Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*Dungeons & Dragons
Help Me Design This Class
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="77IM" data-source="post: 7045117" data-attributes="member: 12377"><p>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.</p><p></p><p></p><p><span style="font-size: 15px"><strong>Circle of the Spirits</strong></span></p><p></p><p><strong><u>Spirit Speech</u></strong></p><p>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.</p><p></p><p><strong><u>Shaman Spells</u></strong></p><p>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.</p><p>2nd: <em>detect evil and good</em>, <em>protection from evil and good</em></p><p>3rd: <em>augury</em>, <em>spiritual weapon</em></p><p>5th: <em>bestow curse</em>, <em>remove curse</em></p><p>7th: <em>banishment</em>, <em>divination</em></p><p>9th: <em>dispel evil and good</em>, <em>hallow</em></p><p></p><p><strong><u>Spirit Guardian</u></strong></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Spirit Guardian</strong></p><p><em>Medium fey, same alignment as you</em></p><p><strong>Armor Class</strong> 13 (natural armor)</p><p><strong>Hit Points</strong> 7 per spell level</p><p><strong>Speed</strong> 30 ft.</p><p><strong>Str</strong> 14 (+2), <strong>Dex</strong> 14 (+2), <strong>Con</strong> 15 (+2), <strong>Int</strong> 14 (+2), <strong>Wis</strong> 16 (+3), <strong>Cha</strong> 13 (+1)</p><p><strong>Saving Throws</strong> add your proficiency bonus to all saving throws</p><p><strong>Skills</strong> Nature +2 + your proficiency bonus, Perception +3 + your proficiency bonus, Stealth +2 + your proficiency bonus</p><p><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing damage from nonmagical weapon attacks</p><p><strong>Dammage Immunities</strong> poison</p><p><strong>Condition Immunities</strong> charmed, exhaustion, paralyzed, frightened, grappled, petrified, poisoned, restrained, unconscious</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 13 + your proficiency modifier</p><p><strong>Languages</strong> Druidic</p><p><strong><em>Incorporeal Movement.</em></strong> 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.</p><p><strong><em>Natural Weapons.</em></strong> <em>Melee Spell Attack.</em> +your spell attack modifier, reach 5 ft., one creature. <em>Hit:</em> 1d6 radiant or necrotic damage per spell level.</p><p></p><p><strong><u>Spirit Animal</u></strong></p><p>At 6th level, your spirit guardian starts to more closely match its animal form, and gains one of the following ability packages.</p><p><strong><em>Arachnoid.</em></strong> 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).</p><p><strong><em>Avian.</em></strong> Fly 50 ft. Keen vision: advantage on Perception checks based on sight.</p><p>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.</p><p><strong><em>Equine.</em></strong> Speed 60 ft.</p><p><strong><em>Feline.</em></strong> 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. </p><p><strong><em>Reptilian.</em></strong> Swim 30 ft. The guardian's AC increases to 16 (natural armor).</p><p><strong><em>Serpentine.</em></strong> 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).</p><p><strong><em>Ungulate.</em></strong> Gore: when the guardian moves at least 20 feet on its turn before attacking, it deals +1d4 damage per spell level on a hit.</p><p><strong><em>Ursine.</em></strong> 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).</p><p></p><p><strong><u>Spirit Upgrade</u></strong></p><p>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.</p><p><strong><em>Dire.</em></strong> Your spirit guardian becomes Large sized. Its hit points increase to 8 per spell level, and its attack deals 1d8 damage per spell level.</p><p><strong><em>Elemental.</em></strong> 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.</p><p><strong><em>Healing Aura.</em></strong> 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.</p><p><strong><em>Mount.</em></strong> 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.</p><p><strong><em>Multiattack.</em></strong> When your spirit guardian takes the Attack action on its turn, it may make 2 attacks.</p><p><strong><em>Warding Aura.</em></strong> Allies within 5 feet of your spirit guardian gain a +3 bonus to AC and saving throws.</p></blockquote><p></p>
[QUOTE="77IM, post: 7045117, member: 12377"] 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. [SIZE=4][B]Circle of the Spirits[/B][/SIZE] [B][U]Spirit Speech[/U][/B] 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. [B][U]Shaman Spells[/U][/B] 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: [I]detect evil and good[/I], [I]protection from evil and good[/I] 3rd: [I]augury[/I], [I]spiritual weapon[/I] 5th: [I]bestow curse[/I], [I]remove curse[/I] 7th: [I]banishment[/I], [I]divination[/I] 9th: [I]dispel evil and good[/I], [I]hallow[/I] [B][U]Spirit Guardian[/U][/B] 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. [B]Spirit Guardian[/B] [I]Medium fey, same alignment as you[/I] [B]Armor Class[/B] 13 (natural armor) [B]Hit Points[/B] 7 per spell level [B]Speed[/B] 30 ft. [B]Str[/B] 14 (+2), [B]Dex[/B] 14 (+2), [B]Con[/B] 15 (+2), [B]Int[/B] 14 (+2), [B]Wis[/B] 16 (+3), [B]Cha[/B] 13 (+1) [B]Saving Throws[/B] add your proficiency bonus to all saving throws [B]Skills[/B] Nature +2 + your proficiency bonus, Perception +3 + your proficiency bonus, Stealth +2 + your proficiency bonus [B]Damage Resistances[/B] bludgeoning, piercing, and slashing damage from nonmagical weapon attacks [B]Dammage Immunities[/B] poison [B]Condition Immunities[/B] charmed, exhaustion, paralyzed, frightened, grappled, petrified, poisoned, restrained, unconscious [B]Senses[/B] darkvision 60 ft., passive Perception 13 + your proficiency modifier [B]Languages[/B] Druidic [B][I]Incorporeal Movement.[/I][/B] 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. [B][I]Natural Weapons.[/I][/B] [I]Melee Spell Attack.[/I] +your spell attack modifier, reach 5 ft., one creature. [I]Hit:[/I] 1d6 radiant or necrotic damage per spell level. [B][U]Spirit Animal[/U][/B] At 6th level, your spirit guardian starts to more closely match its animal form, and gains one of the following ability packages. [B][I]Arachnoid.[/I][/B] 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). [B][I]Avian.[/I][/B] 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. [B][I]Equine.[/I][/B] Speed 60 ft. [B][I]Feline.[/I][/B] 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. [B][I]Reptilian.[/I][/B] Swim 30 ft. The guardian's AC increases to 16 (natural armor). [B][I]Serpentine.[/I][/B] 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). [B][I]Ungulate.[/I][/B] Gore: when the guardian moves at least 20 feet on its turn before attacking, it deals +1d4 damage per spell level on a hit. [B][I]Ursine.[/I][/B] 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). [B][U]Spirit Upgrade[/U][/B] 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. [B][I]Dire.[/I][/B] Your spirit guardian becomes Large sized. Its hit points increase to 8 per spell level, and its attack deals 1d8 damage per spell level. [B][I]Elemental.[/I][/B] 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. [B][I]Healing Aura.[/I][/B] 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. [B][I]Mount.[/I][/B] 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. [B][I]Multiattack.[/I][/B] When your spirit guardian takes the Attack action on its turn, it may make 2 attacks. [B][I]Warding Aura.[/I][/B] Allies within 5 feet of your spirit guardian gain a +3 bonus to AC and saving throws. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Help Me Design This Class
Top