Base Class: Sorcerer
Whether through a natural blessing of being able to communicate with ancestor spirits, a gift for communicating with nature spirits, or a curse that haunts the sorcerer with the ravings of ghosts everywhere, the Shamanic Soul is born with a spirit that is on the wavelength of other spirits in a way which makes their communications easy and common. These sorcerers are not exactly common, and many go quite mad at a young age before discovering their proclivity for genuine magical practice. Only in societies in which the spirits are honored in such a way that they have cultural significance do these sorcerers find encouragement and room to grow. In other societies, these sorcerers are often forced to become haunted loners who practice their magic in secret until they develop sufficient skill. If these circumstances are not fulfilled, it becomes quite easy for those born with this particular "gift" to go quite mad, and they are often carted off to dwell in isolation or worse by those in power, to prevent them being a danger to others. Thus do the practitioners of this form of sorcery not have a life as easily led as do Clerics, Druids, specialized Wizards or other spellcasters with a mystical bent for spirit communication, as their gift forms so early it is often mistaken for something else entirely, and these Sorcerers hardly ever have formal "training" unless the spirits themselves have become their guides.
Shamanic Spells
1st-level Shamanic Soul feature
You learn additional spells when you reach certain levels in this class, as shown on the Shamanic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn’t count against the number of sorcerer spells you know.
Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an evocation spell from the sorcerer, warlock, or wizard spell list.
Clockwork Spells
| Sorcerer Level | Spells |
|---|---|
| 1st | comprehend languages, guiding bolt |
| 3rd | borrowed knowledge, healing spirit |
| 5th | spirit shroud, tongues |
| 7th | divination, phantasmal killer |
| 9th | holy weapon, legend lore |
Spirit Guidance
1st-level Shamanic Soul feature
At 1st level, you receive special guidance from the spirits which regularly communicate with you, and this guidance can confer variable benefits based on the advice they offer and how favorable your relationship with such spirits may be. You learn the Guidance cantrip. Additionally, you can spend 1 uninterrupted minute in a trance receiving various communications from guiding spirits, and receive your choice of one of the following benefits:
- You can commune with a warrior spirit, and it confers warrior guidance, which allows you to be treated as if you are proficient with martial weapons, and you can attack and deal damage with weapon attacks using your Charisma modifier instead of your Strength or Dexterity modifier.
- You can commune with a sage spirit, and it confers sage-like wisdom, which allows you to be treated as if you are proficient with two skills of your choice from Arcana, History, Nature, and Religion. When you make skill checks for the chosen skills, you use your Charisma modifier instead of your Intelligence modifier to determine your total skill bonus. If you choose this benefit, you can also cast Detect Evil and Good once without expending a spell slot. You must finish a long rest to cast this spell this way again.
- You can commune with a nature spirit, and it confers heightened awareness, which allows you to be treated as if you are proficient in Perception and Insight, you use your Charisma modifier instead of your Wisdom modifier to determine your total skill bonus on such checks, and you gain advantage on all such checks.
The chosen benefit lasts until you finish a long rest. You may use this feature once before you must finish a long rest to use it again.
Speak the Spirit Tongue
6th-level Shamanic Soul feature
At 6th level, you develop the means to understand and speak with almost any kind of spirit entity, which confers the ability to communicate with many different entities as a result. You learn the Speak with Animals, Speak with Dead, and Speak with Plants spells, and you may cast any one of these spells once before you must finish a long rest or pay 2 Sorcery Points to cast one of these spells this way again.
Shamanic Totems
14th-level Shamanic Soul feature
At 14th level, you gain the ability to summon forth a shamanic totem, which emanates a magical aura that attracts a certain type of spirit, granting different benefits in the auras they create. You can conjure one of three different types of totems into an empty space within 60 feet as an action, which are stationary, intangible apparitions and confer different bonuses:
Warrior Totem. When you summon a Warrior Totem, it emanates an aura in a 10 foot radius around it, and yourself and friendly creatures within that aura gain a 1d4 bonus to attack rolls and saving throws.
Sage Totem. When you summon a Sage Totem, it emanates an aura in a 10 foot radius around it, and yourself and friendly creatures within that aura gain a 1d4 bonus to skill checks, and any creature who uses the Help action within that radius may use it as a bonus action.
Nature Totem. When you summon a Nature Totem, it emanates an aura in a 10 foot radius around it, and yourself and friendly creatures within that aura gain a +2 bonus to Initiative, Passive Perception, Passive Insight, and cannot be surprised.
These totems last for up to 8 hours, and only one such totem can be in conjured at any time. You can dismiss these totems as a bonus action, and you may summon a totem a total number of times equal to your Proficiency Bonus before you must finish a long rest to do so again. At 18th level, the aura radius the totems emanate improves to 20 feet.
Spirit Mastery
18th-level Shamanic Soul feature
At 18th level, you learn the masteries that enable you to handle spirits of all kinds. You learn the True Seeing spell and can cast it once without expending a spell slot before you must finish a long rest to cast it this way again.
Additionally, you gain a Spirit Touch which enables you to affect incorporeal beings as if they are physical. As a bonus action, you cause your hands to be surrounded by shimmering magic, which allows you to touch, grasp, and strike spirit entities. You can touch incorporeal, intangible, or ethereal beings as if they are physical, tangible entities, and while your hands are surrounded by this magic, you can use weapons to attack such entities you detect and target. This magic remains around your hands until you use a bonus action to cancel it.
Also, you can cause a spirit which is normally invisible or unnoticeable to become visible to all nearby. Choose an invisible, ethereal, or otherwise unnoticeable creature you can detect with your True Seeing spell. As an action, you speak aloud and cause that creature to become visible, and if that creature has the Invisibility or Greater Invisibility spells cast on them, you dispel those spells immediately. Creatures which are ethereal appear translucent, as do any other creatures revealed from any other near-realms to the material plane.
Lastly, the aura radius of your Shamanic Totems improves to 20 feet.
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