Base Class: Wizard
You use your knowledge of Wizardry to connect with the dead ancestors and the unborn children who live among us. Shamans are magic users that gain their powers through spirits. They are the bridge that connects the material world and the ethereal world. They can cast spells or use the very spirits to help them in and out of combat, so much, that being surrounded by spirits is a common occurrence for them.
Spiritual Communing
tarting at 2nd Level, you can see and speak with spirits. You can perform a short 10-minute ritual that calls spirits of nature to you. During this ritual, you can see and hear these spirits. When communing with the spirits, they can tell you the following things:
Any natural road blockage
The weather for the next week
Where to find the best foraging locations within 1 mile of your location
Also a number of times per day equal to your Intelligence modifier you can cast See Invisibility without spell components
Nature Friend
Starting at 2nd level, as an action, you can calm one hostile beast, elemental, or fey that you can see within 20 feet of you. The beast, elemental, or fey must be below a cr 1/4. The creature makes a Wisdom Saving Throw against your spell save dc. On a failed save the creature is charmed by you. Creatures that immune to charms still have to roll the save. This effect lasts for one minute or until the creature takes damage. At level 6, the cr increase to 1/2, level 10 to cr 1, and at level 14 to cr 2. You can calm as many creatures at a time equal to your Intelligence Modifier. You also understand Druidic, Primordial, and Sylvan.
Spirit Channeling Overload
Your training in spiritual energy allows you to use your own spiritual energy to cast spells. Starting at 10th level, When you cast a spell you can choose to spend hit dice instead of spell slots. You need to spend a number of hit dice equal to the spell level of the spell you are casting. The level of spell cast this way can't go over 6th. Your hit dice fully come back after a long rest.
Extrasensory Awareness
Starting at level 10, you can increase your sense to "see" more. For the next 10 minutes, You pick one of the following features:
- You gain True Sight for 10 feet
- You have Tremorsense for 30 feet
- You gain darkvision out to a range of 60 feet. If you already have darkvision your range increases by 30 feet
You can use this ability a number of times equal to your Intellenege Modifier per long rest.
Spirit Form
Starting at level 14, As an action, you can move your body and soul to the Ethereal Plane. For a total of 1 hour per long rest, you can choose to be under the effect of Etherealness. As a bonus action, you can leave the Ethereal Plane.
Comments