Shaman (druid sub-class)

Post/Author/DateTimePost
#1

mellored

May 13, 2015 8:59:10

 

2: Primal Spirit: You can use a bonus action to expend a use of your wild shape to summon a spirit adjacent to you.  You can cast spells as if you where in your spirits space.  You must spend an action to make your spirit act, or reaction to make an oppertunity attack.  When you move, your spirit can move with you.  It cannot be more then 10' per druid level away from you and within line of sight or it disapears.

 

Spirit:  The spirit is in the shape of a beast that reflects your personality.

Size: Small

Speed: 30'  (30' swim at level 4, 30' fly at level 8).

Resistance: All except force.

Immunities: All stats effects.

HP 2x your druid level

AC 15

Stats: 1/2 your druid level (-4 to 0).

Attack: Spirit Strike: Target within 5' makes a Dexterity saving throw.  If it fails it takes psychic damage equal to your druid level.

 

6: Spirit Strength: Choose an ability score.  Your spirit ability score is equal to your druid level.  It gains training in 1 skill.

 

10: Spirit Sight: You can use a bonus action to see, hear, and talk as if you where in your spirits space until the end of your next turn.  You are blind and deaf while under this effect.

 

14: Unbound Spirit: Your spirit no longer needs to be within line of sight.  It's range increases to 20* your druid level, and it's speed is increased by 10'.

 

 

Extra spells:

1: Thunder wave, earth tremmors

2: prayer of healing, warding wind

3: spirit guadian, crusader's mantle

4: aura of life, aura of purity

5: contagion, circle of power

#2

mellored

May 13, 2015 9:03:35

Thoughts?

#3

HermanTheWize

May 13, 2015 9:21:57

What bonus spells are you goning to give to this subclass?

 

Are the spirit shapes limited to ground creatures, or can they be flying? Edit: I see your fly and swim speed part now. No need to answer this.

 

A cool ability could be that for something like, 1 minute once per long rest, you empower your spirit guide. Not sure exactly what that would mean.

 

Edit: Or another cool ability could be you bond with your spirit guide for 1 minute.

#4

mellored

May 13, 2015 9:23:40

HermanTheWize wrote:
(Reply to #4)

HermanTheWize

mellored wrote:
#6

mellored

May 13, 2015 9:25:39

HermanTheWize wrote:
(Reply to #6)

HermanTheWize

mellored wrote:
#8

HermanTheWize

May 13, 2015 10:03:30

P.S. I need more help with my Scorcerer elemental origin.

 

And I think someone should start a thread that links to all the nice hombrew Classes / Sub-Classes

#9

Mechatarrasque

May 13, 2015 11:08:44

I like it.  I think I would use the resistances/immunities/pass through space rules of a ghost.

 

For the empowered idea, I would say, at 6th level or higher, you can use a 3rd level spell slot to transform your spirit guide as spirit guardian (as though a cleric cast the spell of that name), doing the same damage, but reverting back to normal after doing 3 times your druid level in damage.

#10

BenignFacist

May 13, 2015 14:55:26

It's an interesting take on shamanism, a topic I've been fascinated in for a fair few years. The quality of the ruleset will be, as always, born out through testing. Thematically it seems sound, for a certain stereotype of a certain type of shamistic practice*.

 

We encountered a similar design consideration when we started our new campaign setting. Originally we were fussing over awarding certain powers and developing new thematically appropriate bonus spells, in a bid to add a 'shamanistic' quality but opted for the simpler, smoother option of simply re-fluffing/theming the existing druid class. 

 

We've been using the Druid class as the base, for mechanical purposes, and simply re-fluffing many of the spell to include 'spirit' special effects. Spells such as 'Summon Fey' and 'Conjure Woodland Beings' and of course, 'Conjure Elemental' each has its own spirit-themed effects tied to it.

 

Recently I've personally decided to incorporate OnionDruids's excellent suggestion of connecting the bonus spell list with the terrain in which the shaman (druid) finds themselves/has recently spent some time.

 

This, combined with the addition of Animist Shaman background from En World http://www.enworld.org/forum/5ebackgrounds/showentry.php?e=48, has - so far - fulfilled our shamanistic needs!

 

*Of course, it must be a given that 'Shaman' is as inappropriate/inaccurate term as 'Celt' and even 'Druid', at least as portrayed in much of popular culture. In that, each is a term of reference, a character if you will, one that attempts to summaries a diverse and electric set of peoples through the use of Westernised terminology, to placed within certain models, for the sake of convenience. As a little research reveals, such terms are far less defined than popular culture would have us believe.

 

#11

arnwolf666

May 14, 2015 14:28:51

I have this very different take on Shamans.  I see them as very much dealing with necromancy, the underworld, and ancestral spirits.  They have a stronger interest in Incorporeal spirits than zombies.  But I could see them raising an army of their ancestors to fight for their community.  As well as spiritual journey to the underworld to consult their ancestors.  I can also see the nature aspect and bargaining with elementals, genies, and the faerie, but not in the same way as a warlock.  They negotiate with spirits and control spirits, they serve their people not an otherworldly entity.

(Reply to #11)

Marandahir

arnwolf666 wrote:
(Reply to #12)

arnwolf666

Marandahir wrote:
#14

mellored

May 15, 2015 5:15:39

This is based on the 4e shaman.    I agree it's not neccicaraly the best name, but that's what it was called.

 

 

The 4e shaman had a spriit...

 

"You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
"The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack."[PH2:120]

(Reply to #14)

HermanTheWize

mellored wrote:
#16

mellored

May 15, 2015 8:18:39

How about...

 

Extra spells:

1: Thunder wave, earth tremmors

2: prayer of healing, warding wind

3: spirit guadian, crusader's mantle

4: aura of life, aura of purity

5: contagion, circle of power

 

 

There arn't that many "close burst" spells...

#17

texassnowman

May 15, 2015 8:39:50

I actually really like the way that Mellored has done his Shaman (replacing wildshape seems to work) and I think it has a lot of merit. The thing that I've been working with my DM on has been using the Bladelock, but having my pact weapon be in the shape of a cat/dog/whatever. RP was pretty entertaining: I devoted myself to the great old one and asked for a mighty weapon in return...I expected a greatsword but wound up with a kitten. Had to raise it for a few years before it became actually usable (getting my ass kicked in the process), but that time developed us into an amazing fighting force. Now I can summon him to my side (we use the base stats for the panther) using an action. Then he acts on his own unless I make him do something (somewhat like the familiar from pact of the chain).

 

Just some food for thought, obviously not by the book, but it's another idea for those who are looking for a shaman idea.

Shaman.pdf

CypherSeven

May 15, 2015 13:09:08

I know someone already made a half decent shaman. I dont know if you want to actually use it or read it and take ideas but whatever here it is.Shaman.pdf

(Reply to #8)

Marandahir

HermanTheWize wrote: