D&D 5E Shaman Tawk...possibilities for a 5e shaman.

I think I should add that creatures summoned are of a "spirit/ghostly form". For the elementals and faeries, I guess, it doesn't much matter. But for the animals, I think ethereal animal spirits are far more flavorful/visually stimulating for a shaman character...and further differentiate the class feature from just "use a spell slot to cast a spell you have access to anyway."
 

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I think I should add that creatures summoned are of a "spirit/ghostly form". For the elementals and faeries, I guess, it doesn't much matter. But for the animals, I think ethereal animal spirits are far more flavorful/visually stimulating for a shaman character...and further differentiate the class feature from just "use a spell slot to cast a spell you have access to anyway."

I was thinking I would prefer something more visceral, more like a fey-touched, dire, legendary looking (not stats) summoned creature. Not a Spirit Badger, but rather a "King of Badgers" who embodies the "spirit" of all badgers. But then I thought "wait a minute...what kind of shaman?"

But then I realized in my mind there is the Witch Doctor (shaman) and the Shaman Shaman. Where am I going?

To me, spirits and ghosts along with fetishes and voodoo is a witch doctor
and the whole "spirit" animal schtick is the Shaman.

Therefore, a Warlock subclass "shaman" might be a pretty cool witch doctor. Not sure if Witch Doctor would be the preferred term, or simply shaman. But there it is.

/derail
 

But then I realized in my mind there is the Witch Doctor (shaman) and the Shaman Shaman. Where am I going?

To me, spirits and ghosts along with fetishes and voodoo is a witch doctor
and the whole "spirit" animal schtick is the Shaman.

Therefore, a Warlock subclass "shaman" might be a pretty cool witch doctor. Not sure if Witch Doctor would be the preferred term, or simply shaman. But there it is.

/derail

That is actually a very good point and not a derail at all.
The classic idea of a voodoo practitioner seems like it might fit more closely to a Warlock sub-class. Although this might require a different patron. Essentially the "witch doctor" or "voodoo" path would be someone who pledged their service to a group of powerful entities rather than just one main entity. Their unique path abilities would be where their entity allows them to borrow a small portion of their power to enact effects. The Warlock gives up a bit more of themselves to gain greater benefits. Whether this manifests itself as gaining access to more Warlock powers (forgot their specific name at the moment) or even allowing access to those powers a little bit sooner than other Warlocks would be the mechanics that would need to be worked out.

Conversely the Shaman would conceived more in the anamist tradition where "everything has a spirit". This does fit better with a Druid sub-class as has been described above.
 

That is actually a very good point and not a derail at all.
The classic idea of a voodoo practitioner seems like it might fit more closely to a Warlock sub-class. Although this might require a different patron. Essentially the "witch doctor" or "voodoo" path would be someone who pledged their service to a group of powerful entities rather than just one main entity. Their unique path abilities would be where their entity allows them to borrow a small portion of their power to enact effects. The Warlock gives up a bit more of themselves to gain greater benefits. Whether this manifests itself as gaining access to more Warlock powers (forgot their specific name at the moment) or even allowing access to those powers a little bit sooner than other Warlocks would be the mechanics that would need to be worked out.

Conversely the Shaman would conceived more in the anamist tradition where "everything has a spirit". This does fit better with a Druid sub-class as has been described above.

Ancestor spirits...that's a common theme in many of the legends and stories regarding Witch-Doctors.

Good thread, guys!! Gives me all kinds of ideas.

*Runs home to work on a Witch-doctor Warlock*
 

The shaman could also act as a way to sneak an animal companion back into the druid. The shamanistic druid could get a spirit animal companion and use their spells to beef it up and heal it. However without the martial skill and combat training of the ranger, the druid's spirit animal is squishier or softer and they the Extra Attack to swap from. This would be like 4e were the pet build for the druid was the shaman class and that class attacked strough the spirit not the shaman.
 

Warlock Archetype

The Shaman (Spirit World Patron)
The warlock of the Spirit World is initiated into the mysteries of shamanic practices and rites, communing and controlling the creatures of the spirit world. Be they nature spirits, demonic or angelic beings, revered ancestors or the recent dead, the shaman is the person to interact with and make sense of the unseen worlds often taken for granted by some cultures, dismissed as superstition by others.

The Spirit World
Instead of a singular “patron” as other warlocks interact with, the warlock-shaman binds themselves, body and [most importantly] soul, to the untamed energies and entities of the spirit world. While certain individual spirits may be known and interacted with repeatedly, the bond of the warlock-shaman is with their tradition’s spirit “world”, as a whole. This world might take the the form of an afterlife or underworld, dealing with spirits of ancestors or the dead (and undead), a dream-like plane filled with astral forms or an analogue of a faerie land inhabited by animal and nature spirits. It is their interactions, meditations, and study of this world and its denizens that reveal to the warlock their arcane powers and secrets.

1st: Spirit Sense: as above

Expanded Spell List
1st False Life, Ray of Sickness
2nd Nystul’s Magic Aura, See Invisibility
3rd Animate Dead, Bestow Curse
4th Mordenkainen’s Faithful Hound, Phantasmal Killer
5th Animate Objects, Mislead

6th: Death Speaker: The spirit world warlock is able to assert or usurp control of undead. With a successful Cha. roll to beat DC 10 + undead CR, the warlock-shaman can assume mental and verbal control of “mindless” and/or incorporeal undead, even if they were created or under the control of another caster (such as a necromancer or evil cleric). This control lasts until the end of the warlock-shaman’s next turn. The shaman must complete a short or long rest before using this feature again.

Additionally, due to the aura of spirits and the radiant and necrotic energies that surround the warlock-shaman all undead wih a CR lower than the warlock-shaman’s level must make a successful Wisdom save to attack the warlock directly. This element of the feature is active at all times.

10th: Spirit Summoning: You can use a spell slot 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.

14th: Commune with Spirits: as above.
 

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