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View Full Version : D&D 3.x Class The Shaman (3.5e Base Class, P.E.A.C.H.)



Lhurgyof
2015-01-02, 01:21 PM
The Shaman

Conduits of the elementas, shamans are granted divine powers by the forces of nature. Their powers are gifts from the primal planes they channel."

Alignment: Any

Starting Age: Moderate

Starting Gold: 6d4 x 10gp.





Saves

Spells Per Day


Level
BAB
Fort
Ref
Will
Special
Totems Known
0
1st
2nd
3rd
4th
5th
6th


1st
+0
+2
+0
+2
Craft Totems, Nature's Embrace, Nature's Blessing, Spells
2
2
—
—
—
—
—
—


2nd
+1
+3
+0
+3
—
2
3
0
—
—
—
—
—


3rd
+2
+3
+1
+3
—
2
3
1
—
—
—
—
—


4th
+3
+4
+1
+4
Nature's Blessing
2
3
2
0
—
—
—
—


5th
+3
+4
+1
+4
Ascendance (1/day)
3
3
3
1
—
—
—
—


6th
+4
+5
+2
+5
—
3
3
3
2
—
—
—
—


7th
+5
+5
+2
+5
—
3
3
3
2
0
—
—
—


8th
+6/+1
+6
+2
+6
Nature's Blessing, Specialized Totems
4
3
3
3
1
—
—
—


9th
+6/+1
+6
+3
+6
—
4
3
3
3
2
—
—
—


10th
+7/+2
+7
+3
+7
Ascendance (Improved, 2/day)
4
3
3
3
2
0
—
—


11th
+8/+3
+7
+3
+7
—
4
3
3
3
3
1
—
—


12th
+9/+4
+8
+4
+8
Nature's Blessing
5
3
3
3
3
2
—
—


13th
+9/+4
+8
+4
+8
—
5
3
3
3
3
2
0
—


14th
+10/+5
+9
+4
+9
—
5
4
3
3
3
3
1
—


15th
+11/+6/+1
+9
+5
+9
Ascendance (3/day)
6
4
4
3
3
3
2
—


16th
+12/+7/+2
+10
+5
+10
Nature's Blessing
6
4
4
4
3
3
2
0


17th
+12/+7/+2
+10
+5
+10
—
6
4
4
4
4
3
3
1


18th
+13/+8/+3
+11
+6
+11
—
7
4
4
4
4
4
3
2


19th
+14/+9/+4
+11
+6
+11
—
7
4
4
4
4
4
4
3


20th
+15/+10/+5
+12
+6
+12
Ascendance (True, 4/day), Nature's Blessing
7
4
4
4
4
4
4
4



Class Skills (4+ Int modifier, x4 at first level): Concentration, Climb, Craft, Handle Animal, Intimidate, Jump, Knowledge (Nature), Knowledge (Planes), Listen, Profession, Ride, Sense Motive, Spellcraft, Spot, Survival, Swim.

Weapon and Armor Profieciency: A Shaman is proficient with all simple and martial weapons. A Shaman is proficient in light and medium armor and with shields (except tower shields).

Spells: A Shaman casts divine spells drawn from the Shaman spell list. Unlike most divine spellcasters, however, their spellcasting is spontaneous, like that of a sorcerer. A Shaman need not prepare her spells each day, they simply know them. To cast or learn a spell, a shaman must have a Wisdom score of at least 10 + the spell level. Modifying a spell using a metamagic feat is more difficult for a Shaman than a Druid however, and any spell modified by a metamagic feat (except for quicken spell) requires a full-round action to cast. The Difficulty Class of a saving throw made against a Shaman spell is equal to 10 + Spell Level + the Shaman's Wisdom modifier.

The number of spell slots a Shaman has is determined by their level. A Shaman may also have bonus spell slots for having a high Wisdom score. The Shaman's selection of spells is however more limited than a druid. A shaman begins play knowing four 0-level spells of their choice. At most new shaman levels, the shaman gains one or more spells as indicated on the table below:


Spells Known


Level
0
1
2
3
4
5
6



1st
4
-
-
-
-
-
-



2nd
5
2*
-
-
-
-
-



3rd
6
3
-
-
-
-
-



4th
6
3
2*
-
-
-
-



5th
6
4
3
-
-
-
-



6th
6
4
3
-
-
-
-



7th
6
4
4
2*
-
-
-



8th
6
4
4
3
-
-
-



9th
6
4
4
3
-
-
-



10th
6
4
4
4
2*
-
-





11th
6
4
4
4
3
-
-



12th
6
4
4
4
3
-
-



13th
6
4
4
4
4
2*
-



14th
6
4
4
4
4
3
-



15th
6
4
4
4
4
3
-



16th
6
5
4
4
4
4
2*



17th
6
5
5
4
4
4
3




18th
6
5
5
5
4
4
3



19th
6
5
5
5
5
4
4



20th
6
5
5
5
5
5
4



*Provided the Shaman has a high enough Wisdom score to have a bonus spell of this level.

Nature's Embrace: At first level, a Shaman must select an embrace. This choice will give him certain bonuses and affect what class abilities he has access to at later levels. The four embraces are Elemental, Enhancement, Protection, and Restoration.


Elemental: Aligned with the element of fire, an Elemental Shaman calls upon the four elements to empower his spell-casting might. An Elemental Shaman deals additional damage equal to her wisdom modifier to all targets with any damage-dealing spells she casts. This bonus can only apply once per spell, so if a spell were to deal damage to the same enemy multiple times, the bonus damage only applies to the first instance of damage. An Elemental Shaman receives Elemental Focus as a bonus feat.

Enhancement: Aligned with the element of air, an Enhancement Shaman is a warrior imbued with the powers of nature. An Enhancement Shaman adds his wisdom modifier instead of his strength modifier on all melee attack rolls. An enhancement shaman receives Two-Weapon Fighting as a bonus feat, even if he does not meet the prerequisites.

Protection: Aligned with the element of earth, a Protection Shaman is a vigilant defender of the elements. A Protection Shaman has a natural armor bonus equal to his Wisdom modifier. A Protection Shaman gains Improved Toughness as a bonus feat, even if he does not meet the prerequisites.

Restoration: Aligned with the element of water, Restoration Shaman wishes to mend the wounded spirits of himself and his companions. Whenever a Restoration Shaman casts a conjuration (healing) spell, she may also heal an ally within 60 ft. (including herself) for an amount equal to half her class level (minimum 1). Whenever an ally benefits from a conjuration (healing) spell cast by a restoration shaman, they receive a divine bonus to AC equal to the shaman's Wisdom modifier. A Restoration Shaman casts Conjuration spells at +1 caster level.


Craft Totems: One of a Shaman's powers is her ability to craft magical totems. These totems serve as a conduit from the elemental planes from which they come. Crafting a totem costs 50 gold pieces for the exotic woods, feathers, and magical reagents. A Shaman must create her own totems, she may not use another Shaman's totems. She may, however, copy the design of a different Shaman. Each totem a Shaman creates is unique from the other totems she makes and usually reflects the element that it projects (for example, an air totem might use feathers and bird motifs). To create a new totem, a Shaman must spend a day to prepare the totem and in prayer. Once completed, a totem may remain wherever it is safe, and the shaman may call upon it at any time. Calling a totem is a standard action that draws an attack of opportunity. A called totem manifests adjacent to the shaman (if unable, the ability will fail). The shaman must have line of sight to the adjacent square, but not line of effect. A totem remains for one round per class level unless otherwise noted. If a shaman calls a second totem while one is active, the first totem is dismissed. Dismissing a totem is a free action. A totem has a hardness of 5 + half the Shaman's level and hit points equal to 10 + 2 for each class level. A totem's armor class is 12. A called totem that is dealt enough damage to destroy it is simply banished back to wherever it was summoned from, not destroyed. At any time, a Shaman may choose to replace a currently crafted totem with a new one. But if the physical form of a totem is destroyed, a Shaman must spend a day in prayer and meditation before they can prepare spells again. A shaman may only have one totem summoned at a time. Any ability a totem generates that requires a saving throw has a DC equal to 10 + half your shaman level + your wisdom modifier.

The following are totems that may be crafted by shaman:


Capacitor Totem (Air): This totem lasts for a total of three rounds, after which it emits a a harsh low-frequency sound that may stun a foe within 30 ft. One foe within 30 ft. is stunned for one round unless they succeed on a fortitude save.

Cloudburst Totem (Air): An large cloud similar to an Obscuring Mist spell is conjured into existence around the totem, filling a 10 ft. radius spread.

Earthbind Totem (Earth): Enemies within this totem feel the forces of gravity pressing down upon them, reducing their speed. If an enemy entering within 30 ft. of this totem its speed is reduced by half for one round.

Slipstream Totem (Water): A slick mud puddle spills from this totem creating an effect similar to a Grease spell in a 5 ft. radius spread. The shaman is allowed to move within the puddle without making balance checks or reflex saves. The puddle lasts for three rounds, plus one round for every five levels, after which the puddle dries. At tenth level the radius is increased to 10 ft.

Flametongue Totem (Fire): Allies within 30 ft. have their weapons blessed with the element of fire. They gain a +1 morale bonus on attack rolls and their weapon attacks deal an additional 1d6 points of fire damage. At tenth level the bonus increase to a +2 morale bonus on attack rolls and 2d6 additional fire damage. At twentieth level these bonuses increase again to a +3 morale bonus on attack rolls and 3d6 additional fire damage.

Healing Stream Totem (Water): This totem remains for two rounds per class level when summoned. At the beginning of each of your turns it heals an ally you designate within 30 ft. for 1d6 hit points. The amount healed is increased by 1d6 for every five class levels. After the totem's duration ends it vanishes and cannot be summoned for another hour.

Searing Totem (Fire): At the beginning of your turn, this totem fires a small jet of flame at a foe. The totem makes a ranged touch attack (bonus equal to half your class level plus your wisdom modifier). If it hits, it deals 1d4 points of fire damage per five class levels.

Tidal Totem (Water): This totem causes your enemies to be pushed to and fro by invisible waves of force. At the beginning of your turn, you may chose an enemy within 30 ft. of one of your totems and make a special bull rush attempt against them as a swift action. Treat the wave as a small creature and use your Wisdom modifier in place of your Strength modifier for this Bull Rush attempt. For every five levels you poses, treat the wave as one size category larger (medium at 5th level, large at 10th level, huge at 15th level, and finally gargantuan at 20th level).

Totem of Illumination (Fire): Enemies within 5 ft. are illuminated as a Faerie Fire spell unless they succeed on a will save. The radius increases by 5 ft. each round at the start of your turn until it reaches a radius of 30 ft. After which the totem vanishes.

Tremor Totem (Earth): This totem causes tremors within 30 ft., leaving behind rubble. In a 30 ft radius spread of the totem, the ground becomes rough terrain.

Resiliency Totem (Earth): Allies within 30 ft. of this totem gain a +1 sacred bonus on saving throws. This bonus increases by one for every five class levels.

Windrush Totem (Air): Allies that begin their turn within 30 ft. of the totem have their speed increased by 5 ft for one round. For every five class levels the speed bonus is increased by five feet.


Nature's Blessing: At first, fourth, eighth, twelfth, sixteenth, and twentieth level a Shaman is gifted with a new ability. These abilities are restricted by a Shaman's embrace and class level, though some universal ones exist. The following is a list of the different nature's blessing abilities:

Elemental

Expedition of Fire (Sp): You gain the Quicken Spell metamagic feat. Choose a third level or lower spell you know. Twice per day, you may cast the spell as though it were modified by Quicken Spell, without increasing its spell level. A Shaman must be at least sixteenth level to receive this blessing.
Planar Reach (Su): Your spells with a range other than touch or personal have their range extended by ten feet per spell level.
Molten Magic (Su): Your fire spells are imbued with magma, making them linger. You may cast a damage-dealing spell with the acid, earth, or fire descriptors using a spell slot one level higher. If you do, it deals half as much damage to the any creature or object damaged by the spell in the subsequent round. Unlike metamagic feats, modifying a spell in this manner does not increase the casting time.
Multi-Strike (Sp): You gain Twin Spell as a bonus feat. Choose a third level or lower spell you know. Twice per day, you may cast that spell as if it were modified by the Twin Spell metamagic feat without increasing its spell level. A Shaman must be at least twelfth level to receive this blessing.
Piercing Elements (Ex): Spells you cast that deal acid, cold, electricity, or fire damage partially ignore resistances and immunities. Your spells ignore up to 1 point of resistance per spell level (minimum 1). If a creature is immune to the damage, it instead takes half damage.
Primal Elements (Sp): You gain the ability to infuse your spells with primal elements. A number of times per day equal to twice your wisdom modifier, when you cast one of your damage-dealing spells with the acid, cold, fire, or electricity descriptor you may choose to infuse the spell. Unlike a metamagic feat, modifying a spell in this manner does not increase the casting time. A shaman must be at least eighth level to receive this blessing. Refer to the list below for additional effects for a Primal Elemental spell:

Acid spells leave a billowing cloud of acidic vapor. If the target fails on a fortitude save, it is sickened.
Cold spells numb their targets, providing a -2 penalty to Dexterity unless the target succeeds on a fortitude save.
Fire spells singe their targets, dealing an additional point of damage per die rolled. For example, a Fireball spell cast by a tenth-level Shaman would deal 10d6+10 points of damage.
Electricity spells are particularly potent. Your caster level for electricity spells is increased by three for the purposes of overcoming spell resistance. In addition, any target hit by an electricity spell is deafened by booming thunder unless they succeed on a fortitude save.


The saving throw for any bonus effect is equal to 10 + spell level + the Shaman's Wisdom modifier.
Stormkeeper (Su): Whenever you cast a spell of at least first level, enemies within 5 ft. of you take 1 points of electricity damage per spell level. A successful reflex save (DC 10 + spell level + wis modifier) halves the damage.

Enhancement

Bloodlust (Sp):Twice per day you may grant yourself the effects of a Haste spell as a free action. This effect lasts a number of rounds equal to your class level. A Shaman must be at least twelfth level to receive this blessing.
Boulderfist (Ex): You gain Improved Unarmed Strike as a bonus feat. In addition, your unarmed strike damage is improved as though you were a Monk of a level equal to your Shaman level. Your unarmed strikes are considered magic at fourth level and adamantine at eighth level for the purposes of overcoming damage reduction.
Brawn (Ex): You add your wisdom modifier, not your strength modifier, to melee damage rolls.
Crash Lightning (Su): Once per round, you may subtract an amount from your attack roll up to you base attack bonus. If you hit with the attack, it deals that much electricity damage to each enemy within 10 ft. Unlike Power Attack, this penalty and bonus damage last for only one attack.
Storm Strike (Ex): You may attack with both weapons as a standard action. In addition, when charging, you may make a full attack.
Whiplash (Su): Once per day per shaman level, when you hit an enemy with a magical weapon, you may apply the magical effects to another enemy within 30 ft. (For example, if you hit an enemy with a +1 cursespewing frost handaxe, you may also apply the 1d6 cold damage and curse to another enemy within 30 ft.). A Shaman must be at least eighth level to receive this blessing.

Protection

Earthen Roots (Ex): You gain a +4 bonus to balance checks and to avoid bull rush and trip attempts. You gain a +1 bonus on reflex saves.
Intercept (Su): When making an attack of opportunity, you may take a 5-foot step before making the attack.
Intervention (Su): Once per round, when an adjacent ally becomes the target of an attack or spell with a single target, you may redirect it to yourself. A Shaman must be at least twelfth level to receive this blessing.
Overwhelm (Ex): Once per round you may chose to take a penalty up to your base attack bonus on a single attack roll you make. If you hit, you may make a trip attempt as a free action with a bonus on the trip attempt equal to the penalty you took. Unlike Power Attack, this penalty and effect only last for one attack. A Shaman must be at least fourth level to receive this blessing.
Shield Supremacy (Ex): You gain Shield Specialization and Shield Ward as a bonus feat.
Vigilant Defender (Ex): You gain Combat Reflexes as a bonus feat. You gain a +2 bonus on attack rolls when making attacks of opportunity.
Ward (Ex): At the beginning of your turn as a free action, you can choose an ally adjacent to you to be your ward. Any time an enemy hits that ally with a melee attack, you may take an attack of opportunity. A Shaman must be at least fourth level to receive this blessing.

Restoration

Echo of the Ancestors (Su): When an ally is subject to a beneficial spell of first level or higher you cast, they gain fast healing equal to the spell level for one round.
Empowered Healing (Sp): When you cast a Conjuration (Healing) spell, you may sacrifice a spell slot to cure different ailments based on the level of the slot sacrificed. To determine what effect can be cured or ended, refer to the chart below:



Spell Level
Effect Cured


0
Dazed, Dazzled


1-2
Fatigued, Deafened, Fascinated, Shaken, Sickened.


3-4
Blinded, Cursed (as the remove curse spell), Exhausted, Entangled, Nauseated.


5-6
Charmed, Paralyzed, Petrified, Sickened.



River's Path (Ex): You gain Reach Spell as a bonus feat. Once per day you may modify a spell using the Reach Spell metamagic feat without increasing the spell level. A Shaman must be at least twelfth level to receive this blessing.
Spirit Walk (Su): Your ties to the spirit world allow you to uncannily evade danger. You no longer walk, instead gliding around a foot off of the ground. You no longer trigger ground-based traps or are affected by ground-based hazards that cannot reach you. In addition, your speed increases by 10 ft. and you gain a +1 dodge bonus to AC and reflex saves. A Shaman must be at least eight level to receive this blessing.
Whispers of the Ancients (Ex): At the beginning of each morning choose a skill. The knowledge of your ancestors gives you and all of your allies +5 on that skill for the rest of the day. A Shaman must be at least fourth level to receive this blessing.


General

Air's Guidance (Ex): You gain Mobility as a bonus feat. Your base speed is increased by 10 ft.
Battle Hardened (Ex): You gain one hit point for each hit die you have. Each level, you gain one additional hit point. You gain a +1 bonus on fortitude saves.
Embrace of the Elements (Su): Choose Acid, Cold, Fire, or Electricity. You gain immunity to the chosen type. A Shaman must be at least twelfth level to receive this blessing.
Favored Element (Ex): Choose Air, Earth, Fire, or Water. You cast spells with the chosen descriptor at +1 Caster Level.
Fiery Temper (Ex): You gain Improved Sunder as a bonus feat. You deal an additional amount of damage to objects equal to your class level.
Knighted by Nature (Ex): You gain Heavy Armor Proficiency and Mounted Combat as bonus feats.
Magical Study (Ex): You gain Extra Slot and Extra Spell as bonus feats. This blessing may be taken more than once. A Shaman must be at least fourth level to receive this blessing.
Purity of Water (Ex): You are immune to diseases and poisons. A Shaman must be at least twelfth level to receive this blessing.
Resistance of the Elements (Su): You are under the effects of a constant Endure Elements spell.
Resiliency of Earth (Ex): You gain Damage Reduction 2/adamantine. This blessing may be taken more than once, and the effects stack.


Ascendance (Su): Starting at fifth level, the shaman can ascend to take on a primal elemental form. While in this form, the shaman gains a +2 bonus to Constitution and a +4 bonus to Wisdom. He also gains the Elemental type. Unlike other elementals, he can still be the target of beneficial spells that target only humanoids, but not harmful spells that target humanoids. Ascendance lasts for a number of rounds equal to the Shaman's newly increased wisdom modifier. A Shaman also gains an additional bonus based on his embrace.


Elemental Shamans gain the fire subtype, and deal 1d4 points of fire damage to any target attacking him with a melee weapon or natural attack. You gain the benefits of the Cast on the Run feat while in Ascendance.

Enhancement Shamans gain the air subtype and gain a +10 ft. enhancement bonus to movement speed. This speed bonus improves by 10 feet for every five shaman levels above fifth. His weapons are enhanced with the speed of air, allowing them to unleash a flurry of attacks. They may as part of a full-attack action make an additional attack at their highest base attack bonus, but all attacks bade in that round are at a -2 penalty.

Protection Shamans gain the Earth subtype and Damage Reduction 1/- for each five Shaman levels. This damage reduction stacks with any damage reduction the shaman currently has. They also gain the benefit of the Diehard feat while Ascended.

Restoration Shamans gain the Water subtype and gains a translucent shield of elemental water, granting 10% miss chance. This miss chance is increased by 5% for every five additional shaman levels. Any friendly target of a Conjuration [Healing] or [Water] spell from the Restoration shaman gains a similar shield, granting 5% miss chance.

At tenth level, ascendance improves. The Shaman now receive a +2 bonus to Constitution and a +6 bonus to Wisdom while ascended.

Finally, at 20th level, a shaman's Ascendance is true. When they ascend, they gain +4 Constitution and +8 Wisdom, along with additional abilities based on your embrace:


Elemental Shaman's bodies are turned to molten magma from the elemental plane of fire. Their base land speed increases by 30 ft. Enemies that stand within 10 ft. of the shaman take 2d6 points of fire damage per round due to the intense heat, and enemies within 20 ft. take 1d6 points of damage due to the heat.

Enhancement Shaman's bodies are transformed to storm clouds from the elemental plane of air. They gain a fly speed equal to their land speed with perfect maneuverability. They also gain an addition +2 bonus to dexterity.

Protection Shaman's bodies are transformed to stone from the elemental plane of earth. They gain the earth glide ability that earth elementals have. They also gain an additional +2 bonus to strength.

Restoration Shaman's bodies are transformed to liquid from the elemental plane of water. They gain a swim speed equal to their base land speed. They also gain an additional +2 bonus to wisdom.

Specialized Totems: Upon reaching eighth level, a shaman gains access to a list of powerful totems. A shaman's choice of these totems is restricted by the embrace they chose. A shaman may only know one specialized totem at a time, but they may at any time craft a new specialized totem and spend a day in meditation after destroying the old one to change which specialized totem they want to use. These specialized totems can be summoned once a day, and last for one round per level, but are summoned, have the same statistics, and follow all the same rules as a shaman's normal totems except where otherwise noted. The following are specialized totems that may be crafted by shaman:

Elemental


Maelstrom Totem (Air): This totem immediately draws in static energy, after which it emits an electrical shock which shocks enemies and empowers you. The maelstrom totem deals 1d4 points of electricity damage to each enemy in a 30 ft. radius burst, plus one point of damage for each class levels (reflex half). For the next minute per class level, your damaging spells deal an additional point of damage for each enemy that was hit.
Magma Totem (Fire): This totem spurts magma at random enemies within 30 ft. Once per round, select an enemy at random within 30 ft. Make an attack roll (bonus equal to your base attack bonus + your wisdom modifier + 2 for the totem's size). If the totem hits, it deals 1d4 points of bludgeoning damage plus 2d6 points of fire damage and the target is ignited for 1d3 rounds unless it succeeds on a reflex saving throw. For every five levels you have above fifth, this totem targets another enemy within range.



Enhancement


Frostbrand Totem (Water): This totem blesses your allies' weapons with the powers of frost, granting them the Frost weapon enhancement. At 15th level, the totem grants the Icy Burst weapon enhancement instead.
Lightning Surge Totem (Air): This Totem immediately shocks an enemy within 30 ft. when it is placed, then disappears. This shock deals 1d6 points of electricity damage and 1d6 points of sonic damage, fortitude half. If the target fails the fortitude save it is stunned for one round. This totem can only be summoned once each combat. For every five class levels, the electricity and sonic damage are increased by 1d6 each.


Protection


Earthgrab Totem (Earth): This totem creates an effect similar to an entangle spell in a 10 ft. radius spread. At the beginning of each of your turns, the radius increases by 10 ft. until it reaches a maximum of a 30 ft. spread. You may move within the entangle effect without being impaired.
Punishment Totem (Fire): Allies within 30 ft. of this totem are protected by elemental flames. They gain a +1 sacred bonus to armor class for each five class levels you have. If an ally within 30 ft. of this totem is attacked with a melee weapon or natural attack, the attacker takes 1d4 points of fire damage, plus one point for every 5 class levels you have.


Restoration


Earthen Shield Totem (Earth): Allies within 30 ft. of this totem gain Damage Reduction 5/adamantine. At tenth level, this increases to Damage Reduction 10/adamantine. At fifteenth level this increases to damage reduction 15/-. Finally, at twentieth level this damage reduction improves to 20/-.
Spirit Link Totem (Water): Allies within 30 ft. of this totem have their spirits linked together. Each ally is treated as having the highest Base Attack Bonus among the allies within the totem radius. The same is true for base saving throws and skill points.


Base class abilities are completed as of now. If you see anything that requires a better description or needs editing, please feel free to let me know. :)

This is a work in progress. Abilities, items, feats, and spells will be added over time.

Lhurgyof
2015-01-02, 01:23 PM
Shaman Spell List

0-Level Shaman Spells

Acid Splash: Orb deals 1d3 acid damage.
Create Water: Creates 2 gallons/level of pure water.
Cure Minor Wounds: Cures 1 point of damage.
Detect Magic: Detects spells and magic items within 60 ft.
Disrupt Undead: Deals 1d6 damage to one undead.
Electric Jolt: Ray deals 1d3 electricity damage.
Fire Eyes: Subject sees through fire, fog, or smoke.
Guidance: +1 on one attack roll, saving throw, or skill check.
Know Direction: You discern north.
Light: Object shines like a torch.
Naturewatch: Automatically know the status of plants and animals.
Ray of Frost: Ray deals 1d3 cold damage.
Resistance: Subject gains +1 on saving throws.
Sonic Snap: Loud sound waves deal 1 damage, may deafen target.


1st-Level Shaman Spells

Burning Hands: 1d4/level fire damage (max 5d4).
Camouflage: You gain a +10 bonus to hide checks.
Continual Flame: Makes a permanent, heatless torch.
Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
Earthen Grasp: Arm made of stone grapples enemies.
Endure Elements: Exist comfortably in hot or cold environments.
Enlarge Person: Humanoid creature doubles in size.
Fist of Stone: Gain a slam attack and increased strength.
Foundation of Stone: Subject gains +2 AC and bonus against forced movement while standing still.
Ice Gauntlet: Gain a +1 spiked gauntlet that deals 1d4 cold damage.
Ice Slick: Create an ice slick in an area.
Nightshield: Target gains +1 bonus on saving throws, absorbs magic missiles.
Obscuring Mist: Fog surrounds you.
Omen of Peril: Gain information about how dangerous a situation is.
Orb of Acid, Lesser: Conjure a small ball of acid that deals 1d8 points of damage.
Orb of Cold, Lesser: Conjure a small ball of ice that deals 1d8 points of cold damage.
Orb of Electricity, Lesser: Conjure a small ball of electricity that deals 1d8 points of damage.
Orb of Fire, Lesser: Conjure a small ball of fire that deals 1d8 points of damage.
Resurgence: Grant target a second chance on a saving throw.
Sanctuary: Opponents can’t attack you, and you can’t attack..
Shield Other: You take half of subject’s damage.
Shivering Touch, Lesser: Touch deals 1d6 dexterity damage.
Speak with Animals: You can communicate with animals.
Summon Nature's Ally II: Calls creature to fight.
Vigor, Lesser: Grant subject fast healing 1.

2nd-Level Shaman Spells

Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels.
Acid Breath: Cone of acid deals 1d6/level damage.
Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
Augury: Learns whether an action will be good or bad.
Bear's Endurance: Subject gains +4 to Con for 1 min./level.
Blades of Fire: Up to two weapons you wield deal an extra 1d6 fire damage.
Bull's Strength: Subject gains +4 to Str for 1 min./level.
Call Lightning: Calls down lightning bolts (3d6 per bolt) from sky.
Cat's Grace: Subject gains +4 to Dex for 1 min./level.
Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
Eagle's Splendor: Subject gains +4 to Cha for 1 min./level.
Earthbolt: Seismic force deals 1d6/level damage in a line.
Electric Vengeance: Instantly shock enemy that attacks you for 2d8 damage +1/level (max +10).
Fireball: Burst of flame deals 1d6/level fire damage in a 20-ft radius.
Fog Cloud: Fog obscures vision.
Fox's Cunning: Subject gains +4 to Int for 1 min./level.
Giant's Wrath: Enchanted pebbles turn into large boulders when thrown for 2d6 + 1/level (max +10).
Haboob: Small sandstorm deals 1d4/2 levels damage.
Heart of Air: Gain +10 ft. movement speed, can expend for a Feather Fall effect.
Ice Axe: Conjured weapon deals 2d12+1/levels cold damage.
Ice Blast 1d6/2 levels cold damage (max 10d6) and fatigues enemies.
Lightning Bolt: Line of electricity deals 1d6/level electricity damage.
Owl's Wisdom: Subject gains +4 to Wis for 1 min./level.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Resonating Bolt: Creatures and objects in a 60-ft line take 1d4 damage/level sonic damage (max 10d4).
Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.
Scimitar of Sand: Conjure a scimitar that dehydrates enemies.
Scintillating Sphere: 1d6 electricity damage/level in a 20-ft radius burst.
Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
Sonic Weapon: Weapon deals an additional 1d6 sonic damage.
Stony Grasp: Arm made of stone grapples enemies.
Summon Nature's Ally III: Calls creature to fight.
Vigor: Grant subject fast healing 2.
Water Walk: Subject treads on water as if solid.
Wind Wall: Deflects arrows, smaller creatures, and gases.

3rd-Level Shaman Spells

Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
Body Blaze: Your movement leaves behind a trail of fire that deals 2d6+1/level fire damage.
Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
Dispel Magic: Cancels spells and magical effects.
Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
Flashburst: Blinds creatures within 20 ft-radius burst.
Fire Shield: Gain protection from either cold or fire attacks. Attackers take 1d6+1/level fire or cold damage.
Great Thunderclap: Stun, deafen, and knock prone creatures in a 20-ft radius.
Heart of Earth: Gain +8 bonus against forced movement, expend for a stoneskin effect.
Lightning Fog: As Fog Cloud except creatures take 1d4+1/level electricity damage (max +15).
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Meteoric Strike: Weapon deals extra fire damage, then ignites adjacent enemies.
Orb of Acid: Thrown orb deals 1d6/level acid damage (max 15d6) and sickens.
Orb of Cold: Thrown orb deals 1d6/level cold damage (max 15d6) and blinds.
Orb of Electricity: Thrown orb deals 1d6/level electricity damage (max 15d6) and entangled.
Orb of Fire: Thrown orb deals 1d6/level fire damage (max 15d6) and dazed.
Remove Blindness/Deafness: Cures normal or magical conditions.
Remove Curse: Frees object or person from curse.
Remove Disease: Cures all diseases affecting subject.
Rushing Waters: Large wave bullrushes foes.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Radiant Shield: Attackers take 1d6+1/level electricity damage. You take half damage from electricity.
Shivering Touch: Touch deals 3d6 dexterity damage.
Spike Stones: Creatures in area take 1d8 damage, may be slowed.
Stone Shape: Sculpts stone into any shape.
Summon Nature's Ally IV: Calls creature to fight.
Vigor, Mass Lesser: Grant one creature/2 levels fast healing 1.
Wall of Water: Creates a wall of water that enemies must swim through.
Water Breathing: Subjects can breathe underwater.

4th-Level Shaman Spells

Acid Rain: Acidic rains deal 7d6 acid damage, leave behind slick mud.
Acid Sheath: Acidic covering deals 2 points of acid damage/level to melee attackers and grapplers (max 30 points). Acid spells you cast deal 1 extra point of damage per die.
Baleful Polymorph: Transforms subject into harmless animal.
Blackwater Tentacle: Summoned tentacle of water attacks foes, gives negative levels.
Boreal Wind: Frigid winds deal 1d4/level cold damage (max 15d4) and knock back enemies.
Cone of Cold: 1d6/level cold damage.
Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
Control Water: Raises or lowers bodies of water.
Channeled Pyroburst: Ball of fire deals more damage and has larger area the longer you cast.
Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).
Death Ward: Grants immunity to death spells and negative energy effects.
Divination: Provides useful advice for specific proposed actions.
Enlarge Person, Mass: Enlarges several creatures.
Eye of the Hurricane: Create a large storm around you with a small safe area.
Freedom of Movement: Subject moves normally despite impediments.
Parboil: Deals 6d6 fire and 2d4 intelligence damage.
Righteous Might: Your size increases, and you gain combat bonuses.
Restoration: Restores level and ability score drains.
Scrying: Spies on subject from a distance.
Spell Resistance: Subject gains SR 12 + level.
Summon Nature's Ally V: Calls creature to fight.
Transmute Mud to Rock: Transforms two 10-ft. cubes per level.
Transmute Rock to Mud: Transforms two 10-ft. cubes per level.
Vigor, Greater: Grant subject fast healing 4.
Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.
Wall of Ice: Ice plane creates wall with 15 hp +1/level, or hemisphere can trap creatures inside.
Wall of Sand: Creates a wall of sand that suffocates those moving through.
Wall of Stone: Creates a stone wall that can be shaped.


5th-Level Shaman Spells

Bear's Endurance, Mass: As bear's endurance, affects one subject/ level.
Bull's Strength, Mass: As bull's strength, affects one subject/ level.
Cat's Grace, Mass: As cat’s grace, affects one subject/level.
Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.
Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures.
Dispel Magic, Greater: As dispel magic, but +20 on check.
Eagle's Splendor, Mass: As eagle's spledor, affects one subject/level.
Fox's Cunning, Mass: As fox's cunning, affects one subject/level.
Freezing Fog: Fog restricts sight, movement, and leaves behind an icy slick.
Move Earth: Digs trenches and builds hills.
Owl's Wisdom, Mass: As owl’s wisdom, affects one subject/level.
Stoneskin: Ignore 10 points of damage per attack.
Summon Nature's Ally VI: Calls creature to fight.
Vigorous Circle: Grant one creature/2 levels fast healing 3.
Wall of Magma: Wall of molten rock deals fire damage.


6th-Level Shaman Spells

Polar Ray: Ranged touch attack deals 1d6/level cold damage.
Summon Nature's Ally VII: Calls creature to fight.



Feats



Feat Name
Prerequisites
Description


Elemental Focus
-
+1 DC on spells and abilities of chosen element


Master of Totems
Craft Totems class ability
Your effective shaman level is treated as two higher for totems


Devoted Naturalist
Smite class ability, Craft Totems class ability
Your shaman and paladin levels stack for several abilities


Natural Scoundrel
Sneak Attack class ability, Craft Totems class ability
Your shaman and rogue levels stack for several abilities




Devoted Naturalist [General]
Prerequisites
Craft Totem class ability, Smite class ability.
Benefit
Your shaman and paladin levels stack for determining how many totems you know how to craft and how powerful those totems are, how many times you can ascend each day (but not how powerful the ascendance is), and how many smites you have each day as well as the bonus damage for each smite. In addition, you may multiclass freely between Shaman and Paladin without losing your paladin abilities.



Elemental Focus [General]
Benefit
Choose an element from the following list: Air (electricity), Earth (acid), Fire, or Water (cold). Any spell you cast, power you manifest, or ability with either the elemental or damage sub-type associated with the element has its DC increased by 1.



Master of Totems
Prerequisites
Craft Totem class ability.
Benefit
Your effective shaman level is increased by two for determining how many totems you can craft as well as for any totem ability reliant on shaman level.


Natural Scoundrel [General]
Prerequisites
Craft Totem class ability, Sneak Attack class ability.
Benefit
Your shaman and rogue levels stack for determining how many totems you know how to craft and how powerful those totems are, how many times you can ascend each day (but not how powerful the ascendance is), as well as your sneak attack damage and rogue special abilities.

Lhurgyof
2015-01-02, 01:24 PM
Reserved 2

atemu1234
2015-01-02, 02:17 PM
By "like a druid", do you mean they share the same spell list? Because that pretty much rockets it right up to T3-T2 range, and depending on the other abilities might make it T1.

Lhurgyof
2015-01-02, 02:57 PM
By "like a druid", do you mean they share the same spell list? Because that pretty much rockets it right up to T3-T2 range, and depending on the other abilities might make it T1.

No, they will have their own spell list with some buffs, heals, and blast. It will be pretty restricted, I'll have some spell compendium spells and phb spells, along with a few new spells. It'll be a mix of cleric and druid spells, though.

atemu1234
2015-01-02, 03:56 PM
No, they will have their own spell list with some buffs, heals, and blast. It will be pretty restricted, I'll have some spell compendium spells and phb spells, along with a few new spells. It'll be a mix of cleric and druid spells, though.

Ah. FYI, that puts it right around T2-T3 still, depending on the spells and the number of spells.

Lhurgyof
2015-01-05, 12:21 PM
Ah. FYI, that puts it right around T2-T3 still, depending on the spells and the number of spells.

I feel like Tier 3 is okay. I was thinking of doing bard casting, but one of the specializations is blasty. Perhaps maybe make it work more like a warlock?

Almarck
2015-01-05, 12:29 PM
I feel there needs to be a "Spirits" or "Ancestral" option.
Depending on culture, shamanism often does involve communing with dead relatives and acting as a medium.

Lhurgyof
2015-01-06, 12:18 PM
I feel there needs to be a "Spirits" or "Ancestral" option.
Depending on culture, shamanism often does involve communing with dead relatives and acting as a medium.

I was hoping that spirituality would be more of a general part of the class, but I will look into working a spirituality specialization.


I'm also thinking of making it a spontaneous caster.

Almarck
2015-01-06, 01:18 PM
The whole class or just the "Ancestrals"?

Lhurgyof
2015-01-07, 11:48 AM
The whole class or just the "Ancestrals"?

Making the whole class spontaneous.

Lhurgyof
2015-01-07, 02:38 PM
Does anybody have a template for the "spells known" table used for Sorcerers?

Solarix
2015-01-09, 10:51 AM
Does anybody have a template for the "spells known" table used for Sorcerers?

Here you go:


Spells Known


Level
1
2
3
4
5
6
7
8
9



1st
-
-
-
-
-
-
-
-
-



2nd
-
-
-
-
-
-
-
-
-



3rd
-
-
-
-
-
-
-
-
-



4th
-
-
-
-
-
-
-
-
-



5th
-
-
-
-
-
-
-
-
-



6th
-
-
-
-
-
-
-
-
-



7th
-
-
-
-
-
-
-
-
-



8th
-
-
-
-
-
-
-
-
-



9th
-
-
-
-
-
-
-
-
-



10th
-
-
-
-
-
-
-
-
-





11th
-
-
-
-
-
-
-
-
-



12th
-
-
-
-
-
-
-
-
-



13th
-
-
-
-
-
-
-
-
-



14th
-
-
-
-
-
-
-
-
-



15th
-
-
-
-
-
-
-
-
-



16th
-
-
-
-
-
-
-
-
-



17th
-
-
-
-
-
-
-
-
-




18th
-
-
-
-
-
-
-
-
-



19th
-
-
-
-
-
-
-
-
-



20th
-
-
-
-
-
-
-
-
-





Hope this helps. It's an interesting concept/conversion, I would like to see the full length of abilities.

Bard casting isn't that bad. You can just adjust blasting spells to spell level, not a bad thing to have some high level druid/cleric levels show as 6th level shaman spells.

Lhurgyof
2016-12-31, 12:36 AM
I think it's finally time that I can bump this. I've been working on it again for the past few weeks and have it at a good starting point. Most of the abilities are fleshed out. I really only need to work on the greater versions of ascendance and spell lists/feats. I'm open to any suggestions so far!