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<blockquote data-quote="JValeur" data-source="post: 6792654" data-attributes="member: 6795723"><p>I've created a homebrew Shaman that was an archetype to the druid, and was more heavily focused on elementals, since that is what my player wanted. I must say, however, that I like your ideas here better. I think it's a solid theme, and pretty well executed. A few points:</p><p></p><p>Spirit Guide - while the feature makes sense, I think a choice would be cool. Perhaps go more in depth with feature. Like, pick an owl for expertise with perception, pick a bat to gain 10-feet blindsense, pick a tiger for expertise with athletics, etc. etc. Obviously this requires some work, but it would be cool.</p><p></p><p>Chastise Spirits - I read this as turn elementals, fey and spectral undead, which is cool.</p><p></p><p>Wild Empathy - Makes sense, but I don't know if a Shaman would be better at this than a druid?</p><p></p><p>Spirit Form - this is really strong. Even if you write so it includes ranged weapon attacks (which it needs), it is still really, really strong. This is any spellcasters dream. You either need to get rid of some of the damage resistances, or you need to add more drawbacks - like slower movement speed and damage vulnerabilities (psychic, force, perhaps?).</p><p></p><p>Ghost Warrior - Regardless of the damage bonus? What does this mean? But the feature has flavour, although it doesn't really mesh with the Spirit Form feature.</p><p></p><p>Guide Magic - You can already cast spells that doesn't require concentration, while you are concentrating on a spell, so this doesn't do much. Advantage on concentration is also a biggie, but at lvl 10 it could be okay. </p><p></p><p>Spirit Mastery is strong, very strong. It basically means that no one is dying, in the party, without even a material cost. Maybe there's a way to do something flavorful with a spirit, that doesn't go this far?</p><p></p><p>Weaken Spirits - in my opinion, move this up a bit, and move something else down. It's a cool feature that you want earlier.</p><p></p><p>Spirit Who Walks - Perfectly fine.</p><p></p><p>All in all I think it is very imaginative and flavorful, but has some balance issues. Nice work <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JValeur, post: 6792654, member: 6795723"] I've created a homebrew Shaman that was an archetype to the druid, and was more heavily focused on elementals, since that is what my player wanted. I must say, however, that I like your ideas here better. I think it's a solid theme, and pretty well executed. A few points: Spirit Guide - while the feature makes sense, I think a choice would be cool. Perhaps go more in depth with feature. Like, pick an owl for expertise with perception, pick a bat to gain 10-feet blindsense, pick a tiger for expertise with athletics, etc. etc. Obviously this requires some work, but it would be cool. Chastise Spirits - I read this as turn elementals, fey and spectral undead, which is cool. Wild Empathy - Makes sense, but I don't know if a Shaman would be better at this than a druid? Spirit Form - this is really strong. Even if you write so it includes ranged weapon attacks (which it needs), it is still really, really strong. This is any spellcasters dream. You either need to get rid of some of the damage resistances, or you need to add more drawbacks - like slower movement speed and damage vulnerabilities (psychic, force, perhaps?). Ghost Warrior - Regardless of the damage bonus? What does this mean? But the feature has flavour, although it doesn't really mesh with the Spirit Form feature. Guide Magic - You can already cast spells that doesn't require concentration, while you are concentrating on a spell, so this doesn't do much. Advantage on concentration is also a biggie, but at lvl 10 it could be okay. Spirit Mastery is strong, very strong. It basically means that no one is dying, in the party, without even a material cost. Maybe there's a way to do something flavorful with a spirit, that doesn't go this far? Weaken Spirits - in my opinion, move this up a bit, and move something else down. It's a cool feature that you want earlier. Spirit Who Walks - Perfectly fine. All in all I think it is very imaginative and flavorful, but has some balance issues. Nice work :) [/QUOTE]
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