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Warcraft Shaman conversion/homebrew

gamefreak180

First Post
my first major conversion/homebrew please critique i also did what i could to make sure the wording is not verbatim from texts. i do know that the spell list may need some trimming and that the bonus spells may be changing.
Shaman
LevelProficiencyFeatures cantrips
known
spells
known
Spells per day
1 2 3 4 5 6 7 8 9
1st+2Spellcasting, primordial knowledge, shamanistic order422--------
2nd+2Augur
shamanistic order feature
433--------
3rd+2Lightning Guardian4442-------
4th+2ability score increase
Flametongue/frostbrand
5543-------
5th+3Call Totem(1)5643-------
6th+3shamanistic order feature57432------
7th+3Child of the Elements584331-----
8th+3Ghost wolf
shamanistic order feature, ability score increase
594332-----
9th+4
51043331----
10th+4Call Totem(2)61143332----
11th+4
612433321---
12th+4Purge
ability score increase
612433321---
13th+5
6134333211--
14th+5Child of the Elements (2)6134333211--
15th+5Call Totem(3)61443332111-
16th+5Rebirth
ability score increase
61443332111-
17th+6shamanistic order feature615433321111
18th+6
615433331111
19th+6ability score increase615433332111
20th+6Call Totem(4) Child of the elements(3)615433332211









Bonus Spells

Shaman levelEnhancementElementalRestoration
1stensnaring strike (phb)
absorb elements (ev)
ice knife (ev)
witchbolt (phb)
cure wounds (phb)
Heroism (phb)
3rdmagic weapon (phb)
Warding wind (ev)
aganazzar’s scorcher (ev)
melf’s acid arrow (phb)
lesser restoration(phb)
prayer of healing (phb)
5thElemental weapon (phb)
Haste (phb)
Fireball (phb)
Lightning bolt (phb)
Protection from elements (phb)
revivify (phb)
7thfire shield (phb)
stoneskin (phb)
elemental bane (ev)
vitriolic sphere (ev)
death ward (phb)
wall of fire (phb)
9thmaelstrom (ev)

wall of stone (phb)
conjure elemental (phb)
immolation (ev)
mass cure wounds (phb)
raise dead (phb)
Hit Points
hit dice 1d8 per shaman level
hit points at 1st level 8 + constitution modifier
hit points at higher levels 1d8 (or 5) + constitution modifier
Proficiencies
Armor- Light and medium
weapons- Simple weapons
tools- wood carvers tools
Saves- Wisdom, Constitution
skills- pick two Athletics, Insight, Medicine, Nature, Perception, Religion, Survival
Equipment
You start with the following equipment, in addition to
the equipment granted by your background:
(a) a mace or (b) a warhammer (if proficient)
(a) scale mail or (b) leather armor
(a) a light crossbow and 20 bolts or (b) any simple
weapon
(a) a priest's pack or (b) an explorer's pack
A shield and a shamanistic focus

Primordial Knowledge- You can read speak and write primordial
Spellcasting- spell attack equals wisdom modifier plus proficiency bonus. spell save dc is 8 + wisdom modifier + proficiency bonus. you do not prepare spells and can cast rituals.
Augur- you can use the spell augury once per day without the need of spell components
Lightning Guardian- as a bonus action you create 3 globes of lightning the circle you all creatures that attack you (up to 3 attacks) must make a dex save or take 1d4+1 damage this increases to 2d4+2 at lvl 9 and 3d4+3 at lvl 15
Flametongue/ frostbrand -A shaman learns to capture an elemental spirit within a weapon he wields. By sacrificing any prepared spell slot of 1st level or higher, a shaman can imbue a weapon with either the flaming or frost special weapon properties. A weapon cannot bear both elemental weapon properties at once, and it loses its special property if it leaves the shaman’s hands. A shaman can imbue a weapon this way once per day. Doing so is an action. The property lasts for a number of rounds equal to 1 + his Wisdom modifier (minimum 1 round). This property can be suppressed for 1d4 rounds by a dispel magic targeted on the weapon. The shaman gains an additional use of this ability per day at 8th and 12th level.A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. A frost weapon deals an extra 1d6 points of cold damage on a successful hit.
Child of the Elements- you pick 1 element that you are resistant to this increases to 3 at level 14 and 5 at level 20. the elements you can pick from are acid, cold, fire lightning, and thunder
Ghost Wolf- The shaman gains the ability to turn himself into a large wolf with a ghostly
white pelt and a speed of 40ft. This ability functions like the polymorph spell, except as noted here. The effect lasts for 1 hour per shaman level, or until the shaman changes back.Changing form (to animal or back) is an action you are able to phase through creatures and objects as if they were difficult terrain you take 5 force damage if you end your turn inside an object.
Purge- As an action you can remove you can remove one spell effect or condition on any creature you can see within 30ft of you. it requires a DC (10+ ½ CR of the creature that caused the spell effect or condition) Spell attack roll.
Rebirth- once per day you can sacrifice a spell slot of lvl 5 or higher to use resurrection on a creature. However the creature can only have been dead for up to 8 hours and must be on the same alignment spectrum as the shaman or be a member of the shamans party. This can be done twice per day at lvl 20
Call Totem- as a bonus action you can summon one totem within 30ft of you at a space that you can see, at lvl 10 2 totems at lvl15 3 totems at lvl 20 4 totems All totems have an ac equal to 10+ your wisdom modifier and they have hp equal to ¼ your hp max rounded down. Destroying the totem dispels it. If you call another totem while one is active the previous one is dispelled. They last for a number of rounds equal to your shaman level unless otherwise stated.
Totems
Stasis Trap(lvl 5) totem is visible for 1d4 rounds after it turns invisible becoming armed and lasts up to a number of rounds equal to your shaman level. if an enemy moves within 10 ft of the totem they must make a constitution save with a dc equal to your spell dc or be stunned for 1d4 rounds on a failed save or for 1 round on a successful save. then the totem expires.
Healing ward(lvl 5)- radius 20 ft all allies (including you) heal 1 point of damage per round up to their maximum health
Serpent ward (lvl 5) totem shoots an orb of fire (including the turn it was summoned) at the nearest enemy target dealing 1d6 damage using your spell attack modifier for its attack roll and it goes on your initiative ( this damage increases by 1d6 every 3 levels after 5 up to a max of 5d6)
Earthbind Totem (lvl 5) while within 20ft of the totem all enemies must make a dex save at the end of each round or be restrained by its stony roots for one round.
Fire Nova Totem (lvl 7) The totem does nothing on the round you create it,but releases an intense wave of flame in all directions on the following round. This flame deals 1d8 points of fire
damage per caster level (maximum 15d8) to all creatures in the area, including you. Dex save for half damage dc equal to your spell save dc
Tremor Totem (lvl 9)creates a 20ft area of positive energyEach round (including the one it was summoned), the totem removes one charm or fear effect on each ally in the area. In addition,the totem wakes up sleeping (magically or otherwise) allies immediately. Finally, the totem allows all allies within the area to make a save against mind affecting effects with advantage.
Strength of Earth Totem (lv 11) while within 20ft of this totem all allies (including you) gain +6 to their strength scores and gain advantage on all strength checks.
Healing Stream Totem (lvl 13) totem creates a healing wave healing all allies (including you) healing 2d6+5 hit points each round (including the round it was summoned on) and it acts on your initiative.
Resistance Totem (lvl 13) when summoned you pick one element from the child of the elements list and all allies (including you) gain resistance to that element while within 20ft of that totem
Grounding Totem (lvl15) while within 20ft of the totem all allies (including you) gain spell resistance.Magma Totem ( lvl15)totem shoots an orb of fire (including the turn it was summoned) at the nearest enemy target dealing 1d6 fire damage per caster level using your spell attack modifier for its attack roll and it goes on your initiative













Shamanistic Orders
Enhancement
1st you gain proficiency with martial weapons and you pick one of the fighting styles
-Defence +1 ac when you are wearing armor
-Dueling- when you are wielding a weapon in only one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon
-Great Weapon Fighting- when you roll a 1 or 2 on a damage die for and attack you make with a melee weapon you are wielding with two hands, you can reroll the die and must use the new roll. even if the new roll is a 1 or a 2. the weapon must have the two-handed or versatile property for you to gain this benefit
-Two-Weapon Fighting- when you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

2nd Enhanced State as a bonus action you can enter this state provided you are not in heavy armor or wielding a shield and it lasts for 1 minute. it ends early if you put on heavy armor or a shield or if you become incapacitated. you can dismiss it at any time no action required.
while active you gain the following properties
you gain a bonus to your ac equal to your wisdom modifier (minimum +1)
Your walking speed increases by 10 feet
you have advantage on Strength(Athletics) checks
you gain a bonus to any constitution saving throw you main to maintain your concentration on a spell the bonus equals your wisdom modifier (minimum +1)

6th Extra Attack- you can attack twice instead of once, whenever you take the attack action on your turn.

8th- elemental strike once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 cold, fire, or lightning damage (your choice) to the target. at 14th level this increases to 2d8.

17th Strength of Will- you add your wisdom modifier to the damage of your melee weapon attacks while your enhanced state is active

Elemental
1st bonus cantrips- you know 2 additional cantrips from your list of cantrips

2nd revitalize- you can regain some of your magical energy by sitting in meditation and communing with nature. during a short rest you choose expended spell slots to recover. the spell slots can have a combined level that is equal to or less than half your shaman level rounded up. and none of the slots can be 6th level or higher. you can’t use this feature again until you finish a long rest.

6th forceful spell when you hit a large or smaller creature with a non area effect spell you can push them 10 feet away from you

8th Potent spell casting - add your wisdom modifier to the damage you deal with any shaman cantrip

17th greater knowledge your spells known increase by 4

Restoration
1st Practiced healer- your healing spells are more effective. whenever you use a spell of 1st level or higher to restore hit points to a creature , the creature regains additional hit points equal to 2+ the spell’s level

2nd extend life- as an action you can evoke healing energy once per long rest to restore hit points equal to five times your shaman level. choose any creatures within 30 feet of you, and divide those hit points among them. this feature can restore a creature to no more than half of its hit point maximum. you can’t use this feature on an undead of a construct. this increases to 2 per long rest at level 6 and 3 per long rest at 18th.

6th blessed healer- the healing spells you cast on others heal you as well. when you cast a spell of 1st level or higher that restores hit points to a creature other than you, you regain hitpoints equal to 2+ the spell’s level

8th dampen elements- when you or a creature within 30 ft of you takes acid, cold fire, lightning or thunder damage, you can use your reaction to grant resistance to the creature against that instance of damage.

17th expert healing- when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.

Spell list
guide- phb( players hand book) ev(elemental evil) scag( sword coast adventure guide)

Cantirps
booming blade (scag)
green flame blade (scag)
lighting lure (scag)
create bonfire (ev)
control flames (ev)
frostbite (ev)
magic stone (ev)
mold earth (ev)
shape water (ev)
Thunderclap (ev)
Acid Splash (phb)
fire bolt (phb)
guidance(phb)
Light (phb)
Mending (phb)
produce flame (phb)
ray of frost (phb)
resistance (phb)
shocking grasp (phb)
spare the dying (phb)
true strike (phb
1st level
absorb elements (ev)
ice knife (ev)
earth Tremor (ev)
bane (phb)
bless (phb)
burning hands (phb)
create or destroy water (phb)
cure wounds (phb)
detect evil and good (phb)
detect magic (phb)
detect poison and disease (phb)
entangle (phb)
faerie fire (phb)
Feather fall (phb)
fog cloud (phb)
hellish rebuke (phb)
Heroism (phb)
jump (phb)
longstrider (phb)
protection from evil and good (phb)
purify food and drink (phb)
sanctuary (phb)
shield (phb)
shield of faith (phb)
thunderwave (phb)
witch bolt (phb)
2nd level
aganazzar’s scorcher (ev)
dust devil (ev)
earthbind (ev)
Maximilian’s earthen grasp (ev)
skywrite (ev)
snilloc’s Snowball swarm (ev)
warding wind (ev)
aid (phb)
augury (phb)
bark skin (phb)
blur (phb)
continual flame (phb)
darkvision (phb)
enhance ability (phb)
find traps (phb)
flame blade( phb)
flaming sphere (phb)
gentle repose (phb)
gust of wind (phb)
heat metal (phb)
Lesser restoration (phb)
levitate (phb)
locate object (phb)
magic weapon (phb)
melf’s acid arrow (phb)
misty step (phb)
pass without a trace (phb)
prayer of healing (phb)
protection from poison (phb
scorching ray (phb)
see invisibility (phb)
shatter (phb)
spike growth (phb)
warding bond (phb)
3rd level
erupting earth (ev)
melf’s minute meteors (Ev)
Tidal wave (ev)
wall of sand (ev)
wall of water (ev)
beacon of hope (phb)
blink (phb)
call lightning(phb)
clairvoyance (phb)
counterspell (phb)
create food and water (phb)
dispel magic (phb)
elemental weapon (phb)
fireball (phb)
fly (phb)
glyph of warding (phb)
haste (phb)
lightning bolt (phb)
magic circle (phb)
meld into stone (phb)
nondetection (phb)
protection from energy (phb)
remove curse (phb)
revivify (phb)
sleet storm (phb)
Speak with dead (phb)
water breathing (phb)
water walk (phb)
wind wall (phb)
4th level
elemental bane (ev)
Storm sphere (ev)
vitriolic sphere (ev)
Watery sphere (ev)
aura of purity (phb)
banishment (phb)
conjure minor elementals (phb)
control water (phb)
death ward (phb)
Dimension door (phb)
divination( phb)
fire shield (phb)
freedom of movement (phb)
ice storm (phb)
locate creature (phb)
Stone shape (phb)
stoneskin (phb)
wall of fire (phb)
5th level
control winds (ev)
immolation (ev)
maelstrom (ev)
transmute rock (ev)
antilife shell (phb)
circle of power (phb)
commune (phb)
commune with nature (phb)
contact other plane (phb)
cone of cold (phb)
conjure elemental (phb)
dispel evil and good (phb)
Greater restoration (phb)
hollow (phb)
Legend lore (phb)
mass cure wounds (phb)
planar binding (phb)
raise dead (phb)
scrying (phb)
Teleportation circle (phb)
wall of stone (phb)
6th level
bones of the earth (ev)
Investiture of flame (ev)
investiture of ice (ev)
investiture of stone (ev)
investiture of wind (ev)
primordial ward (ev)
chain lightning (phb)
Find the path (phb)
forbiddance (phb)
guards and wards (phb)
heal (phb)
heroes’ feast (phb)
move earth (phb)
true seeing (phb)
wall of thorns (phb)
wall of ice (phb)
wind walk (phb)
7th level
Whirlwind (ev)
delayed blast fireball (phb)
etherealness (phb)
fire storm (phb)
regenerate( phb)
resurrection (phb)
plane shift (phb)
Teleport (phb)
8th level
antimagic field (phb)
control weather (phb)
earthquake( phb)
incendiary cloud (phb)
tsunami (phb)
9th level
astral projection (phb)
mass heal (phb)
meteor swarm
Storm of vengeance
true resurrection( phb)


 
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