steeldragons
Steeliest of the dragons
So as not to further derail the Mystic thread. heh. Sorry about that. Thought it might be fun to start a separate thread. Keeping what's been said of Shaman in mind in the other thread, I present to you this lil' diddy I threw together.
Bard Archetype
The Shaman (College of the Unseen)
The bard who enters the College of the Unseen is initiated into the mysteries of shamanic practices and rites. Communing and controlling the creatures of the spirit world. Be they nature fey spirits or demonic or angelic beings, revered ancestors or the recent dead, the shaman is the person a community looks to to interact with and make sense of the worlds of unseen creatures often taken for granted by some cultures and dismissed as superstition by many others. Far from the lute-strumming magical minstrel or foppish fencing courtier, the shaman is often the counsel and magical caretaker of a strongly spiritual warrior- or hunter/gatherer-based society, often eschewing urban environments and reveling in combat as much as their warrior brothers and sisters. The traditions, histories and lore of the community, are their domain along with providing services through their shamanic magics as healer, adviser, protector of the land and people from magical/spiritual threats, and sometimes a leader of rite and ritual that might carry a role as sacred/religious leader.
3rd: Bonus Proficiencies
Gain proficiency with Herbalism Kit, and the History, Nature Lore, and Survival skills if not already chosen.
Spirit Sense: You can detect and see, unless completely obscured by cover, the presence of celesitals, elementals, fey, fiends, and undead within 60’.
6th: Spirit Guide: You gain a specific “spirit animal guide” that meets the criteria and has the abilities of a familiar, as per the Find Familiar spell, but takes on no physical form (normally), remaining a spirit creature (celestial, fey or fiend) that the shaman can see, unless dismissed back to the spirit world.
In addition to the normal abilities of a familiar, at all times, the Shaman can use a bonus action to entreat the spirit guide to one of the following commands, 1 + Cha. modifier times before needing a long rest:
This feature increases to 2 + Cha. mod. times at 11th and 3 + Cha. mod. times at 16th level.
14th: Commune with Spirits: You have the connection and magical mastery to summon beings and creatures from spiritual planes. The shaman can use this ability to simulate any “Conjure X” spell of 6th level or lower. This includes: Animals, Minor Elementals, Woodland Beings, Elementals or Fey.
Alternately, you can use the spell to conjure an ancient spiritual being who can share secret, hidden or unknown information, as per the Contact Other Plane spell. The shaman may use their Charisma instead of Intelligence to make the DC15 roll to avoid the psychic damage of the spell.
The shaman can not use this feature again without completing a long rest.
Bard Archetype
The Shaman (College of the Unseen)
The bard who enters the College of the Unseen is initiated into the mysteries of shamanic practices and rites. Communing and controlling the creatures of the spirit world. Be they nature fey spirits or demonic or angelic beings, revered ancestors or the recent dead, the shaman is the person a community looks to to interact with and make sense of the worlds of unseen creatures often taken for granted by some cultures and dismissed as superstition by many others. Far from the lute-strumming magical minstrel or foppish fencing courtier, the shaman is often the counsel and magical caretaker of a strongly spiritual warrior- or hunter/gatherer-based society, often eschewing urban environments and reveling in combat as much as their warrior brothers and sisters. The traditions, histories and lore of the community, are their domain along with providing services through their shamanic magics as healer, adviser, protector of the land and people from magical/spiritual threats, and sometimes a leader of rite and ritual that might carry a role as sacred/religious leader.
3rd: Bonus Proficiencies
Gain proficiency with Herbalism Kit, and the History, Nature Lore, and Survival skills if not already chosen.
Spirit Sense: You can detect and see, unless completely obscured by cover, the presence of celesitals, elementals, fey, fiends, and undead within 60’.
6th: Spirit Guide: You gain a specific “spirit animal guide” that meets the criteria and has the abilities of a familiar, as per the Find Familiar spell, but takes on no physical form (normally), remaining a spirit creature (celestial, fey or fiend) that the shaman can see, unless dismissed back to the spirit world.
In addition to the normal abilities of a familiar, at all times, the Shaman can use a bonus action to entreat the spirit guide to one of the following commands, 1 + Cha. modifier times before needing a long rest:
- Ghostly Manifestation: Your spirit animal takes on a glowing etherreal form, visible to normal sight, and is able to take the Attack action against one foe within 15’ of you. They attack with whatever normal mode of the creature and add 2d6 psychic damage to their attack.
- Unseen Guidance: Your connection to your spirit guide allows you advantage to a Wisdom or Charisma based skill or ability roll.
- Silent Guardian: You evoke your spirit guide (and other friendly spirits) to act as Spirit Guardians, as the spell.
This feature increases to 2 + Cha. mod. times at 11th and 3 + Cha. mod. times at 16th level.
14th: Commune with Spirits: You have the connection and magical mastery to summon beings and creatures from spiritual planes. The shaman can use this ability to simulate any “Conjure X” spell of 6th level or lower. This includes: Animals, Minor Elementals, Woodland Beings, Elementals or Fey.
Alternately, you can use the spell to conjure an ancient spiritual being who can share secret, hidden or unknown information, as per the Contact Other Plane spell. The shaman may use their Charisma instead of Intelligence to make the DC15 roll to avoid the psychic damage of the spell.
The shaman can not use this feature again without completing a long rest.