This Subclass cannot be shared with the community for the following reasons:
This homebrew Subclass does not have the necessary class features with the correct required levels.
Remember, private homebrew is automatically shared with other users in your campaigns and does not need to be shared with the community for players to access.
Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.
Circle of the Saman Spells
Whenever you finish a Long Rest, choose one type of specialization: Elemental, Enhancement, Restoration. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Totemic Summoning
You can call upon the elemental spirits to manifest magical totems that aid your allies. As an Action, you summon a totem you know in an unoccupied space on the ground that you can see within 30 feet of you. A summoned totem has 5 Armor Class and 1 Hit Point, it's a Tiny object, and it persists for 1 minute or until destroyed. if a totem is required to make a saving throw, it uses your saving throw modifiers, and if it would take half damage from a successful save, instead it takes no damage. If the totem requires a creature to make a saving throw, it uses your spell save DC. A totem emits a 30-foot-radius aura, and its effects apply to creatures or terrain within that area unless otherwise stated.
You initially know four totems, choosing one from each element: Air, Earth, Fire, and Water. You learn two additional totems at 6th level, 10th level, and 14th level in this class. Some totems have level prerequisites, shown in their descriptions. Only one of your totems can be active at a time. If you summon another totem, the previous one disappears. Certain Shaman features refer to a totem's elemental type.
Totemic Harmony
Your connection to the elemental spirits deepens, allowing you to sustain multiple manifestations at once. You can now have two of your totems active at the same time. When you summon a totem while already controlling two, you choose one of the existing totems to disappear.
In addition, when you summon a totem, you can move one of your other active totems up to 30 feet to an unoccupied space you can see.
Elemental Conduit
Your totems become conduits for elemental power. When you cast a spell that deals Acid, Cold, Fire, Lightning, or Thunder damage, you can have the spell originate from one of your totems instead of yourself.
Additionally, your totems gain the following improvements:
Their aura radius increases to 40 feet.
Their Hit Points increase to twice your druid level.
Their Armor Class increases to 10 + your Wisdom modifier.
When a creature destroys one of your totems, that creature takes 2d10 force damage.
Elemental Convergence
Your bond with the elemental spirits allows you to call upon them directly. When you take the Action to summon a totem using your Totemic Summoning feature, you can instead summon up to four totems you know in unoccupied spaces you can see within 30 feet of you. Once you summon four totems in this way, you can’t do so again until you finish a Short Rest. If you summon a totem while you already have four totems active, you must choose one of the existing totems to disappear.
Additionally, you can sacrifice one of your active totems to call forth a powerful elemental spirit. As a Bonus Action, you destroy one of your totems and cast Conjure Elemental, requiring no spell slot or material components, and you do not need to concentrate on the spell. The elemental summoned must match the elemental type of the sacrificed totem (Air, Earth, Fire, or Water). The elemental disappears after 1 minute or when it drops to 0 hit points. Once you summon an elemental in this way, you can’t do so again until you finish a Long Rest.
Try making a blank and hidden feature at 2nd level. Also ensure you're clicking the main page orange Save Changes button which refreshes the validator checks.
Rollback Post to RevisionRollBack
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Does anyone know how to get a tooltip to show in a homebrew item description in the character sheet? I am giving one of my players a staff which will give them some options to cast spells with charges. I do not want to just add the spells to the person's sheet directly to avoid cluttering their spell list. Has this feature been implemented, I can see the hover tooltip when I look in the homebrew collection but not when the item is in their sheet? I know I could just insert a link to the spell over the name text, but that does not feel as put together as I would like. Any guidance on if this is possible would be appreciated, I'm slowly getting the feeling it is not, but if it is, I want to know how I can implement it.
You should just be able to add the spell to the description similar to adding a spell to a homebrew monster, for example:
Frigid Blast: You can use an Action to cast ray of frost from the axe. (Add "[ spell ] spell name [ /spell ]" without the spaces)
The spell should then show up in the player's spell list. If it doesn't a couple of things to check for are: does the item require attunement? is it attuned? If so the item has to be "checked" as attuned for the spell to show up.
You should just be able to add the spell to the description similar to adding a spell to a homebrew monster, for example:
Frigid Blast: You can use an Action to cast ray of frost from the axe. (Add "[ spell ] spell name [ /spell ]" without the spaces)
The spell should then show up in the player's spell list. If it doesn't a couple of things to check for are: does the item require attunement? is it attuned? If so the item has to be "checked" as attuned for the spell to show up.
Homebrew writers are not that disciplined for that to go right. Your example has a ton of human interpretation.
Adding it to their spell list is what I am trying to avoid. I do not want to clutter up their prepared spells with the ones they get from the staff. I am wanting to have the player be able to hover the spell name in the item description and see it.
However I don't think this is possible, even the official item Cloak of Invisibility is something I looked at for this. When you look at the item by searching it on the website, you can hover over the "invisibility" in the item description and see the invisibility spell. However, when you add the cloak to a character and attune it, opening the description no longer allows you to view the invisibility spell within the description, it is just plain text.
This is just to ask, is there currently anyway to possible create a homebrew weapon with added rolls? For example my shortsword does 1d6, but I wish to do an additional 1d6 necrotic damage. I do not desire to remember and roll manually, or is the wonderful scallywags working on an implementation of this? Because for my DnD group I am currently creating weapons, spells and such, but they don't always remember what their items do even with their description in there face. So any and all information would be highly appreciated!
This is just to ask, is there currently anyway to possible create a homebrew weapon with added rolls? For example my shortsword does 1d6, but I wish to do an additional 1d6 necrotic damage. I do not desire to remember and roll manually, or is the wonderful scallywags working on an implementation of this? Because for my DnD group I am currently creating weapons, spells and such, but they don't always remember what their items do even with their description in there face. So any and all information would be highly appreciated!
You can add extra damage modifiers which will appear in the notes bit but this will not add an action nor will it autoroll the extra damage. This is beyond the scope of the current homebrew system.
Players can add custom actions to their sheet to roll extra damage more easily. It's still manual but easier and it being in the actions list is a reminder.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
This is just to ask, is there currently anyway to possible create a homebrew weapon with added rolls? For example my shortsword does 1d6, but I wish to do an additional 1d6 necrotic damage. I do not desire to remember and roll manually, or is the wonderful scallywags working on an implementation of this? Because for my DnD group I am currently creating weapons, spells and such, but they don't always remember what their items do even with their description in there face. So any and all information would be highly appreciated!
From the AMA:
the news about the big backend rebuild is, to me, the most exciting. i'm curious to know what features were difficult or even an impossibility to implement before that we can expect to work seamlessly through the new character builder. can you name some specific pain points you want to eliminate?
WOTC_BrianPerry:
I asked the team to give me a list of their top pain points and got quite the list back. Here are just a few things that are near impossible to implement today that will be possible with the rebuild.
Monsters or Stat Blocks that scale with your character level (for example, the Draconic Spirit from the Summon Dragon spell, or sidekicks from Tasha's Cauldron of Everything)
Using Hit Dice as an expendable resource (like with the Durable feat)
Giving Magic Items actions. For example, today, you can't roll the additional Fire damage for a Flame Tongue weapon
Having conditions work in the character sheet
A lot of UX-based things, such as being able to expend a spell slot to recharge a feature
The Aberrant Mind and Clockwork Soul's level 1 feature from Tasha's Cauldron of Everything
Charms/Blessings
Content that meaningfully deviate from the D&D 5E core rules in a non-trivial way
Minimum dice values (like with a Rogue's Reliable Talent feature)
Wider Eldritch Invocation support (like being able to target spells that aren't Eldritch Blast with Agonizing Blast*)*
The list goes on. I’m stopping here to keep it from becoming a novel.
This will be part of the Game Engine rebuild.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.
Circle of the Saman Spells
Whenever you finish a Long Rest, choose one type of specialization: Elemental, Enhancement, Restoration. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Totemic Summoning
You can call upon the elemental spirits to manifest magical totems that aid your allies. As an Action, you summon a totem you know in an unoccupied space on the ground that you can see within 30 feet of you. A summoned totem has 5 Armor Class and 1 Hit Point, it's a Tiny object, and it persists for 1 minute or until destroyed. if a totem is required to make a saving throw, it uses your saving throw modifiers, and if it would take half damage from a successful save, instead it takes no damage. If the totem requires a creature to make a saving throw, it uses your spell save DC. A totem emits a 30-foot-radius aura, and its effects apply to creatures or terrain within that area unless otherwise stated.
You initially know four totems, choosing one from each element: Air, Earth, Fire, and Water. You learn two additional totems at 6th level, 10th level, and 14th level in this class. Some totems have level prerequisites, shown in their descriptions. Only one of your totems can be active at a time. If you summon another totem, the previous one disappears. Certain Shaman features refer to a totem's elemental type.
Totemic Harmony
Your connection to the elemental spirits deepens, allowing you to sustain multiple manifestations at once. You can now have two of your totems active at the same time. When you summon a totem while already controlling two, you choose one of the existing totems to disappear.
In addition, when you summon a totem, you can move one of your other active totems up to 30 feet to an unoccupied space you can see.
Elemental Conduit
Your totems become conduits for elemental power. When you cast a spell that deals Acid, Cold, Fire, Lightning, or Thunder damage, you can have the spell originate from one of your totems instead of yourself.
Additionally, your totems gain the following improvements:
Elemental Convergence
Your bond with the elemental spirits allows you to call upon them directly. When you take the Action to summon a totem using your Totemic Summoning feature, you can instead summon up to four totems you know in unoccupied spaces you can see within 30 feet of you. Once you summon four totems in this way, you can’t do so again until you finish a Short Rest. If you summon a totem while you already have four totems active, you must choose one of the existing totems to disappear.
Additionally, you can sacrifice one of your active totems to call forth a powerful elemental spirit. As a Bonus Action, you destroy one of your totems and cast Conjure Elemental, requiring no spell slot or material components, and you do not need to concentrate on the spell. The elemental summoned must match the elemental type of the sacrificed totem (Air, Earth, Fire, or Water). The elemental disappears after 1 minute or when it drops to 0 hit points. Once you summon an elemental in this way, you can’t do so again until you finish a Long Rest.
Try making a blank and hidden feature at 2nd level. Also ensure you're clicking the main page orange Save Changes button which refreshes the validator checks.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Does anyone know how to get a tooltip to show in a homebrew item description in the character sheet? I am giving one of my players a staff which will give them some options to cast spells with charges. I do not want to just add the spells to the person's sheet directly to avoid cluttering their spell list. Has this feature been implemented, I can see the hover tooltip when I look in the homebrew collection but not when the item is in their sheet? I know I could just insert a link to the spell over the name text, but that does not feel as put together as I would like. Any guidance on if this is possible would be appreciated, I'm slowly getting the feeling it is not, but if it is, I want to know how I can implement it.
You should just be able to add the spell to the description similar to adding a spell to a homebrew monster, for example:
Frigid Blast: You can use an Action to cast ray of frost from the axe. (Add "[ spell ] spell name [ /spell ]" without the spaces)
The spell should then show up in the player's spell list. If it doesn't a couple of things to check for are: does the item require attunement? is it attuned? If so the item has to be "checked" as attuned for the spell to show up.
Homebrew writers are not that disciplined for that to go right. Your example has a ton of human interpretation.
What if it was:
The axe confers immunity to Ray of Frost.
The spell would then appear in their spell list.
Adding it to their spell list is what I am trying to avoid. I do not want to clutter up their prepared spells with the ones they get from the staff. I am wanting to have the player be able to hover the spell name in the item description and see it.
However I don't think this is possible, even the official item Cloak of Invisibility is something I looked at for this. When you look at the item by searching it on the website, you can hover over the "invisibility" in the item description and see the invisibility spell. However, when you add the cloak to a character and attune it, opening the description no longer allows you to view the invisibility spell within the description, it is just plain text.
This is just to ask, is there currently anyway to possible create a homebrew weapon with added rolls? For example my shortsword does 1d6, but I wish to do an additional 1d6 necrotic damage. I do not desire to remember and roll manually, or is the wonderful scallywags working on an implementation of this? Because for my DnD group I am currently creating weapons, spells and such, but they don't always remember what their items do even with their description in there face. So any and all information would be highly appreciated!
You can add extra damage modifiers which will appear in the notes bit but this will not add an action nor will it autoroll the extra damage. This is beyond the scope of the current homebrew system.
Players can add custom actions to their sheet to roll extra damage more easily. It's still manual but easier and it being in the actions list is a reminder.
Video on how to make the custom actions for extra damage: https://www.youtube.com/watch?v=QAL_XSdXDUg
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
From the AMA:
This will be part of the Game Engine rebuild.