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Belac93
2015-08-04, 11:21 AM
Shaman (Spirit Patron)
Expanded Spell list:

Spell Level
Spells
1st
goodberry, ray of sickness
2nd
augury, lesser restoration
3rd
call lightning, revivify
4th
death ward, divination
5th
greater restoration, raise dead

Pact features:

Shamanic Powers:
Starting at level 1, your connection with spirits lets you gain shamanic powers. Choose a druid cantrip and level 1 spell and add those spells to your spell list. every time you gain a new spell level, gain 1 spell of a level that you can cast from the druid spell list. You do not gain extra spells for mystic arcanum.

Spirits Protection:
Starting at 6th level, when an creature attacks you, you can call upon the spirits to protect you. When you would take damage from a creature that you can see, you may use your reaction to gain resistance to the damage type of the attack until the end of your next turn. Make a spell attack roll against the creature, on a hit, they take the same amount of damage you took in force damage. You regain use of this ability after a short or long rest.
(e.g. Landia is attacked by an orcs great-axe and is hit for 12 slashing damage, she uses her reaction to use spirits protection. Now she takes 6 slashing damage, and the orc takes 6 force damage if she hits with her spell attack)

Energy Protection:
Starting at 10th level, choose one of the damage types below, you gain resistance to that damage type. As a bonus action, you can expend a spell slot to gain a special bonus depending on the ability.
Acid: Whenever a creature hits you with an unarmed strike or a melee natural attack in the next minute, that creature takes 1d8 acid damage.
Cold: An aura of cold surrounds you for 1 minute. Whenever a creature that is not immune to cold damage moves within 10 ft of you or starts its turn there, its speed is reduced by 10 until the end of its next turn. You can cancel or activate this effect as a bonus action.
Fire: You gain immunity to fire damage for 1 minute instead of resistance.
Force: Whenever a creature attacks in the next minute you that creature takes force damage equal to your Charisma modifier.
Lightning: You gain resistance to thunder damage as well as lightning damage for the next minute.
Necrotic: You no longer need to eat, drink, or breath for 1 day. Instead of sleeping on your next rest, you enter a trancelike state were you remain aware of your surroundings, and you only need 4 hours to benefit from a long rest.
Poison: You gain immunity to poison damage for 1 minute instead of resistance.
Psychic: You are immune to being charmed for 1 minute.
Radiant: Whenever you cast a spell that deals damage in the next minute, you can take a bonus action to change the spells damage to radiant. If you do, that creature must make a Constitution saving throw or be blinded until the beginning your next turn.
Thunder: You gain resistance to lightning damage as well as thunder damage for the next minute.

Spirit Walk:
Starting at 14th level, you may call upon the spirits to let you walk in their realm. You may cast the spell etherealness at itís lowest level without using a spell slot. You regain use of this ability after a short or long rest. At the DMís discretion you may instead cast plane shift without material components or spell slots, but only to transport into the spirit realm

EDIT: Changed energy protections special ability to only activate by spending a spell slot. Fixed spirits protection to only be used once per short or long rest.

JNAProductions
2015-08-04, 11:28 AM
Shaman (Spirit Patron)
Expanded Spell list:

Spell Level
Spells
1st
goodberry, ray of sickness
2nd
augury, lesser restoration
3rd
call lightning, revivify
4th
death ward, divination
5th
greater restoration, raise dead

Pact features:

Shamanic Powers:
Starting at level 1, your connection with spirits lets you gain shamanic powers. Choose a druid cantrip and level 1 spell and add those spells to your spell list. every time you gain a new spell level, gain 1 spell of a level that you can cast from the druid spell list. You do not gain extra spells for mystic arcanum.
All seems good here.

Spirits Protection:
Starting at 6th level, when an creature attack you, you can call upon the spirits to protect you. When you would take damage from a creature that you can see, you may use your reaction to gain resistance to the damage type of the attack until the end of your next turn. Make a spell attack roll against the creature, on a hit, they take the same amount of damage you took in force damage.
(e.g. Landia is attacked by an orcs great-axe and is hit for 12 slashing damage, she uses her reaction to use spirits protection. Now she takes 6 slashing damage, and the orc takes 6 force damage if she hits with her spell attack)
This ABSOLUTELY needs some kind limitation. As it is, you can do this whenever you want, and that is OP as all get out.

Energy Protection:
Starting at 10th level, choose one of the damage types below, you gain resistance to that damage type, and also a special bonus depending on the damage type.
Acid: Whenever a creature hits you with an unarmed strike or a melee natural attack, that creature takes 1d8 acid damage.
Cold: An aura of cold surrounds you. Whenever a creature that is not immune to cold damage moves within 10 ft of you or starts its turn there, its speed is reduced by 10 until the end of its next turn. You can cancel or activate this effect as a bonus action.
Fire: You gain immunity to fire damage instead of resistance.
Force: Whenever a creature attacks you that creature takes force damage equal to your Charisma modifier.
Lightning: You gain resistance to thunder damage as well as lightning damage.
Necrotic: You no longer need to eat, drink, or breath. Instead of sleeping, you enter a trancelike state were you remain aware of your surroundings, and you only need 4 hours to benefit from a long rest.
Poison: You gain immunity to poison damage instead of resistance.
Psychic: You are immune to being charmed.
Radiant: Whenever you cast a spell that deals damage, you can take a bonus action to change the spells damage to radiant. If you do, that creature must make a Constitution saving throw or be blinded until the beginning your next turn.
A bit too powerful. It's like the Fiend Pact bonus, but just a touch better.

Spirit Walk:
Starting at 14th level, you may call upon the spirits to let you walk in their realm. You may cast the spell etherealness at itís lowest level without using a spell slot. You regain use of this ability after a short or long rest. At the DMís discretion you may instead cast plane shift without material components or spell slots, but only to transport into the spirit realm
Seems good here.


Comments in bold.

Belac93
2015-08-04, 11:39 AM
The level 6 ability I'm correcting right now. The thing about the level 10 ability is that you cannot change it once you have it, so I thought maybe that justified the slight increase. Like a trade off of versatility for power. I think I'll change it a bit.

ZenBear
2015-08-04, 05:04 PM
Level 6 is limited by reaction, so only once per round. Is it really that bad?

JNAProductions
2015-08-04, 05:14 PM
It's Uncanny Dodge+, on a chassis that usually doesn't get Uncanny dodge. I'd say yes.