Shambali (5e Class)
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True self is without form
Years ago, a group of monks of all temples and following went into the mountains to train. They trained hard, so hard, in fact, that they were no longer tethered to this word. many of them no longer walk on the ground, preferring instead to levitate, Others move as swiftly as the wind, those who are left stand stalwart as a mountain.
Creating a Shambali
- Quick Build
You can make a Shambali quickly by following these suggestions. First, choose what path you want to take, that should be your highest ability score, followed by constitution. Second, choose the accolyte or hermit background. Third, choose light armor and martial weapons. Shambali tend to be either lawful or nutral good
As a Shambali you gain the following class features.
- Hit Points
Armor: light armor
Weapons: martial meelee, martial ranged, simple
Tools: alchemist tools
Saving Throws: wisdom, charisma
Skills: medicine, religion
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Basic robes or (b) Hooded cloak
- (a) Priest's Pack or (b) Diplomat's Pack
- (a) Simple melee weapon or (b) martial melee weapon
- (a) simple ranged weapon or (b) martial ranged weapon
|2nd||+2||Archetype, Archetype feature|
|3rd||+2||Orb of Destruction|
|4th||+2||Ability Score Improvement|
|8th||+3||Ability Score Improvement|
|10th||+4||Greater Orb of Destruction|
|12th||+4||Ability Score Improvement|
|16th||+5||Ability Score Improvement|
|19th||+6||Ability Score Improvement|
|20th||+6||Truth of self|
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.
add 1 to either your wisdom, dexterity, or strength modifier.
Orb of Destruction
starting at level 4, as an attack action, you can cast magic missile once, but you get no attack action on your next turn.
greater orb of destruction
Starting at level 10, you can cast magic missile Without losing your next attack
Truth of Self
Upon reaching level 20, your soul is no longer bound by death. Upon the death of your body, your soul may enter a suitable vessel if there is one nearby (i.e. unoccupied golem, thurible, or anything else the DM decides is suitable). Once a suitable body is found, it will be transformed into a level 5* Shambali body of the same path you took, the base stats of the new body do not change.
- level 5 is merely a recommendation, the decision of what level to take on and what makes a suitable vessel/body is ultimately up to the DM.
Path of Heaven
Aid your allies in battle
you can expect hospitality at temples to gods of order and harmony, you and your party receive free room and board at temples to gods of order.
- Harmony orb:
Starting at level 2, up to your wisdom modifier times per day, as a bonus action target creature within 30 feet that you can see heals for 1d4 hit points every round for 1d4 rounds or until it dies/goes unconscious, you die/go unconscious, you lose line of sight, or you dispel it using a bonus action. You may only have one of these active at a time
- Disharmony orb:
Starting at level 5, up to your wisdom modifier times per day, as a bonus action target creature within 30 feet takes an additional 1d4 magic damage every time it takes damage until it dies/goes unconscious, you die/go unconscious, you lose line of sight, or you dispel it using a bonus action. You may only have one of these active at a time.
- Trained in Balance:
Starting at level 7, you add your proficiency modifier to healing done by Harmony orb and damage done by Disharmony orb.
- Walk in Balance:
Starting at level 9, remove the requirement for line of sight after initial casting Harmony orb or Disharmony orb.
Starting at level 11, for the cost of all remaining charges of both Harmony and Disharmony orbs, you become invulnerable to damage and allies within 30 feet heal for 1d4 health per turn for 1d4 rounds. While active, you can move and be moved, but cannot attack.
- Light hearted:
Starting at level 14, you begin floating above the ground with no change in your movement speed and are considered to be permanently under the effects of the feather fall spell. You can only float up to 3 feet above a solid surface that can be walked on.
- True Harmony
Starting at level 18, Harmony orb improvements have no extra cost
Path of Wind
Starting at level 2, you can expect hospitality at temples to gods of thieves, tricksters, and travelers, you and your party receive free room and board at temples to gods of thieves, tricksters, and travelers.
- Double Jump:
Starting at level 5, while in the air, you may perform a standing high jump.
- Swift Strike:
Starting at level 7, up to your Acrobatics modifier times per long or short rest, you may dash forward a distance of up to your movement speed, striking a creature
starting at level 11, up to your Dexterity modifier times per long or short rest, as a reaction, you may make a dexterity save to deflect a projectile attack targeting you using your melee weapon.
- on critical pass, deal the damage you would have taken to a target of your choice.
- on pass, deal the damage you would have taken to the origin of the attack.
- on fail you take the damage
- on critical fail, your melee weapon is knocked out of your hand and you take the damage
- Agility Training
Starting at level 14, your jump height is doubled, your movement speed is increased by 25% and you may climb a vertical surface a distance of 25% of your movement speed before needing a hand or foot hold. you may leap off of vertical surfaces.
- Wind Blade
Starting at level 18, up to your dexterity modifier times per long rest, as a bonus action, you can coat your blade in cutting winds, causing it to deal an extra 2d8 slashing damage for the next 1d6 turns does not stack.
Path of Earth
Deal lots of damage
Starting at level 2, you can expect hospitality at temples to gods of war, you and your party receive free room and board at temples to gods of war.
- Strength training
Starting at level 5, you can add your strength modifier to strength based attacks twice.
Starting at level 7, up to your Strength modifier times per long rest, as an attack action, you can slam your weapon into the ground causing creatures within an x radius to make a strength save. if they fail they are knocked prone for your strength modifier rounds.
- x=10 ft for one handed weapons
- x=15 ft for two handed weapons
Starting at level 11, as an attack action, you can pin a creature to a flat surface for 1d4 rounds. The target must make a strength save at the beginning of its turn in order to break free early. You cannot attack while you have a target pinned. Pinned targets cannot attack unless they break free. Pinned enemies cannot move.
Starting at level 14, you cannot be moved through mundane means by creatures of the same size as you with a lower strength stat or by creatures of smaller size than you.
Starting at level 18, for every melee attack you make that connects, you can make an offhanded attack on the same target without rolling to hit.
Prerequisites. To qualify for multiclassing into the Shambali class, you must meet these prerequisites: Strength of at least 15 f Proficiencies. When you multiclass into the Shambali class, you gain the following proficiencies: Martial Weapons, religion.