Monday, August 3, 2015

Making the Shaman for D&D 5e (First Draft)

One of my players has asked about playing a Shaman several times and I've seen some questions about making one without it just being a Druid.  At first I thought about re-skinning a Cleric or maybe a Ranger for the feel, but I'd rather make it a class option.  With that I realized the Shaman can actually be a Warlock who is simply a patron to primal natural powers.



This will actually give them the Druid & Ranger's spell lists as well as transforming Wisdom into their casting modifier, but with the versatile casting of the Warlock.  By doing both of these things I'm hoping it comes off as feeling different than any of the other classes. This is easily the biggest change I've ever made to a class mechanically and is at best "experimental", but I really like the spell mechanics of Warlocks and am curious to see that kind of casting in a different role.

Pact of Nature
Starting at 1st level your magic already takes shape in drastically different ways than other Warlocks.
You gain the following class features and modifications.

Modified Spell List
While most patrons add a handful of spells to your warlock spell list your patron takes things a step further, but at a price.  You gain no spells from the warlock spell list.  In return you may take any spells from the Druid and Ranger spell lists.  This includes your selections for Mystic Arcanum.

Natural Magic
The changes continue as your Pact Magic feature undergoes several changes.
-Spell Casting Ability: Nature Magic uses Wisdom in place of Charisma for your Spell Save DC and Spell Attack Bonus.
-Cantrips: Rather than gaining  Eldritch Blast as one of your cantrips you instead gain the Druid cantrip Thorn Whip.

RITUAL CASTING
Starting at 1st level you can cast a wizard spell as a ritual if that spell has
the ritual tag and you already know the spell.
You don't need to have the spell prepared.


Healing Brew
By 6th level your ability to craft long form magic reaches new heights.  You gain proficiency in
the Herbalism Kit.  Once per day you can cast Cure Wounds as a ritual.  Casting it in this way takes 1 hour and requires a cooking fire, water, and 25gp worth of herbs (the same required to make a potion of healing).  This produced a Potion of Cure Wounds with the same level as the Warlocks maximum spell level and heals for the maximum amount of hit points.  The potion must be drank within minutes of being brewed (Before it cools).

Curative Brew
Starting at 10th level you Can make a much stronger version of your Healing Brew.  A Curative Brew requires twice the herbs (50gp) however you brew removes one poison effect on the drinker as well as gives them advantage on saving throws against poison and resistance to poison damage for the next 8 hours.

Curse Breaker
By 14th level you have mastered your Healing Brew being able to make it with half the necessary ingredients and in half the time.  You can now also do this a number of times per day equal to your Wisdom modifier.  Additionally you can cast Remove curse as a ritual using 50gp for of herbs.  If this is used to remove a curse off an item the item must be bathed in the brew.


New Eldritch Invocations

Strangling Vines
Prerequisites: Pact of Nature
When you cast Thorn Whip, add your Wisdom modifier to the damage you deal on a hit.

Vine Reach
Prerequisites: Pact of Nature
When you cast Thorn Whip the range become 100ft.

Call of the Wilds
Prerequisites: Pact of Nature
When you cast Thorn Whip you can pull a hit target an additional number of feet equal to your Wisdom modifier times 5 (Minimum 5ft).


With this done I'm realizing I thin I could use this as a template with it's own sub classes instead of the pacts, but that's for another day.

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