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Now that Rangers have died down...
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<blockquote data-quote="Elladar" data-source="post: 6725920" data-attributes="member: 6801313"><p>Shaman</p><p>From a young age, the shaman has seen the spirits, giving them a voice in the material world. They in turn taught her how to call upon them to lead others and protect herself in a harsh and unforgiving environment.</p><p></p><p>Level 1:</p><p>Willful: You gain proficiency in Wisdom Saving Throws. </p><p>Bonded: You gain proficiency in the Medicine skill.</p><p></p><p>Level 3:</p><p>Natural Recovery: As the druid feature described in the Player’s Handbook.</p><p>Spirit Calling: Your natural connection to the spirits allows you to manipulate the forces of nature around you. At third level (and again at 6th, 9th and 13th), you may add one of the following cantrips to your list: Control Flames, Gust, Mold Earth, Shape Water.</p><p>Additionally, you gain the Ritual Caster ability (as the druid).</p><p>Shaman’s Awareness: In an area of primeval awareness, you gain the following additional benefit. When you sense the presence of creatures, you also determine their relative numbers: single, several (2-4), many (5-10), or overwhelming (more than 10).</p><p>Additionally, when you roll initiative in an area of awareness, you gain a special turn before anyone else acts. On this turn you can use the action only to cast a Spirit Calling cantrip or perform the Dash action.</p><p>Spirit Guide: Your connection to the natural order allows you to summon a spirit to aid you. It could be shaped as a bear, a panther, a troodon, a llama or any other medium creature you can imagine. It may be a primordial stalking spirit embodying the most vicious aspects of nature, or it may be a verdant lord of ages past. You may choose the form anew each time you use the feature, or keep the same spirit every time. You gain the Spirit Guide feature described below.</p><p>Spirit Boon: You may call on your spirit guide to aid yourself and your allies. Select a Spirit Boon from the list below. As a bonus action, choose one ally adjacent to the spirit guide (including yourself); this person receives the special boon effective immediately. </p><p>You regain the ability to call on your spirit guide in this way after a short or long rest. Additionally, you may spend a hit die to manifest a spirit boon an additional time. </p><p></p><p>Level 6:</p><p>Channel Spirits: You call on the spirits to guide your hands as an action. For the next 10 minutes you have proficiency with one chosen skill or tool. When you finish a short or long rest, you may use this power again. Additionally, you may spend a hit die to force a connection with the spirits, gaining an extra use of this power.</p><p>Spirit Link: As long as you can see your spirit guide, you can treat it as the origination point of a spell. You still need line of sight to the target, if required.</p><p>Additional Spirit Boon: You may choose an additional spirit boon. You may still only use one per rest.</p><p></p><p>Level 9:</p><p>Improved Channel Spirits: You may channel the spirits as an action to grant you expertise in a skill or tool with which you already have proficiency. For the next 10 minutes, you may double your proficiency bonus with the chosen skill or tool. When you finish a short or long rest, you may use this power again. Additionally, you may spend a hit die to force a connection with the spirits, gaining an extra use of this power.</p><p>Additional Spirit Boon: You may choose an additional spirit boon. You may still only use one per rest.</p><p></p><p>Level 13: </p><p>Improved Intensify Spirit Guide: You may intensify your spirit guide once per short rest without spending hit dice.</p><p>Improved Spirit Link: So long as your guardian spirit has line of sight to the target of a spell, you are considered to have line of sight. Similarly, you can spend an action to see through your spirit guide’s eyes.</p><p>Additional Spirit Boon: You may choose an additional spirit boon. You may still only use one per rest.</p><p></p><p>Level 15: </p><p>Improved Spirit Boon: You may use your Spirit Boon ability twice between rests.</p><p>Additional Spirit Boon: You may choose an additional spirit boon. </p><p></p><p></p><p>Level 20: </p><p>Greater Spirit Boon: Your spirit boon can affect two adjacent targets per use.</p><p>Fully Manifested: You may use Intensify Spirit at will. Additionally, when a spirit guide is destroyed in any form, you no longer lose a hit die.</p><p></p><p>Spirit Guide </p><p> As a bonus action, you can conjure the spirit guide into a space within 50’ of you. It remains as long as you maintain concentration. As a bonus action, you can move the spirit guide up to 30’ so long as it remains within line of sight. This movement never triggers opportunity attacks. </p><p>Allies can pass through the spirit, but enemies cannot. Additionally, the terrain within 5’ of your guide is difficult terrain for your enemies, but not your allies.</p><p> If any attack from an adjacent enemy is made at the spirit guide, it automatically hits but does no permanent damage. Instead, roll damage normally (with no chance of a critical). If a single attack does damage greater than your ranger level, the spirit disappears and you lose a hit die. If not, the attack passes harmlessly through the spirit. All other attacks and effects pass harmlessly through the spirit.</p><p></p><p>Disrupt Spirit: If an enemy provokes an opportunity attack from your spirit, you can choose to channel your life force through the spirit as a reaction. If you choose to do so, you lose a hit die, and the enemy must make a wisdom save (DC of your spellcasting modifier) or take 1d8+your wisdom modifier+ your proficiency bonus damage.</p><p></p><p>Intensify Spirit Guide: Once per long rest, you may intensify the physical manifestation of your spirit guide. This a bonus action and lasts for 1 minute. During this time your spirit guide becomes fully corporeal. When manifested, the spirit has the statistics of a brown bear with a bonus to attack rolls and saving throws equal to your wisdom modifier (though it can still appear however you choose). It has 34 hit points or half your maximum, whichever is higher.</p><p>When the spirit’s presence is intensified, it attacks as a normal creature under your full command on your initiative, so long as you spend a bonus action directing it each round (normal actions, normal defenses, normal opportunity attacks etc.). You do not lose a hit die when a manifested spirit is destroyed, nor when it makes a (standard) opportunity attack.</p><p> If your concentration is lost while you are maintaining a manifested spirit guide, you may spend a hit die as a reaction to maintain concentration.</p><p> Similarly, you may spend a hit die to keep your spirit guide manifested for an additional minute when the duration expires.</p><p></p><p>Spirit Boons</p><p>Chieftain’s Call: The target can immediately use a reaction to make a single melee attack.</p><p>Guardian’s Shroud: The target gains temporary hit points equal to 2d6+your wisdom modifier.</p><p>Seeker’s Eye: The target’s next attack within 1 round has advantage.</p><p>Stalker’s Fangs: The target’s next attack within 1 round does additional slashing damage equal to 1d6+your wisdom modifier.</p><p>Watcher’s Mantle: For the next minute, the target has resistance to lightning, cold and fire damage.</p><p>Weaver’s Wisdom: For the next minute, the target’s weapons are considered magical.</p></blockquote><p></p>
[QUOTE="Elladar, post: 6725920, member: 6801313"] Shaman From a young age, the shaman has seen the spirits, giving them a voice in the material world. They in turn taught her how to call upon them to lead others and protect herself in a harsh and unforgiving environment. Level 1: Willful: You gain proficiency in Wisdom Saving Throws. Bonded: You gain proficiency in the Medicine skill. Level 3: Natural Recovery: As the druid feature described in the Player’s Handbook. Spirit Calling: Your natural connection to the spirits allows you to manipulate the forces of nature around you. At third level (and again at 6th, 9th and 13th), you may add one of the following cantrips to your list: Control Flames, Gust, Mold Earth, Shape Water. Additionally, you gain the Ritual Caster ability (as the druid). Shaman’s Awareness: In an area of primeval awareness, you gain the following additional benefit. When you sense the presence of creatures, you also determine their relative numbers: single, several (2-4), many (5-10), or overwhelming (more than 10). Additionally, when you roll initiative in an area of awareness, you gain a special turn before anyone else acts. On this turn you can use the action only to cast a Spirit Calling cantrip or perform the Dash action. Spirit Guide: Your connection to the natural order allows you to summon a spirit to aid you. It could be shaped as a bear, a panther, a troodon, a llama or any other medium creature you can imagine. It may be a primordial stalking spirit embodying the most vicious aspects of nature, or it may be a verdant lord of ages past. You may choose the form anew each time you use the feature, or keep the same spirit every time. You gain the Spirit Guide feature described below. Spirit Boon: You may call on your spirit guide to aid yourself and your allies. Select a Spirit Boon from the list below. As a bonus action, choose one ally adjacent to the spirit guide (including yourself); this person receives the special boon effective immediately. You regain the ability to call on your spirit guide in this way after a short or long rest. Additionally, you may spend a hit die to manifest a spirit boon an additional time. Level 6: Channel Spirits: You call on the spirits to guide your hands as an action. For the next 10 minutes you have proficiency with one chosen skill or tool. When you finish a short or long rest, you may use this power again. Additionally, you may spend a hit die to force a connection with the spirits, gaining an extra use of this power. Spirit Link: As long as you can see your spirit guide, you can treat it as the origination point of a spell. You still need line of sight to the target, if required. Additional Spirit Boon: You may choose an additional spirit boon. You may still only use one per rest. Level 9: Improved Channel Spirits: You may channel the spirits as an action to grant you expertise in a skill or tool with which you already have proficiency. For the next 10 minutes, you may double your proficiency bonus with the chosen skill or tool. When you finish a short or long rest, you may use this power again. Additionally, you may spend a hit die to force a connection with the spirits, gaining an extra use of this power. Additional Spirit Boon: You may choose an additional spirit boon. You may still only use one per rest. Level 13: Improved Intensify Spirit Guide: You may intensify your spirit guide once per short rest without spending hit dice. Improved Spirit Link: So long as your guardian spirit has line of sight to the target of a spell, you are considered to have line of sight. Similarly, you can spend an action to see through your spirit guide’s eyes. Additional Spirit Boon: You may choose an additional spirit boon. You may still only use one per rest. Level 15: Improved Spirit Boon: You may use your Spirit Boon ability twice between rests. Additional Spirit Boon: You may choose an additional spirit boon. Level 20: Greater Spirit Boon: Your spirit boon can affect two adjacent targets per use. Fully Manifested: You may use Intensify Spirit at will. Additionally, when a spirit guide is destroyed in any form, you no longer lose a hit die. Spirit Guide As a bonus action, you can conjure the spirit guide into a space within 50’ of you. It remains as long as you maintain concentration. As a bonus action, you can move the spirit guide up to 30’ so long as it remains within line of sight. This movement never triggers opportunity attacks. Allies can pass through the spirit, but enemies cannot. Additionally, the terrain within 5’ of your guide is difficult terrain for your enemies, but not your allies. If any attack from an adjacent enemy is made at the spirit guide, it automatically hits but does no permanent damage. Instead, roll damage normally (with no chance of a critical). If a single attack does damage greater than your ranger level, the spirit disappears and you lose a hit die. If not, the attack passes harmlessly through the spirit. All other attacks and effects pass harmlessly through the spirit. Disrupt Spirit: If an enemy provokes an opportunity attack from your spirit, you can choose to channel your life force through the spirit as a reaction. If you choose to do so, you lose a hit die, and the enemy must make a wisdom save (DC of your spellcasting modifier) or take 1d8+your wisdom modifier+ your proficiency bonus damage. Intensify Spirit Guide: Once per long rest, you may intensify the physical manifestation of your spirit guide. This a bonus action and lasts for 1 minute. During this time your spirit guide becomes fully corporeal. When manifested, the spirit has the statistics of a brown bear with a bonus to attack rolls and saving throws equal to your wisdom modifier (though it can still appear however you choose). It has 34 hit points or half your maximum, whichever is higher. When the spirit’s presence is intensified, it attacks as a normal creature under your full command on your initiative, so long as you spend a bonus action directing it each round (normal actions, normal defenses, normal opportunity attacks etc.). You do not lose a hit die when a manifested spirit is destroyed, nor when it makes a (standard) opportunity attack. If your concentration is lost while you are maintaining a manifested spirit guide, you may spend a hit die as a reaction to maintain concentration. Similarly, you may spend a hit die to keep your spirit guide manifested for an additional minute when the duration expires. Spirit Boons Chieftain’s Call: The target can immediately use a reaction to make a single melee attack. Guardian’s Shroud: The target gains temporary hit points equal to 2d6+your wisdom modifier. Seeker’s Eye: The target’s next attack within 1 round has advantage. Stalker’s Fangs: The target’s next attack within 1 round does additional slashing damage equal to 1d6+your wisdom modifier. Watcher’s Mantle: For the next minute, the target has resistance to lightning, cold and fire damage. Weaver’s Wisdom: For the next minute, the target’s weapons are considered magical. [/QUOTE]
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