D&D 5E Help Me Design This Class

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Here's what I'm kind thinking right now. Details and 5e-speak descriptions in the works.

1st: Spirit Guide: You get a spirit guide that provides you with various bonuses. Thinking an AC bonus and a boost to Int, Wis and Cha rolls/checks/saves...,aybe a bonus to attack rolls or spell save DCs?

Spiritual Interference: This is your "curse/hex" mechanic. Thinking, like, a combo of the Diviner's Portent and Baridic Inspiration dice...in reverse. You get 2 dice to roll and subtract the roll to any d20 rolls of your choice (before they are rolled) at some point during the day. They may be discarded and/or rerolled/renewed on a short rest. Start with d6's. Increase to 3 d8's @7th, 4 d10's @11th, 5 d12's @15th.

3rd: Herbal Remedies: basically as the spell-less ranger's poultice feature, refluffed as potions, ointments, etc...

Sneak Attack: as the rogue feature.

5th: Craft Talisman: Take a spell with the ritual tag that you know or have access to (via scroll, another's spellbook, etc...) and create a talisman that holds the spell for you until used/cast.

6: Manifest Guide: Your Spirit Guide can take on an ectoplasmic semi-physical form that can attack with or for you, dealing psychic damage.

9th: Rebuke Spirits: As the Cleric's Turn Undead feature but effects any extra-planar/"spirit"-based creature (celestials, elementals, fae, fiends, undead). Not so much a "turning", but can keep them at bay (30' radius?)/can't attack or harm the spiritwalker.

10th: Spirit Stride: You can slip into the ethereal plane and travel up...some distance...through the "spirit world."

14: Magical Secrets as the bard ability. Choose 2 spells from any spell list and add them to your repetoire. They do not count against your Spells Known.

18th: Talisman Magic: This is essentially "Improved Craft Talisman." What I'm thinking is you take any spell you know, and whether it is a "ritual" tag spell or not, you can make a talisman that holds/contains/can cast the spell for you...maybe indefinitely?

20th: Superior Hexer (needs a better name). This is the pinnacle level capstone that, like the Monk and Bard capstone recharges your Interference dice if you begin a round without one...i.e. You can curse someone every round if you want.
 

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One design paradigm of 5e that has been unexplored is to take a class and make a variant of it. For example your Witch Doctor/Shaman could be a Variant Wizard with it's own new and limited spell list including a few special spells and access to a few spells wizards don't normally get. If the new spells alone weren't enough to compensate then you would add a few abilities to the package for flavor and so forth. If needed more room specific abilities of that Variant then you cut out part of the wizard features and replace them with your new Variant features. You could even modify a few of the wizardy abilities that you get to be more flavorful to this variant Shaman concept.

*Note the Wizard may not be the best chasis for the above class but I still think the Variant class idea could cover a lot more unexplored space easier than coming up with totally brand new features for level 1-20 in many cases.
 

Pact Boon

Pact of the Cauldron
Your patron teaches you how to create "infusions" -- small magical objects imbued with a fraction of your power. These may take the form of potions, trinkets, talismans, scrolls, or some other small, light, handheld object; details vary based on the nature of your patron. You can even infuse a dagger if you wish (treat the dagger as a magic weapon while it is infused).

Creating an infusion takes an hour, and can be done as part of a short rest. Select a warlock spell that is of a level you can cast, even if you don't know it (spells granted by your patron count, since they count as warlock spells for you). The spell must have a casting time of 1 action or less. You create an infusion containing that spell. If the spell requires any costly material components, you must supply them when you create the infusion; if the components are consumed by the spell, they are consumed when you create the infusion. Once you create an infusion, you can't create another until you finish a long rest.

A character holding the infusion can take the Use Magic Item action to activate the infusion. This casts the spell, using your level, spell attack modifier, spell save DC, and spellcasting ability, where applicable. The character activating the infusion chooses the target of the spell and any of its other selectable parameters. Once the infusion is activated, it loses its magic, becoming an ordinary object.

You may only have 1 infusion in existence at a time; creating another infusion causes the first one to lose its magic and become an ordinary object. At 9th level, you may have 2 infusions at a time, and at 17th level, you may have 3 infusions at a time. If you have multiple infusions and create an additional infusion, you decide which of your existing infusions loses its magic.




Otherworldy Patron: Primal Spirits
Your patron is not a single being, but the entire collection of nature spirits that govern the material plane. These spirits are subtle, inhabiting every rock and tree and river and cloud. Some say that they are the same force that grant druids their powers; others say these spirits are servants of the gods, doing divine bidding. To you, though, they are simply the World, and you have agreed to support the natural order in exchange for a portion of their magic.

Warlocks with this patron are often called "shamans" and serve primitive communities in a role similar to that of a priest or cleric. In civilized lands, warlocks living on the fringes of society may follow this patron, and are often called "witches" by the locals. Many followers of the Primal Spirits choose the Pact of the Cauldron for its utility and flexibility.

Expanded Spell List
The Primal Spirits let you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
1st: bless, speak with animals
3rd: lesser restoration, spiritual weapon
5th: bestow curse, spirit guardians
7th: divination, polymorph
9th: commune with nature, greater restoration

Sign of Doom
You can magically disrupt a creature's fate. As a reaction, when you see a creature attack or make a saving throw, you may roll 1d6 and subtract that amount from the creature's d20 roll. You may use this ability after the creature makes their d20 roll, but before the effects of the roll are announced. After you use this ability, you must complete a short or long rest before you can use it again.

Spirit Speech
Starting at 6th level, you can understand the speech of any celestial, elemental, fey, fiend, or undead, and they can understand you, provided they speak at least one language.

Sign of Destiny
At 10th level, you can magically improve a creature's fate. As a reaction, when you see a creature attack or make a saving throw, you may roll 1d6 and add that amount to the creature's d20 roll. You may use this ability after the creature makes their d20 roll, but before the effects of the roll are announced. After you use this ability, you must complete a short or long rest before you can use it again.

Conjure Primal Spirit
At 14th level, you can call a primal spirit into physical form. Doing so takes 1 minute. You summon an elemental or fey creature with a challenge rating of 7 or lower, which appears in an unoccupied space you can see within 30 feet. The summoned creature disappears when it drops to 0 hit points or after 24 hours.

The summoned primal creature is friendly towards you and your companions, and obeys your verbal commands to the best of its abilities. In combat, roll initiative for the creature, which has its own turns. If you don't issue any commands to the primal creature, it defends itself and attempts to stay within 30 feet of you, but takes no other actions.

The DM has the creature's statistics.



Eldritch Invocations

Death-Omen
Prerequisite: 8th level, Primal Spirit Patron
When you reduce a creature to 0 hit points, you gain the ability to cast augury once, without any material components. Once you use this ability, you can't use it again until you complete a short or long rest.

Extra Infusions
Prerequisites: 5th level, Pact of the Cauldron feature
You may create one additional infusion beyond what you are normally allowed. Starting at 13th level, you may create two additional infusions beyond what you are normally allowed.

Greater Athame
Prerequisite: Pact of the Cauldron feature
You can infuse any weapon. The weapon is treated as a magic item until its infusion is activated. If the weapon is infused with a cantrip that deals damage, it can be activated an unlimited number of times without losing its magic; it only loses its magic when you create an infusion beyond your normal limit, and choose to for the infused weapon to lose its magic.

Infuse Elixir
Prerequisite: 5th level, Pact of the Cauldron feature
When you create an infusion, you may also select spells from the cleric or wizard spell list, that are of a level you could cast. When the infusion is activated, it can only target the creature activating it, and no other creatures.

Life-Omen
Prerequisite: 12th level, Primal Spirits Patron
You can cast commune once, without using a warlock spell slot. All of the questions you ask during this casting must pertain to a single living creature, who must be present during the casting. Once you use this ability, you can't use it again until you finish a long rest.

Primal Aid
Prerequisites: 5th level, Primal Spirits Patron
You can cast conjure animals once using a warlock spell slot. You can't do so again until you finish a long rest.

Primal Infusion
Prerequisites: Pact of the Cauldron feature, Primal Spirits Patron
When you create an infusion, you may also select spells from the druid spell list, that are of a level you could cast.

Soul Blast
Prerequisite: Primal Spirits Patron, eldritch blast cantrip
When you reduce a creature to 0 hit points using eldritch blast, you may instead reduce the creature to 1 hit point. For the next 24 hours, you may use your action to instantly deal force damage to the creature equal to 1d10 + your level, provided you are on the same plane of existence as the target. The affected creature is aware of this effect, and may adjust its actions towards you accordingly in order to preserve its own life.
 
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One design paradigm of 5e that has been unexplored is to take a class and make a variant of it. For example your Witch Doctor/Shaman could be a Variant Wizard ....*Note the Wizard may not be the best chasis for the above class but I still think the Variant class idea could cover a lot more unexplored space easier than coming up with totally brand new features for level 1-20 in many cases.
Druid has been suggested as a starting point for Shaman before. Even Warlock doesn't seem too far off in some ways.
 

Here's what I'm kind thinking right now. Details and 5e-speak descriptions in the works.

1st: Spirit Guide: You get a spirit guide that provides you with various bonuses. Thinking an AC bonus and a boost to Int, Wis and Cha rolls/checks/saves...,aybe a bonus to attack rolls or spell save DCs?

Spiritual Interference: This is your "curse/hex" mechanic. Thinking, like, a combo of the Diviner's Portent and Baridic Inspiration dice...in reverse. You get 2 dice to roll and subtract the roll to any d20 rolls of your choice (before they are rolled) at some point during the day. They may be discarded and/or rerolled/renewed on a short rest. Start with d6's. Increase to 3 d8's @7th, 4 d10's @11th, 5 d12's @15th.

3rd: Herbal Remedies: basically as the spell-less ranger's poultice feature, refluffed as potions, ointments, etc...

Sneak Attack: as the rogue feature.

5th: Craft Talisman: Take a spell with the ritual tag that you know or have access to (via scroll, another's spellbook, etc...) and create a talisman that holds the spell for you until used/cast.

6: Manifest Guide: Your Spirit Guide can take on an ectoplasmic semi-physical form that can attack with or for you, dealing psychic damage.

9th: Rebuke Spirits: As the Cleric's Turn Undead feature but effects any extra-planar/"spirit"-based creature (celestials, elementals, fae, fiends, undead). Not so much a "turning", but can keep them at bay (30' radius?)/can't attack or harm the spiritwalker.

10th: Spirit Stride: You can slip into the ethereal plane and travel up...some distance...through the "spirit world."

14: Magical Secrets as the bard ability. Choose 2 spells from any spell list and add them to your repetoire. They do not count against your Spells Known.

18th: Talisman Magic: This is essentially "Improved Craft Talisman." What I'm thinking is you take any spell you know, and whether it is a "ritual" tag spell or not, you can make a talisman that holds/contains/can cast the spell for you...maybe indefinitely?

20th: Superior Hexer (needs a better name). This is the pinnacle level capstone that, like the Monk and Bard capstone recharges your Interference dice if you begin a round without one...i.e. You can curse someone every round if you want.

I already want a Ranger and/or Barbarian subclass that steals from this class. The Barb one would basically be a Barbarian's Eldritch Knight.
[MENTION=12377]77IM[/MENTION]: making a spell invocation both use a spell slot and be daily seems pretty strict. Otherwise, I really like the Patron and Invocations. I especially like Soul Blast. Been looking for a Primal Spirits Patron for a while, and this one delivers.
 
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Here's what I'm kind thinking right now. Details and 5e-speak descriptions in the works.

1st: Spirit Guide: You get a spirit guide that provides you with various bonuses. Thinking an AC bonus and a boost to Int, Wis and Cha rolls/checks/saves...,aybe a bonus to attack rolls or spell save DCs?
Or several options to choose from; at the end of a Long Rest you pick the type of spirit guide you want. Or expensive ritual to change spirit guide to a new type?

Spiritual Interference: This is your "curse/hex" mechanic. Thinking, like, a combo of the Diviner's Portent and Baridic Inspiration dice...in reverse. You get 2 dice to roll and subtract the roll to any d20 rolls of your choice (before they are rolled) at some point during the day. They may be discarded and/or rerolled/renewed on a short rest. Start with d6's. Increase to 3 d8's @7th, 4 d10's @11th, 5 d12's @15th.

3rd: Herbal Remedies: basically as the spell-less ranger's poultice feature, refluffed as potions, ointments, etc...

Sneak Attack: as the rogue feature.
I love this. It's time for another class to have that feature.
5th: Craft Talisman: Take a spell with the ritual tag that you know or have access to (via scroll, another's spellbook, etc...) and create a talisman that holds the spell for you until used/cast.
How about if you can give the talisman to somebody else, but you can only have one at a time? Also, while rituals make sense, that might not be the optimal mix of spells. Maybe "any spell you cast on a single target"?

6: Manifest Guide: Your Spirit Guide can take on an ectoplasmic semi-physical form that can attack with or for you, dealing psychic damage.
With sneak attack does it really need more damage? What if this were a reaction: your spirit guide manifests and scares the bejeezus out of your attacker, imposing disadvantage.

9th: Rebuke Spirits: As the Cleric's Turn Undead feature but effects any extra-planar/"spirit"-based creature (celestials, elementals, fae, fiends, undead). Not so much a "turning", but can keep them at bay (30' radius?)/can't attack or harm the spiritwalker.

10th: Spirit Stride: You can slip into the ethereal plane and travel up...some distance...through the "spirit world."

14: Magical Secrets as the bard ability. Choose 2 spells from any spell list and add them to your repetoire. They do not count against your Spells Known.

18th: Talisman Magic: This is essentially "Improved Craft Talisman." What I'm thinking is you take any spell you know, and whether it is a "ritual" tag spell or not, you can make a talisman that holds/contains/can cast the spell for you...maybe indefinitely?

20th: Superior Hexer (needs a better name). This is the pinnacle level capstone that, like the Monk and Bard capstone recharges your Interference dice if you begin a round without one...i.e. You can curse someone every round if you want.
 

I like your notes and most of your changes.

The only thing I'm going to balk at is the idea of changing your spirit guide.

Rule one of shamanism/spirit world, even traditional witchly "familiars", the spirit guide chooses YOU, not the other way around. You can entreat other spirits to do other things for you (and I'd probably flesh this out as a particularly Shaman subclass thing to do). But *your* spirit guide is *your* singular personal "guiding" spirit. It doesn't change.

Certainly, the player can have creative license to determine for their character/story what that spirit is: the celestial form of my great-great-warrior-chief-grandfather, a flaming elemental fox, sparkling sapphire pixie-like fae, shadowy serpent, silvery astral carp, an ethereal ball of -very skinny- tentacles with two meatballs resembling eyes, whatever they want. They're invisible to everyone else, only seen or heard (telepathically or verbally) by the spiritwalker or others that can see or hear/understand planar beings and tongues (such as with a See Invisible spell, perhaps).

Now, if there's an exorcism or your fight an Astral Dreadnought or something that destroys your spirit guide? Sure, we could (and I will) write in a thing about getting a new one/replacement. But I really don't like the flavor/idea that the spiritwalker can just change personal spirits like a shirt to suit their whims. But the spirit you have can certainly do multipe things.

Spiritwalkers are a clever lot. Ya gotta learn to work with what'cha got! ;)
 

I'm thinking, for the talismans, I should have been more clear. Yes, you can give them to other people, but can only have so many in existence at one time.

I'm thinking equal to your proficiency bonus to start with. Gives a nice little slowly increasing ability to have the length of your career. Keeps the feature relevant. If you make one beyond that number, the first one you made looses its "zing" and so on. I'm also contemplating a time limit...the following month/next full moon? 1 day per spiritwalker level? As many weeks as your Wisdom modifier? Something.

That means the Talisman Magic feature (which also needs a better name...Talis-maker? I dunno) can be a real increase to...any[?] number of talismans? Or Prof. + Wis. mod? Something that lets you make a lot...and they last indefinitely/until used (you're 18th level fer crying out loud).
 

The only thing I'm going to balk at is the idea of changing your spirit guide.

Rule one of shamanism/spirit world, even traditional witchly "familiars", the spirit guide chooses YOU, not the other way around. You can entreat other spirits to do other things for you (and I'd probably flesh this out as a particularly Shaman subclass thing to do). But *your* spirit guide is *your* singular personal "guiding" spirit. It doesn't change.

Agreed; that's more flavorful.

Still, I'd let the player choose from among 3 or so forms at 1st level, with each one granting a different boon. So kind of like Fighting Style.
 

Agreed; that's more flavorful.

Still, I'd let the player choose from among 3 or so forms at 1st level, with each one granting a different boon. So kind of like Fighting Style.

Or Pact type? hahaha.

EDIT: The other thing to ask here is...Is it more flavorful and in keeping with 5e's design parameters to have a player choice of different spirits that each do one different thing. i.e. A 'Defensive" spirit, let's say, adds to your AC. An "Aggressive" spirit adds to your attack rolls (and is typically pretty mouthy/chatty). A "Guidance" spirit grants adds to skill checks and save rolls.

Or is it more useful to have the player choice come in at what action to have spirit (which their choosing/describing for their own character anyway), giving the Spirit Guide the round by round option of effecting [declared at the beginning of your turn?] one thing or another, as the Spiritwalker instructs? So, mental command/reaction, the spirit boosts your AC as combat begins. Two rounds in you're having trouble landing a blow so you listen to [and/or see where the spirit is indicating] your spirit's guidance of where the enemy's more vulnerable (+2 [?] to hit). Then you need the +2 to shift to your save roll when the dragon enters and breathes.

Or is that too much player power/too many decision points for a 5e base class feature...or simply overpowered in general?
 
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