3].

Major Image: The shaman can use major image.

Wind Wall: The shaman can use wind wall.

Mass Snake's Swiftness: The shaman can use mass snake's swiftness[3].

Lesser Fire
Result Power
1 Fear
2 Wall of Fire
3 Fireball
4 Suggestion
5 Flaming Burst
6 Enrage

Fear: The shaman can use fear.

Wall of Fire: The shaman can use wall of fire.

Fireball: The shaman can use fireball.

Suggestion: The shaman can use suggestion.

Flaming Burst: The shaman launches a series of bursts of fire. As an attack action, the shaman can create a 5ft burst of flame dealing 1d6 fire damage per caster level at medium range. Targets are entitled to a reflex save for half damage, and overlapping bursts do not stack.

Enrage: The shaman inspires a great fury in a single target within close range. For one round they gain a bonus to attack rolls, damage rolls, and will saves equal to the shaman's caster level, and they may make an additional attack as part of a full attack (as if under the effect of haste).

Lesser Earth
Result Power
1 Grasping Stones
2 Spike Stones
3 Earthbolt
4 Stone Shape
5 Chasm
6 Dust Storm

Grasping Stones: The shaman calls up hundreds of stone hands from the earth to hamper his foes. This is equivalent to black tentacles.

Spike Stones: The shaman can use spike stones.

Earthbolt: The shaman can use earthbolt [2].

Stone Shape: The shaman can use stone shape.

Chasm: The shaman rips open the ground, dropping his foes into a deep pit. The shaman creates a 10ft by 10ft pit that is 10ft deep per two caster levels. Creatures in the area recieve a reflex save to avoid falling in. On a successful save they move to any square adjacent to the pit. The sides of the pit are a natural rock wall (DC 25 to climb).

Dust Storm: The shaman fills the air with cloying dust. The dust storm is a 20ft radius spread centered at a point within medium range. It lasts one round per caster level, is immobile once created, and obscures vision as an obscuring mist does. It attacks as a swarm, dealing 1d6 points of damage per three shaman levels and nauseating any target who fails a fortitude save for one round.

Lesser Nature
Result Power
1 Nature's Judgement
2 Bestow Curse
3 Splinterblast
4 Stinking Cloud
5 Venom Darts
6 Kelpstrand

Nature's Judgement: The spirits of nature lash out at a target, crushing it in vines and roots. One target within close range must make a will save or be dazed for one round and must make a reflex save or be trapped by the vines. Trapped targets are entangled and take 1d6 bludgeoning damage per two caster levels for a number of rounds equal to the shaman's caster level.

Bestow Curse: The shaman can use bestow curse.

Splinterblast: The shaman unleashes a burst of splinters and branches damaging enemies. The shaman makes a single ranged attack roll which is compared to the AC of each creature in a 30ft cone. Miss chances are resolved individually. Targets that are hit take 1d6 piercing damage per shaman level. A splinterblast has a critical threat range of 18-20, and uses a single critical confirmation roll.

Stinking Cloud: The shaman can use stinking cloud.

Venom Darts: The shaman launches projectiles of venemous acid. As an attack action, he can make a ranged touch attack. On a hit, it deals 1d6 acid damage per two caster levels and inflicts a poison (fortitute negates) that inflicts 1d6/1d6 damage to a physical ability score of his choice.

Kelpstrand: The shaman can use kelpstrand[3].

Lesser Water
Result Power
1 Cure Critical Wounds
2 Ice Storm
3 Dispel Magic
4 Slow
5 Ice Ray
6 Mass Cure Light Wounds

Cure Critical Wounds: The shaman can use cure critical wounds.

Ice Storm: The shaman can use ice storm.

Dispel Magic: The shaman can use dispel magic.

Slow: The shaman can use slow.

Ice Ray: The shaman launches a ray of pure ice at an enemy. This is equivalent to polar ray, except that the target must make a reflex save or be immobilized for one round per caster level.

Mass Cure Light Wounds: The shaman can use mass cure light wounds.

Greater Spirits[edit]
Greater Air
Result Power
1 Storm's Judgement
2 Telekinesis
3 Portal
4 Persistent Image
5 Wind's Swiftness
6 Wall of Force

Storm's Judgement: The shaman lashes out with lightning. This is equivalent to call lightning, except that it does full damage to secondary targets and all targets must make a Fortitute save or be stunned for one round.

Telekinesis: The shaman can use telekinesis.

Portal: The shaman can open a portal between two locations. This is equivalent to dimension door, except that at his option it leaves a portal that lasts for a number of rounds equal to his caster level.

Persistent Image: The shaman can use persistent image.

Wind's Swiftness: As a swift action, the shaman may grant any ally within close range an immediate move, standard, or full attack action.

Wall of Force: The shaman can use wall of force.

Greater Earth
Result Power
1 Flesh to Stone
2 Mudslide
3 Reshape Earth
4 Bombard
5 Maw of the Earth
6 Earthen Armor

Flesh to Stone: The shaman can use flesh to stone.

Mudslide: The shaman can use mudslide[4].

Reshape Earth: The shaman can use either transmute mud to rock or transmute rock to mud.

Bombard: The shaman unleashes a barrage of rocks. He launches a number of rocks equal to his caster level out to medium range. Each deals 1d8 bludgeoning damage per caster level in a 5ft burst (overlapping bursts do not increase damage). Targets are entitled to a reflex save for half damage. Any creature that takes damage from this effect must make a reflex save or be knocked prone.

Maw of the Earth: The ground itself opens up to devour the shaman's foes. The target is swallowed as if by the Swallow Whole ability of a Purple Worm.

Earthen Armor: Earth rises up to encase the shaman and his allies, protecting them from attacks. A number of target creatures up to the shaman's caster level within close range gain a bonus equal to his caster level to AC and immunity to critical hits for one round.

Greater Fire
Result Power
1 Disintegrate
2 Firebrand
3 Immolate
4 Erruption
5 Feeblemind
6 Mass Suggestion

Disintegrate: The shaman can use disintegrate.

Firebrand: The shaman can use firebrand[3].

Immolate: The shaman lights a single target on fire. The target takes 1d6 fire damage per caster level for a number of rounds equal to the shaman's caster level. At the end of each round, the target is entitled to a fortitude save to end the effect.

Erruption: Lava bursts forth from the earth in an area of the shaman's choosing. Targets in a 10ft burst centered on a point within medium range take 1d6 fire damage per caster level (reflex half). Next round, targets in a 20ft burst centered on the same point take the same damage. The round after that, targets in a 40ft burst centered on that point take the damage. Any target who fails their save is entangled for one round.

Feeblemind: The shaman can use feeblemind.

Mass Suggestion: The shaman can use mass suggestion.

Greater Nature
Result Power
1 Acid Fog
2 Grasping Vines
3 Acidic Armor
4 Wall of Thorns
5 Baleful Polymorph
6 Cloudkill

Acid Fog: The shaman can use acid fog.

Grasping Vines: Vines spring up around a target, preventing them from moving and slowly strangling them. A target within medium range is entangled, unable to move, and takes 2d6 points of nonlethal damage per round. The target can escape with a strength check (DC 20 + the shaman's caster level), an Escape Artist check (DC 25 + the shaman's caster level), or by destroying the vines (the vines have 5 HP per caster level, DR 10/magic, and are automatically hit by attacks).

Acidic Armor: The shaman cloaks their allies in acid, damaging attackers. This effects a number of creatures up to the shaman's caster level within close range and lasts one round. Any creature making a melee attack agains an effected creature takes 3 points of acid damage per caster level. Reach weapons (though not attacks from creatures with reach) avoid the damage.

Wall of Thorns: The shaman can use wall of thorns.

Baleful Polymorph: The shaman can use baleful polymorph.

Cloudkill: The shaman can use cloudkill.

Greater Water
Result Power
1 Heal
2 Drown
3 Antimagic Field
4 Mass Cure Critical Wounds
5 Raging Wave
6 Revivify

Heal: The shaman can use heal.

Drown: The shaman can use drown[3].

Antimagic Field: The shaman can use antimagic field.

Mass Cure Critical Wounds: The shaman can use mass cure critical wounds.

Raging Wave: The shaman washes a large area with water. The area is a 20ft by 90ft line, and can appear anywhere at up to medium range. Each creature in the area is subject to a bull rush by a Colossal creature, with a bonus of the shaman's caster level plus his wisdom modifier. Creatures that fall this check are pushed to the end of the area (all creatures are pushed in a single direction of the shaman's choosing) and take 1d6 bludgeoning damage per square moved.

Revivify: The shaman can use revivify[3]. Unlike the spell, this ability can return a creature that died up to one round per caster level ago to life.

Primal Spirits[edit]
Primal Air
Result Power
1 Reverse Gravity
2 Whirlwind
3 Forcecage
4 Mass Wind's Swiftness
5 Wail of the Banshee
6 Sound and Fury

Reverse Gravity: The shaman can use reverse gravity.

Whirlwind: The shaman can use whirlwind.

Forcecage: The shaman can use forcecage.

Mass Wind's Swiftness: A number of target creatures up to the shaman's caster level other than the shaman within close range may take an immediate move, standard, or full attack action.

Wail of the Banshee: The shaman can use wail of the banshee.

Sound and Fury: The shaman scours an area with the fury of the storm. This effects a 40ft radius spread out to long range. Creatures in the area take 1d6 electricity damage and 1d6 sonic damage per caster level (reflex half). Creatures are deafened (no save) and are stunned for one round per caster level (fortitude negates).

Primal Earth
Result Power
1 Earthquake
2 Maze
3 Rockform
4 Stone Clone
5 Fissure
6 Mass Flesh to Stone

Earthquake: The shaman can use earthquake.

Maze: The shaman can use maze.

Rockform: The shaman grants their allies the durability of the earth itself. A number of targets equal to the shaman's caster level within close range may negate all damage from the first attack to strike them in the next round.

Stone Clone: The shaman rips forth a duplicate of their opponent from the ground. The duplicate loses all the special attacks and special qualities of the creature it duplicates. It attacks the creature it duplicates relentlessly (taking no action other than to attack it or move to do so). If not destroyed, it dissipates after one round per caster level, or when the creature it duplicates is destroyed.

Fissure: The shaman rips open a great rent in the earth. The fissure may be created anywhere within medium range, is 20ft wide by 60ft long, and is 10ft deep per caster level. The bottom and walls are spiked (as spike stones). The DC to climb the walls is 35. Targets in the area recieve a reflex save to move to the edge of the area.

Mass Flesh to Stone: As flesh to stone, but a number of targets equal to the shaman's caster level.

Primal Fire
Result Power
1 Meteor Swarm
2 Incendiary Cloud
3 Ash Thrall
4 Fear and Flame
5 Detonate
6 Mindfire

Meteor Swarm: The shaman can use meteor swarm.

Incendiary Cloud: The shaman can use incendiary cloud.

Ash Thrall: The shaman burns away a target's mind, leaving only a consuming rage. A single target within close range makes a will save. If they fail, they fall under the shaman's mental control (as dominate monster) for one round per caster level. At the end of the duration, the target dies.

Fear and Flame: The shaman unleashes a blast of fire that inspires terror in those it strikes. The fires are a 20ft burst and can be launched anywhere in medium range. All targets in the area take 1d6 points of fire damage per caster level (reflex half). Targets must also make a will save or be Panicked for one round per caster level. On a successful save, they are Frightened for a single round instead.

Detonate: The shaman can use detonate[5].

Mindfire: The shaman creates a fire that burns in the target's mind. This effects one target within close range, and lasts one round per four caster levels. Each round, the subject takes 2d6 fire damage and 1d6 damage to each mental ability score. Each round it is entitled to a will save. A successful save reduces the fire damage by half and negates the ability damage for that round, but does not end the effect.

Primal Nature
Result Power
1 Greater Bestow Curse
2 Deadfall
3 Unyielding Roots
4 Poison Fog
5 Clinging Acid
6 Impaling Roots

Greater Bestow Curse: The shaman can use greater bestow curse[3].

Deadfall: The shaman can use deadfall[3].

Unyielding Roots: The shaman can use unyielding roots[3].

Poison Fog: The shaman creates a billowing cloud of poison. This is equivalent to cloudkill except that the fog obscures sight and slows movement as solid fog, and moves at the shaman's direction rather than moving away from him (it still moves at 10ft per round). He can hold the fog stationary if he wishes.

Clinging Acid: The shaman launches a blast of acid at an enemy which damages and distracts them. This is a ranged touch attack out to medium range. The acid deals 1d4 damage per caster level for one round per three caster levels. Additionally, while effected by the acid the target must make a Concentration check to take any standard action, using the DC for being damaged while casting a spell.

Impaling Roots: Roots sprint from the ground, damaging and trapping the shaman's enemies. The roots attack a number of targets up to the shaman's caster level within medium range. Targets take 1d6 piercing damage per caster level and must make a reflex save to avoid being immobilized.

Primal Water
Result Power
1 Reaving Dispel
2 Mass Heal
3 Mass Drown
4 Frostfell
5 Blood to Water
6 Waterspout

Reaving Dispel: The shaman can use reaving dispel[3].

Mass Heal: The shaman can use mass heal.

Mass Drown: The shaman can use mass drown[3].

Frostfell: The shaman can use frostfell[6].

Blood to Water: The shaman can use blood to water[3].

Waterspout: The shaman can use waterspout[3].


References[edit]



Back to Main Page3.5e HomebrewClassesBase Classes

Allowed AlignmentsLawful Good +, Lawful Neutral +, Lawful Evil +, Neutral Good +, Neutral +, Neutral Evil +, Chaotic Good +, Chaotic Neutral + and Chaotic Evil +
Article BalanceVery High +
Base Attack Bonus ProgressionPoor +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length20 +
Minimum Level1 +
RatingUnrated +
Reflex Save ProgressionPoor +
SkillConcentration +, Craft +, Diplomacy +, Handle Animal +, Heal +, Intimidate +, Knowledge +, Listen +, Profession +, Ride +, Sense Motive +, Spellcraft +, Spot +, Survival + and Swim +
Skill Points4 +
SummaryA channeler of spirits +
TitleShaman, NW +
Will Save ProgressionGood +