Shamans
Barbaric casters who call upon spirits for guidance, inspiration, and power, shamans straddle the worlds of life and death.
Shaman Heroes
Prerequisite: 12 WisdomStarting Hit Points: 8 + your Constitution modifier
Hit Die: d8
Languages: You speak and understand the language of the dead.
Proficiencies: You are Trained in Initiative, Simple Weapons, Light and Hide Armor, Light Shields, and Divine Magic its Divine Defense feature.
Skills: You possess the Religion skill, and can select two other Skills.
Shaman Features
Toll the Dead: When a living creature within 30' dies, you can spend a hero's surge to heal a creature you can see within 30' for ¼ of your maximum hit points plus 1 per the dead creature's hit dice.
- Bind to an additional spirit domain.
- Activate one additional domain each day.
The Shaman
Level | Benefit | Hero’s Surges | Spells Per Day | Title |
---|---|---|---|---|
1 | Shaman Features, Gift of Souls, Sepulchral Implements, Spellcasting | 4 | 1 | Witch Doctor |
2 | Mantle of Souls, Pull of the Grave | 5 | 2 | |
3 | Boon, Grave Walker, Spirit Path | 5 | 2/1 | Hoodoo Doctor |
4 | Spirit Path Feature | 6 | 2/2 | Obeah Doctor |
5 | Valor | 6 | 2/2/1 | |
6 | Spirit Path Feature | 7 | 2/2/2 | Isangoma |
7 | Boon | 7 | 2/2/2/1 | |
8 | Spirit Path Feature | 8 | 2/2/2/2 | Mundunugu |
9 | Boon | 8 | 2/2/2/2/1 | |
10 | Heroism | 9 | 2/2/2/2/2 |
LEVEL 2 Shaman
LEVEL 3 Shaman
Heart Eaters
Often spoken of in whispers and warnings, you eschew morals to rip power from the dying and dead.
- Gain Temporary Hit Points equal to ¼ of your maximum hit points plus the number of hit dice the creature possessed (requires the Toll the Dead Gift of Souls feature).
- Regain hit points equal to ¼ of your maximum plus the number of hit dice the creatures possessed (requires the Ancestral Strength Gift of Souls feature).
- Activate an additional Domain for the remainder of the day.
- Increase your damage done, hit points affected, and healing by your Wisdom modifier for the remainder of the day.
- End an effect afflicting you.
LEVEL 4 Heart Eater
LEVEL 6 Heart Eater
LEVEL 8 Heart Eater
- Regain a hero's surge.
- Regain a spell slot of a level up to half the hit dice the creature possessed.
Invokers
You call upon the spirits of your ancestors to bridge the gap between life and death, empowering yourself and your allies.
Prerequisite: 12 Charisma
LEVEL 4 Invoker
LEVEL 6 Invoker
Sage: You become Trained in Arcane Magic and its Detect Magic and Dispel Magic features, learn the Arcane language and one cantrip, and gain the Arcana skill. In addition, as an action, you can spend a hero's surge and a spell slot to cast an Arcane spell of a spell level up to the spell slot's level.
Scout: You become Trained in Finesse Weapons, three Movement Skills, and two Expertise Skills. In addition, when you hit a target with a finesse weapon attack with major success, you deal an additional 1d6 damage per number of odd levels you possess.
This effect lasts for one minute, until you lose consciousness, or until you spend an action to end it. After employing this feature, you can change one of your active domains.
Boon Option: Employ this feature as an Attack action.
LEVEL 8 Invoker
Spirit Walkers
Your command of spirits expands to all forms of life and you learn to draw on the very essence of nature.
Prerequisite: Access to the Nature domain
Spirit Guide: You learn Divine Magic's Divine Guidance feature and can use it to ask questions related to spirituality and nature.
Boon Option: Gain the option you did not select.
LEVEL 4 Spirit Walker
LEVEL 6 Spirit Walker
LEVEL 8 Spirit Walker
- ½ its maximum hit points.
- A hero's surge (or two, if you targeted yourself).
- A spell slot or spell point, the level of which cannot exceed the number of odd levels you possess.
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