D&D 5E Help Me Design This Class

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I think shifting benefits round-by-round is a super interesting approach and not too complicated, depending on how the actual benefits work. You could actually hang many of the class features around this. Maybe at 1st level you only have two, simple benefits, and at later levels you get more complex ones. What I like about it is that it brings the spirit guide to the forefront by making you think about it every round.
 

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Ok. Here's how far I've gotten. Thinking the subclasses may have to wait til tomorrow...but we'll see.

@1st level: Spirit Guide
Through ritual, training, and meditative sojourns into the spirit world, you have contacted and bonded with your Spirit Guide. This being is a disembodied creature of the player's choice/design to suit their character and may be celestial, elemental, fae, shadow, or fiend in nature.

Once bonded the Spirit Guide will remain with the Spiritwalker at all times, though can not be seen or heard by any except the spiritwalker or others capable of perceiving or interacting with spirits or extraplanar creatures. The spiritwalker may communicate with the spirit at will, verbally or mentally and understands whatever language the spirit uses. It can move up to 10' per spiritwalker level away from its master and relay what it perceives to them psychically or vocally (only heard by the 'walker).

The spirit guide exists in and is able to perceive at all times -and thus warn/inform the spiritwalker- or other beings or creatures in "the Spirit World" [border ethereal] to a distance of 50'. This includes, but may not be limited to, invisible creatures, disembodied spirits or incorporeal undead (such as ghosts), creatures that exist in or perceive through the ethereal plane, such as a coutl, incubi/succubi, night hags, and celestial, fiendish or other extraplanar beings who might be passing through the ethereal planes or observing the Prime Material. This perception is not typically hindered by physical barriers in the material world.

At the beginning of your turn, as a bonus action, you may have your Spirit Guide generate one of the following effects:
  • Subtle Assistance: Your Spirit Guide assists in your general defense, providing +2 to your AC as long as you are wearing light or no armor.
  • Spiritual Guidance: Your Spirit Guide whispers (or otherwise communicates) directions, hints, and/or insights to you granting advantage to a single d20 roll (ability check, attack, or save roll).
  • Vexing Vision: Your Spirit Guide assails the spiritual aura of a target you select, imposing disadavantage on a spell save you are casting upon them.
You may have your Spirit Guide use these features as many times (total, not each) as your proficiency bonus + Wisdom modifier before requiring a short or long rest.

Spiritual Interference

You are adept at manipulating the spiritual essences permeating situtations, making you a master of curses and hexes. At 1st level, you gain 2 Interference Dice, d6's. Following a short or long rest, you may roll these dice and apply the results (one or both) to a d20 roll that you choose that has yet to occur, e.g. "I'm hexing this orc's next attack roll with my -4 Interference Die" or (using both Interference Dice at once)"The evil wizard's next spell save will be -9." The dice result is subtracted from the stipulated d20 roll.

Your Interference Dice increase as you gain experience: 3 d8's @ 7th level, 4 d10's @ 11th, 5 d12's @ 15th. You regain any used or may discard and reroll any or all of your Interference Dice after a short or long rest.

@2nd level: Spellcasting

By 2nd level you have learned to use the forces of magic to work spells through the mystic energies of the spirit world, nature, and the cosmos.

Spells Known 1st level and Higher
You know two 1st-level spells of your choice from the spiritwalker spell list. The Spells Known column shows when you learn more spells of your choice. Each of these spells must be of a level for which you have spell slots. When you gain a level in this class, you can choose one of the spiritwalker spells you know and replace it with another spell from the spiritwalker spell list, which also must be of a level for which you have spell slots.

Ritual Casting
You can cast spells with the ritual tag as a ritual. These ritual castings do not require a spell slot and may be from any class' spell list, as long as you have access to the ritual instructions and materials for that spell.

Spellcasting Ability
Your spell casting abiltiy is Wisdom.
Spell Attack modifier = proficiency bonus + Wis. modifier
Spell save DC = 8 + proficiency bonus + Wis. modifier

Spellcasting Focus
As a spiritwalker can use an arcane focus, druidic focus, or talisman of your own making [see the 5th level class feature] as a spellcasting focus, in lieu of material components, for casting spells. Spells that possess a material component of a specific gold piece value must still be met.

@3rd level: Herbal Remedies
At 3rd level, you can create special herbal remedies (poultices, ointments, infusions, etc...) that have healing power comparable to some potions. You can spend 1 hour gathering herbs and preparing remedies to create a number of uses equal to your Wisdom modifier (minimum 1). You can carry a number of remedies at one time equal to your Wisdom modifier (minimum 1). The remedies you create cannot be applied by anyone but you. After 24 hours, remedies you have not used lose their potency.

If you spend 1 minute applying one of your remedies to a wounded humanoid creature, thereby expending its use, that creature regains 1d6 hit points for every two spiritwalker levels you have (rounded up).

Sneak Attack
This feature is the same as the 1st level Rogue feature of the same name. Extra damage begins at d6 and increases every other level to a maximum of 6d6 at 13th level where it remains for the rest of the game.

@4th level: Ability Score Increase (ASI)
This feature proceeds as normal for all classes, with additional ASI at 8th, 12th, 16th, and 19th levels.

@5th level: Craft Talisman
You use your knowledge of the spiritual and natural to work, weave, enscribe or otherwise create a small easily held, worn or carried item, "holding" some magic for a limtied period of time: a collection of feathers, special herbs or flowers, bone rattles, runes inscribed on a branch or hollowed out gord, old snakeskin or bat wing, etc... You require 1 minute per spell level of the magic to be held. A given talisman may only contain a single spell effect, i.e. you can't put multiple spells in a single talisman.

You choose a spell that you know with a range of Self or Touch and expend a spell slot of the appropriate level to imbue the talisman with that magic. The talisman has charges equal to a maximum of your Wisdom modifier uses. The spiritwalker may create as many talismans at one time as their proficiency modifier. Any talisman made beyond that number nullifies the earliest previous talisman, losing all unused charges and becoming nothing but its mundane materials. The talisman will remain effective for a number of weeks equal to the spiritwalker's proficiency bonus or until its charges are all expended. But, again, you may only have as many talismans as your proficiency bonus in existence at any given time.

@6th level: Manifest Guide
As a bonus action, your Spirit Guide is able to partially manifest itself in the phsyical world, visible to normal sight. For 1 round, the Spirit Guide may engage one of the following effects:
  • Spectral Reach: Your Spirit Guide can deliver a spell cast by you with a range of Self or Touch to a chosen target up to 10' per spiritwalker level distant.
  • Spectral Vissage: Your Spirit Guide manifests as a particularly alarming or frightful version of its normal appearance. All creatures within 20' who can see the spirit must make a Charisma save vs. the Spiritwalker's spell DC (8 + Wis. mod) or have disadvantage on their next d20 roll.
Additionally, the Spirit Guide now has the "autonomous" ability to protect their spiritwalker, via the Subtle Defense ability (+2 to AC), as a reaction to one incoming attack that can be seen per round. The Spiritwalker need not instruct the Guide to do this so it does not use one of the Spirit Guide's effects.

@9th level: Rebuke Spirits

This feature is similar to the 2nd level Cleric feature Turn Undead except it effects all extraplanar entities, including but not limited to: celestials, elementals, fae, fiends, undead, disembodied/possessing spirits, astral projections, etc... When you hold aloft a spellcasting focus and incant a commanding chant, all extraplanar entities within 30' of you, excluding your own Spirit Guide, are Rebuked. They are expelled from your area of effect and can not approach or attack any within your area of effect. In the case of spirits inhabiting, shapecahnged, or possessing others beings, the spirit must make a Cha. save against the spiritwalker's spell DC (8 + Wis. mod) or have its presence revealed -though not necessarily expelled- for what it is.

@10th level: Spirit Stride
With the assistance of your Spirit Guide, you slip away into the border ethereal plane or however your campaign cosmologically categorizes "the Spirit World" and travel, undetected other than by those who can perceive that plane, up to a total of 20' per level distance, reappearing in an unoccupied space (or the nearest available).

While in the spirit world all of your magic, attacks, weapons, etc... are considered part of that world and operate as normal -including bypassing resistance or immunity to mundane weapons while in that place- to creatures on the same plane. Similarly, creatures on that plane are free to attack and interact with you as normal, as well. Spirit-walking is often a dangerous proposition.

@14th level: Magical Secrets
This feature is the same as the 10th level Bard feature of the same name. Choose 2 spells from any class' spell list. The spells must be for levels in which you have slots to use them. These spells are now considered Spiritwalker spells and employ Wisdom instead of whatever their original class' spellcasting ability for your use. These magics are always considered known and do not count against your Spells Known total, though you must have a spell slot with which to cast them. Spell(s) with the ritual tag may be cast as a ritual without using a spell slot.

@18th level: Talisman Magic (still needs a better name)
Your command of the creation and use of talismans has reached its peak. You gain the following abilities when crafting talisman devices.
  • You can make talismans to hold any spell, regardless of range or number of targets, to which you have access.
  • When making a talisman with a spell that has a range of Self or Touch, you have the option to make that talisman a permanent item that holds Wisdom modifier charges per day, recharging each dawn.
  • Non-permanent talismans you create now hold their charges indefinitely, returning to mundane items only once all charges are used.
@20th level: Master Hexer (still needs better name)
When you begin a round without any Interference Dice, you instead have 1 at your disposal.
 


Is Sneak Attack there just for a damage boost?

Why not something more subtle?

Because I think its something that fits for the shaman/witchdoctor, fairy tale witches that the OP was asking for. Folks that work around the edges of society. Dabbling in the shadows, gaining insights from [spirits] who knows where.

And with their light armor, simple weapons, and generally supportive magics, it's kind of the only "up close" combat thing they've got.

I think it fits...for me it fits. I can't speak for Elfcrusher, but they seemed to like the idea. You're welcome to put something else there if you want.
 

Because I think its something that fits for the shaman/witchdoctor, fairy tale witches that the OP was asking for. Folks that work around the edges of society. Dabbling in the shadows, gaining insights from [spirits] who knows where.

And with their light armor, simple weapons, and generally supportive magics, it's kind of the only "up close" combat thing they've got.

I think it fits...for me it fits. I can't speak for Elfcrusher, but they seemed to like the idea. You're welcome to put something else there if you want.

Makes sense. Sorry if it came across aggro.
 

I do wonder if we can't tweak Sneak Attack (and rename it) so that it's even more flavorful. Like, there's a curse on the target?
 

No reason we couldn't tweak it to something. I think the "I curse you! You are cursed!" page is suitably covered.

But we could alter the sneak attack to something...else...uhmmmm...

Spirit Strike

Your Spirit Guide or other spiritual entities you entreat lend its/their unseen influence to your attack. Weapon attacks you make deal an additional die of psychic damage. This extra damage starts at d6 and increases every other level after to a maximum of 6d6 at 13th level, where it remains the rest of the game.
 

No reason we couldn't tweak it to something. I think the "I curse you! You are cursed!" page is suitably covered.

But we could alter the sneak attack to something...else...uhmmmm...

Spirit Strike

Your Spirit Guide or other spiritual entities you entreat lend its/their unseen influence to your attack. Weapon attacks you make deal an additional die of psychic damage. This extra damage starts at d6 and increases every other level after to a maximum of 6d6 at 13th level, where it remains the rest of the game.

I think it should have some kind of condition, though, different from the advantage/positional requirement of Sneak Attack. That's the only reason I suggested the Curse. Something like "currently affected by hostile magic" although that doesn't feel like exactly the right thing.
 


Oh this is funny -- I went to save my Warlock pact (upthread) in a file called "Shaman" and found I already had one! This is from over a year ago, and it appears to be a much more 4E-centric approach, in which the spirit guardian is the focus of the class.


Circle of the Spirits

Spirit Speech
Starting at 2nd level, you can communicate with spirits. You understand the speech of any celestial, elemental, fey, fiend, or undead, and such creatures understand your speech if they are capable of understanding at least one language.

Shaman Spells
Your spirit guardian grants you access to additional spells. You always have these spells prepared once you reach the level shown; they don't count against your number of spells prepared. These spells count as druid spells for you.
2nd: detect evil and good, protection from evil and good
3rd: augury, spiritual weapon
5th: bestow curse, remove curse
7th: banishment, divination
9th: dispel evil and good, hallow

Spirit Guardian
You have a spirit guardian -- a primal spirit of nature that watches over you, offering advice and guidance, and acting as your liaison to the spirit world. The spirit guardian takes the form of an animal, often one of significance to the druid, such as a tribal totem animal or ancestral guardian creature. The spirit guardian spends most of its time in a non-corporeal form on the astral plane, but you can communicate telepathically with your spirit guardian even across planar boundaries.

As an action, you can expend a spell slot to summon your spirit guardian into an unoccupied space that you can see within 30 feet. The guardian remains for up to 1 minute, and disappears if it reaches 0 hit points, if you summon it again, or if you dismiss it (which does not require an action). The guardian persists even if you are incapacitated, killed, or travel to a different plane of existence.

The guardian rolls initiative and acts on its own turns. It follows your spoken commands to the best of its abilities. If it is not given any commands, it acts to defend you, or to avenge your death.

The guardian's statistics are based partly on your own statistics, and partly on the spell slot you expended to summon it. It uses your spell attack bonus for its attacks, and your spell save DC for all of its abilities that require a saving throw. You choose whether the spirit's attack deals radiant or necrotic damage when you gain this ability.

Spirit Guardian
Medium fey, same alignment as you
Armor Class 13 (natural armor)
Hit Points 7 per spell level
Speed 30 ft.
Str 14 (+2), Dex 14 (+2), Con 15 (+2), Int 14 (+2), Wis 16 (+3), Cha 13 (+1)
Saving Throws add your proficiency bonus to all saving throws
Skills Nature +2 + your proficiency bonus, Perception +3 + your proficiency bonus, Stealth +2 + your proficiency bonus
Damage Resistances bludgeoning, piercing, and slashing damage from nonmagical weapon attacks
Dammage Immunities poison
Condition Immunities charmed, exhaustion, paralyzed, frightened, grappled, petrified, poisoned, restrained, unconscious
Senses darkvision 60 ft., passive Perception 13 + your proficiency modifier
Languages Druidic
Incorporeal Movement. The guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Natural Weapons. Melee Spell Attack. +your spell attack modifier, reach 5 ft., one creature. Hit: 1d6 radiant or necrotic damage per spell level.

Spirit Animal
At 6th level, your spirit guardian starts to more closely match its animal form, and gains one of the following ability packages.
Arachnoid. Climb 30 ft. Tremorsense 30 ft. Web walker: the guardian ignores movement restrictions caused by webbing. Web: as an action, the guardian can make a ranged spell attack against a target within 30 feet; on a hit, the target becomes restrained by sticky webs until it can break free. The target or any creature within 5 feet can break the target free by succeeding on a Strength check (DC equal to your spell save DC) or by destroying the webbing (AC 10; HP 5; resistant to all damage except slashing and fire).
Avian. Fly 50 ft. Keen vision: advantage on Perception checks based on sight.
Canine. Go for the neck: when the guardian hits with an attack, its foe must succeed on a Strength saving throw or be knocked prone. Keen scent: advantage on Perception checks based on scent.
Equine. Speed 60 ft.
Feline. Pounce: if the guardian moves at least 20 feet on its turn before taking the Attack action, it may make one additional attack against the target of its first attack.
Reptilian. Swim 30 ft. The guardian's AC increases to 16 (natural armor).
Serpentine. Grab: when the guardian hits with an attack, its foe must succeed on a Strength saving throw or be grappled until it breaks free (escape DC equal to your spell save DC).
Ungulate. Gore: when the guardian moves at least 20 feet on its turn before attacking, it deals +1d4 damage per spell level on a hit.
Ursine. Grab: when the guardian hits with an attack, its foe must succeed on a Strength saving throw or be grappled until the start of the spirit's next turn or until it breaks free (escape DC equal to your spell save DC).

Spirit Upgrade
At 10th level, and again at 14th level, your spirit guardian gains an upgrade selected from the list below. You may not select the same upgrade more than once.
Dire. Your spirit guardian becomes Large sized. Its hit points increase to 8 per spell level, and its attack deals 1d8 damage per spell level.
Elemental. Your guardian's type changes to elemental. Select one damage type: acid, cold, fire, lightning, thunder. Your companion gains immunity to that damage type. Its attack deals damage of that type instead of necrotic or radiant damage. As an action, your guardian can emit damaging energy in a 15-foot cone. All creatures and objects in the cone must make a saving throw or else take 1d6 damage per spell level. The saving throw is based on the damage type: Dexterity for acid, fire, or lightning; Constitution for cold or thunder.
Healing Aura. When an ally starts their turn within 5 feet of your spirit guardian, the spirit guardian can use its reaction to heal the ally hit points equal to 1d4 per spell level.
Mount. As a bonus action, the spirit guardian can confer its Incorporeal Movement trait on a creature within 5 feet of it. The creature gains this trait until the start of the spirit guardian's next turn.
Multiattack. When your spirit guardian takes the Attack action on its turn, it may make 2 attacks.
Warding Aura. Allies within 5 feet of your spirit guardian gain a +3 bonus to AC and saving throws.
 

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