SHAMAN

Realizing that all creatures are one with nature on a fundamental level Shamans are able to wield the forces of the collective mind and nature itself in strange ways. Shaman are able to enter crazed trance like states at will in order to tap into the forces of nature to heel and cast spells. In addition to spells, they can and assume animal forms and abilities through shapeshifting.

Your character is an eccentric outsider. When your eye's roll back people get freaked out.

Spell casting and shapeshifting require your ego be left behind. You're eyes roll back. Certain movements and noises are involuntary.

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

Starting Proficiencies
You are proficient with the following items, in addition to any proficiencies provided by your race or Background.

Armor: Light armor, medium armor, shields (shamans will not wear armor or use shields made of machined metal)
Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Starting Equipment
You start with the following items, plus anything provided by your background.

• (a) a shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armor, an explorer's pack, and a shamanic focus
LevelProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th
1st+2Spellcasting, Lay on Hands22
2nd+2Wild Shape CR 123
3rd+2Natural Explorer242
4th+2Ability Score Improvement343
5th+3Land's Stride3432
6th+3Wild Shape CR 23433
7th+3Immunity34331
8th+3Ability Score Improvement34332
9th+4Aura of Protection343331
10th+4Hide in Plain Sight443332
11th+4Wild Shape CR 34433321
12th+4Ability Score Improvement4433321
Spellcasting
Drawing on the divine essence of nature itself, you can cast Spells to shape that essence to your will. In order

Cantrips
At 1st level, you know two Cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the shaman table.

Preparing and Casting Spells
The shaman 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 the shaman spell list. When you do so, choose a number of shaman 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.

For example, if you are a 3rd-level shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level ar 2nd-level slot. 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 prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability
Wisdom is your Spellcasting ability for your shaman spells, since your magic draws upon your devotion and Attunement to Nature. 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
You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus
You can use a shamanic focus (see "Equipment") as a spellcasting focus for your shaman spells.

Lay on Hands
Your touch can heal wounds. You can restore a total number of hit points equal to your shaman level × 5 between each long rest.

As an action, you can enter a trance while touching a creature and channel the healing forces of nature into their wounds.  restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.

This feature has no effect on undead and constructs.

Wild Shape
Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or Long Rest.

Your shaman level determines the Beasts you can transform into, as shown in the beast shapes table. At 2nd level, for example, you can transform into any beast that has a Challenge rating of 1/4 or lower that doesn't have a flying or swimming speed.
LevelMax CRLimitationsExample
2nd1No flying or swimming speedBear
6th2No flying speedShark
11th3Pterodactyl
You can stay in a beast shape for a number of hours equal to half your shaman level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 Hit Points, or die.

While you are transformed, the following rules apply:
  • Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. 
  • When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked unconscious.
  • You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking Actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as Darkvision, unless your new form also has that sense. 
  • You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
Natural Explorer 
Starting at 3rd level, Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underjak. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.
  • While traveling for an hour or more in your favored terrain, you gain the following benefits: 
  • Difficult terrain doesn’t slow your group’s travel. 
  • Your group can’t become lost except by magical means. 
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger. 
  • If you are traveling alone, you can move stealthily at a normal pace. 
  • When you forage, you find twice as much food as you normally would. 
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. 
You choose additional favored terrain types at 6th and 10th level.

Ability Score Improvement
When you reach 4th level, and again at 8th, and 12th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Land’s Stride
Starting at 5th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Immunity
By 7th level, your attuned with nature on a cellular level making you immune to disease.

Aura of Protection
Starting at 9th level, your inner calm is such that whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Wisdom modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Hide in Plain Sight 
Starting at 10th level, you can spend 1 minute attuning your very being to the environment so much as to be unnoticeable to creatures.

By pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +8 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

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