Druid
Base Class: Druid

Druids that are mediators between mortals and the elemental spirits are also known as Shamans. Often spiritual guides of their communities, these powerful practitioners commune with nature and seek to balance the raging elemental forces, and can call upon them in battle to scorch and blast their enemies, or to strengthen and heal their allies. Much like their Circle of the Moon comrades Shamans take a more front-line approach to protecting the wilds and places of untamed nature, but have no qualms with taking up martial weapons when bringing the power of the elements to bear against their enemies. A Shaman can enhance their weapons with elemental effects, smite enemies with lightning strikes or summon powerful elementals to their aid.

Note: This is an attempt to create a workable subclass for enhancement Shaman characters based on the version found in World of Warcraft until full homebrew classes for DND Beyond are available. Any suggestions and critiques are welcome, the basis for this subclass is from the Shaman class homebrew found on the dandwiki. 

Warrior of the Elements

You gain proficiency in medium armor and martial melee weapons. Additionally you may use your Wisdom modifier instead of your strength or dexterity modifier for dealing damage and your weapon attack bonus. Starting at 6th level you may make an extra melee weapon attack during your turn.

Note: The ability to change damage modifiers in homebrew isn't available yet, so you will need to manually add your Wisdom modifier to weapon attack bonuses 

You may also choose one of the following fighting styles:

Dueling

When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon

Great Weapon Master

When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.

Imbue Weapons

Beginning at 2nd level, you learn to enhance your weapons by imbuing them with elemental energy. As a Bonus action you can expend a spell slot into the weapons you hold, increasing the damage you deal with them by 1d4 of either fire, cold, thunder, or lightning damage; this lasts for 1 minute. You can't imbue a weapon while it is already imbued, but you can dismiss the effect as a bonus action while holding the weapon. Additionally the higher the spell slot you imbue into the weapon the more damage it adds (a 2nd level spell slot meaning 2d4 elemental damage, a 3rd level spell slot meaning 3d4 elemental damage, and so on.)

Imbued weapons are treated as free hands when casting, meaning they can cast but still incur penalties if cast within 5ft of target.

At 12th level the baseline elemental damage you incur with imbue weapon is increased to 1d6 per spell level.

At 16th level you imbue 2d4 per spell level instead of 1d6 (With 2nd level spell slots giving you 4d4 damage, 3rd level giving you 6d4, and so on).

Stormstrike

Starting at 3rd level, you may perform Stormstrike attacks. Once per turn, when you take the Attack action you may expend a spell slot to empower your weapon with the fury of the storm. Make a weapon attack (with both main hand and off-hand weapons if you are dual wielding). On a hit, roll an additional damage die. If you are attacking with an imbued weapon, deal 1d6 additional damage of your imbued element. You may perform this action an amount equal to your wisdom modifier, after which you require a short or long rest to use this ability again.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

At 14th level the number of attacks increases to three.

Feral Spirit

Starting at 10th level, you can summon two spirit wolves as a bonus action, which take their turns immediately after yours, and dissipate after 1 minute. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. The spirit wolves use the Dire Wolf stat block.

After using this feature, you must finish a short or long rest before you can use it again.

Extra Attack

Beginning at 14th level, you can attack three times, instead of twice, whenever you take the Attack action on your turn.

Crashing Maelstrom

Starting at 14th level, you gain the ability to use your weapon(s) to create a series of lightning strikes in front of you. As an action you may cause a Crashing Maelstrom in a 15 foot cone in front of you. All enemy targets must perform a dexterity saving throw against your Spell DC, taking 8d10 lightning damage on a failure or half that on a success. If Crashing Maelstrom affects 3 or more creatures you may cast Stormstrike as a bonus action without expending a spell slot, this attack does not count against the amount of times you can cast Stormstrike. 

Once you use this feature, you must finish a short or long rest before you can use it again.

Previous Versions

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7/7/2021 4:36:32 PM
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