D&D 5E Help Me Design This Class

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When you get down to the actual things witch doctors, fairy tale witches, ect. do, it is 1) publically curse someone, and after making them sweat for a while, 2) make the curse happen in a way that inspires everyone to remember that the victim was in fact cursed--in another words, there is a lot of theater even for true magic users. That says bard to me. I would say a bard subclass that let's you use inspiration to "shake" someone, maybe over time would be a good fit.

Oooh...this is interesting, too. The "performance" is ritual, rather than music.
 

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You can expand the curse spell by making a minor curse and major curse spell. Come up with a few cool effects of the spells and you have one aspect covered.

Some sort of voodoo doll the 'shaman' carries that can damage an ability of the target. Stealing 1d4 or 1d6 points of strength from a fighter says something.

Something to do with spirits- can be animal spirits or ancestors. Maybe allowing them to make a ranged attack, or gain advantage to attack to an ally. After a long rest he gains a number of spirits that can boost saves or checks- an additional 1d4 or 1d6, or even advantage. Sacrifice one to do something like outline an invisible target.

I think you also want some sort of healing. Which class is not going to be played by taking this one? If it is the healer, than you need something. It could be a boost like allowing someone to use a hit die to heal in combat (like in 4e), or out of combat like the bard's ability.
 

I think you also want some sort of healing. Which class is not going to be played by taking this one? If it is the healer, than you need something. It could be a boost like allowing someone to use a hit die to heal in combat (like in 4e), or out of combat like the bard's ability.

I was thinking that maybe potion preparation could be one of their things. Something to the effect of "During a long rest you may prepare X potions, which retain their potency for only 24 hours. You may choose between the following effects..." The choices, and the value of X, increase with level.
 

And "preparing one of these effects" could be, as Tony suggests, something about communing with or attuning to a particular spirit. I like it.
Maybe that's what they were thinking when there were those rumors of the Shaman as Artificer sub-class? You give an ally a little fetish-object that attunes them to a particular spirit that helps them out in some way?
 

Oooh...this is interesting, too. The "performance" is ritual, rather than music.
I didn't quite think of it that way, but it is a very ritualistic thing. I think that is why I see this working better as something other than a warlock--just my interpretation of course, but it seems like a warlock often doesn't want to be known as a warlock, whereas a lot of witch doctors and voodoo types want everyone to know that that is exactly what they are.

Some kind of fear domain cleric would work too, but clerics seem inherently more pyrotechnic then bards, and that gets in the way of the creepiness factor.
 

OK. Nuts and bolts time.
In the course of the usual 3-5ish round D&D combat, what will this class be doing? You don't want them to be a full-out nuker, but all classes should have some level of combat capability. Concentration rules mean that they will only generally be able to use one buff or debuff spell, which leaves them 3 or 4 actions needing to do something constructive to the party. Generally this will be damage of some form.

However, if you're going with the potion suggestion below, I can see the class using a lot of cantrips due to low spell slots. Hex is pretty much a given, but that is concentration and doesn't directly help. Chill Touch sounds like the class' go-to combat option unless you think that they should be using effective weapon attacks instead.

I was thinking that maybe potion preparation could be one of their things. Something to the effect of "During a long rest you may prepare X potions, which retain their potency for only 24 hours. You may choose between the following effects..." The choices, and the value of X, increase with level.
As mentioned, may be worth looking at the Artificer Wizard. You can prepare DMG potions using spell slots, letting you heal and otherwise seriously mess with the action and concentration economy. You could flavour the scrolls as fetishes allowing other characters able to cast the spell to invoke them.

If you want to go full-on Artificer-class infusions, you'll probably need some limitations. I'm pretty sure that that was one of the reasons that class was only allowed 1/3rd casting progression.
 

Myshots at shamans, thus far...could probably come up with something else given time. Kidna want to add some "talisman crafting" feature, now, based on your description of desired abilities...

But here's what I have sitting in the archives...

Circle of Spirits: a simple 5e Shaman
The Circle of the Spirits druid is initiated into the mysteries of shamanic practices and animistic rites, communing and controlling the creatures of the spirit world. Be they nature spirits, demonic or angelic beings, revered ancestors or the recent dead, the shaman is the person a community looks to to interact with and make sense of the unseen worlds often taken for granted by some cultures, dismissed as superstition by others.

2nd: Spirit Sense: You can detect (and see even if invisible or in the border ethereal plane, unless completely obscured by cover) the presence of celestials, elementals, fey, fiends, and undead within 60’.

Spirit Guide: You gain a specific “spirit animal guide” that meets the criteria and has the abilities of a familiar, as per the Find Familiar spell, but takes on no physical form (normally). The Spirit Guide remains a “spirit creature” (celestial, fey or fiend in nature) and so can not interact/effect the physical world except that the shaman (and others that can see into the spirit realm) can see and mentally and/or vocally interact.

In addition to the normal abilities of a familiar, the Shaman can use a bonus action to entreat the spirit guide to one of the following commands. You may use the following features a total of 1 + Charisma modifier times before requiring a long rest. This feature increases to 2 + Cha. mod. times at 11th and 3 + Cha. mod. times at 16th level.
  • Ghostly Manifestation: Your spirit animal takes on a glowing ethereal form, visible to normal sight, able to take the Help or Attack actions against one foe within 15’ of you. They attack in whatever normal mode of the creature, but deal 2d6 psychic damage with their attack.
  • Unseen Guidance: Your connection to your spirit guide allows you advantage to an Intelligence, Wisdom or Charisma based skill or ability roll.
  • Silent Guardian: You evoke your spirit guide (and/or other friendly spirits) to aid in your defense. Add 2 to your AC until the end of your next turn.

6th: Spirit Summoning: You can use a spell slot to summon spirit-form analogues of beings and creatures. The shaman can use this ability to simulate any “Conjure X” spell of 4th level or lower. This includes: Animals, Minor Elementals, or Woodland Beings.

10th: Commune with Spirits: You form a connection to an ancient spiritual entity who can share secret or unknown information, as per the Contact Other Plane spell. The shaman may use their Wisdom instead of Intelligence to make the DC15 roll to avoid the psychic damage of the spell. The shaman can not use this feature again without completing a long rest.

14th: Improved Summoning: You can now use a spell slot, as per the Spirit Summoning ability, to simulate any “Conjure X” spell of 6th level or lower. This adds Elementals up to CR 5 or Fey up to CR 6.

Or...I had a thought (and thought I'd made it up already but can't seem to find it) of a Shaman as a Warlock subclass with "The Spirit World" [or some individual spirit entity if you prefer] as your Patron. Make your patron powers, basically, whatever you're looking for. Pick the spells and invocations you want...I would probably cut them back to half-casters. But that's me.
 

General Concept: Support caster, fluffed as something to do with spirits, with a wild/savage/uncivilized flavor.

Inspirations/Archetypes: Witch-Doctor, Shaman, Medicine Man, Fairy Tale Witch, Voodoo Priest
(Note: I'm using those terms in the popular culture sense, not in their meaning, if any, from previous editions.)

Desired Features:
- Themes: curses, charm, charms (i.e. things you carry), potions, poisons, luck (good and bad)
- Few or none "nuking" spells or cantrips
- Light or no armor, simple weapons, no shields
- Maybe support healer, although perhaps with an out-of-combat focus, and specializing in curing conditions as opposed to healing HP.
- Main spell categories: necromancy, divination, transformation
- I could see a main attack being a necrotic life-drain. Perhaps a new cantrip?


A lot of this can be modeled in various ways using existing classes. As a general rules I think that common archetypes should be achievable without multiclassing, although of course we all will have different opinions about what "common" means.

My main argument for not using an existing base class is the avoidance of nuking and direct healing spells. There's no precedent for reducing available spells. So that means it would have to be a sub-class of a non-casting class, which would make combat abilities too strong. I don't think the argument "well just don't use those spells" flies, because that's gimping the build. The sacrifice of the most effective damage and healing should be compensated for with something else.

Thoughts?

Why not reflavor the latest UA artificer and name it shaman?
Inventions become charms. Construct companion becomes spirit companion. Use the alchemy specialization and change the spell list with druid situational non damaging spells, example goodberry.
 

I would do this as a warlock patron: Primal Spirits. Mostly divination and necromancy-related spells, and curses. Archetype features include die-roll manipulation effects, along the lines of divination wizards, Lucky feat, Tides of Chaos, that sort of thing. Plus, communing with spirits and having them go do favors for you. Invocations to match.

And also a pact: Pact of the Cauldron. You can mix potions/poisons and make charms/trinkets. Invocations to match.



...I know you want to avoid direct-damage spells and warlock does have some of these (such as eldritch blast). First, I think that's a mistake: every single class in D&D has some way to dish out severe damage in combat, and your hypothetical new class should, too. Second, I think it's better to just include class features that emphasize non-damaging spells. For example, you could give metamagic-like effects to non-damaging spells, or give some side benefit when they cast a non-damaging spell (maybe temporary hit points or something). This allows players to choose how well they wish to adhere to your vision. The ones that give up direct-damage don't lose as much; the ones that keep a few direct-damage spells aren't getting quite as much use of their class features.
 
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I would do this as a warlock patron: Primal Spirits. Mostly divination and necromancy-related spells, and curses. Archetype features include die-roll manipulation effects, along the lines of divination wizards, Lucky feat, Tides of Chaos, that sort of thing. Plus, communing with spirits and having them go do favors for you. Invocations to match.

And also a pact: Pact of the Cauldron. You can mix potions/poisons and make charms/trinkets. Invocations to match.



...I know you want to avoid direct-damage spells and warlock does have some of these (such as eldritch blast). First, I think that's a mistake: every single class in D&D has some way to dish out severe damage in combat, and your hypothetical new class should, too. Second, I think it's better to just include class features that emphasize non-damaging spells. For example, you could give metamagic-like effects to non-damaging spells, or give some side benefit when they cast a non-damaging spell (maybe temporary hit points or something). This allows players to choose how well they wish to adhere to your vision. The ones that give up direct-damage don't lose as much; the ones that keep a few direct-damage spells aren't getting quite as much use of their class features.

This is yet another good approach. I especially like Pact of the Cauldron.

And there could be an Invocation, limited to this Patron, that changes EB into something less damaging and more curse-like.

Hmm...this may be my favorite option yet. I might have to work something up....
 

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