Base Class: Barbarian
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, attracting spirits which they form bonds with to gain power and knowledge of the past and future of land and its people. 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 present or refer to people using their ancestor's name. Shamanism is an ancient practice, harnessing the elements of the world rather than nature and communing with animals. Being a shaman requires a more aggressive approach to nature than a druid would normally follow, causing their training to cross into barbarism even though a Shaman is just as much or arguably more in tune with nature. Shaman's can be excellent at supporting their party or a heavy damage dealer depending on their attunement with nature.
Fury of Nature
Starting at 3rd level, when you make an attack with a weapon, you can choose to enchant your weapon with elemental 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:
Frostbite: Target takes 2d8 Cold damage and their movement speed is reduced by 10 feet.
Ignite: The target is bathed in flames. At the start of each of its turns, it takes 2d6 fire damage. At the end of its' turn, it can make a constitution saving throw to end this effect.
Fury: Target takes 3d8 Lightning Damage
Push: Target takes 1d8 force damage and is pushed back 10 feet in a straight line from you
Elemental Bond Spells
At 3rd, 5th, 7th and 9th level you gain access to one spell connected to the element you have bonded yourself to. Choose that element -- Cold, Fire, Lightning, or Thunder -- and consult the associated list of spells.
Once you gain access to a Bond Spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you.
Connection to Cold:
- 3rd level - Fog Cloud, Snilloc's Snowball Swarm
- 5th level - Sleet Storm, Slow
- 7th level - Ice Storm, Resilient Sphere
- 9th level - Cone of Cold, Maelstrom
Connection to Fire:
- 3rd level - Heat Metal, Scorching Ray
- 5th level - Fireball, Glyph of Warding
- 7th level - Fire Shield, Wall of Fire
- 9th level - Flame Strike, Immolation
Connection to Lightning:
- 3rd level - Misty Step, Pass Without Trace
- 5th level - Haste, Lightning Bolt
- 7th level - Freedom of Movement, Storm Sphere
- 9th level - Mislead, Teleportation Circle
Connection to Earth:
- 3rd level - Maximilian's Earthen Grasp, Earthbind
- 5th level - Erupting Earth, Wall of Sand
- 7th level - Stone Shape, Stoneskin
- 9th level - Transmute Rock, Wall of Stone
Elemental Acclimation
Starting at 6th level, your Elemental connection has grown to such a point where your body has naturally adapted to your chosen element. You gain resistance in the listed damage based on your chosen element type.
Cold Resistance
- You gain resistance to cold damage.
Fire Resistance
- You gain resistance to fire damage.
Lightning Resistance
- You gain resistance to lightning damage.
Earth Resistance
- You gain resistance to bludgeoning damage.
Convergence
Additionally at 6th level, your mastery over the elements has developed to such a stage where you can pull in energy from around you. When you or another creature you can see within 30 feet of you is hit by a spell that deals either: cold, fire or lightning damage that you can see, you can immediately use your reaction to manifest a chain that siphons some of the damage they would take. Roll 2d8 + WIS Modifier and subtract the damage they would take by that much. Instead, gain temporary hit points equal to the number rolled.
Immediately on your next turn, the temporary hit points gained from Convergence can be expended to deal additional damage on your next damage roll. The damage type is unchanged. Any temporary hit points remaining at the end of your turn are lost as they instead detonate from within you, and you take damage equal to the temporary hit points.
You can use this reaction twice, and you regain all expended uses when you finish a long rest.
The dice rolled increases by 1d8 when you reach 11th level (3d8) and 17th level (4d8)
Elemental Emissary
The magic enchantment on your weapon is so strong it no longer fades immediately. When you use your Fury of Nature feature, it no longer ends upon hitting an opponent, instead lasting for the full minute duration. You also gain access to the following enchantments that you can use a bonus action to use a charge of Fury of Nature to cast the listed enchantment. This can only occur once per enemy:
Entangle: The target is immediately enveloped by vines, creatures under this effect are restrained. Targets must succeed on a strength saving throw to break free.
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.
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
At level 14, you have become adept and proficient with weaving magic enchantments into your weapons and have gained the ability to use two enchantments at a time. If you cast this on a single weapon, you must pass a wisdom save dc 14 in order to successfully imbue the second enchantment. If you imbue a 2nd weapon (one on each weapon) you do not need to do so. After using this feature you must complete a long rest to reuse it again.
Spellcasting
This subclass can cast spells.
Previous Versions
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