Druid
Base Class: Druid

The shamans have dedicated their lives to the spirits of nature. These animalistic spirits now guide you offering wisdom, strength, and clarity during times of crisis. Shamans can use their powers to offer protection and healing to their allies as well as channel powerful spirits enabling them to deal immense damage or bolster their bodies. 

Companion Spirit

When you become a shaman, beginning at 2nd level you gain control of a companion spirit that will accompany and assist you. You may choose between a protection spirit, a stalker spirit, or a restorative spirit. Each spirit will offer it's own unique charge of power. 

Protector Spirit

You call on the strength of a powerful animal to bolster yourself allowing you to better protect your allies. This spirit grants +1 to your base armor class and grants usage of the Spirit Shield, Boon of Strength, and Guardian Sprit abilities. 

Restorative Spirit

Channel a gentle healing spirit alleviating ailments from you and your allies. This spirit grants resistance to necrotic damage and allows the shaman to use the Healing spirit, Boon of Fortitude, and Benevolent Spirit abilities. 

Stalker Spirit

You call upon the spirits of deadly, predatorial animals that grant you quick and ruthless hunter's instincts. These companions allow you to quietly stalk your prey and strike decisively to quickly eliminate your prey. This spirit grants the shaman +1 to stealth and allows them to use the Spirit Fang, Boon of the Hunter, and Predatory Spirit abilities. 

Manifest Spirit Companion

 

Starting at 2nd level, You may call upon your spirit companion once per short rest allowing it to manifest with a physical form in the material world.

While manifested, the Spirit companion is able to interact with objects and perform basic task. The shaman and the spirit companion remain linked so that the shaman can see and hear anything that the spirit companion would and vice versa. The shaman and spirit can only be a distance of up to 150ft while the spirit is manifested.

The spirit is capable of attacking creatures but only deals damage equal to the shaman's wisdom modifier. The spirit's hit points and ability scores are equal to the players. 

The spirit can only be manifested for 1 hour before dispersing its form. 

Shaman Spells

Starting at level 3, Your mystical connection to the spirits infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to druid spells connected to the spirits that you embody as a druid.

Once you gain access to a spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. 

Spirits of Battle


At 3rd level, Once per long rest, use an action to call upon primal spirits of battle. These spirits imbue you and your allies with ferocity and might. Up to 5 targets within the zone gain +1 to the attack rolls and damage rolls until the effect ends. The effect will persist for a number of rounds equal to your wisdom modifier.  

Spirits of Life


 At 5th level, Once per long rest use an action to call upon the spirit of a golden owl to rest upon a nearby ally healing some of the wounds afflicting them. The spirit heals for 3d6

Wrath of the Spirit World


At 7th level, Once per long rest, use an action to call upon a swarm of angry spirits to assault the minds of any adjacent enemies dealing 3d6 + wisdom modifier psychic damage and half damage on a miss.

Spirits of the Mountain


At 9th level, Once per long rest, use an action to call upon two giant humanoid spirits formed of granite and obsidian who batter your foes in a 15ft cone. On a successful hit enemies will receive 3d10 +wisdom modifier bludgeoning damage. On a miss enemies will still receive half damage. If the attack hits enemies affected must make a dexterity saving throw. If the enemies fail the saving throw they are stunned for 1 round and any attacking creature gains advantage against them. On a successful save the target only receives half damage from the attack. 

 

 

 

Disciple of the World Serpent

Starting at level 6, Once per day, You may use an action to call upon the spirit of the World Serpent to aid you against your foes.

The spirit entangles all creatures within 60ft of the caster and deals 2d8 + wisdom modifier psychic damage. Creatures affected by this attack must make a dexterity saving throw to avoid being restrained by this effect. On a successful save creatures receive half damage and are not entangled. The shaman can allow a number of creatures equal to their wisdom modifier to succeed the saving throw. This must be done before creatures begin making saving throws.

Creatures remain restrained until the effect would end. While entangled any attacks made against the target are done so with advantage. Creatures can use an action to attempt to break free on their turns. Creatures must succeed a Strength saving throw against the shaman's spell save DC to break out of the World Serpent.

This effect last for a number of rounds equal to the caster's wisdom modifier. 

Spirit of the Panther

When you reach 10th level, you gain a +1 bonus to acrobatics, athletics, and stealth. Once per long rest rest, whenever you are within 10ft of your spirit companion use a reaction to gain a +5 bonus to a single stealth check. This effect can be applied to allies who are within range of you spirit companion. 

Spirit of Life and Death

Beginning at 14th level, You can use a bonus action to call on the spirits governing life and death to either heal your allies or ravage your enemies. 

The spirit of life descends as a radiant bird washing over the area healing all target creatures within an 80ft range for half of their max hit points. This spirit will also relieve any moderate strength poisons, toxins, or diseases. If any creature died within the last 1 minute that creature's spirit can be brought back to their body returning them to 1 hit point. 

The spirit of death swarms up from the ground as either a swarm of snakes or venomous insects or rushes the area as a pack of vicious predatorial animals. Any target creature within 80ft must make a constitution saving throw. On a successful save creatures receive 3d10 necrotic damage. On a failed save creatures receive 3d10 necrotic damage and 3d10 damage that can either be slashing, piercing, or bludgeoning. Creatures are also trampled and dragged to the ground causing them to be prone. 

This effect can only be used once per long rest and as an additional reagent, the caster must carry with them a sacrificial hand carved totem of the spirits they are invoking which is consumed upon use. 

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