Ranger
Base Class: Ranger

Shaman

While travelling through swamps, forests and deserts a young human receives directions from the spirits. An elf concentrates in its meditation, the spirits around her come forth, to protect her against preying beasts. A half-elf holds one of his shamanic foci, his enemies laugh, thinking this is an easy kill, when suddenly from the focus comes a bolt of lightning, fulminating the unsuspected enemy.

Shamans are magic users that gain their powers through spirits. They are the bridge that connects the material world and the ethereal world. They can cast spells or use the very spirits to help them in and out of combat, so much so, that being surrounded by spirits is a common occurrence for them.

Bridge Between the Two Worlds

Shamans connect with the dead ancestors and the unborn children who dwell amongst us, through meditation, rituals and study. In this way they connect with the world around them, attracting spirits, which they form bonds with to gain power and knowledge of the past and future of the land and its peoples. As Shamans are so connected with the spirit realm, they may seem otherworldly and have difficulty with more practical day-to-day aspects of society, for example they may confuse the past with the present or refer to people using their ancestor's names. Shamanism is a secret art, even more so than druidism, taking people years of rigorous training and concentration to contact spirits, and even more so to take their power for themselves. But all of that hard work tends to truly pay off, since often the spirits tend to gravitate towards the shaman, granting them assistance.

Spiritual Guide

At 3rd level you gain the assistance of a spirit guide. Careful though, these creatures are fickle and serve not only 1 master. For mechanical purposes, this creature will use the Pseudodragon's statblock, but it gains additional benefits as shown in the statblock. The player does not control him, but can call upon it's aid should they need it. As an action, you can call upon your Spiritual Guide's aid to assist you in a task, however it will not help you in combat. To do so, make a persuasion check. If you succeed the guide will reappear and assist you in your task. The DM decides if the task is something the guide can assist you in.

 
 
 

Combat Sense

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Shamanic Sense

At 3rd level your attachment to nature is more ingrained. As an action you can peer into the ethereal plane. For 1 minute you walk between the veil of the ethereal plane. You can see into it at a distance of 30 feet, but not enter it nor interact with it. In addition you gain the following benefits while this is active:

  • When you forage alone, you find twice as much as you normally would.
  • You can move stealthily at a fast pace
  • You are aware of recent events in the region, like storms, landslides, etc.

At level 6 and again at level 14 these benefits grow. Level 6 (3 minutes and 60 feet) Level 14 ( 6 minutes and 90 feet)

The Old Ways

At 7th level you become more in tuned with your ancestors ways and are able to heat your ancestors speak to you from beyond the grave. Their ancient practices now flow through you. As an action, should you meet the prerequisites met in the curses roll table, you can curse one humanoid creature. This feature can be used once per long rest. 

Magic Overflow

At 7th level the magic knowledge within you begins to surge. Your damage or healing spells now all grant an additional damage or healing dice, regardless of what level cast

Spirit Walk

At 11th level you have nearly become one with the spirits around you. As an action, you can cast etherealness once per 7 days. 

Loved By The Spirits

At 15th level you have been truly taken in by the spirits and are loved by most. As such, you are never left without protection as you have shown yourself a true friend to all spirits. Whenever you are hit with a melee or ranged attack, you can use your reaction to take half damage from that attack. Additionally, should you be downed after taking this reaction, you instead fall to 1 hit point. This ability can be used a number of times equal to your proficiency bonus. This ability resets on a long rest

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