Base Class: Druid
Shamans connect with the dead ancestors and the unborn children who live 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 land and its peoples. Because Shamans are so connected with the spirit realm, they may seem other worldly and have difficulty with more practical day-to-day aspect of society, for example they may confuse the past and the present or refer to people using their ancestor's names. Shamanism is a secret art, even more than druidism, taking people years of rigorous training and concentration to contact spirits, and even more so to take their power to themselves. But all of that hard work tends to truly pay off, since often the spirits tend to gravitate towards the shaman, and granting them assistance.
Nature's Wrath
Starting at 2nd level, when you make an attack with a weapon, you can choose to enchant your weapon with nature's magic. As a bonus action you may infuse your weapon with one of the following effects for 1 minute or until a successful attack is made. This requires concentration. You can use this feature a number of times equal to your wisdom modifier, and regain them on a long rest.
You can use one of the following effects:
Entangle: The target is immediately enveloped by vines (or whatever flavor of plant you want), creatures under this effect are restrained. Targets must succeed a Strength Saving Throw to break free.
Fury: Target takes 3d8 Lightning damage.
Push: Target takes 1d8 force damage and is pushed back 10 feet in a straight line from you.
Spirit Animal
At 3rd level you can cast the "Find Familiar" spell. Your familiar is always an undead. You familiar is a spirit, which means it can see 60 ft into the Ethereal Plane while in the Material Plane and vice versa, it can pass through other creatures and objects (it takes 1d10 force damage if it ends it's turn on an occupied space), it doesn't have a walking speed, instead, it has a flight speed of 40 ft and it can hover (familiars that already have flight speeds keep their value, but lose their walking speed like the others) and it can become invisible with an action.
Extra Attack
Starting at 6th level, you gain an additional attack when you take the attack action.
Nature's Emissary
Starting at 10th level, the magic enchantment on your weapon is so strong, it no longer fades immediately. When you use your Nature's Fury feature it no longer ends upon hitting an opponent, Instead lasting for the full minute duration. You also gain access to the following enchantments.
Ignite: The target is bathed in flames. At the start of each of its turns it takes 2d6 fire damage, at the end of each of its turns it can make a Constitution Saving Throw to end this effect.
Decay: The target is unable to take a bonus action and an action, they can only use one or the other, additionally their movement speed is halved and they have disadvantage on Dexterity Saving Throws. At the end of each of its turns the creature can make a Wisdom Saving Throw to end the effect on itself.
Poison: Target becomes poisoned, while poisoned in this way, they have disadvantage on Dexterity and Constitution Saving Throws. At the end of each of its turns it must make a Constitution Saving Throw to end the effect on itself.
Ethereal Warrior
Starting at 14th level, you have become so adept and proficient weaving magic enchantments into your weapons you now have the ability to enchant your weapon with two enchantments at a time. After using this feature you must complete a long rest to reuse this feature again.
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