Base Class: Ranger
Rangers of the Shaman Conclave follow an ancient tradition rooted in powerful druidic magic. These rangers learn to become one with nature, allowing them to channel the aspects of various spirits in order to overcome their foes.
Shaman Magic
3rd-level Shaman feature
you learn an additional spell when you reach certain levels in this class, as shown in the Shaman Spells table. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.
Shaman Spells
| Ranger Level | Spell |
|---|---|
| 3rd | Find Familiar |
| 5th | See Invisibility |
| 9th | Conjure Animals |
| 13th | Guardian of Faith |
| 17th | Conjure Elemental |
Spiritual Warrior
3rd-level Shaman feature
As part of your shamanistic training you can invoke the spirits of the lands. As an bonus action, you can called upon one of these spirits to empower you. Whichever effect you choose, the feature lasts for 1 minute. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
When you activate this feature, and as a bonus action on your subsequent turns while it lasts, you can make a melee spell attack at a creature within 15 feet from you, using the spirit summoned to deal damage. On a hit, the attack deals force damage equal to 1d6 + your Wisdom modifier.
Whenever you summon, choose which of the following spirits; your choice gives you certain benefits while active:
Ancestral Spirit. You summon a ancestral spirit from your location to defend you and your allies. This spirit create's a 15 foot aura around you, and any creature of your choice within this radius gains a bonus to its Armor class equal to your Wisdom modifier (minimum of +1).
Beast Spirit. You summon a beast spirit from your location to strengthen you and your allies. This spirit create's a 15 foot aura around you, and whenever a creature of your choice starts its turn within this radius, that creature gains a number of temporary hit points equal to your Wisdom modifier (minimum of 1).
Nature Spirit. You summon a Nature spirit from your location to empower you and your allies magic. This spirit create's a 15 foot aura around you, and whenever a creature of your choice within this radius casts a spell, the creature can add your Wisdom modifier (minimum of 1) to one damage or healing roll of the spell.
Elemental Spirit. You summon a Elemental Spirit from your location to unleash the wrath of the elements. This spirit create's a 15 foot aura around you, and any hostile creature that starts its turn within this radius takes acid, cold, fire, lightning, or thunder damage (your choice) damage equal to your Wisdom modifier (minimum of 1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spirits' Favor
7th-level Shaman feature
While your Spiritual Warrior is active are summoned you can add your Wisdom modifier to any saving throw you make.
Spirit Communion
11th-level Shaman feature
Your connection to the spirits of the land has granted you benefits. The damage die of your Spiritual Warrior weapon becomes 2d6, when you cast a spell with a range other than self the spell can originate from any space within the radius of your Spiritual Warrior aura, and any creature you summon gains a special bonus to its attack rolls equal to your Wisdom modifier (minimum of +0).
Guardian Aura
15th-level Shaman feature
Your summon spirits emanates a magical aura that fortifies your injured allies. Whenever a allied creature starts its turn within the radius of your summon spirits aura, that ally regains a number of hit points equal to half your ranger level (rounded up), provided that creature has less than half its hit points.
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