Talk:Elemental Shaman (5e Class)

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This class was created at the request of one of my players, with input and balancing assisted by him and other GMs. This class as of its current iteration has not been play tested. It is as of version 0.9 ready for play testing. During the creation process I added a Q&A section for various questions that arose during its creation, as well as a changelog. I have added them to this talk page to better understand our design process.

Q&A:

... there is no bonus action, the character is too slow (eg place a totem, and then you can not do anything else)

Why bother with converting a 3rd level spell to blazing infusion at 9th level (3d8 + wisdom modifier damage) when you can cast fireball (8d6 damage)?

Infusions are done as bonus actions that augment an attack, so the attack damage would be factored in as well. Additionally, fireball damage can be halved with a successful dexterity save (and some classes like rogue can negative all of fireball damage!), infusion cannot be halved in this fashion. Infusions also only take their effect on a successful hit, so they are rarely wasted (failed melee attacks do not expend the infusion). A fireball is most likely a better option for a group of enemies far away from the shaman and his friends, but an infusion is most likely a better option for a single target or targets interspersed amongst allies.

Are elemental shaman half casters like paladins and rangers? If so, why do they get cantrips? And why don’t all shaman get extra attack?

Elemental Shaman fall into a strange category; they are a mostly half caster in terms of spellcasting ability - they prepare spells like a paladin does, can only cast up to level 5 spells, etc - but also have cantrips available. Doing so requires sacrificing extra attack unless you specialize into it, and even then it is 2 levels after most hybrid casters. In addition, shaman do not have proficiency with any ranged weapons whatsoever, therefore cantrips are their only potential sources of sustainable ranged damage.

Why don’t Mundunugu get healing spells like healing word, cure wounds, and prayer of healing?

The design intent behind how elemental shaman heal deliberately sets them apart from clerics and druids and more in line thematically with the blending of the elements and mechanically with the spell slot conversion system. Like many of the other shaman abilities, this makes the shaman somewhat weaker at lower levels and somewhat stronger at higher levels per spell slot compared to pure casters like clerics and paladins, with a lower hard cap on healing power based on highest spell slot level.

If a Cyclone infusion or Whirlwind infusion attack knocks a target out of threat range of the shaman, do additional attacks from that shaman automatically miss?

Not necessarily. If an Elemental Warrior uses an attack action to make multiple attacks as per their 7th level extra attack feature or whirlwind infusion attacks a target, the pushback effect(s) trigger only after all of the attacks against that target are completed.

Changelog

0.9 Posted to dandwiki.com, modified wording to better fit suggested terminology.

0.8 Renamed totems, shields, infusions.

0.7b Renamed Archetypes: Mundunugu, Elemental Warrior, and Totemic Shepherd

0.7a Renamed ‘Archetype’ class feature from Shamanistic Foci to Planar Craft

0.7 Added Rebuke ability and progression, reworked Foci, reworked shield progression.

0.6b Added ‘Creating an Elemental Shaman’ and ‘Quick Build’ sections.

0.6a Added ‘Heeding the Call’ section

0.6 Added Q&A section, updated all 3 foci.

0.5 Reworked elemental life-force concept, some infusions, added Totemic Guide foci.

0.4 Added cantrips to class concept, refined infusions to reflect ½ caster concept.

0.3 Added spell list, changed to ½ caster instead of full caster class. Added equipment.

0.2 Added foci: Restoration and Enhancement

0.1 Created base class features, level list, totems, shields, and infusions

Suggested Translations and Alterations[edit]

Hi there,

I am playing this class as a campaign and my GM asked me to translate the parts in Italian. In addition, I tweaked the wording of a few sections, and reworked the Animal Totem to better fit with my personal view of the Elemental Shaman. I have included these below for your perusal and discussion!


Chillward Totem: All friendly creatures within a 40-foot radius of this totem have resistance to cold. Unfriendly creatures within that radius will suffer a 10ft (4 meter) speed reduction (drop).

(Totem d'ametista) Amethyst Totem: Whenever an elemental-type spell is cast (on the totem), it (the totem) preserves its (the spell's) use until the caster's next turn. On the (caster's) next turn, when the caster casts a spell against a creature or object, the totem will cast the preserved spell to the same creature (that the caster) targeted.

(Totem della tempesta) Totem of the Tempest: As an action this totem hurls a powerful bolt of lighting (thunder) at a creature chosen by the caster, if hit it takes 1d4 electrical damage and must overcome a CON save (save on toughness) to avoid being paralyzed for 2 turns.

Magma Shield: The ground shakes beneath your feet, causing a small volcano to erupt beneath you. The lava below you raises up around your form, creating a layer of magma around you. When a creature attacks you, it will take 1d6 points of fire damage, and as a reaction to a non-magical ranged attack you can melt the blow. Melting a ranged attack in this way makes the shield disappear.

(Animale totemico) - translated, then reworked to better fit the spirit of the class and what I think they were going for! <3

Animal Totem

At level 3, the elemental spirits have recognized full dedication, deciding to follow you from the outer planes in animal form. To honour and control the spirits, you create a small, handheld totem that the spirits will use to identify their master.

As an action, an Elemental Shaman bearing an animal totem can summon a totemic creature that has the form of a wolf, an eagle or a giant crab. At level 8, the bear and gryphon forms are also unlocked. Once summoned, the animal spirit has the creature's usual statistics, plus additional planar powers (fire, air, earth, or water) which will aid the bearer of the Elemental Shaman's animal totem. The bearer of the Animal Totem controls the elemental spirit on their turn, as well as gaining the benefits of its existence. The totem can be passed to any creature next to the bearer using a free action.

The totemic spirit is destroyed when it or the bearer drop to zero hit points, releasing an elemental wave based on the element chosen.

Blazing Spirit of Fire: If the spirits of planar Fire are called on, the bearer will be immune to fire damage and each hit inflicted with a melee or ranged weapon will have 1d4 bonus fire damage. When destroyed, all creatures within a 20ft radius take 1d6 points of fire damage.

Stoic Spirit of Earth: If the spirits of planar Earth are called on, the bearer will have +1 to its AC and advantage on strength checks and strength saving throws. When destroyed, the ground becomes difficult terrain in a 20ft (6 meter) radius.

Volatile Spirit of Air: If the spirits of planar Air are called on, the bearer will be immune to the prone condition and the bearer's speed increases by 10ft (3 meters). When destroyed, all creatures except the bearer are pushed back by the spirit by 20ft (6 meters).

Flowing Spirit of Water: If the spirits of planar Water are called on, the bearer will have advantage in dexterity checks and dexterity saves and will have 8 temporary hit points. When destroyed, the bearer heals a total of hit points equivalent to the fatal damage dealt to the spirit.

You can summon totemic spirits using your animal totem a number of times equal to your wisdom modifier. These reset on a long rest.


Many thanks!

Lokilotus (talk) 14:41, 15 October 2022 (MDT)

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