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<blockquote data-quote="cbwjm" data-source="post: 7164094" data-attributes="member: 6788732"><p><strong>Cleric Subclass: Spirit Domain (the Shaman)</strong></p><p></p><p>The Spirit domain came about after seeing a cleric domain for a bear shaman online. I have created some notes for a shaman subclass for a druid but thought I would give this a try out and I think it works out quite well for a shaman who calls on the aid of animal, ancestor, and land spirits.</p><p></p><p><span style="font-size: 12px"><u><strong>Spirit Domain</strong></u></span></p><p></p><p><strong>Shaman Domain Spells</strong></p><p>Should be spells dealing with animals, plants, and divination, and endurance</p><table style='width: 100%'><tr><td><strong>Cleric Level<br /> </strong></td><td><strong>Spells<br /> </strong></td></tr><tr><td><strong>1st<br /> </strong></td><td><span style="color: #000000"><span style="font-family: 'Arial'"><em>absorb elements, speak with animals</em></span></span></td></tr><tr><td><strong>3rd<br /> </strong></td><td><span style="color: #000000"><span style="font-family: 'Arial'"><em>animal messenger, enhance ability</em></span></span></td></tr><tr><td><strong>5th<br /> </strong></td><td><span style="color: #000000"><span style="font-family: 'Arial'"><em>spirit guardians, speak with dead</em></span></span></td></tr><tr><td><strong>7th<br /> </strong></td><td><span style="color: #000000"><span style="font-family: 'Arial'"><em>death ward, locate creature</em></span></span></td></tr><tr><td><strong>9th<br /> </strong></td><td><span style="color: #000000"><span style="font-family: 'Arial'"><em>awaken, commune with nature</em></span></span></td></tr></table><p><u><strong>Commune with the Spirits</strong></u></p><p>At level one, after a long rest you can commune with an ancestor, animal, or land spirit which grant you proficiency with two skills. You have advantage on skill checks involving these skills as long as you are aligned with the spirits which grant the skills.</p><p><strong>Ancestor</strong>: History, Insight</p><p><strong>Animal</strong>: Athletics, Perception</p><p><strong>Land</strong>: Nature, Survival</p><p></p><p><u><strong>Channel Divinity: Invoke Aid</strong></u></p><p>Starting at level two, you can use your Channel Divinity to invoke the aid of the spirits to protect yourself or another. </p><p>As an Action, you grant yourself or one creature within 30 feet the ability to endure great adversity. The target gains resistance to all damage and advantage on saving throws until the start of your next turn.</p><p></p><p><u><strong>Spiritual Guidance</strong></u></p><p>At 6th level, your ties to the spirits becomes even greater. While attuned to the spirits, you gain additional benefits dependent on the type of spirit you are attuned to with your Commune with the Spirits ability.</p><p><strong>Ancestor</strong>: Your ancestors guide your weapon strikes. You can use your spellcasting modifier instead of Strength or Dexterity for attack rolls with melee weapons.</p><p><strong>Animal</strong>: You gain animal like reflexes. While aligned with the animal spirits, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.</p><p><strong>Land</strong>: You draw life sustaining energy from the land, when you spend hit dice during a short rest, for each hit die you spend, you roll two dice and add your Constitution modifier to determine your regained hit points.</p><p></p><p><u><strong>Divine Strike</strong></u></p><p>At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8.</p><p></p><p><u><strong>Spirit’s Wrath</strong></u></p><p>At level 17 you can call upon the spirits to bring their wrath, aiding you and your allies. When you invoke the spirits and as an action over the next two rounds you can command one of the spirits to grant you and your allies aid. Each spirit can be called upon only once. They can be called upon in any order.</p><p><strong>Ancestors</strong>: Grant you and up to 5 creatures within 60 feet advantage on attack rolls until the start of your next turn.</p><p><strong>Animals</strong>: Deal 10d8 magical slashing damage to up to 3 enemies within 30 feet that you can see. A successful Dexterity check halves the damage.</p><p><strong>Land</strong>: Heal you and up to 5 creatures within 60 feet each regain 2 x your level in hit points. This cannot exceed the target’s maximum hit points.</p><p></p><p>Once you use this ability, you cannot use it again until you complete a long rest.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 7164094, member: 6788732"] [b]Cleric Subclass: Spirit Domain (the Shaman)[/b] The Spirit domain came about after seeing a cleric domain for a bear shaman online. I have created some notes for a shaman subclass for a druid but thought I would give this a try out and I think it works out quite well for a shaman who calls on the aid of animal, ancestor, and land spirits. [SIZE=3][U][B]Spirit Domain[/B][/U][/SIZE] [B]Shaman Domain Spells[/B] Should be spells dealing with animals, plants, and divination, and endurance [TABLE="width: 500, align: left"] [TR] [TD][B]Cleric Level [/B][/TD] [TD][B]Spells [/B][/TD] [/TR] [TR] [TD][B]1st [/B][/TD] [TD][COLOR=#000000][FONT=Arial][I]absorb elements, speak with animals[/I][/FONT][/COLOR][/TD] [/TR] [TR] [TD][B]3rd [/B][/TD] [TD][COLOR=#000000][FONT=Arial][I]animal messenger, enhance ability[/I][/FONT][/COLOR][/TD] [/TR] [TR] [TD][B]5th [/B][/TD] [TD][COLOR=#000000][FONT=Arial][I]spirit guardians, speak with dead[/I][/FONT][/COLOR][/TD] [/TR] [TR] [TD][B]7th [/B][/TD] [TD][COLOR=#000000][FONT=Arial][I]death ward, locate creature[/I][/FONT][/COLOR][/TD] [/TR] [TR] [TD][B]9th [/B][/TD] [TD][COLOR=#000000][FONT=Arial][I]awaken, commune with nature[/I][/FONT][/COLOR][/TD] [/TR] [/TABLE] [U][B]Commune with the Spirits[/B][/U] At level one, after a long rest you can commune with an ancestor, animal, or land spirit which grant you proficiency with two skills. You have advantage on skill checks involving these skills as long as you are aligned with the spirits which grant the skills. [B]Ancestor[/B]: History, Insight [B]Animal[/B]: Athletics, Perception [B]Land[/B]: Nature, Survival [U][B]Channel Divinity: Invoke Aid[/B][/U] Starting at level two, you can use your Channel Divinity to invoke the aid of the spirits to protect yourself or another. As an Action, you grant yourself or one creature within 30 feet the ability to endure great adversity. The target gains resistance to all damage and advantage on saving throws until the start of your next turn. [U][B]Spiritual Guidance[/B][/U] At 6th level, your ties to the spirits becomes even greater. While attuned to the spirits, you gain additional benefits dependent on the type of spirit you are attuned to with your Commune with the Spirits ability. [B]Ancestor[/B]: Your ancestors guide your weapon strikes. You can use your spellcasting modifier instead of Strength or Dexterity for attack rolls with melee weapons. [B]Animal[/B]: You gain animal like reflexes. While aligned with the animal spirits, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. [B]Land[/B]: You draw life sustaining energy from the land, when you spend hit dice during a short rest, for each hit die you spend, you roll two dice and add your Constitution modifier to determine your regained hit points. [U][B]Divine Strike[/B][/U] At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level, the extra damage increases to 2d8. [U][B]Spirit’s Wrath[/B][/U] At level 17 you can call upon the spirits to bring their wrath, aiding you and your allies. When you invoke the spirits and as an action over the next two rounds you can command one of the spirits to grant you and your allies aid. Each spirit can be called upon only once. They can be called upon in any order. [B]Ancestors[/B]: Grant you and up to 5 creatures within 60 feet advantage on attack rolls until the start of your next turn. [B]Animals[/B]: Deal 10d8 magical slashing damage to up to 3 enemies within 30 feet that you can see. A successful Dexterity check halves the damage. [B]Land[/B]: Heal you and up to 5 creatures within 60 feet each regain 2 x your level in hit points. This cannot exceed the target’s maximum hit points. Once you use this ability, you cannot use it again until you complete a long rest. [/QUOTE]
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