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Shaman

De Runarcana Wiki
Revisão de 18h57min de 12 de maio de 2024 por MizuhiroUkato (discussão | contribs)

This Article is in accordance with the version 0.94 of Runarcana RPG

The spirits called to the girl once more. It was the fifth time that night alone and normally she didn't know what else to do to calm them down, she knew since she was a child that her essence was cursed to be in both realms at the same time. At least that's how she would have behaved in the past. At that moment when the spirits once more began to speak, she simply turned her gaze towards them, not only as a person who looks towards them in the material realm without seeing them, but with the fixed and determined gaze of one who was able to perceive them and interact directly with them.

Her voice sounded harsh, but it was necessary, some spirits like to test limits and this was the ideal moment to let them know that the limit had been crossed and from that moment on they would be acting at their own risk. Her lips parted in a slightly mischievous smile and that was enough for the spirits to go silent. She still had a few hours to sleep before the Winter's Claw war meeting, where they would decide how to act in the next invasion, alongside her mentor Udyr and her warmother Sejuani.

The Shaman is a person who has lived since his birth, or perhaps even before him, with the reality that the material realm and the spiritual realm are intrinsically intertwined. A tangle of reality lines distorts here and there and the shaman is able to see this. While other people often go through this without realizing it, the Shaman not only glimpses the spiritual realm but also the energy that runs through it, learning to channel it through his will to his ends.

Scattered across Runeterra, some Shamans connect with specific Great Spirits, becoming an extension of their will in exchange for benefits, while others negotiate with multiple such entities in pursuit of their individual goals. There is no rule on how to deal with these powers, only on how to protect yourself so as not to have your own conscience and identity diluted in this process.

In each region, shamans emerge and end up molding themselves to local beliefs and concepts, understanding reality with a double perception of worldly and material life, while being able to directly glimpse the spiritual world. Usually they are considered crazy or cursed by such a condition, but those who manage to persevere and maintain the unity of their being end up conquering enormous powers by manipulating the flow of energy that transits between the two worlds.

Animal Spirits

Each region of Runeterra is controlled or protected by certain animal spirits, often under the command of a Great Spirit who directs how things should happen in their domain. Whether they are linked to order or chaos, to the good of the material and spiritual world in balance, or to the primacy of one of the two without any importance being attributed to the bodies scattered in either of them.

Animal spirits are as varied in their personality as they are in their form, there is no rule of thumb on how to deal with them as some may consider arrogance a virtue of those overconfident in themselves, while others may consider humility the best trait a material being can have. present before a spiritual power.

Great Spirits

The Great Spirits walk in the material world through those who use the spiritual forces derived from them, no matter which region the shaman who honors them passes through. There are stories that some of these Great Spirits chose remote places, far from all civilization, so that they could have their peaceful existence and far from all the paraphernalia that civilization brings with it. But rumors about other Great Spirits who not only like crowds, but love to see buildings and material wonders, spread among shamans.

As with most spiritual matters, there is no absolute rule for dealing with Great Spirits or their domains. One thing is for sure, knowing them and knowing how to deal with each one of them can be the secret of a long, powerful and prosperous life or the recipe for having your consciousness and individuality completely diluted in the immense masses of spiritual energy that these entities become.

Creating a Shaman

When creating a Shaman, think primarily of your connection to spirits. Are you able to see them from childhood? Have you ever been considered crazy and left out for being able to communicate with animals? Do you consider your abilities a blessing or a curse?

Remember that a Shaman's connection with animal spirits is undeniable, leaving some characteristic traits in his appearance. How has your connection changed you? Do you have big, deep eyes like an owl? Or are your nails elongated, like a lynx's claws?

Quick Build

You can build a Shaman quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Constitution. Second, choose the Wanderer or Outsider past.

The Shaman
Level Características Known Cantrips Spells Known Maximum Spell Level Ki Points Vel
1 Spellcasting, Totem, Call 2 - - 2 1
2 Spiritual Allies 2 3 1 3 1
3 Call Feature 3 4 1 4 2
4 Enhancement, Ethereal Barrier 3 5 1 5 2
5 Extra Attack 3 6 2 7 3
6 Call Feature 3 6 2 8 3
7 Spirit Channeling 4 7 2 9 4
8 Enhancement 4 8 2 10 4
9 Evasion 4 9 3 11 5
10 - 4 9 3 12 5
11 Call Feature 4 10 3 13 6
12 Enhancement 4 10 3 14 6
13 Feral Unity 5 11 4 15 7
14 Spiritual Fullness 5 12 4 17 7
15 Call Feature 5 12 4 18 8
16 Enhancement 5 13 4 19 8
17 Call Feature 5 14 5 21 9
18 - 5 15 5 22 9
19 Enhancement 5 15 5 24 10
20 Call Feature 5 16 5 25 10

Class Features

As a Shaman, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shaman level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Ponts at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shaman level beyond 1st

Proficiency

Armor: None

Weapons: Simple Weapons

Crafts: Apothecary and choose one between: Craftwork: Sculptor, Collector: Leatherworker, Cook, Brewer or Fashionista

Saving Throws: Constitution and Wisdom

Skills: Choose three between Acrobatics, Athletics, Stealth, Intimidation, Insight, Medicine, Nature, Perception, Persuasion, Religion and Survival

Equipment

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

  • (a) a simple weapon or (b) a component bag or (c) a light armor (if you're proficient)
  • (a) a simple weapon or (b) a shortbow and a quiver with 20 arrows
  • (a) adventurer set or (b) dungeon explorer set

Spellcasting

The Shaman is a channel of energies from the spiritual realm, often acting as a bridge between the two worlds through this capacity. This gives him the ability to cast spells. See Chapter 10 for general spellcasting rules and the list of Shaman spells.

Spells List

You gain access to the Shaman spell list. Through some Heritages, Enhancements, or even through apprenticeship, you can learn new Spell Mysteries, granting you additional spell lists.

You cannot use another Class's spell list to learn or replace a spell when you level up in that Class.

Cantrips

You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips from these lists of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Ki

Unlike other spellcasters who use energy known as Mana as fuel for their spells, the Shaman uses his own vital energy, Ki. The Shaman table shows the amount of Ki points you have available to perform your spells. To cast a spell, you must spend an amount of Ki points corresponding to the spell's level as explained in Chapter 10: Magic. You regain all your Ki points when you complete a long or full rest.

For example, if you want to cast the 1st-level spell thunderwave you must spend 1 ki point to cast it, but if you want to cast it as a higher-level spell instead of the 1 point you must spend a ki point. amount of Ki points corresponding to the desired level, such as 2 Ki points to cast it as a 2nd-level spell or 3 to cast it at 3rd level.

Preparing and Casting Spells

You prepare your list of available spells by selecting from the lists of spells you have access to. You select a number of spells equal to your Wisdom modifier + half your shaman level (minimum of 1). These spells must be equal to or less than your Maximum Spell Level.

For example, if you are a 5th-level Shaman with a Wisdom of 16, your list of prepared spells can include 5 spells, combining 1st- and 2nd-level spells, in any order.

When you cast the spell, you don't remove it from your list of prepared spells, you can cast it again if you have enough Ki points. You can modify your list of prepared spells when you finish a long rest. Preparing a new list of Shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level, for each spell prepared.

Level 1 and Higher Spells Known

At 2nd level, you learn three 1st-level spells of your choice from the spell lists you have access to.

The Spells Known column on the Shaman table shows when you learn more spells from these lists, of your choice. from those lists, at your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown on the table. For example, when you reach 5th level in this Class, you can learn one new 1st-level or 2nd-level spell.

In addition, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level.

Ritual Casting

You can cast any Shaman spell you know and have prepared as a ritual if it has the Ritual descriptor in the spell description.

Spell Attribute

Wisdom is your Shaman spellcasting attribute, as your magic comes from your attunement to the spirit realm. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the save DC for shaman spells you cast and when you make an attack roll with one.

DC for your spells = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Totem

A Shaman is an anchor between the material and spiritual realms, being given the gift of connecting to animal spirits and finding their Great Spirit guide. There are no rules for the relationship of each Great Spirit with their Shamans, some guide them through visions and words, others challenge them to prove themselves at every moment while a few just wait for the Shaman's mind to falter so they can walk in the flesh.

At the 1st level you connect to a Great Spirit, your connection with this Great Spirit can exist since your childhood, perhaps it started with a transcendental experience or even accompanied you even before your birth. This Great Spirit is represented by a Totem you carry with you, and it grants you a benefit while it is with you. The totem is usually a small object, perhaps an animal's claw that you carry on a string, a drum with that animal's skin that you carry on your back, or even a skull that you wear as a shoulder pad.

Your eyes are able to see beyond, seeing the spiritual realm, allowing you to channel its emanations. You become able to see and communicate with spirits, being able to see up to 60 feet in the Spirit realm while in the Material realm.

Additionally, you receive a Spirit Invocation and receive it again at levels 2, 4, 8, 10, 12, 16, 18, and 20. All Spirit Invocations are described in Chapter 5: Customization - Invocations and Great Spirits. If you have a teacher, you can learn general Sutras that you meet the prerequisites for in place of Spirit Invocations.

Vel

The Vel-Sutras, or simply Vel, are applied forms of additional Sutras that are assimilated by the body and spirit of the practitioner. Vel level refers to how many Vel “points” it takes to be maintained, in addition they have requirements that must be fulfilled to be used. The "Vel" column refers to the additional ability that can be learned during the campaign, for more information on Vel, see Chapter 5: Customization - Sutras.

Calling

A Shaman's path is formed from his interactions with the Spiritual world. you must choose one of the Callings you answered from the Channeler's Calling, Summoner's Calling, or Shapeshifter's Calling. Your calling grants you features at 1st level and again at 3rd, 6th, 11th, 15th, 17th, and 20th level.

Spiritual Allies

At level 2, you connect with an animal spirit ally who will teach you how to channel spirit energy through a stance. Your melee attacks are imbued with spiritual energy, dealing half of your proficiency bonus as additional damage and you can choose one of the stances, gaining a new one at the 6th, 15th and 17th levels of this class.

Using a bonus action and 1 Ki point, you can enter a stance you possess. Each stance has three effects, a Continuous effect, which you receive when activating the stance and remains until you abandon or activate another, a Temporary effect with the duration described on the skill, and a persistent effect that lasts for 1 minute and does not stack with itself if the stance is activated again for the duration of the persistent effect.

Each stance can be taught by several spirits, with each of them having some more common spirits to teach in their description.

Permanence. The posture of permanence gives the Shaman solidity to preserve his existence. Related animals: Turtle, Wild Boar.

  • Continuous: Increases your AC by +2.
  • Temporary: You gain a total of temporary hit point equal to your Shaman level + your proficiency bonus
  • Persistent: You gain resistance to elemental damage.

Agility. The Agility stance allows the Shaman to overcome some of his body's speed limits. Related animals: Cheetah, Bear

  • Continuous: Increases your speed by half your proficiency bonus times 5 feet.
  • Temporary: When activating the Agility stance you gain an advantage on your next attack.
  • Persistent: You gain proficiency in Dexterity Saving Throws.

Dominance. The Dominance stance grants the Shaman tools to preserve and consolidate his space. Related animals: Lion, Tiger

  • Continuous: You gain Proficiency in Intimidation (if you already have proficiency, you have advantage on tests with this skill).
  • Temporary: When you activate the Dominance stance you emit a frightening roar (enemies within 60 feet of you who can hear you must make a Wisdom saving throw DC equal to your Ki resistance DC, if they fail, the targets are Frightened for 1 minute).
  • Persistent: Allies who can see or hear you get +1 to their attack rolls.

Impact. The Impact stance channels spiritual energy giving additional solidity to the Shaman's body. Related animals: Bear

  • Continuous: You gain resistance to one type of non-magical physical damage (choose between Bludgeoning, Piercing or Slashing when entering the stance).
  • Temporary: When activating the Impact stance, your next attack has advantage and the target must perform a Constitution save with DC equal to your Ki resistance DC, if it fails, the target is Stunned until the start of your next turn.
  • Persistent: Your speed increases by 10 feet as a persistent effect.

Ferocity. The Ferocity stance is expressed aggressively, increasing the Shaman's own ferocity. Related animals: Tiger

  • Continuous: Your unarmed attacks can deal slashing or piercing damage in addition to bludgeoning damage. You choose which type the moment you activate the stance.
  • Temporary: When activating the Ferocity stance, you can make 1 extra attack this turn.
  • Persistent: your attacks using your claws deal an additional 1d4 slashing damage as a persistent effect.

Resourcefulness. The Resourcefulness posture grants versatility and creativity to solve problems. Related animals: Monkey, Spider

  • Continuous: Proficiency in Athletics (if you already have proficiency, you have an advantage in tests with this skill).
  • Temporary: When activating the Resourcefulness stance, your next unarmed attack, if successful, has its damage dice increased by 1 category.
  • Persistent: Your climbing speed becomes 30 feet for 1 minute as a persistent effect.

Enhancement

When you reach the 4th level and again at the 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements in Chapter 5: Customization - Enhancements.

Ethereal Barrier

Starting at 4th level, you can easily sense when spiritual energies are directed against you, and you can effectively protect yourself. When you are the target of a spell, attack, or are in the area of an effect that deals spiritual damage, you can spend your reaction and 1 Ki point to become immune to spiritual damage until the end of the round.

Alternatively, you can use your reaction and 2 Ki points to have an ally you can see within 5 feet of you multiplied by your proficiency bonus away from you under those same conditions to make them resistant to spiritual damage until the end of the round. You can extend this barrier to other targets in that area, spending 1 Ki point for each additional target.

Extra Attack

Starting at 5th level, you can attacl twice instead of once when using the Attack action during your turn.

Spirit Channeling

Starting at 7th level, you become able to channel the power of the Great Spirit you've connected to. You know some of those great spirits are as powerful as they are dangerous. Simply channeling them is a risk for the Shaman, as the amount of spiritual energy coursing through his body can permanently nullify his identity.

Using an action, you can attempt to channel the energy of a Great Spirit you are connected to for up to 1 hour, which can result in great deeds or the destruction of your mind or body.

When you channel a Great Spirit, you must choose between trying to convince it, via a Charisma check, or forcing the channel, spending 9 Ki points and a bonus action. When forcing the channel, you must make a saving throw according to the Great Spirits Difficulty table. For more details, see the description of Great Spirits in Chapter 5: Customization - Great Spirits. Some effects may reduce the Ki cost of Channeling, but this cost cannot be less than 2 Ki points.

Additionally, while in possession of your totem, you ignore any material components of a spell, invocation, or sutra, as long as they are not consumables.

Evasion

Starting at 9th level, you can nimbly dodge certain area effects, such as a cloud dragon's lightning breath or a Glacial Storm spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage on a successful save, and only half damage on a failed one.

Feral Unit

Starting at 13th level, your system responds more efficiently to certain impulses of spiritual energy. Using a bonus action and 1 Ki point, you are able to end a Condition on yourself: Frightened, Stunned, Charmed, Weakened, Poisoned, Intoxicated. You can use this feature a number of times equal to half your Wisdom modifier per full rest.

Spiritual Fullness

Starting at 14th level, when you assume a stance of a spirit ally, you can bestow its benefits on your allies. When you assume a stance, a number of allies equal to half your Proficiency bonus who are within 30 feet of you gain that stance's persistent effect for a number of rounds equal to your Proficiency bonus.

Call

Every Shaman is a Spiritual Walker, someone who transits between worlds and manipulates spiritual energies through channeling, invocation or even metamorphosis. Each calling specializes in using these energies through your body, either to empower you, to direct your will upon reality, or to transition between forms.

Channeler’s Calling

Living on the threshold between the spiritual and material world, there are people capable of channeling spiritual energy to strengthen their bodies, they are the Channelers, people who develop an almost natural ability to deal with animal spirits, having a lot of difficulty in understanding how to direct these impulses without the support of an instructor are often taken for madness or possessed.

Battle Spirit

When you choose this calling at 1st level, your initiation as a Channeler causes you to draw on spiritual force to empower your own body. You get the following traits:

  • Unarmed Strike. Instead of dealing 1 + your Strength modifier on your unarmed strikes, you deal 1d4 + your Strength modifier. Attacks made with natural weapons, such as claws, bites, or gores, now function as unarmed attacks. If your natural weapon damage is greater than your unarmed strike, you must use your natural weapon damage. Alternatively, you can use your Wisdom modifier to your attack rolls for unarmed strikes.
  • Unarmored Defense. When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Wisdom modifier.
  • Spiritual Vigor. You add half of your proficiency bonus to your hit point maximum now and whenever you level up in this class.

Spiritual Fist

Starting at 3rd level, you direct your spiritual force through precise and powerful gestures. When making an unarmed strike against a target, by spending 1 Ki point, you can cast a spell that has a range of touch and has a casting time of 1 action or bonus action as part of the same action on the same target. You can only cast a spell this way once per round. Additionally, you add your Wisdom modifier to the damage of your unarmed strikes.

Spirit Allies Enhancement

At 6th level, drawing on the strength of your spirit allies causes you to gain some additional traits. Choose one of your Spirit Allies to have it receive an enhancement:

  • Abidance. When activating the Abidance stance, the temporary hit points gained are doubled.
  • Agility. When activating the Agility stance, you remove 1 level of Exhaustion from yourself.
  • Dominance. When activating the Dominance Stance, creatures have disadvantage against your Roar.
  • Impact. When activating the Impact stance, your first strike has the damage dice increased by one category.
  • Ferocity. When activating the Ferocity Stance, your claw damage becomes 1d8.
  • Resourcefulness. When activating the Resourcefulness stance, your proficiency bonus using the Athletics skill is doubled.

Upon reaching levels 15 and 17 in this class, you can choose an additional enhancement for another of your Spirit Allies.

Improved Extra Attack

Starting at 11th level, the number of attacks from your Extra Attack feature increases to three, and to four when you reach 20th level as a Shaman.

Spirits' Favorite

Starting at 15th level, you have created a bond with the spirits, they know you and are more willing to help. You have advantage on Charisma checks to convince a Great Spirit to help you. Additionally, when successfully dealing with a Great Spirit, your next interaction with it has its DC reduced by an amount equal to half your Wisdom or Charisma modifier, whichever is higher.

Spiritual Aegis

At 17th level, you learn to utilize your ethereal barrier even more widely. When you cast your Ethereal Barrier on yourself, you gain resistance to spiritual damage and immunity to Frightened and Bewitched conditions for the next minute.

Spiritual Ascension

Upon reaching 20th level, the amount of spiritual energy you can channel into your body brings you closer to what Vastayashai'rei were in the past. By spending any number of Ki points, you regain the same amount of d8 hit points. Additionally, when failing to deal with a Great Spirit, you may gain 1 level of Exhaustion instead of taking that Great Spirit's failure effect.

Summoner's Calling

Each living soul is a dam keeping material and spiritual energies each in its respective realm. The Summoner's Call is the one who learns to manipulate these flows giving vent to the energy that is most favorable to him and thus reproducing changes in the spiritual and material world.

Spirit Caster

By choosing this calling at 1st level, your initiation as a summoner leads you to study spiritual force in order to manipulate it to express your will in reality. You receive the following features:

  • Familiar. You can cast the summon familiar spell at will without spending ki points and ignoring material components, however, the invoked familiar will always be the same and cannot change form. Additionally, you can spend 1 Ki point to grant that familiar 30 feet of speed of your choice for the next hour.
  • Spiritual Armor. You can cast Arcane Armor on yourself without spending Ki points and ignoring material components.
  • Mystic Control. When you use the eldritch blast cantrip, you can move the creature hit 10 feet toward you or in a straight line away from you.

Summoning Path

Starting at 3rd level, your attunement with spirits gives you even wider access to their powers, and you become a full-fledged spellcaster. You have one additional cantrip from the lists you have access to, you now add your Wisdom modifier to your Ki total, and you can prepare a number of spells equal to your Wisdom modifier + your Shaman level.

You gain access to the spelss from mysteries you possess, and additionally, as you level up in this class, your maximum spell level increases, when you do, you gain one new spell known of a maximum level equal to your new maximum spell level. Upon reaching 6th level, you can cast 3rd-level spells, 4th-level spells at 8th, 5th-level spells at 10th, 6th-level spells at 12th, 7th-level spells at 14th, 8th-level spells at 16th, and from 9th level to 18th.

Spirit Allies Enhancement

At 6th level, drawing on the strength of your animal spirits causes you to gain some additional traits. Choose one of your Animal Spirits to give it an upgrade:

  • Abidance. When activating the Abidance stance, you regain hit points equal to twice your Wisdom modifier.
  • Agility. When activating the Agility stance, the next spell you cast ignores up to half cover.
  • Dominance. When activating the Dominance Stance, creatures that fail the saving throw must use their actions to get away from you as best they can.
  • Impact. When activating the Impact stance, your next attack has the damage dice increased by one category.
  • Ferocity. When activating the Ferocity Stance, you can cast a cantrip as part of your next attack action.
  • Resourcefulness. When activating the Resourcefulness stance, creatures have disadvantage on the Saving Throw of your next spell.

Spectral Lines

Starting at 11th level, you know secrets that allow you to take spiritual shortcuts by manipulating the spectral lines of magic. You can cast a spell you know of up to one level below your maximum spell level without spending Ki points. You can use this feature a number of times equal to half your proficiency bonus.

Spiritual Domain

At level 15, your self-awareness and your knowledge of the spirit world are matched with your understanding, broadening even to dealing with Great Spirits making forcing the channeling of a Great Spirit less costly for you. On a failed Charisma check, you don't need to use a bonus action, add half your Proficiency bonus to the saving throw to channel this Great Spirit, and reduce the required Ki cost by the same amount.

Possession

At level 17, the various spirits that accompany you protect you from death with the utmost determination, being able to momentarily take over your body to preserve it. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead, and until the end of your next turn, all damage you take is reduced to 0, you can't take actions, you regain hit points equal to your Shaman level and gain 1 level of Exhaustion. This effect only triggers once per full rest.

Spectral Will

Upon reaching 20th level, your will has a strength approaching that of the Great Spirits, causing you to be recognized by them. Using an action and 6 Ki points, you summon a powerful spirit capable of granting you one small wish. You can order one of the following options:

  • The spirit casts a spell from the Shaman list of up to 6th level;
  • The spirit summons a non-magical object of up to 5,000 gp. The object cannot be larger than you and disappears after 5 minutes;
  • The spirit shows you the shortest path to your deepest desire;
  • The spirit recovers all damage taken in the last round from up to 3 creatures it can see of your choice;
  • The spirit copies the last action of a creature of your choice to a target or area you designate.

Additionally, if a creature that was the target of a spell you cast in the past 3 rounds is reduced to 0 hit points, you regain 1 Ki point. If you did, you regain the Ki points you spent on your last cast.

Shapeshifter's Calling

Existence is a permanent state of change and transition. The only constant is that there isn't a constant, as everything changes all the time. This is the spiritual truth that resonated in your life in the form of a Call, knowing the forms and transcending them through the manipulation of spiritual energy.

Metamorphic Spirit

By choosing this calling at 1st level, your initiation as a shapeshifter leads you to understand how to utilize the impermanence of forms. You receive the following features:

  • Communion. You learn the Sylvan language and become a friendly figure to all beasts that see you, and you can convince them to help you as you would any other NPC. You gain proficiency with Animal Handling and Survival.
  • Proprioception. Wearing armor helps you to regain your original form, not diluting your identity in the midst of metamorphoses. You gain proficiency with light and medium armor, bucklers, and light shields.
  • Shapeshifter. You can manipulate spirit energy to alter your body as specified in Wild Shape.

Feral Form

Feral Form
Level Form Aspect
1 Terrestrial Form 1
5 Aquatic Form 2 - 1
9 Flying Form 2 - 2 -1
13 Hibrid Form 2 - 2 - 2
17 Superior Form 3 - 3 -3

Also at level 1, you can manipulate spiritual energy to alter your body. As a bonus action, you can magically assume the form of a beast. You can use this feature a number of times equal to your proficiency bonus per full rest.

When you receive this trait, you gain the Terrestrial Feral Form and can choose 1 terrestrial feral aspect. At 5th level, you gain Aquatic Feral Form, you can choose a second Terrestrial feral aspect and an Aquatic feral aspect. When you reach 9th level, you receive the Flying Feral Form, you can choose a second aquatic aspect and a winged aspect. When you reach 13th level, you can choose a second flying aspect. When you reach 17th level, you can choose a third terrestrial, aquatic, or flying aspect.

When assuming a feral form you receive 10 + your Shaman level in temporary hit points that last for 2 rounds or until consumed.

Hybrid Form. Upon reaching 13th level, once per long rest, when assuming a form, you can choose to assume a Hybrid form with any form you possess. The hybrid form grants you some additional benefits:

  • Attribute Increase. The benefits granted by the Aspect are doubled.
  • Extra Attack*. You can make one additional attack as part of your attack action.
  • Functional hands. You can hold weapons and shields normally.
  • Conjuration. You can cast spells in hybrid forms except spells that consume a material components.

Superior Form. Upon reaching 17th level, once per full rest, when assuming a form, you can choose to assume a higher version of that form. The Superior form grants you some additional benefits:

  • Attribute Increase. The benefits granted by the Aspect are doubled.
  • Extra Attack*. You can make two additional attacks as part of your attack action.
  • Feral Attack. Your natural weapons, or unarmed attack, now cause magical damage.
  • Conjuration. You can cast spells in superior forms.
  • Natural Defense. You gain Damage Reduction equal to your proficiency bonus/ true damage.

You can remain in feral form for a number of hours equal to half your Shaman level (minimum 1). At the end of this duration, you return to your original form, unless you use this feature again. You can use a bonus action to prematurely revert to your original form. You automatically revert if you are knocked Unconscious, reduced to 0 hit points, or die.

While transformed, the following rules apply:

  • You keep your personality, Intelligence, Wisdom, and Charisma scores, all of your skill proficiencies and saving throws, and you gain the creature's proficiencies.
  • When you transform, you keep your hit points and hit dice. If you drop to 0 hit points you will have to save against death as you normally would, dying in feral form means death for your character.
  • You cannot cast spells, and your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you have assumed. However, transforming doesn't interrupt your concentration on a spell you've already cast, nor does it prevent you from taking actions that are part of the spellcasting, such as summoning lightning you've already cast.
  • You retain the benefits of all features from Class, Origin, or other sources, and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses unless your new form also has those senses.
  • You can choose whether your equipment drops to the ground at your feet, merges into your new form, or is used by it. Worn and carried equipment works as normal, but the Master decides what equipment is viable for the new form to wear or use, based on the creature's shape and size. Your equipment does not change shape or size to adapt to the new form, and any equipment the new form cannot wear must either fall to the ground or merge with it. Merged equipment will have no effect until you leave the form.

Feral Tactics

At 3rd level, you learn to use the beast's tactics more effectively. Your attacks that deal slashing damage now deal 1d4 bleeding. This value increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.

Spirit Allies Enhancement

At 6th level, drawing on the strength of your spirit allies causes you to gain some additional traits. Choose one of your Spirit Allies to have it receive an enhancement:

  • Abidance. When activating the stance of Abidance, for the duration, you can breathe air and water.
  • Agility. When activating the Agility stance, for the duration, you do not provoke attacks of opportunity.
  • Dominance. When activating the Dominance Stance, for the duration, you have advantage on attack rolls against a target if at least one of its allies is within 5 feet of the creature and the ally isn't incapacitated.
  • Impact. When activating the Impact stance, for the duration, your size category increases by 1 under the effect of the enlarge/reduce spell without concentration.
  • Ferocity. When activating the Ferocity stance, for the duration, your attacks that deal slashing damage deal 1 point of Bleeding.
  • Resourcefulness. When activating the Resourcefulness stance, for the duration, you gain 20 feet of climbing speed and half your Proficiency bonus as Damage Reduction.

In addition, while in Wild Shape, you can cast spells normally, ignoring any verbal and somatic components.

Spiritual Irradiation

At 11th level, the amount of spirit energy you channel is so great that you are able to radiate it to your allies. As an action, you can radiate an aura of spirit energy within 20 feet of you. You and allies in that aura gain the following benefits for the next minute:

  • When targeted by an attack, you can use your reaction to take on an intangible form until the start of your next turn, becoming able to pass through solid objects, and can't be targeted by an attack or be under the effect of the area of one.
  • When using an Attack action, you can make 1 single additional attack this turn.
  • As a bonus action, you can teleport to the Spirit Realm, returning at the start of your next turn to the space you were in or the nearest unoccupied space.
  • Your melee attacks have their critical range reduced by 1.

You can use this feature a number of times equal to your Wisdom modifier (minimum of 1) per full rest.

A Thousand Forms

At 15th level, you learn to channel spirits to alter your physical form in more subtle ways. You learn the alter self spell, it doesn't count towards the maximum spells you know, and you can cast it without spending Ki points. Additionally, you have advantage on any Saving Throw that attempts to change your form without your consent.

Planar Stability

Starting at 17th level, you achieve full balance with spiritual energy and your understanding. You learn theEnlarge/Reduce spell, it doesn't count towards the maximum spells you know, and you can cast it on yourself without spending Ki points anumber of times equal to your Wisdom modifier (minimum of 1) per full rest. While maintaining this spell's concentration this way, you can cast the spell alter self and share the concentrations. By doingg this, when you make a Constitution saving throw to maintain concentration on those spells and fail, both spell end.

Additionally, if you are engaged in combat against creatures that are outside their native Realm, you have advantage on your attacks against those creatures and regain 1 Ki point and 1d8 hit points when you hit them with an attack. You also cannot be surprised by these creatures.

In addition, you add your Wisdom modifier to the damage of your attacks and spells against creatures not native to the Material Realm.

Unstoppable

At 20th level, spiritual energy flows directly through you, granting you an unparalleled ability to shift forms. You can cast the metamorphosis spell without spending Ki points a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, the DC to resist this spell's effects increases by +2, and if you have to make a saving throw to maintain concentration, you can add your Wisdom modifier to the roll.

Additionally, you can use your Wild Shape an unlimited number of times.