Shaman (spirit walker) (5e Class)

From D&D Wiki

Jump to: navigation, search

Spirit Walker Shaman[edit]

Spirit walker shamans are spiritualists that have dominion over the vale which allows them the control the very spirits that reside in the vale gaining aspects of them or using them as a companions to aid them in and out of combat


Creating an Spirit Walker Shaman[edit]

Quick Build

You can make an Shaman (spirit walker) quickly by following these suggestions. First, Wisdom then second should be either dexterity or strength and choose the sage or hermit background

Class Features

As a Shaman Spirit walker you gain the following class features.

Hit Points

Hit Dice: 1d10 per Shaman Spirit walker level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Shaman Spirit walker level after 1st

Proficiencies

Armor: Light and medium Armor
Weapons: Simple and Martial weapons
Tools: Jewellers tools
Saving Throws: Constitution, Wisdom
Skills: Choose 3 from athletics, acrobatics, stealth, insight, perception, religion or medicine

Equipment

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

  • (a) Studded leather armour or (b) A chain shirt
  • (a) A melee martial weapon and shield or (b) Two melee martial weapons
  • (a) light crossbow and 20 Bolts or (b) two light hammers
  • (a) a Scholars pack or (b) an explorer's pack
  • (a) 5d6 × 10 gp or (b) a bag of gems worth 50 gp

Table: The Shaman Spirit walker

Level Proficiency
Bonus
Stances Known Cantrips Spells known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 1 2 - Fighting Style,Spirit Stance
2nd +2 2 2 2 Spellcasting,Battle Mage 2
3rd +2 3 2 3 Spiritual Aura 3
4th +2 3 2 3 Ability Score Improvement 3
5th +3 4 2 4 4 2
6th +3 4 2 4 Extra Attack,Spirit Travel 4 2
7th +3 5 3 5 Remarkable Athlete 4 3
8th +3 5 3 5 Ability Score Improvement 4 3
9th +4 6 3 6 4 3 2
10th +4 6 3 6 Deeper Connection 4 3 2
11th +4 7 3 7 Fighting Style,Spirit Stance Mastery 4 3 3
12th +4 7 3 7 Ability Score Improvement 4 3 3
13th +5 8 4 8 Extra Attack 4 3 3 1
14th +5 8 4 8 Returning Aura,Edge Expertise 4 3 3 1
15th +5 9 4 9 Superior Critical 4 3 3 2
16th +5 9 4 9 Ability Score Improvement, War Magic,Heavy Hitter 4 3 3 2
17th +6 10 4 10 4 3 3 3 1
18th +6 10 5 10 Extra Attack,Energy Resistance 4 3 3 3 1
19th +6 11 5 11 Ability Score Improvement 4 3 3 3 2
20th +6 11 5 11 Spirit Invoker 4 3 3 3 2

Fighting Style[edit]

You may adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Close Quarters Combatant Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach, and your base movement speed increases by 5 feet.

Close Quarters Shooter When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you.

Defense While you are wearing armor, you gain a +1 bonus to AC.

Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Spellcasting[edit]

As a practitioner of natural arcane magic, you draw power from a hidden source of magic within you.

Cantrips At 1st level, you know three cantrips of your choice from the Druid spell list. You learn additional Druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Spell Slots The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Druid spell list. The Spells Known column of the Shaman (spirit walker) table shows when you learn more Druid spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Druid spells you know and replace it with another spell from the Druid spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Wisdom is your spellcasting ability for your Druid spells. The power of your spells comes from a well of magic within you. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Druid spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Spirit Stance[edit]

Starting at 1st level, you become connected to the vale as a bonus action you can bring fourth spirits and fusion them to your physical body changing you weapon/ armour and gaining certain benefits and drawbacks you may pick stance shown on the stances list and you can pick as many as shown on stances known on the shaman (spirit walker) table. You can use this ability equal to your wisdom modifier per long rest. the spirit will vanish and you cant bring the same type of spirit for 1d10 days in game unless you make a gem totem using you jewellers tool to store the spirits essence which must stay on you person at all time and it can be in the form of any jewellery but must be made into the likeness of the Spirit, it can also be made of out any gemstone or crystal. also you can only use one stance at a time. the stronger the creature you bond with (aka adult dragon, lich or anything higher level than you) you must make a wisdom saving throw DC 16 or loose control and have the spirit take over you until you succeed the saving throw (its entirely up to the Dm to customise this the spirits that are available to you however there are some spirits on the bottom of this page)

Battle Mage[edit]

Battlemages use their speed and elusiveness in battle to boost their combat capabilities. They race around on the battlefield felling foes with both their might and magic.

Bonus Proficiency When you choose this subclass at 2nd level, you gain proficiency in one of the following skills of your choice: Acrobatics, Insight, or Stealth. Alternatively, you learn one language of your choice.

Nimble Starting at 2nd level, you may take the Disengage action as a bonus action. You may also take the Dodge action as a bonus action, a number of times equal to your proficiency bonus. You regain all uses of this feature at the end of a long rest.

Rebuke Beginning at 2nd level, whenever you take damage by a creature within 40 feet of you, you may cast a cantrip at the creature as a reaction.

Second Wind Starting at 2nd level, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to gain hit points equal to 1d8 + half your shaman (spirit walker) level rounded down. Once you use this feature, you must finish a short or long rest before you can use it again.

Quick Fighter Starting at 7th level, when you use your action to cast a cantrip or take the Dash action, you can make one weapon attack as a bonus action.

Elemental Fury By 10th level, you gain the ability to enchant your weapon attacks with the force of the elements. Your melee weapon attacks deal 1d8 additional fire, cold, or lightning damage. You may use a bonus action to change the damage type of this feature.

Lock Down Starting at 14th level, when you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. Creatures also provoke opportunity attacks from you whenever they leave your reach, even if they have taken the Disengage action or use a form of magic.

Spiritual Aura[edit]

At 3th level, as a bonus action, upon command, arcane magic surrounds the Shaman in 10 foot radius aura. Wisps of the magic flit through the air around you and embolden your allies as they strike. While you have this aura active, the first time you and your allies attack on a turn the person gains a bonus to the attack equal to your proficiency bonus. An Shaman can use this ability a number of times a day equal to their Wisdom Modifier(minimum of 1). The aura's range increases to 30ft at 13th level.

Ability Score Increase[edit]

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.

Extra Attack[edit]

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You gain this again at 13th and 18th level

Spirit Travel[edit]

At 5th level, you are now able to travel in and out of the vale, as an action you cast the following spells without spending a spell slot twice per long rest.

• Can cast the far step spell

• Can cast the blink spell

Remarkable Athlete[edit]

Starting at 7th level, you gain expertise with 2 skills that use strength and dexterity your choice and you add your proficiency bonus to you constitution saving throws if you aren't already but if you are you add an additional 1d4 to any constitution saving throws

Deeper Connection[edit]

At the 10th level, your Wisdom is permanently increased by 4 with a new potential maximum of 24.

Spirit Stance Mastery[edit]

At 11th level, you become a master of the spirits you control and now gain additional +3 to attack roll and damage, a +2 to AC with an additional 2d12 temporary hit points whilst using the stance. These benefits go soon as you leave a stance or fall unconscious

Returning Aura[edit]

You must choose this Feature or Edge Expertise not both your Choice

At the 14th level, the spells you cast that restores hit point gain a bonus to healing equal to your Wisdom modifier (minimum 1) + pro you can expend a spell slot of 1st level you may add 2d6 to the bonus healing and a additional 1d6 for every level higher than 1st.

Edge Expertise[edit]

You must choose this Feature or Returning Aura not both your Choice

At 14th level, you may add 1d12 slashing damage to any attack you make with a sword.

Superior Critical[edit]

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18–20.

War Magic[edit]

You must choose this Feature or Heavy Hitter not both your Choice

Beginning at 16th level, when you use your action to cast a Spell, you can make two weapon attack as a bonus action.

Heavy Hitter[edit]

You must choose this Feature or War Magic not both your Choice

A 16th level, once per turn when you hit a creature with a weapon that has the 2 handed property, that creature must make a Strength saving throw or be knocked prone. • Saving Throw DC = 8 + your Dexterity modifier + your proficiency bonus

Energy Resistance[edit]

Starting at the 18th level, choose 2 type of damage from acid, cold, lightning, fire, force and thunder. You gain resistance to that type of damage

Spirit Invoker[edit]

At 20th level, you gain the ability to give you spirits physical form for a brief moment to fight alongside you. As an action you can summon 3 small spirits or 2 medium spirits or 1 Huge/large spirit that stay on in their physical form for 10 minute or until they hit zero hit points (its up to the Dm but you may also summon the spirit of a fallen ally for a limited amount of time equal to your wisdom modifier)

Spirit Stances:[edit]

Dire wolf:

Benefits: Whilst you are within 10ft of allies you gain advantage of attacks rolls, you gain a +4 to perception when using hearing or smell, your weapon turns into a set of bladed claws with a 3d6 damage

Drawbacks: You AC lowers by a –3

Aarakocra:

Benefits: You gain a 30ft flight speed, gain access to the danger sense ability, you weapon turns into a spear and gain access to talonattacks

Drawbacks: You lose the benefits of a magic weapon you wield

Adult dragon:

Benefits: You gain a draconic ancestry that matches the colour of the spirit, you gain blindsight 60ft and your weapon turn into a great sword that emits energy that matches the type of damage

Drawbacks: This stance is only available to pick once you hit level 10, after you leave this stance you get 1 point of exhaustion

Lich:

Benefits: you become resistant to necrotic, you can cast 6th level animate dead without material components, you weapon turns into a two handed scythe

Drawbacks: you can be affected but turn undead, must make a constitution saving throw or be curse which the DM determines the affect

Spined devil:

Benefits: you can see through magically darkness for 40ft, deal addintional 2d4 fire damage to you melee attacks, gain a 30ft flight speed

Drawbacks: your personality changes to be more aggressive and attack mercilessly

Displacer beast:

Benefits: attacks against you are made at disadvantage until you are hit, can summon 3 spectral displacer beast tendrils refer to monster sheet

Drawbacks: once hit you can use the displacer ability for 1d12 rounds, when you use the tendril ability you give up 1d4 for each tendril which determines how must hp they have

Pixie:

Benefits: you gain the innate spellcasting of the pixie, and you gain a bonus +2 to AC, you can cast guiding bolt at 4th level 3 time a day

Drawbacks: you don’t gain any benefits from any resistances you have

Eagle:

Benefits: you gain the keen sight ability

Gorgon: Benefits: you can cast petrify 3 time a day, you gain the trembling charge ability from the gorgon sheet, you gain advantage to saving throw against been petrified

Drawbacks: you become vulnerable to cold damage, you movement speed is reduced by 10ft

Turtle:

Benefits: gain a bonus +3 AC, gain a swim speed of 30ft and can hold your breath equal to 2x you constitution score in minutes

Oni:

Benefits: you gain the regeneration from the oni sheet, you are under the affect of enlarge whilst withing this stance and your weapon turning into a glaive

Drawbacks: -3 to ac with you been a bigger target, you make attacks at disadvantage against tiny and small creatures

Remorhaz:

Benefits: you gain the affects of heated body, you also gain tremorsense for 60ft and you gain +4 to attack role

Drawbacks: you reduce you dex save by 1d6 with you having a thick exoskeleton

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shaman (spirit Walker) class, you must meet these prerequisites: 13 Constitution, 13 Wisdom

Proficiencies. When you multiclass into the Shaman (spirit Walker) class, you gain the following proficiencies: Medium Armor, Martial Weapons


Home of user-generated,
homebrew pages!


Advertisements: