Base Class: Cleric
Rather than worship a specific god, you revere the spirits of your ancestors or the spiritual energy of the world itself. The spirits are your close, trusted friends and you can see them wherever you go, even if others cannot. Shamans are usually prominent members of a tribe, but sometimes they take to the road and become loaners, or are adopted into another group.
Your connection to the spirit world allows you to summon a spirit totem to the physical world that aids you in your endeavors. As the need arises, you can call on other spirits for assistance, since each has its own personality and abilities.
Ancestor Domain Features
Cleric Level | Feature |
---|---|
1st | Domain Spells, Ancestral Teachings, Summon Totem |
2nd | Channel Divinity: Ancestral Guidance |
6th | Protection from Beyond |
8th | Consult Ancestors |
17th | Spirit Realm Ambassador |
Domain Spells
You gain domain spells at the cleric levels listed in the Ancestor Domain Spells table. See the Divine Domain class feature for how domain spells work.
Ancestor Domain Spells
Cleric Level | Spells |
---|---|
1st | heroism, unseen servant |
3rd | augury, see invisibility |
5th | speak with dead, spirit guardians |
7th | banishment, death ward |
9th | legend lore, rebuke |
Ancestral Teachings
The spirits teach you both how to reach out to them for guidance and to sift truth from falsehood. You learn the guidance cantrip. You also gain proficiency in the Insight Skill.
Summon Totem
Starting at first level, the shaman has the ability to summon totems from the spirit realm. As an action, you can summon one of the following totems to one five foot spot you can see withing 30 feet: Air, Earth, Fire, Water, Spirit. The totem lasts for 1 minute. You may only have one totem out at a time. You may summon a totem 2 times per short rest. The totems have the following properties:
Air Totem: Any creature within 5 feet of the totem treats the area as difficult terrain. As a bonus action, you can cause a blast of razor like wind to strike out at a creature within 30 feet of the totem. You make a ranged spell attack. On a hit, the creature takes 1d8 slashing damage. At 10th level, this damage increases to 2d8. At 16th level, the damage increases to 3d8.
Earth Totem: Any creature within 10 feet of the totem has disadvantage on strength and dexterity ability checks and saving throws. As a bonus action, you can cause a tendril of earth to reach out and strike a creature within 10 feet of the totem as a melee spell attack. If the attack hits, the creature takes 1d6 bludgeoning damage and is restrained until the start of your next turn. At level 10, the creature also takes 2d6 bludgeoning damage, and at 17 the creature takes 3d6 bludgeoning damage.
Fire Totem: Any creature entering into or starting their turn within 5 feet of the totem takes fire damage equal to your wisdom modifier. As a bonus action, a ray of fire springs out from the totem. You make a ranged spell attack against a single creature within 30 feet. If the attack hits, the target takes 1d8 fire damage and is set on fire. If the creature ends its turn on fire, it takes fire damage equal to your wisdom modifier. It is an action to put out the flames. The initial damage increases to 2d8 at 10th level, and 3d8 at 16th level.
Spirit Totem: Allies within 10 feet of the Spirit Totem add your charisma modifier (minimum of 1) to saving throws and death saves. As a bonus action, one creature within 10 feet of the totem heals for your wisdom modifier in healing. At level 10, this increases 1d4 plus your wisdom modifier. At level 16, it increases to 2d4 plus your wisdom modifier.
Water Totem: Creatures ending their turn within 5 feet of the totem must make a strength save or be pushed 10 feet on a successful save, they are pushed 5 feet. As a bonus action, you increase the radius to 10 feet and any creature failing the strength save takes 1d8 bludgeoning damage. This damage increases to 2d8 at level 10, and 3d8 at level 16.
Channel Divinity: Ancestral Guidance
Starting at 2nd level, you can use your channel divinity to grant you assistance. When you make an attack roll, ability check, or saving throw, you can use your Channel Divinity to gain a +5 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the roll succeeds or fails.
Protective Spirits
At 6th level, you gain the ability to affect fortunes of others in combat. As a reaction when you or an ally that you can see within 30 feet of you suffers a critical hit, you can turn that attack into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Consult Ancestors
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location.
After you cast either spell in this way, you can’t use this feature again until you finish a short or long rest.
Spirit Realm Ambassador
Beginning at 17th level, you resist necrotic and radiant damage. You can see into the ethereal plane. You always function as if you had the sanctuary spell active, however it only affects undead. If your actions end the sanctuary effect, it is reinstated at the end of a short rest. Finally, you can use the Etherealness spell once per long rest.
Previous Versions
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Consult Ancestors
At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the Augury or Clairvoyance spell, without using a spell slot or material components. Rather than creating a spherical sensor, this use of Clairvoyance invisibly summons one of your ancestral spirits to the chosen location.
This description say 10th level but it should be 8th level.
Hmmm. Ok. I'll see what I can do.
Using this for a cleric in a DarkSun campaign and I noticed that the totems are not pulling the correct spell attack mod just the wisdom mode for attack.
It also seems to be adding the wisdom modifier to the damage dice but states in the text that it should just be the dice damage
On a hit, the creature takes 1d8
slashing damage. Yet above it says Damage: 1d8+5
Thank you for taking the time to create this. I understand you made this 3 years ago and most like have dump the idea of coming back to this...but never the less:
I do like how this reads...
...and as a Cleric subclass it's a nice touch and alternative way of being a shaman that would fit into any DM's realm, if they so desire.
Tho' I don't play WoW, I personally agree with Davidcravin (a little) in wishing this would include some lightning spells or abilities (like that of the Brabarian Storm Herald). I don't mind that the Naturalist Cleric (Shaman) doesn't move the totems around, these totems you included are balanced in a way...but maybe more lightning involvement, but either way, it is fine and balanced - as a Cleric Shaman...vs a Barbarian or Druid subclass...I am not against the idea of having more than one type of shaman in one game session and welcome the idea of running a game where three heroes (all shaman subclasses of different classes) meet up and come together in an adventure, while trying to proof to one another which is the better Shaman...something like that.
Further more you annotated that this was a cleric that did not worship higher deities, but instead chose to be part of mother nature herself: Gaia even...So I again I find myself agreeing with David, in including commune with nature and adding some type of with Chain heal, even if it's a weaker form of it.
I was searching for something that had a touch of the classic WoW-Shaman in regards to totem usage as well as spiritual and elemental connection and this reads great.
I have some suggestions in case you are open for feedback: