Base Class: Shaman
Shaman are spiritual adepts who commune with the elemental forces of the world and channel their power. These elemental forces are chaotic and, left to their own devices, would rage against each other in unending primal fury. A shaman’s call is to bring balance to this chaos, acting as a moderator among air, earth, fire, and water. A shaman’s magic focuses the elements to support the shaman’s allies or punish those who threaten them.
Shaman who specialize in restoration find a serene affinity for the restorative properties of water. They feel a profound spiritual connection with the source from which all mortal life takes root, and they wield that power to restore vitality to their allies. These shaman balance this healing focus with a command of the other elements, finding harmony in nature and purifying their allies as a tidal surge washes across a sandy shore.
Level 3: Living Waters
Your Rage taps into the life force of the elements. You gain the following benefits.
Healing Surge. When you take an action that grants healing or temporary hit points to another creature, your rage is extended by one turn.
Healing Wave. While your Rage is active and you are in combat, you may use the Magic action to heal a creature within 30 feet. To determine the amount of healing, roll a number of d6s equal to your Rage Damage bonus, and add them together along with your Wisdom Modifier.
Level 6: Chain Heal
Expend 1 use of Rage as a Magic action to create a stream of living water that Heal the friendly target, then jumps up to 20 feet to heal the next 2 most injured nearby allies. Healing is reduced by 1/3 of the original target with each jump. To determine the initial heal, roll d6s for each Rage Damage dice, add them together and add your WIS modifier.
Level 10: Ancestral Toughness
When applying Healing Wave, you may choose to grant your target Ancestral Toughness, giving them an AC bonus equal to your Rage Damage bonus. Only one target may have this bonus at any given time and the effect ends when your rage ends. You may do this a number of times per Short Rest equal to you uses of Rage.
Level 14: Healing Rain
While raging, the Shaman may expend 1 use of Rage as a Magic action to create an immoveable 10-foot radius cylinder of living rain within 30 feet of the Shaman. Allies standing in the area when it is cast, start their turn in the area, or pass through the area gain temporary hit points equal to a number of d4s equal to the Shaman's Rage Damage, lasting until the beginning of their next turn. The rain continues while the Shaman maintains rage.
Comments