Shaman
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Special Abilities
Totemic Weapon
You may bind a totemic spirit to your weapon or shield. It is a free action to bind a spirit into one or both held weapons and shields, replacing any currently bound spirits.
Weapon Effects
- Firebrand: You bind a spirit of Flame to your weapon. The weapon emanates heat, and flames lick along its edge. Gain your proficiency bonus as bonus fire damage to each attack, plus same ongoing for 3 rounds.
- Frostbrand: You bind a spirit of Frost to your weapon. The weapon is colder than the heart of a glacier, and is sheathed in fog and frost. Each attack gains your proficiency bonus as bonus frost damage, plus imposes a -1 to target's movement for 2 rounds (stacks and refreshes).
- Earthen Brand: You bind a spirit of Earth to your weapon. The weapon is exceptionally weighty, and its edge becomes far harder than mere steel. Each attack gains your proficiency bonus to damage, and ignores the same amount of AC bonus from armor or natural armor.
- Storm Brand: You bind a spirit of Air to your weapon. It crackles with electricity and hums with galvanic potential. Each attack gains your proficiency bonus as bonus lightning damage, plus a percent chance equal to your proficiency bonus times 5 that, on a successful attack, you immediately gain a second attack with the same weapon.
Greater effects (higher level?):
- Fire = +hpow
- Frost = -move
- etc
Shield Effects
- Earth Shield: You bind a spirit of Earth to your shield. Each time you are struck for damage, you are immediately healed for 1d6 + proficiency bonus, max once/rd.
- Other shields, etc...
Totemic Spirit
At will, as a bonus action, you may place a totemic spirit within short range, replacing any that was already active. The spirit cannot move from that position, but can act in other ways.
- Fire Totem: A dancing flame spirit appears, hurling fire at your enemies, and imbuing your allies with raw strength. Rules TBD...
- ...
Spiritwalking
As a concentration action, you may separate your spirit from your body. Your spirit enters the Ethereal Plane while your body remains in the mortal world. You may use this ability to explore the spirit world, traveling much faster there than you could easily do in the mortal realm. You might also use it to commune with spiritual beings, or even do battle in the spirit realm.
In spirit form, you cannot affect the mortal world, nor can anyone see you without the magical ability to see ethereal creatures. You can see the mortal world, however, and some magical effects from the mortal world might affect you.
If you die, or enter the "dying" state, your spirit automatically separates from your body. You are free to use your magic to resurrect or heal your own body, or to possess another body that lacks a spirit. The shock of this automatic separation is not easy to endure; when it occurs, you cannot use the ability again for 6 hours. Were you to die twice within 6 hours, your second death would weaken your spirit, as normal for a mortal, and you would lack the strength to raise yourself or travel freely in the spirit world.
At 20th level and beyond, when in spirit form, you may choose to manifest as a ghostly, incorporeal being. This allows you to affect the mortal world. It also makes you more powerful than your foes can possibly imagine.
Spells
You are able to cast spells.
- Spell List
- The list of spells you can potentially learn is given below in the Shaman Spell List.
- Spell Knowledge
- You know all spells on the Shaman Spell List.
- Spell Preparation
- You must prepare spells in order to cast them (except for rituals). Preparing spells is an action requiring TBD. To change your prepared spells, you must first take a long rest.
- Max spells prepared: 1 per Shaman level + Wisdom bonus
- Spell Slots
- Standard full-caster allocation. See 5e SRD.
Shaman Spell List
Schools:
- Earth
- Fire
- Water
- Air
- Spirit
Shaman Cantrips
- Special
- Shock: Single action, medium range; choose one of the following:
- Earth Shock: 1d8 physical damage plus knockdown (Str save negates).
- Flame Shock: 1d8 fire damage plus half ongoing for 3 rds.
- Frost Shock: 1d8 frost damage plus 50% movement penalty for 1 rd.
- Wind Shock: 1d8 thunder damage plus slide 3.
- Air
- Earth
- Fire
- Spirit
- Water
1st-level Shaman Spells
- Air
- Jump: See SRD.
- Stormstrike: Melee augment; adds 1d10 lightning damage plus stun 1 rd (Con save negates).
- Thunderwave: See SRD.
- Earth
- Earth Bind: Bonus action, medium range; subject's movement speed is halved for 5 rounds. Flying creatures must land immediately.
- Rock Crusher: Melee augment; inflicts bonus damage equal to the AC bonus target is gaining from armor or natural armor, and reduces target's AC bonus from armor by half that amount (max -5) for 3 rounds.
- Stomp: Single action, close burst 2; enemies suffer 1d8 physical damage and are knocked prone (Str save negates knockdown).
- Fire
- Lava Lash: Melee augment; adds 1d8 fire damage, plus same ongoing for 3 rounds. Higher spell slot = more dice, natch.
- Spirit
- Water
- Glacial Blow: Melee augment; adds 1d8 frost damage, plus 50% movement penalty (Con save ends, max 3 rds). While the penalty is in place, allies critically hit the target on a roll of 18 or higher.
- Healing Wave: Single action, medium range; allies are healed for 1d8+Wis.
- Water Walking: Bonus, self, concentration; you can walk on water as if it were solid, stable earth. Surf and stormy water require Acrobatics checks to stay upright and move (rules TBD).
2nd-level Shaman Spells
- Air
- Gust of Wind: See SRD.
- Thunderclap: Single action, close burst 1; enemies suffer 2d8 lightning damage plus push 5 plus knockdown (Str save negates knockdown).
- Wind Wield: Bonus action; your melee attacks gain a range of 60 ft for 3 rounds, as currents of air carry your melee weapons to their targets and return them to you unerringly.
- Earth
- Fire
- Spirit
- Water