User:Rlyehable/Shaman (5e Prestige Class)

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Author: Rlyehable (talk)
Date Created: 2017.02.16
Status: 1st Draft
Editing: Clarity edits only please
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Shaman[edit]

Shaman are spellcasters that tap into the primal power of the spirit world. They often contact both spirit animals and ancestral spirits.

Epiphany[edit]

At some point during your druid, ranger or paladin adventurer's career, you realized that there was more than the natural world. You had a glimpse into the spiritual world. This changed your world-view and you began to perceive the spirits everywhere. You thought you were going crazy until a kindly spirit (animal spirit or ancestral spirit) showed you the way to harness this new-found awareness.

Quest[edit]

This kindly spirit sent (or will send you) on a quest to find a high-level shaman. Once found the shaman introduced (or will introduce) you to the the traditions, and methods of progressing in your journey as a shaman. Until you complete this quest, you cannot progress beyond a 1st level shaman.

Class Features[edit]

As a Shaman, you gain the following class features.

Hit Points[edit]

Hit Dice: 1d8 per Shaman level
Hit Points at 1st Level: 8 + your Wisdom modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Wisdom modifier per Shaman level after first

Proficiencies[edit]

Armor: None
Weapons: None
Tools: Medicine Kit, Shaman Focus
Saving Throws: None
Skills: Choose One from Arcana, Nature, Perception, Religion, Survival.

Equipment[edit]

You start with the following equipment, in addition to the equipment granted by your background: None

Prerequisites


The Shaman

Shaman
Level
Features Cantrips
Known
Spells
Known
1st Spirit Armor, Talk with Spirits, Spellcasting 2 2
2nd Whispers of Danger 3 4
3rd Spiritsense, Turn Spirit 4 4
4th Ability Score Improvement 5 5
5th Turn Spirits 5 6
6th Spiritsense feature 5 7
7th Summon Manitou 5 8
8th Ability Score Improvement 5 9
9th Spiritsense feature 6 10
10th Talk with Spirits feature 6 10
11th 6 11
12th Ability Score Improvement 6 11
13th 6 12
14th 6 12
15th 6 13
16th Ability Score Improvement 6 13
17th 6 14
18th 6 14
19th Ability Score Improvement 6 15
20th 6 15

Spirit Armor[edit]

If wearing padded armor, leather armor, hide armor, or no armor, and not wielding a metal shield, you may add your Wisdom modifier to your armor class.

Talk with Spirits[edit]

You may spend an action to consult the spirits (animal or ancestral) of the area. The shaman may ask one question of the spirits. The response, which only the shaman can hear, are usually brief and cryptic. The answers are usually truthful, but can be misleading. The spirits are not always friendly to the shaman and the shaman may use a bonus action to make a Persuasion or Sense Motive check in conjunction with consulting the spirits.

The shaman may continue asking questions of the spirits on his subsequent turns by spending his action{s} to do so. This requires concentration (as in spellcasting), and no more that five questions total may be made of the spirits. If the shaman's concentration is broken, instead of voluntarily stopping, it is as if the shaman had asked 5 questions.

Once five questions have been asked, the shaman may not use this feature again until finishing a long rest. At 10th shaman level and above, the shaman may use this feature after finishing a short rest instead of a long rest.

Spellcasting[edit]

Drawing on the spirits of nature and ancestors, you can cast spells.

Shaman Spell List[edit]

The shaman spell list contains all the spells from the Druid, Paladin, Ranger and Sorcerer spell lists.

Cantrips[edit]

You know two cantrips of your choice from the shaman spell list. You learn one additional cantrip of your choice at 6th, 9th, 13th, and 17th shaman level.

Preparing and Casting Spells[edit]

The Multiclassing Spellcaster Table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of shaman spells that are available for you to cast, choosing from any spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots. Casting the spell doesn’t remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability[edit]

Wisdom is your spellcasting ability for your shaman spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting[edit]

You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus[edit]

You can use a shaman focus as a spellcasting focus for your shaman spells. A shaman focus is usually a fetish composed of fur, feathers, bones, and other odds and ends. This fetish is often attached to the end of a staff or rod, or in the form of a necklace.

Whispers of Danger[edit]

Beginning at 2nd level shaman, the spirits warn you of danger. You may gain advantage on any saving throw you need to make. You may do this a number of times equal to your proficiency bonus, and then this feature is exhausted. Once exhausted, you may not use this feature again until you finish a long rest.

Spiritsense[edit]

Beginning at 3rd level shaman, your perception of spirits is such that you see up to 60 feet, regardless of the light in the area. You can also "see" invisible, ethereal, and astral creatures in that range (including creatures that are in the border-regions of the ethereal and astral planes).

At 6th level shaman and above, you gain advantage on Perception and Investigation checks to see through illusions and disguises.

Starting at 9th level shaman, you gain Truesight to a range of 120 feet.

Turn Spirit[edit]

Beginning at 3rd level shaman, you can command unfriendly spirits to flee. Each unfriendly spirit1 that you can perceive (see spiritsense) that is within 60 feet of you must make a Wisdom saving throw. If it fails, it is Turned for 1 minute or until it takes damage. Once used, the shaman may not use this feature again until he takes a short or long rest.

While turned, it must use it movement trying to move away from you. The only action it may use is to dash or disengage (continuing to move away from you). If it is unable to move away from you it may use the dodge action.

1 Unfriendly spirits includes any undead and creatures not native to the Material Plane (fiends, celestials, elementals, etc.). If the shaman is not on the Material Plane, he cannot turn creatures native to that plane.

Summon Manitou[edit]

Beginning at 7th level, as an action the Shaman can summon a number manitou (spirit animals or ancestral spirits). The amount of the manitou's combined challenge rating can be no more than that of 1/2 of the shaman level (round down). I.e. a 7th level shaman can summon CR 3 worth of manitou, CR 4 at 8th. The shaman may choose to summon less than this amount of manitou, to summon additional spirits later. The Shaman man not summon CR 0 creatures. Each of these spirits appear in an unoccupied space within 30 feet of the shaman. Once all the CR of spirits has been summoned, the shaman cannot summon additional manitou until after a long rest

Manitou are spirit forms of beasts (including swarms), plants, or humanoids (including NPCs) of the Shawman's racial heritage. Such spirits are insubstantial, being able to move through other creatures or objects, but not end their turn there; and are resistant to bludgeoning, piercing and slashing damage from nonmagical weapons. They have a minimum intelligence and wisdom of 8 and can communicate with the shaman telepathically if within 60 feet. Their attacks are considered magical for overcoming resistane and immunity. Otherwise, they use the statistics of the beast or humanoid form they take (ability scores, hit points, traits, actions, etc.).

Once summoned, the manitou have their own initiative and actions. They instinctively work to the benefit of the shaman. The GM may control these spirits or allow the player to control them. The manitou manifest for a number of turnss equal to the Shaman level. This can be done as a ritual taking 10 minutes, allowing the manitou to manifest for a number of minutes equal to the Shaman level. Alternatively, the ritual can summon manitou at double their CR cost, allowing them to manifest for 24 hours.

Shaman Spells[edit]

Spells for the Shaman class

Cantrips
(0 Level)
1st Level 2nd Level 3rd Level 4th Level

Chill Touch
Dancing Lights
Guidance
Hand of Radiance[1]
Infestation Mending
Minor Illusion
Poison Spray
Prestidigitaion
Produce Flame
Resistance
Spare the Dying
True Strike

Animal Friendship
Charm Person
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Entangle
Faerie Fire
False Life
Fog Cloud
Goodberry
Healing Word
Jump
Longstrider
Protection from Evil and Good
Purify Food and Drink
Speak with Animals
Snare[1]
Sudden Awakening[1]
Thunderwave
Unseen Servant
Zephyr Strike[1]

Alter Self
Animal Messenger
Augury
Darkvision
Enhance Ability
Enthrall
Find Traps
Gentle Repose
Gust of Wind
Heat Metal
Hold Person
Invisibility (spell)
Lesser Restoration
Lesser Restoration
Locate Animals or Plants
Locate Object
Magic Weapon (spell)
Nystul's Magic Aura
Pass without Trace
Phantasmal Force
Protection from Poison
Spike Growth
Spiritual Weapon
Suggestion
Warding Wind
Zone of Truth

Animate Dead
Bestow Curse
Call Lightning
Conjure Animals
Counterspell
Create Food and Water
Daylight
Dispel Magic
Feign Death
Glyph of Warding
Mass Healing Word
Meld into Stone
Nondetection
Phantom Steed
Plant Growth
Protection from Energy
Remove Curse
Revivify
Sleet Storm
Speak with Dead
Speak with Plants
Spirit Guardians
Vampiric Touch<brj /> Water Breathing
Water Walk
Wind Wall

Banishment
Blight
Confusion
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Death Ward
Dominate Beast
Freedom of Movement
Giant Insect
Guardian of Faith
Hallucinatory Terrain
Locate Creature
Mordenkainen's Faithful Hound
Polymorph
Stone Shape
Wall of Fire

5th Level 6th Level 7th Level 8th Level 9th Level

Animate Object
Antilife Shell
Awaken
Commune with Nature
Conjure Elemental
Contagion
Dream
Geas
Greater Restoration
Insect Plague
Legend Lore
Mass Cure Wounds
Planar Binding
Raise Dead
Reincarnate[2]
Scrying
Wall of Stone

Circle of Death
Conjure Fey
Create Undead
Find the Path
Globe of Invulnerability
Guards and Wards
Heal
Heroes’ Feast
Move Earth
Wall of Thorns
Wind Walk

Etherealness
Finger of Death
Fire Storm
Mirage Arcane
Reincarnation
Regenerate
Resurrection
Reverse Gravity

Animal Shapes
Antimagic Field
Antipathy/Sympathy
Control Weather
Dominate Monster
Feeblemind
Trap the Soul

Astral Projection
Foresight
Mass Heal
Power Word Heal
Shapechange
True Polymorph
True Resurrection
Wish

Notes[edit]



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