Shaman, WoW Variant (5e Class)

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Shamans understand and can connect with the Elemental energies of our world, focusing this energy through both totems, and weapons/spells with impressive results.


Creating a shaman


Quick Build

Shaman will go into two different builds that you will choose at level one. Elemental shaman will focus on wisdom for casting spells, while con will be a good secound choice. Enhancement will focus on melee attacks and use strength

Class Features

As a you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light Armor, medium Armor
Weapons: Simple weapons, martial weapons
Tools: Herbalism kit
Saving Throws: Wisdom, Strength
Skills: Choose 3 from Animal Handling, Athletics, Nature, Insight, Medicine, Perception, Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A warhammer or (b) Any simple melee weapon
  • (a) Scale Mail or (b) studded leather armor
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • (a) a battle axe or (b) a shield

Table: The

LevelProficiency
Bonus
FeaturesCantrips—Spell Slots per Spell Level—
1st2nd3rd4th5th
1st+2Choose Shaman Archetype, Summon totem0
2nd+2Spellcasting02
3rd+2Summon totem03
4th+2Ability Score Improvement13
5th+3Upgraded totems142
6th+3Ghost wolf142
7th+3Summon totem243
8th+3Ability Score Improvement, Totemic Projection243
9th+4Upgraded totems2432
10th+4Greater Totem3432
11th+43433
12th+4Ability Score Improvement3433
13th+534331
14th+534331
15th+5Upgraded totems44332
16th+5Ability Score Improvement44332
17th+6443331
18th+6443331
19th+6Ability Score Improvement443332
20th+6443332

Choose Archetype:

Choose between Elemental or Enchancement

Summon totem

You can bind elemental energies to totems that you carry and activate. You can only have one totem per element active at a time. They have an AC equal to Shaman's Spell Save DC, 5 HP and can be placed within 40ft of the Shaman, and their abilitys have a 30ft radius. The ammount of totems you may have active increase by 1 at level 3rd, 7th and 11th level.

Basic Fire totem: Increase the damage for allied members with ranged and meele attack with 1 if they are in range of the totem

Basic Earth Totem: Increase AC by 1 for all allied member if they are in range of the totem

Basic Water Totem: At the beginning of your turn heal allied members for 1d4 if they are in range of the totem

Basic Wind Totem: Increase the chance for allied members to hit with ranged and melee attack by 1 if they are in range of the totem

Ability Score Increase

When you reach 4th level, and again at 8th, 12th, 16th and 19th 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.

Ghost wolf

At 6th level you learn to transform your body into that of a wolf. As an action, you transform, moving at twice your base speed and gaining advantage on movement impairing effects. While in this form your body becomes transparent, but you are still visible and vulnerable to attack, you gain advantage on stealth checks . While you are in this form you cannot attack and only gain the bonuses stated here. You revert back to your normal form if you fall unconscious, or as an action.

Greater Totem

At level 10 you gain the ability to summon a greater totem, while the a greater totem is active you can not summon a regular totem of the same school. You can only have 1 greater totem active at a time. They have an AC equal to Shaman's Spell Save DC, 30 HP and can be placed within 40ft of the Shaman, and their abilitys have a 50ft radius

Greater Fire Totem: The chance to critical strike is increased by 1 if they are in range of the totem. If the chance to critical strike with your weapon or spell is 20, it will now be 19 etc.

Greater Earth Totem: Reduce the damage allied members take by 10 for each hit if they are within the range of the totem

Greater Water Totem: At the end of your turn as long as the totem is active, heal all injured allies withing the range of the totem for 30% of all damage done by the shaman on this round

Greater Wind Totem: Each successful Melee or Ranged attack have a 40% chance to trigger an additional attack if they are in range of the totem, each spell have a 30% chance to trigger a second cast of the same spell on the same target

Upgrade totem

The value gained from each basic totem is increaded by 1

Elemental

Attuned with the elements

At level one after choosing Elemental as your class Archetype you gain access to Attuned with the elements, you gain access to two more spell slots. This is increased to 3 at level 5 and 4 at level 7

All that power

At level 3 you gain access to All that power, your damaging spells deal an Extra Damage die.

Expanded Spell list
Shaman Level Spell
Cantrip Flame shock
3rd Lava burst
5th Augury
9th Clairvoyance
13th Reincarnation
17th Scrying
Elemental shaman spesific spells

Flame shock: Ranged attack, deals 1d4 damage, burning the target for 4 extra rounds

Lava Burst: Deals 9d6 damage to target, if target is affected by Flame shock lavaburst automatically crit and transfers Flame shock to an additional enemy within 10ft

Reincarnation: At 13th level, when you die you can choose to resurrect yourself when your next turn would normally be. You return with half of your original hit points. Once you use this feature, you must wait a day before you can use it again. If you have no more spell slots from level 3 or above when you die, you can not use Reincarnation

Enhancement

Expanded Spell list
Shaman Level Spell
Cantrip Flametounge weapon
3rd Windfury
5th Summon spirit wolves
9th Bloodlust
13th Reincarnation
17th Scrying
Two weapon fighting

After choosing Enhancement as your class Archetype, you gain access to the feat two weapon fighting

<!-Class Feature->

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Spell List

You know all of the spells on the basic spell list and additional spells based on your subclass.

Cantrips

Control Flames, Create Bonfire , Fire Bolt, Frostbite, Gust, Mold Earth, Produce Flame, Ray of Frost, Shape Water, Shocking Grasp, Thunderclap

1st Level

Animal Friendship, Burning Hands, Comprehend Languages, Cure Wounds, Speak with Animals, Detect Magic, Entangle, Thunderwave, Feather Fall, Fog Cloud

2nd Level

Continual Flame, Flaming Sphere, Flame Blade, Gust of Wind, Heat Metal, Maximilian’s Earthen Grasp, Misty Step, Pyrotechnics, Shatter, Skywrite, Snilloc’s Snowball Swarm, Warding Wind

3rd Level

Call Lightning, Elemental Weapon, Erupting Earth, Fireball, Gaseous Form, Lightning Bolt, Meld Into Stone, Sleet Storm, Tidal Wave, Water Breathing, Wall of Sand, Wall of Water, Water Walk, Wind Wall

4th Level

Conjure Minor Elementals, Control Water, Elemental Bane, Fire Shield, Ice Storm, Stone Shape, Stone Skin, Storm Sphere, Wall of Fire, Watery Sphere (EE)

5th Level

Cone of Cold, Conjure Elemental, Control Wind, Flame strike, Immolation, Maelstrom, Passwall, Transmute Rock, Wall of Stone

Multiclassing


Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:



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