The Shaman

Some say that Shamans are the ones that have learned to harness and controll the forces of nature. This is actually a misguided notion. A Shaman is, simple put, a part of nature. Just as the beasts and plants are a part of nature so to is the Shaman. They don't learn to harness or control nature, they learn to harness and control themselves.

The Shaman
Level Proficiency Bonus Features Spell Slots
1st +2 Spellcasting 2
2nd +2 Wildshape 2
3rd +2 Nature's Paragon 2
4th +2 Basic Ability Improvement 2
5th +3 - 3
6th +3 Nature's Paragon Feature 3
7th +3 - 3
8th +3 Basic Ability Improvement 3
9th +4 - 4
10th +4 Improved Wildshape 4

Class Features

As a Shaman, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per shaman level
  • Hit Points at 1st Level: 10 + your Constituion modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constituion modifier per shaman level after 1st

Proficiencies


  • Armor: Light Armor, Hide Armor, and Shields. Shaman will never wear metal armor.
  • Weapons: Clubs, daggers, javelins, quarterstaffs, scimitars, sickles, slings, and spears
  • Tools: Healing kit or Herbalism kit

  • Saving Throws: Fortitude
  • Skills: Choose two from Animal Handling, Insight, Intimidation, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor or (b) hide armor
  • (a) a club and sling or (b) a sickle and spear
  • (a) a healer's kit or (b) a hearbalism kit
  • (a) a dungeoneer's pack or (b) an explorer's pack

Spellcasting

Your spellcasting ability score is Wisdom or Charisma. Once chosen this choice cannot be change.

You have a number of spell slots as shown on the Shaman's table.

You know a number of spells equal to your proficiency bonus. These spells come from the Nature or Wildshape Spell list. After a short or long rest you regain all your spent spell slots. When you level up you may forget one spell known and replace it with another spell you meet the prerequisites for.

Whenever you cast a spell you typically must expend a spell slot unless the spell says otherwise, as you gain levels you obtain more spell slots.

You may concentrate on one spell at any given time. Your connection with nature ensures that you cannot lose your concentration on spells from the Nature spell list unless you are unconscious, 1 hour is up, or you chose to (as a free action). If you are concentrating on a spell from the nature spell list, you may still regain your spell slots during a short or long rest, however the spell slot for the spell you are concentrating on does not return.

Wildshape

During a short or long rest, you may meditate and focus on the environment around you. When you do so you choose a number of wildshape options below equal to your proficiency bonus. You may Wildshape into a form as a bonus action. You may stay in animal form as long as you wish, however you can not speak or cast spells while in wildshape form but you may concentrate on spells you have previously cast. Additionally you can not regain spell slots while in wildshape form.

You must be at least 5th level to choose the Shark and 9th level to choose the Hawk as your wildshape option.


  • Bear: You may wildshape into a Brown Bear
  • Wolf: You may wildshape into a Wolf
  • Rat: You may wildshape into a Rat
  • Snake: You may wildshape into a Constrictor Snake
  • Shark: You may wildshape into a Reef Shark
  • Hawk: You may wildshape into a Hawk

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Homebrew

Nature's Paragon

At 3rd level you choose a nature paragon, you gain paragon features at level 3 and level 6. The choices in this document are the Druid and the Warden paragons.

Basic Ability Improvement

When you gain this feature at level 4 and 8 you increase one ability score by +2 or two ability scores by +1. You can not increase your ability scores over 20 with this feature.

Improved Wildshape

Whenever you are wildshaped you may speak and cast non-attack Nature spells (In this document they are Find the Path, Goodberry, Resist Nature's Lure, and Woodland Stride).

Nature's Paragons

At 3rd and 6th level you gain a feature based on your Shaman Paragon choice.

Druid (Shaman Paragon)

Druids are specialized Shamans that focus on using wildshape spells.

Ferocious Wildshape

At 3rd level whenever you hit a creature with an attack granted to you from your wildshape, you may use a bonus action to push the target 5'.

Sturdy Wildshape

Starting at 3rd level your Wildshape AC increases by 1 to a maximum of 3.

Dire Wildshape

Starting at 6th level whenever you Wildshape, you may choose to become enlarged or reduced, using the rules found in the spell Enlarged/Reduce.


Ending Wildshape

You can end your wildshape at any time by using your reaction. You may end your wildshape on your turn as a bonus action.

Regaining Spell Slots While Wildshaped

You can not regain spell slots while you are currently wildshaped.

Warden (Shaman Paragon)

Wardens are shamans that take up additional weapons and can use them while Wildshaping.

Grasping Roots

Starting at 3rd level if you hit a creature with a weapon attack, you may use a bonus action to cause roots to spring forth and grasp at the target. The target has their movement reduced by 10' until the start of your next turn.

Improved Combat Proficiency

At 3rd level you become proficient with all weapons. You may use weapons while wildshaping by holding them in your paws, mouth, or tail (think of something). When you take the attack action you may do so with your weapon. Though you can't use your form's bonus action you can still use Grasping Roots even while wildshaped.

Force of Nature

Starting at 6th level you perform saving throws against one ongoing effect at the start of your turn instead at the end of your turn. If you succeed then you aren't under that effect for this turn. The Warden may select which effect to roll this save for if they are under multiple effects.

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Wildshapes

The following are forms you can take when you wildshape.


Brown Bear

Screw you, Steve! - Bear


  • Armor Class 3
  • Speed 40' Climb 30'
  • Size Large

  • Condition Immunities None
  • Damage Resistances None
  • Keen Senses Advantage on Perception checks relating to smell

Actions

Claw: Strength or Dexterity based melee attack that deals 1d6 + Strength or Dexterity mod slashing damage

Bite: Strength based melee attack that deals 1d8 + Strength mod piercing damage

Bonus Actions

Bear Hug: If you hit a target with a claw or bite attack you may use a bonus action to grapple the target.


Wolf

My, what small ankles you have - Wolf


  • Armor Class 2
  • Speed 40'
  • Size Medium

  • Condition Immunities None
  • Damage Resistances None
  • Keen Senses Advantage on Perception checks relating to sight and smell
  • Natural Hunter Advantage on Stealth checks

Actions

Bite: Strength based melee attack that deals 1d6 + Strength or Dexterity mod piercing damage

Bonus Actions

Wolf Tactics: If you hit a creature with your bite you may use a bonus action to use the Shove (Prone) action.



Rat

I'm pretty lousy at fighting - Rat


  • Armor Class 0
  • Speed 20' Climb 20'
  • Size Tiny

  • Condition Immunities Poison
  • Damage Resistances None
  • Keen Senses Advantage on Perception checks relating to smell
  • Stealthy Advantage on Stealth checks

Actions

Bite: Strength or Dexterity based melee attack that deals 1d4 + Strength or Dexterity mod piercing damage

Bonus Actions

Greasy: May use a bonus action to disengage or use the hide action.


Constrictor Snake

Ssssss - Snek


  • Armor Class 2
  • Speed 30' Swim 30'
  • Size Medium

  • Condition Immunities None
  • Damage Resistances None

Actions

Bite: Strength or Dexterity based melee attack with reachof 10' that deals 1d6 + Strength or Dexterity mod piercing damage

Bonus Actions

Constrict: If you hit a creature with your bite you may use a bonus action to grapple the target. grappled targets take damage at the begining of their turn equal to your proficiency bonus.

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Shark

This is getting pretty fishy - Shark


  • Armor Class 1
  • Speed 0' Swim 40'
  • Size Medium

  • Condition Immunities None
  • Damage Resistances None
  • Blindsight 30'
  • Water Breathing While in this form the Shaman can only breath while underwater.

Actions

Bite: Strength or Dexterity based melee attack that deals 1d8 + Strength or Dexterity mod piercing or slashing damage

Bonus Actions

Pact Tactics: If an ally is within 5' of a creature you are attacking then you have advantage on your attack.



Hawk

HOLY MOTHER OF GODS - Hawk (first flight)


  • Armor Class 0
  • Speed 10' Fly 40'
  • Size Tiny

  • Condition Immunities None
  • Damage Resistances None
  • Keen Senses Advantage on Perception checks relating to sight

Actions

Talons: Strength or Dexterity based melee attack that deals 1d4 + Strength or Dexterity mod piercing damage

Bonus Actions

Swift: You may use the disengage action as a bonus action.

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Nature Spells


Blight

As an action, you pull the water out of a creature or object, creatures with the Fire or Water type are immune to this spell.

Choose a creature within 60', that creature has water ripped from their body causing 3d6 + Spellcasting Ability Modifier piercing damage and has disadvantage on their next ability check before the start of your next turn. A successful Fortitude save halves the damage and negates the penalty to ability checks.

Special: At level 7 the base damage increases by 2d6

Gust of Wind

As an action, you blast forth a vortex of air, creatures with the Air or Earth type are immune to this spell.

Choose a creature within 60', this creature takes 3d6 + Spellcasting Ability Modifier bludgeoning damage and is pushed 10'. A successful Fortitude save halves the damage and negates the push.

Special: At level 7 the base damage increases by 2d6

Spiked Stones

As an action you cause stones to rise up from the ground, creatures with the Air or Earth type are immune to this spell.

Choose a creature within 60', that creature takes 3d6 + Spellcasting Ability Modifier piercing damage and has their movement reduced by 10' until the start of your next turn. A successful Reflex save halves the damage and negates the penalty to movement.

Special: At level 7 the base damage increases by 2d6

Fire Storm

As an action you bring forth a storm of fire in range, creatures with the Fire or Water type are immune to this spell.

Choose a creature within 60', that creature takes 3d6 + Spellcasting Modifier fire damage and has disadvantage on their next attack roll before the start of your next turn. A successful Reflex save halves the damage and negates the penalty to their next attack roll.

Special: At level 7 the base damage increases by 2d6


Crab Grab

As a bonus action you transform one of your hands into a crab claw while you concentrate on this spell. While you concentrate on this spell you may use the Grapple maneuver as a bonus action but you can not hold anything in this hand. Additionally you have advantage on grappling creatures smaller than you.

Mule Kick

As a bonus action you strengthen your legs and turn your feet into hooves while you concentrate on this spell. Anytime during your concentration you may use your action to make a Mule Kick. This attack pushes the target and knocks them prone. A successful Reflex save negates this effect.

Snakebite

As a bonus action you grow a pair of snake fangs and your eyes transform to those of a snake while you concentrate on this spell. Anytime during your concentration you may use your action to enlongate your neck and bite a creature within 15'. The target is Poisoned for 1 hour. A successful Fortitude or Reflex save negates the poison.

Vine Whip

As a bonus action you grown a vine from a small seed in your hand, the vine stays grown as long as you concentrate on this spell. You may effect one creature or object within 30'when you cast this spell and as a bonus action on each of your turns as you concentrate on this spell.

Target Creature: The creature is pulled up to 15' toward you. The creature gains a reflex save to negate this effect.

Target Solid Object: May pull yourself to the object if you have 13 Str and a clear path. You must use your movement to use this feature of the spell. You must target part of an object that a whip could reach around.

Target Loose Object: You pull an unattended object to you if you could normally pick it up, if you are encumbered you pull the object 5'.

Concentration Spells and Wildshape

Just roll with it. If a character casts Crab Grab, Mile Kick, Snakebite, or Vine Whip and then wildshapes that player can still use the abilities granted to them from the spell. They already cast the spell before they wildshaped after all. A wolf with a vine whip or a brown bear with a vrab claw sounds pretty fricken sweet.

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Find The Path

Prerequisites: Level 7

You cast this spell while taking a short rest, you talk with animals, nature, and any spirits nearby. This spell allows you to find the shortest, most direct physical route to a specific fixed location that you are familiar with on the same plane of existence. If you name a destination on another plane of existence, a destination that moves (such as a mobile fortress), or a destination that isn’t specific (such as “a green dragon’s lair”), the spell fails.

Until the end of your next short or long rest, as long as you are on the same plane of existence as the destination, you know how far it is and in what direction it lies. While you are traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.

Goodberry

As a bonus action you create a number of berries equal to your Spellcasting Ability Modifier. Additionally as a bonus action a creature can eat one of these berries and spend a Hit Dice to regain HP equal to their Hit Dice plus their constitution modifier). A creature may gain the effects of a Goodberry once per short or long rest.

Level 5: Any creature who regains HP from a Goodberry may roll their Hit Die twice and then add their consitution modifier (they still expend only one hit dice when consuming this Goodberry).

Level 9: A creature that regains hit points from your Goodberry gains additional HP equal to your level.

Resist Nature's Lure

As a bonus action you or one creature within 30' gains advantage on Will Saves versus Beasts, Fey, or Monstrosities while you concentrate on this spell. If a creature other than yourself is already under an effect that can be negated by a Will save, you may use this spell as a bonus action to immediately give that creature a saving throw (with advantage) against that effect.

Woodland Stride

As a bonus action you and a number of creatures equal to your proficiency bonus leave no trail in natural terrain while you concentrate on this spell. You may leave tracks if you want and if you have a wildshape spell prepared your tracks may resemble that animal. Additionally you and all targets ignore difficult terrain caused by natural terrain or rubble.

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Stuff

  • This is Draft 2.0 by HolyThunderPunch (if you use Reddit) R.Shackleford (if you use Giantitp)
  • These are not balanced yet, I'm creating the 6 core classes with some subclasses and when I have them finished I will balance them with each other and what the game expects characters to be able to go.
  • I would like to add artwork to this but I have no talent, sorry.
  • This is based off a combination of 5e and some houserules my groups use. Kyrx from giantitp created a great document that puts most of them together (independant to my group) into one document http://homebrewery.naturalcrit.com/print/rJND7KpV .
  • However the Shaman should be easily converted to basic 5e rules. For the most part there isn't a huge difference. There will be at least two more core classes that I create to go along with this.
  • I want to thank the fine people who use the Giantitp.com 5e forum and homebrew. Agreements and disagreements all help when making homebrew and I'm on that site quite a bit.
  • Want to make official looking homebrew as swanky as this? Go to www.Homebrewery.naturalcrit.com

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