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The Shaman [New Class]

ChameleonX

Explorer
UPDATE (9/21 - 15:34): Changed Class Name to Shaman.

Inspired by Mike Mearls' comment about combining the Artifcer with the Shaman and Alchemist, I decided to give this a try to see what such a class would be like. Comments and suggestions welcome.

[h=2]The Shaman[/h][h=4]Hit Points[/h]Hit Dice: 1d8 per Shaman level
Hit Points at 1st level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shaman level
[h=4]Proficiencies[/h]Armor: Light Armor, Shields
Weapons: Simple weapons
Tools: None

Saving Throws: Charisma, Wisdom

Skills: Choose two from among Arcana, Deception, History, Intimidation, Insight, Medicine, Nature, Perception, Persuasion, and Religion
[h=3]The Shaman Table[/h]
LevelProf.Class FeaturesCantrips Spells/Day
1+2Primal Discipline, Spirit Binding32
2+2Speak with Spirits33
3+2---34/2
4+2Ability Score Increase44/3
5+3---44/3/2
6+3Discipline Feature44/3/3
7+3---44/3/3/1
8+3Ability Score Increase44/3/3/2
9+4---44/3/3/2/1
10+4Discipline Feature54/3/3/3/2
11+4---54/3/3/3/2/1
12+4Ability Score Increase54/3/3/3/2/1
13+5---54/3/3/3/2/1/1
14+5Discipline Feature54/3/3/3/2/1/1
15+5---54/3/3/3/2/1/1/1
16+5Ability Score Increase54/3/3/3/2/1/1/1
17+6---54/3/3/3/2/1/1/1/1
18+6Spirit Investiture54/3/3/3/3/1/1/1/1
19+6Ability Score Increase54/3/3/3/3/2/1/1/1
20+6Totemic Mastery54/3/3/3/3/2/2/1/1
[h=4]Primal Discipline[/h]The Shaman practices an ancient and poorly understood form of magic which has existed since before the world was young, and has been passed from generation to generation so many times that its origins have become clouded in myth and superstition. Because of its deep roots, the art of Spirit Binding has diverged several times, creating a multitude of distinct traditions.
At 1st level, you choose a Primal Discipline, which represents the different areas that you focus your art. Three Disciplines are detailed below; the Discipline of the Infuser, the Discipline of the Totemist, and the Discipline of the Eidolon. Your choice of Discipline grants you benefits at 1st level, and again at levels 6, 10, and 14.
[h=4]Spirit Binding[/h]Beginning at 1st level, you have acquired the knowledge to commune with the spirits of the world and the inanimate objects around you. You are able to channel the innate magic of these entities into objects to create infusions, totems, and other temporary magic items. You might even be able to bring forth the essence of a spirit to fight beside you in a corporeal form.

Binding Spirits and Casting Spells
As a Shaman, your mystical arts allow you to commune with the Great Elders, the mightiest of the Primal Spirits of nature, and be granted a portion of their magic. This power allows you to call forth bound spirits and to channel their magic for your own purposes.
The Shaman Table shows you how many spell slots you have to cast your Bound Spirits' spells of 1st level and higher. To cast one of these spells, you must expend a spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of spells that your Bound Spirits know, choosing from the Shaman spell list, or the spell list of the Great Elders that you have communed with. You commune with the Great Elders during an ancient ritual which you perform during a long rest, and which puts you in contact with up to a number of Elders equal to your Wisdom modifier (minimum one Elder). Those Elders impart to you the knowledge and power to cast up to a number of spells equal to your Shaman level plus your Wisdom modifier (minimum one spell), which must be of a level for which you have spell slots.
For example, as a 1st level Shaman with a Wisdom score of 16, you could commune with up to three of the Great Elders, and choose up to four spells from the Shaman spell list, or the spell list of any of those three Elders. You may change your list of prepared spells each time you take a long rest.

Spellcasting Ability
Wisdom is your spellcasting ability, since your magic relies on being able to empathize with and understand the bestial whims of the primal spirits. 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 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 any Shaman spell as a ritual if that spell has the ritual tag, without having to summon a Bound Spirit representing that spell.

Spellcasting Focus
You can use a Druidic focus (found in Chapter 5 of the PHB) as a spellcasting focus for your Shaman spells. You can also use any handheld object or weapon imbued with your magic as a spellcasting focus, including weapons or shields.

[h=4]Speak With Spirits[/h]At 2nd level, you can use your action to make an open call to any spiritual beings that may be in the area, including nature spirits, ancestor spirits, and even the spirits of the dead. You urge these beings to show themselves and converse with you. This feature allows two-way communication between you and any spirit-like entity (including undead such as ghosts and wraiths), though it does not grant you any ability to command them, nor does it necessarily incline such beings to be friendly towards you.
Spirit beings are limited in their knowledge by their nature and experiences, but are generally able to relate what they have seen or heard in the immediate area, and/or memories of their past lives (if they are spirits of the dead). The spirits are under no compulsion to answer truthfully (or indeed, at all), but most spirits are at least curious enough about a Shaman talking to them to at least engage in a brief dialogue.
At the DM's discretion, a Shaman might be able to convince a spirit to aid him or her in some way, provided they have the ability to do so, such as leading the Shaman to the site of an important item, or scaring away a group of patroling monsters.
[h=4]Spirit Investiture[/h]Beginning at 18th level, your mystical connection to the spirits has impressed one of the Great Elders, prompting that spirit to permanently ally with you.
Choose one of the Great Elders with which you've had dealings with. You no longer need to summon a Bound Spirit in order to cast any spell on that Elder's list, though you must still do so in order to bind the spell to an object.
[h=4]Totemic Mastery[/h]At 20th level, you no longer need to perform the elaborate rituals you once did in order to commune with the spirits. You may summon Bound Spirits or dismiss previously summoned spirits during a short rest instead of a long rest.

Shaman Spell List
[sblock="Spell List"]
[sblock="0th Level Spells (Cantrips)"]
Acid Splash
Control Flame
Druidcraft
Fire Bolt
Guidance
Gust
Mending
Mold Earth
Poison Spray
Ray of Frost
Resistance
Shape Water
Shocking Grasp
Spare the Dying
Thorn Whip
Thunderclap
[/sblock]
[sblock="1st Level Spells"]
Absorb Elements
Animal Friendship
Beast Bond
Cure Wounds
Detect Magic
Detect Poison and Disease
Healing Word
Identify
Jump
Longstrider
Purify Food and Drink
Speak with Animals
[/sblock]
[sblock="2nd Level Spells"]
Animal Messenger
Beast Sense
Blindness/Deafness
Darkvision
Enhance Ability
Find Traps
Hold Person
Lesser Restoration
Locate Object
Protection from Poison
See Invisibility
[/sblock]
[sblock="3rd Level Spells"]
Create Food and Water
Daylight
Dispel Magic
Feign Death
Protection from Energy
Remove Curse
Speak with Dead
[/sblock]
[sblock="4th Level Spells"]
Banishment
Conjure Minor Elementals
Divination
Dimension Door
Fabricate
Giant Insect
Locate Creature
[/sblock]
[sblock="5th Level Spells"]
Hold Monster
Insect Plague
Legend Lore
Mass Cure Wounds
Passwall
Planar Binding
Reincarnate
Telekinesis
Teleportation Circle
[/sblock]
[sblock="6th Level Spells"]
Chain Lightning
Conjure Fey
Contingency
Drawmij's Instant Summons
Find the Path
Flesh to Stone
Heal
Heroes' Feast
Move Earth
Sunbeam
Transport via Plants
True Seeing
Wall of Ice
Wall of Thorns
[/sblock]
[sblock="7th Level Spells"]
Etherealness
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
Whirlwind
[/sblock]
[sblock="8th Level Spells"]
Antimagic Field
Antipathy/Sympathy
Control Weather
Dominate Monster
Earthquake
Incendiary Cloud
Sunburst
Tsunami
[/sblock]
[sblock="9th Level Spells"]
Astral Projection
Foresight
Shapechange
Mass Heal
Meteor Swarm
True Resurrection
[/sblock]
[/sblock]
[h=3]Great Elder Spirits[/h][sblock="Primal Spirits"]
[h=4]Always Falling[/h] A spirit of the waterfall, this spirit is associated with lakes, rivers, and other bodies of water.

Level Spell

1 Create or Destroy Water, Fog Cloud
3 Mirror Image, Misty Step
5 Tidal Wave, Water Breathing
7 Control Water, Watery Sphere
9 Conjure Elemental (Water Only), Maelstrom

[h=4]Blood Cousin[/h] A spirit of harmony and brotherhood, she fosters cooperation and camaraderie between peoples.

Level Spell
1 Comprehend Languages, Heroism
3 Calm Emotions, Warding Bond
5 Revivify, Sending
7 Freedom of Movement, Death Ward
9 Greater Restoration, Rary's Telepathic Bond

[h=4]Everflame[/h] An ancient spirit of the purification and renewal, it destroys the old so the Earth can be reborn.

Level Spell
1 Burning Hands, Faerie Fire
3 Heat Metal, Flame Blade
5 Fireball, Flame Arrows
7 Fire Shield, Wall of Fire
9 Control Elemental (Fire Only), Immolation

Fate Weaver
Also called Grandmother Spider, the Fate Weaver's webs bind the planes and the mortal world together as she spins the threads of mortal destiny.

Level Spell
1 Bane, Bless
3 Augury, Web
5 Bestow Curse, Clairvoyance
7 Arcane Eye, Divination
9 Dream, Scrying

[h=4]Great Bear[/h] A spirit of strength and protection, she watches over her faithful like a mother bear over her cubs.

Level Spell
1 Shield, Shield of Faith
3 Aid, Enhance Ability
5 Magic Circle, Spirit Guardians
7 Death Ward, Polymorph
9 Antilife Shell, Raise Dead

[h=4]Hunter of Winter[/h] A spirit of ice and snow that often takes the form of a huge white tiger, the Hunter of Winter is said to prowl in frigid lands where ice stands eternal.

Level Spell
1 Ice Knife, Armor of Agathys
3 Snilloc's Snowball Swarm, Misty Step
5 Sleet Storm, Slow
7 Ice Storm, Greater Invisibility
9 Cone of Cold, Conjure Elemental

[h=4]The Primal Beast[/h] The ancestor of all natural predators, each animal contains a spark of this spirit's essence, which Druids call upon when they take the form of beasts.

Level Spell
1 Hunter's Mark, Ensnaring Strike
3 Locate Animals or Plants, Pass Without Trace
5 Conjure Animals, Nondetection
7 Dominate Beast, Polymorph
9 Awaken, Tree Stride

[h=4]Stoneroot[/h] The spirit of the undying earth and the ancient mountains, this spirit embodies the resilience and raw power of the Earth.

Level Spell
1 Earth Tremor, Grease
3 Maximillian's Earthen Grasp, Spike Growth
5 Erupting Earth, Meld into Stone
7 Stone Shape, Stoneskin
9 Conjure Elemental (Earth Only), Transmute Rock

[h=4]Stormhawk[/h]A great bird spirit that flies upon the storm winds, it is an embodiment of thunder, lightning, and wind.

Level Spell
1 Feather Fall, Thunderwave
3 Gust of Wind, Shatter
5 Lightning Bolt, Wind Wall
7 Freedom of Movement, Storm Sphere
9 Conjure Elemental (Air Only), Control Winds

[h=4]Tree Father[/h]An ancient spirit of the forest, it is said to be the progenitor of all the world's forests.

Level Spell
1 Entangle, Goodberry
3 Barkskin, Spike Growth
5 Plant Growth, Speak with Plants
7 Conjure Woodland Beings, Grasping Vine
9 Commune with Nature, Tree Stride
[/sblock]
[h=2]Subclasses[/h][h=4]Discipline of the Infuser[/h][sblock="Infuser"]
Level Feature
1 Bonus Proficiencies, Spirit Infusion
6 Infuse Scroll
10 Infuse Talisman
14 Master Infuser
[h=4]Bonus Proficiencies[/h]When you select this Discipline at 1st level, you gain proficiency with Alchemist's Supplies and an Herbalism Kit.
[h=4]Spirit Infusion[/h]When you select this Discipline at 1st level, you gain the ability to infuse the power of your bound spirits into an infusion; a consumable magic item that stores the spirit's power for a short time. There are two main types of Infusions you can create using this ability; Oils, using your Alchemist Supplies, and Elixirs, which require your Herbalism kit.
To create an Infusion, you must choose a spell known by one of your bound spirits, combine the material components (if any) of that spell with a base reagent, and expend a spell slot of that spell's level or higher to infuse the power of your Bound spirit into the Oil or Elixir. The base reagent for your Infusions is a special combination of commonly available materials, which together cost 20gp times the infused spell's level, and are expended during the Infusion process. The entire process of creating an infusion takes one hour per level of the spell, which can be during a short or long rest.

Create Elixir: The infused spell takes effect as soon as a creature drinks the Elixir as an action, as if it were a magic potion or ingested poison. Only a spell that affects a single creature can be infused into an Elixir. If the spell has multiple possible effects, you must choose which effect to infuse into the Elixir when you create it. If the spell has a harmful effect, the creature gets any saving throws normally allowed by the spell. If the spell normally requires concentration, its effects last for one minute.

A creature can determine the effect of the Elixir without drinking it, just as with a magic potion, by carefully sipping the potion. When you create the infusion, you may attempt to disguise the taste of the Elixir to obscure its effect; if so, the creature sipping it must make an Intelligence (Investigation) check against a DC equal to 8 + your Wisdom modifier + your proficiency bonus.
A creature can also attempt to force-feed your infusions to another creature by making an opposed Strength (Athletics) check, as if attempting to grab the creature. If successful, the creature is forced to drink the infusion.

Create Oil: The infusion can either be used as an action to coat one weapon or piece of ammunition, or kept contained in a small glass phial. If the former, the infused spell takes effect the first time a creature is hit by an attack from the weapon or piece of ammunition. If the latter, the spell takes effect whenever the phial containing it is broken, and thus it can be used as a thrown weapon with a short range of 20ft. and a long range of 80ft.
If the spell produces an area of effect, it originates at the point of impact, and affects all creatures within its normal radius (including you and your allies). If the spell normally requires concentration, its effects last for one minute. When used as a thrown weapon, the Infusion itself deals 1d4 bludgeoning damage if it strikes a creature.

Whether it is an Elixir or an Oil, your Infusions are used up after the spell effect is triggered. The ingredients in your Infusions spoil after 1d4 + 1 days, rendering them useless.

[h=4]Infuse Scrolls[/h]Beginning at 6th level, you gain the ability to infuse spells onto a blank sheet of parchment or vellum, creating an impromptu spell scroll. To do so, you choose a spell known by one of your bound spirits, and expend a spell slot of its level or higher.
The infusion process takes 1 hour and costs 50gp in components, multiplied by the level of the spell infused. The scrolls you create using this feature function exactly the same as normal spell scrolls, but their magic is unstable. If they are not used within 1d4 +1 days after their creation, the magic fades from the scroll, and it becomes a mundane piece of stationary.

[h=4]Infuse Talisman[/h]Beginning at 10th level, your ability to bind spirits into objects has grown such that you are able to bind spells to items directly, creating temporary magic items that confer a lasting benefit.
To do so, you must choose one non-magical object that can occupy no more than a 5ft. cube. You must meditate on the item for a number of hours equal to twice the level of the spell you wish to infuse (which can be during a long rest), and the item must be in contact with you the whole time. At the end of this period you expend a spell slot of the spell's level or higher and the spell is stored within the talisman.

In order to use a talisman, a creature must first attune to it, as one would to a permanent magic item. Once a creature is attuned, it may use an action to activate the spell stored within the talisman. The spell is cast using the spell slot that was spent to Infuse it, and uses your spell save DC, regardless of who activates it. The creature holding the target may choose the targets of the spell, and which of any variable effects the spell produces (if applicable).
The magic you use to infuse an item is not as stable as that used to create true magic items. If the Talisman is not used within 1d4 + 1 days, its magic fades and the item becomes nonmagical. Likewise, the item also becomes nonmagical once the spell stored in it has been cast.

[h=4]Master Infuser[/h]By 14th level, your binding arts have reached their apex. Infusions, Scrolls, and Talismans you create last twice as long (2d4 + 2 days) as they normally would before their magic fades, and creating Infusions, Scrolls, or Talismans takes you half the time and component cost as before.
[/sblock]
[h=4]Discipline of the Totemist[/h][sblock="Totemist"]

Level Feature

1 Bonus Proficiencies, Soul Binding

6 Extra Attack

10 Spirit's Ward

14 Eternal Avatar

[h=4]Bonus Proficiencies[/h]When you choose this discipline at 1st level, you gain proficiency with medium armor and martial weapons.

[h=4]Soul Binding[/h]When you choose this feature at 1st level, you have learned to awaken your soul and set it to resonate with the primal spirits that flow around and within you. Whereas other Shamans channel spirits into objects, you channel them into yourself instead.
As a bonus action, you choose one of the Bound Spirits sent to you by a specific Great Elder. You merge with that spirit, allowing the Great Elders to channel their power directly through your body. For a brief time you become a living avatar of the Primal Spirits, rather than a mere mortal. This state is known as a "Guardian Form."

You may remain in Guardian Form for up to 1 minute, or until you fall unconscious. You may also revert to your normal humanoid form as a bonus action. While you are in Guardian Form, you may cast only spells that are known to the Great Elder you are currently channeling. You may assume only one Guardian Form at a time, and you must return to your normal humanoid form before assuming another. While in this form, you gain the Shapechanger subtype.

[sblock="Guardian Forms"]
Form of the Crashing Torrent
Your spirit merges with an aspect of Always Falling, causing your flesh to turn green or blue and take on the appearance of fish scales Your hair becomes a mass of foam or seaweed, and a mask forms upon your face which embodies the power and crashing roar of the mighty waterfall. While you are in this Guardian Form you gain the following benefits:
• You have resistance to Acid damage.
• You gain a swim speed equal to your walking speed.
• You may breathe both air and water.
• Once while you are in this form, you may use your action to transform your body into a mass of living water to crush your foes.
This action has the same effects as the Tidal Wave spell, but it requires no components and the spell's area must include your space. At the end of this action, your body reforms in any space that was within the area affected by the spell.
Once you use this action, you cannot use it again until you complete a short or long rest.



Form of the Blood Dancer
Your spirit merges with an aspect of Blood Cousin, causing your skin to become red. Tatoos representing a myriad of different clans and tribes from across the world etch themselves on your skin. On your face, a mask representing a smiling warrior with long, elaborately braided hair appears. While you are in this Guardian Form, you gain the following benefits:

• You cannot be charmed.
• Each friendly creature within 30ft of you may add your Wisdom modifier to any saving throw they make.
• Whenever a friendly creature within 30ft of you regains hit points, he or she regains 1d6 additional hit points.
• Once while in this form, you may use your action to release a burst of potent healing energy.
Up to eight creatures of your choice within 30ft of you regain hit points equal to 10d8 + your spellcasting modifier. In addition, if the creature is currently suffering from an effect that requires a save to end, the creature may make a saving throw against it. On a success, that effect ends early for that creature.
Once you use this action, you cannot use it again until you complete a short or long rest.



Form of the Boundless Flame
Your spirit merges with an aspect of the Everflame, causing your skin to become black and fissures of fire to break out all across your flesh, venting fire and smoke. Your hair becomes flame and ash, and a mask of obsidian with smoldering eyes forms upon your face. While you are in this Guardian Form, you gain the following benefits:
• You have immunity to fire damage and resistance to cold damage.
• Any creature that ends its turn within 5ft of you must succeed on a Constitution saving throw against your Spell Save DC or take 2d6 fire damage. Creatures that are resistant or immune to fire succeed automatically.
• Your melee weapon attacks and unarmed strikes deal an extra 1d4 fire damage on a hit.
• Once while you are in this form, you may use your action to cast either the Burning Hands, Scorching Ray, or Fireball spell.
You require no components, and do not expend a spell slot. Each spell is cast as if you had used the highest level spell slot you have available, up to a maximum of 5th level.
Once you use any of these three spells, you cannot cast any of them in this way again until you complete a short or long rest.



Form of the Dream Catcher
Your spirit merges with an aspect of the Fate Weaver, causing spectral spider legs to burst forth from your back, and your skin to become dark and hairy. A cloak of shadowy mist clings to your shoulders, and a bone-white death mask with many false eyes forms on your face. While you are in this Guardian Form, you gain the following benefits.

• You have resistance to poison damage and necrotic damage.
• You have advantage on Dexterity checks and Dexterity saving throws, but not attack rolls.
• You gain a climb speed equal to your walking speed, and can move across and stand on surfaces such as walls, floors, and ceilings.
• Once while you are in this form, you may use your action to make a special melee attack against a creature within 5ft of you.
On a hit, the target takes piercing damage equal to 3d8 + your Dexterity modifier, as spectral spider fangs extend from your mask and deliver a venomous bite. The creature must succeed on a Constitution saving throw against your Spell Save DC or become Poisoned for 1 minute. While poisoned, the target takes 2d6 poison damage at the beginning of each of its turns. The creature may repeat the save at the end of each of its turns to end the effect early.
Once you have used this action, you cannot do so again until you complete a short or long rest.



Form of the Bear Warrior
Your spirit merges with an aspect of the Great Bear, covering you in thick fur and causing your claws to grow long and razor sharp. Your muscles bulge, and a mask resembling a snarling bear forms on your face. While you are in this Guardian Form, you gain the following benefits:
• Any armor you are wearing merges into your new form, and you instead gain Natural Armor. Your AC equals 10 + your Dexterity modifier + your Constitution modifier. You may still gain this benefit while using a shield.
• You gain resistance to nonmagical bludgeoning, slashing, and piercing damage.
• You gain a Claw Attack, which is an unarmed strike that deals 2d6 slashing damage on a hit. You use Strength for the attack roll and damage roll.
• Once while you are in this form, you may use a bonus action to make a Multiattack. You must have at least one hand free. You make two claw attacks against the same target, or against two different targets. Once you use this action, you cannot do so again until you complete a short or long rest.



Form of Winter's Herald
Your spirit merges with an aspect of the Hunter of Winter, causing white fur to bristle across your skin, marked with jagged black strips. Your hair turns silver and your nails extend into icy claws, while a white tiger mask forms upon your face. While you are in this Guardian Form, you gain the following benefits:
• You are immune to cold damage and have resistance to fire damage.
• You ignore the effects of difficult terrain that is the result of ice or snow, and you automatically succeed on any Dexterity saving throw to avoid slipping on ice.
• While traveling in a snowy environment, you do not leave any tracks unless you choose to.
• On a hit, your unarmed strikes deal 1d6 slashing damage, plus 1d4 cold damage. In addition, you may use Dexterity for the attack and damage rolls of your unnarmed strikes.
• Once while you are in this form, you may use your action to produce a wave of frigid energy in a 5ft sphere centered on you.
Each creature other than you that is within this area must make a Constitution saving throw, or take 3d8 cold damage (or half damage on a successful save). Creatures that fail the save are restrained inside a thick layer of ice that forms on their bodies. A creature trapped in the ice can take no actions except to attempt to break free by succeeding on a Strength (Athletics) check against your spell save DC. The creature also cannot take reactions while trapped in ice.
Once you use this action, you cannot do so again until you complete a short or long rest.



Form of the Primal Predator

Your spirit merges with an aspect of the Primal Beast, causing you to take on a savage form that mixes traits from a myriad of different predatory creatures. Your face is covered by a mask that represents your new bestial nature, and you are filled with an insatiable bloodlust. While you are in this Guardian Form, you gain the following benefits:
• You gain either a climb speed, a fly speed, a swim speed, or a burrow speed (your choice) equal to your walking speed.
• You may take the dash action as a bonus action.
• Opportunity attacks against you are made with disadvantage.
• Once while you are in this form, you may use your action to become invisible until the end of your next turn or until you attack.
While you are invisible, nothing you are holding or wearing makes any sound when you move. The first attack you make before the end of your next turn scores an automatic critical hit if you are hidden from the target when you make the attack.
Once you use this action, you cannot do so again until you complete a short or long rest.



Form of Mountain's Thunder
Your spirit merges with an aspect of Stoneroot, and your flesh thickens and transmutes into craggy stone. Your body grows to resemble a humanoid mountain of rock, and an iron mask forms on your face that represents the spirit of the Earth. While you are in this Guardian Form, you gain the following benefits:
You gain resistance to all nonmagical damage except psychic damage and thunder damage.
• Your size increases by one step (from small to medium, or medium to large, etc.)
• Your speed becomes 15ft, you can recieve neither bonuses nor penalties to your speed, and you cannot use the Dash action.
• You ignore difficult terrain, and any other effect that would cost you extra movement or otherwise impede your movement. You automatically save against any effect that would push, restrain, or knock you prone.
• Once while you are in this form, you may use your action to cast the Earth Tremor spell, without expending a spell slot and without any components. When you do so, the radius of the spell increases to 30ft, and inflicts damage as a level 5 spell.
Once you use this action, you cannot do so again until you complete a short or long rest.



Form of the Storm's Wrath
Your spirit merges with an aspect of the Stormhawk. You grow majestic wings and your body sprouts shining gold feathers that crackle with barely-contained static electricity. Your hair stands on end and turns pearly white, and a mask depicting a bird of prey appears on your face. While you are in this Guardian Form, you gain the following benefits:

• You have immunity to lightning damage and resistance to thunder damage.
• You gain a fly speed of 80ft.
• Your melee weapon attacks and unarmed strikes deal an extra 1d4 lightning damage on a hit.

• Once while you are in this form you may use your action to cast the Chain Lightning spell as a 6th level spell, without requiring material components and without spending a spell slot.
Once you use this action, you may not do so again until you complete a short or long rest.



Form of the Oak Sentinel

Your spirit merges with an aspect of the Tree Father. Your flesh becomes thick and woody, and leaves and vines sprout from your exposed skin. Your hair becomes thick ropes of moss, and a wooden mask depicting an ancient humanoid with a long beard forms on your face. While you are in this Guardian Form, you gain the following benefits:

• Your limbs extend, increasing your melee reach by 5ft.
• You have the benefits of the Barkskin spell.

• You have vulnerability to fire damage, and you are considered to be a flammable object.
• You regain hit points equal to your Constitution modifier at the beginning of each of your turns while you are in direct sunlight.

• Once while you are in this form, you may use a bonus action to cast Ensnaring Strike as a 5th level spell, requiring no components and without spending a spell slot.
You do not need to maintain concentration on the spell; it lasts for its full normal duration. Once you use this action, you may not do so again until you complete a short or long rest

[/sblock]

[h=4]Extra Attack[/h]Starting at 6th level, you can attack twice instead of once when you use the Attack action on your turn.

[h=4]Spirit's Ward[/h]Beginning at 10th level, you have advantage on saving throws against spells while you are in any Guardian Form.

[h=4]Primal Avatar[/h]Starting at 14th level, the touch of the Elder Spirits have left an indelible mark on your soul. You may even become a Primal Spirit yourself when you die. From this point onward, you age only 1 year for every 10 years that passes. You are immune to all nonmagical poisons and diseases, and your creature type changes to fey, elemental, or undead (your choice).

In addition, you may cast the Etherealness spell once using this feature, requiring no components and expending no spell slots. Once you do so, you cannot cast the spell in this way again until you complete a short or long rest.

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[h=4]Discipline of the Eidolon[/h][sblock="Eidolon"]

Level Feature

1 Spirit Companion

6 Spirit Strike

10 Spirit's Bond

14 Spirit Possession

[h=4]Spirit Companion[/h]When you select this discipline at 1st level, you learn to call forth one of your bound spirits as a bonus action to take on a quasi-real form that is tangible to other creatures.
You choose what form the spirit takes; which can be any beast, elemental, fey, humanoid, or undead of CR 1 or lower. Whatever form the spirit takes, it is ethereal, and has resistance to all damage other than force damage, and is immune to all effects other than damage. The spirit vanishes when it is reduced to 0 hit points, or if you dismiss it as a bonus action. If it disappears as a result of damage, you cannot summon that spirit again until you complete a short or long rest. You may only summon one bound spirit as a companion at a time.

The spirit is unaffected by gravity and other physical forces, and can move through or end its turn within solid objects and creatures, but is impeded by magical force effects such as Wall of Force. Its AC is equal to 8 + your proficiency bonus + your Wisdom modifier, and it has hit points equal to five times your Shaman level. It's Intelligence, Charisma, and Wisdom scores are the same as yours. It is otherwise mechanically identical to the creature whose form it has taken.

You may command your companion to move up to its speed on your turn (no action required). You may also use a bonus action to command it to take the dodge, dash, disengage, hide, or help actions. However, it cannot interact physically with other creatures or objects in any way, as it passes through normal matter.
Likewise, creatures pass through your spirit companion, but attacks and magical effects do not. Your companion cannot attack, though it can be used as a conduit for your magic. You may cast any spell with a range of Touch or Self using your companion's space as the point of origin. Your spirit companion is never affected by your spells, unless you want it to be.

Your spirit companion understands any language you speak. It cannot speak unless its chosen form can, but it can communicate with you telepathically while you are within 1 mile of it.

[h=4]Spirit Strike[/h]Beginning at 6th level, you are able to grant your spirit companion a brief moment of corporeality. Whenever a creature provokes an opportunity attack from your spirit companion, you may use your reaction to have it make an attack against that creature.
It can only use single attack actions, not the Multiattack action. On a hit, the attack deals force damage equal to 2d8 + your Wisdom modifier, instead of the damage normally dealt by the creature's attacks. If your companion's attack has any effects that call for a saving throw, the creature uses your spell save DC.

[h=4]Spirit's Bond[/h]Beginning at 10th level, your are capable of temporarily infusing your magic into your spirit companion. When you cast a spell through your spirit companion, you may instead have your companion generate an aura with that spell effect.
The aura is a sphere with a radius of 5ft, and affects all creatures you choose within that area. The aura moves with your companion as it moves, and lasts for the same duration as the original spell. A creature is affected only when it is in the area of the aura.
For example, you could use this feature to cast Cure Wounds, causing each creature in the aura to regain hit points equal to 1d8 + your spellcasting modifier per level of the spell. Alternatively, you could cast the Burning Hands spell through your companion, dealing 3d8 fire damage to each creature in the aura which fails the saving throw (or half to those who succeed).

[h=4]Spirit Possession[/h]Beginning at 14th level, you may use your action to merge your spirit companion with another willing creature within 5ft of it, granting that creature a number of benefits.
While the creature is merged with your spirit companion, it gains the benefit of any spell (such as Bless) that is currently affecting your companion. The creature also becomes partially ethereal, gaining resistance to all damage except force damage, and allowing it to move through (but not end its turn in) spaces occupied by solid objects or creatures.
In addition, since your Spirit Companion is merged with the creature, you may channel spells through that creature, and you may use your Spirit Strike and Spirit's Bond features as if the creature was your Companion. The creature otherwise retains control of its own actions, and is under no compulsion to obey you.
The creature may remain merged with your comapnion for up to 1 minute, or until you end the effect as a bonus action. Once you use this feature, you may not do so again until you finish a long rest.

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rfkannen

Villager
I like it! Seems like a cool idea that was well implemented. Only problem I might have would be the asociation between the 3.5 binder and this one, very diffrent classes but with the same name.
 

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