Base Class: Druid
Shamans are known for many things; acts of great healing, power over the elements, and masters of spirituality. They use totems to contact the earth itself, and bring rise to great and amazing feats of magic.
Spirit Animals
At 2nd level, you become attuned to the spiritual realms, allowing you to turn into grander beasts than the usual druid. When using your wildshape feature, you form looks ghostly, almost ethereal, as you instead call upon a spirit of that animal to take form. In this form, you can still speak as normal, and magical items are usable by you, even if your anatomy wouldn't support it, such as a wolf who is able to push a button or hold a sword. This does not allow you to use more equipment than if you were in human form, such as three weapons, or two sets of armor. (It does however, scale with your new statistics in that form).
If you take the multiattack action, you can replace one of those attacks with a weapon attack that deals 1d8 additional radiant damage on a hit. When being reduced to zero hit points in this form, additional damage does not carry over to your main form as usual. Your wild shapes gain an additional 2 hit points for every level of druid you have, and double that amount less maximum hit points for your non-druid class levels.
Spirit Communion
You learn to tap into the knowledge of your spirit guides and ancestors, looking to use their wisdom and guidance to see you through your days. When you take a long rest, you can consult the spirits, gaining one tool, skill, weapon, or armor proficiency for 24 hours. Once you use this feature to gain a proficiency, you must choose a difference proficiency the next time you use this feature (Track with 1 IRL day)
Totemic Magic
At 6th level, you master the use of your shaman magic, packing it within totems of power. You may control a maximum amount of totems equal to half your proficiency bonus, rounded down. When you cast a leveled spell, you may expend an additional slot of the same level to create a totem of that spell, in am unoccupied space within 10ft of you. The spell does not cast immediately, instead being stored inside the totem. At the start of your turn, as long as you are conscious, you may mentally command your totems to cast the spell within them, using your spell save DC, though the totem is the caster for any other requirements.
Totems last a number of rounds equal to half your druid level (rounded up) minus the spell's level (min 1 round), and also vanish if subjected to an area of antimagic, or any effect that would dispel a spell. A totem has an AC equal to your druid level, and if struck with an attack, lose concentration on any spell it is concentrating on (it cannot die, is not a creature, and is not subjected to saving throws or area effects)
Spirit Tracks
Starting at 10th level, you can use the hidden, magical pathways of the spirits to always know where to go. With the assistance of the spirits, you can use your action to detect any hidden mechanical or magical institutions within 30ft of you, such as trick books, traps, hidden passages, and secret keys. In addition, you are adept at tracking creatures with souls; such creatures leave a trail behind of spiritual energy that guides you to them, giving you information on how they moved, even if it is via planar travel or teleportation. If an object or creature has been damaged by acid, cold, fire or lightning damage, you can tell it's source, discerning the ability used and it's capabilities.
Once per long rest, you may cast the spell Find the Path as an action without expending a spell slot or material components.
Reincarnation
At 14th level, you learn the secret technique of the spirits to become one yourself. When you die, your soul becomes a real object, a spirit form. In this form, you cannot be under any effects, and only those very attuned to spiritual energies, or that has a feature to see spirits or specters can see you (including truesight). You appear 100ft above your body, and are able to move towards it, regardless of physical obstacles in the way (except for a pinch of salt, which you cannot cross). You have a fly and hover speed of 30ft, and can otherwise take no other actions, except watching the world around you. Upon touching your body, you may revive as if you had cast the Reincarnate spell on yourself as an action, except your race does not change, and it does not cost the usual material components (the slot is expended from your bodies' spell slots, if you do not have a slot, you cannot cast the spell or revive).
If you stay in spirit form when the time becomes midnight, this effect ends, and you die as normal.
Once you use this feature, you can’t use it again until you finish 30 rests, where you dream of the spirit realms. (30 IRL days)
Previous Versions
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