Tribal Shaman (5e Class)
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Creating a Tribal Shaman
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- Quick Build
As a Tribal Shaman you gain the following class features.
- Hit Points
Armor: Light armor, medium armor, shields (Tribal Shaman's will not wear armor or use shields made of metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Wisdom, Intelligence
Skills: Choose three from of the following: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, History, and Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden shield or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack, and a druidic focus
|Features||Beast Taming CR||Cantrips Known||Spells Known||—Spell Slots per Spell Level—|
|2nd||+2||Shamans Tribe, Tribal Path||1/4||2||6||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement||1||3||8||4||3||—||—||—||—||—||—||—|
|5th||+3||Voice of the Ancestors||1||3||9||4||3||2||—||—||—||—||—||—|
|6th||+3||Tribal Path Feature||2||3||10||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement||4||3||12||4||3||3||2||—||—||—||—||—|
|10th||+4||Empowered Attack, Tribal Path Feature||5||4||14||4||3||3||3||2||—||—||—||—|
|12th||+4||Ability Score Improvement||7||4||16||4||3||3||3||2||1||—||—||—|
|13th||+5||Choir of the Ancestors||7||4||17||4||3||3||3||2||1||1||—||—|
|14th||+5||Faithfull Summons, Tribal Path Feature||8||4||18||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement||10||4||20||4||3||3||3||2||1||1||1||—|
|17th||+6||Empowered Attack Improvement||10||4||21||4||3||3||3||2||1||1||1||1|
|19th||+6||Ability Score Improvement||12||4||23||4||3||3||3||3||2||1||1||1|
You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.
Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.
At 1st level, you know two cantrips of your choice from the tribal shaman spell list. You learn additional tribal shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the tribal shaman table.
- Preparing and Casting Spells
The tribal shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these tribal shaman 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.
You know the list of tribal shaman spells that are available for you to cast, choosing from the tribal shaman spell list. When you do so, choose a number of tribal shaman spells equal to your Wisdom modifier + your tribal shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level tribal shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of known spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of known spells.
You can also change your list of known spells when you finish a long rest. Preparing a new list of tribal shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
- Spellcasting Ability
Wisdom is your spellcasting ability for your tribal shaman spells, since your magic draws upon your devotion and attunement to nature. 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 tribal shaman 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
- Ritual Casting
You can cast a tribal shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.
- Spellcasting Focus
You can use a druidic focus (see “Equipment”) as a spellcasting focus for your tribal shaman spells.
Beginning at 2nd level, you can expertly tame fierce beasts. As an action, you may attempt to tame a beast with any Challenge rating, as described below. The max CR of beasts you are able to tame increases as you level up, as indicated by the Beast CR column on the tribal shaman feature chart. You may not tame any beast with an evil alignment.
When you attempt to tame a beast, make a Wisdom ( Animal Handling ) check against a DC equal to 10 + the creatures CR rating (Minimum plus 1). On a success, you are able to spend 1 hour of work (counts as downtime) to fully tame the beast to be your new animal companion. At the end of 2 hours, the animal companion is tamed and obeys your commands to the best of its ability. Any action you command your creature to do during combat is used as a bonus action.
You are able to tame as many creatures as your Wisdom Modifier.
Your animal companions are greatly affected by the bonds you share. They roll for initiative, like any other creature, but you determine their actions, decisions, etc. If you are incapacitated or absent, your companions acts on their own. You can ride your animal companions as a controlled mount if it is big enough, even if it hasn't been trained to accept a rider. The initiative of a controlled mount changes to match yours when you mount it. It moves as you direct it, and it has only three action options: Dash, Disengage, and Dodge. A controlled mount can move and act even on the turn that you mount it. All other rules of mounted combat apply.
Your animal companion has abilities and game statistics determined in part by your level. Make the following changes to your animal companion's statistics.
- Your companion uses your proficiency bonus, rather than its own.
- In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls.
- It gains proficiency in any two skills of your choice.
- It gains proficiency in Strength and Dexterity saving throws.
- It's natural attacks damage increases by one die at levels 5th, 11th and 17th.
For every level you gain after attaining an animal companion, your animal companion gains an additional hit die and increases its HP accordingly. Whenever you gain the Ability Score Improvement class feature, your companion's abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can't increase an ability score above 20 using this feature, unless its description specifies otherwise.
At 2nd level, you choose to identify with one of the Tribal Paths, such as the Path of the Healer or Path of the Tamer. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
At 3rd level, you become imbued with the blessings of the Tribe. You are a font of energy that offers respite from injuries. You have a pool of tribal energy represented by a number of d6s equal to your tribal shaman level.
As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your tribal shaman level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.
You regain the expended dice when you finish a long rest.
Ability Score Improvement
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.
Voice of the Ancestors
At 5th level, a Tribal Shaman's voice becomes soothing to the listener. A tribal shaman can use their bonus action to cast healing word a number of times equal to their proficiency bonus between long rests. The spell will be cast at a level equal to your Tribal Shaman level halved (rounded down), at level 20 the spell slot level will not increase to 10 but instead casting Healing Word this way becomes a free action for the Tribal Shaman.
At 7th level, a Tribal Shamans’s touch can not only heal a target but restore them. Tribal Shaman's can cast lesser restoration at 1st level at will. Tribal Shaman's can also cast cure wounds at 3rd level without expending a spell slot once per long rest.
Starting at 10th level, you can use you bonus action to empower the next attack of an ally within 60 ft of you. They gain advantage on their next melee attack and if they hit, the attack does crit damage. Once you use this feature, you must finish a long rest before you can use it again.
You gain an additional use of this feature when you reach 17th level in this class.
Starting at the 11th level, the spirits of the tribe help aid in ways of healing your team, and as such gain the following benefits:
- Whenever you cast a spell on a creature that would allow them to regain Hit Points, they regain additional Hit Points equal to 1d4 + your casting ability modifier.
- You can use a bonus action to hasten your allies with the next healing spell you cast. The next time you cast a spell on a creature that would allow them to regain Hit Points, the targeted creature's movement speed also increases by 10 feet until the end of their next turn. Once you use this feature, you cannot use it again until you finish a short or long rest.
- If a party member within 10 feet of you is hit by an attack or spell, you can use your reaction to cast a cantrip or a 1st Level spell you know that would allow the party member to regain Hit Points (such as cure wounds). You still must have the number of spell slots needed to cast the spell. Once you use this feature, you cannot use it again until you finish a short or long rest.
Choir of the Ancestors
Starting at 14th level, if you are reduced bellow 30 hit points, you can immediately gain the benefits of conjure animals as if it were cast using a 9th-level spell slot. It summons four beasts of your choice that are challenge rating 2 or lower. The conjured beasts appear within 20 feet of you. If they receive no commands from you, they protect you from harm and attack your foes. The spell lasts for 1 hour (requiring no concentration) or until you dismiss it as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.
Beginning at the 15th level, your skills at taming beasts grow even greater. You may now tame and control a number of beasts equal to your proficiency bonus at one time. Each must be of a CR compatible with your level, as indicated by the Tribal Shaman feature chart.
Beginning at 18th level, both you and your beast companions can temporarily fly into a bestial rage. As a bonus action on your turn you can decide to enter in this state, and both you and your beast companion benefit from the following bonuses: +2 to all attack rolls and damage inflicted Advantage on Wisdom and Intelligence saving throws Should you or your companion reach 0 hit points within the duration of the Fury, you can perform an attack as a reaction, interrupting the normal flow of the enemy's turn, which will continue as normal after this attack once the attack is delivered, normal 0 hit points consequences take place.
The Fury lasts for a number of turns equal to your Wisdom modifier, at the end of which both you and your beast companion suffer 1 level of Exhaustion. You can use this feature once every long rest.
Beginning at the 20th level, whenever you cast a spell that restores HP targets are healed for half of the original value at the start of their next turn.
For example. If you cast cure wounds on a target and they heal for 10 hit points. At the start of their next turn they will heal for 5 hit points.
Additionally, whenever you cast a spell that restores HP the amount of healing done is doubled.
Path of the Healer
- Tribal Medic
Beginning at 2nd level, you learn extra spells on the chart below in accordance to your druid spell casting. Additionally, You learn the unique cantrip Tribal Healing Totem. This cantrip does not count against your total cantrips known (For example, at second level you have 2 cantrips known and Tribal Healing Totem).
|Casting time:||1 bonus action|
You summon a small totem in an empty space within 15 feet of you. This totem continuously pulses with healing energy. Any ally that begins their turn within 15 feet of your totem regains 3 hit points. The totem itself has 5 hit points, and an AC of 14. It automatically fails saving throws. You cannot have more than 1 totem summoned at a time.
|1st||Cure Wounds - lesser restoration|
|2nd||Healing Spirit - Prayer of Healing|
|3rd||Mass Healing Word - Beacon of Hope|
|4th||Death Ward - Guardian of Nature|
|5th||Mass Cure Wounds - Raise Dead|
- Chain Heal
As of 6th level you learn the spell and gain the ability to cast the spell Chain Heal at 2nd level without expending a spell slot a number of times per day equal to your intelligence modifier - 1(minimum 1). You regain all lost charges upon finishing a long rest. This spell does not count against your total spells known.
|Casting time:||1 action|
You release a bolt of healing energy that leaps to multiple targets. A creature within range regains 2d6+3 hit points, then a creature of your choice within 15 feet of the target regains 1d6+3 hit points. If you are within 15 feet of the second target you regain 1d4+3 hit points.
At 10th level you learn the spell and gain the ability to cast the spell Rejuvenation at 3rd level without expending a spell slot a number of times per day equal to your intelligence modifier - 2(minimum 1). You regain all lost charges upon finishing a long rest. This spell does not count against your total spells known.
|Casting time:||1 action|
You send out small streams of nature energy to heal an ally over time. Choose a target within range. You may heal any target with Rejuvenation cast on them for 3d4 Hit Points once per turn until this spell's duration is over. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.
As you reach 14th level you learn the spell and gain the ability to cast the spell Tranquility at 7th level without expending a spell slot a number of times per day equal to your intelligence modifier - 3(minimum 1). You regain all lost charges upon finishing a long rest. This spell does not count against your total spells known.
|Casting time:||1 action|
You call forth the healing energy of the land healing all creatures of your choice that you can see within range. Each creature regains hit points equal to 6d6 + 12 per turn as long as they do not leave your sight or range of the spell. This spell has no effect on undead or constructs.
Path of the Tamer
- Monster Mash
At 2nd level, the Beast Tamer may choose two of the following monster types:
They can now tame monsters with that type as well and all mentioning of beast also refer to monsters of that type. Choose two additional types at level 10 and an additional type at level 18.
(No fiend or humanoid may ever be tamed) In addition, you learn how to change a beasts attitude and are now able to tame creatures whose alignment is evil. Beasts with the indifferent attitude towards you will treat you and any of your allies within 30 feet as friendly, and beasts with the hostile attitude will not attack you unless provoked.
- Tribal Tactics
At 6th level the tribal shaman's beast gain the benefit of a flanking bonus if a line can be made between the beast and tribal shaman that includes the subject of attack and the tribal shaman must be able to threaten the subject of attack.
- Protective Bond
As of 10th level your bond with your beast companions reaches its deepest level. When your beast companions is attacked with any action that may kill it, you may use your reaction to alert your beast companions to take the dodge action. On a successful dodge, your beast companions will counter attack if the creature that attacked them is within range.
- Unity of the Tribe
As you reach 14th level, you have taught your beast the best offense is a good defense. If a beast is about to be hit, an adjacent beast no more than 15ft away can use it's Reaction to try to knock the attack away by making a Dexterity Save with the DC equal to the attack roll with modifiers. Critical hits cannot be knocked away.