DRUID CIRCLE: SHAMAN

Druids dont exist in the world of Oriental Adventures, however, a druid known as a shaman may exist in the barbarian lands bordering the Emerald Empire.  Here is a new path for the Druid and the only one available in Oriental Adventures.

SHAMAN – CIRCLE OF THE KAMI

If a cleric’s basic creed is that the handiwork of the deities is everywhere, a shaman’s simple assertion is that the deities themselves are everywhere. Shamans are intermediaries between the mortal world and the realm of spirits—the vast multitude of living beings that infuse the entire world with divine essence. Shamans play a vital role in the world of Oriental Adventures—communicating with ancestor spirits, demons, nature spirits, and the most powerful of spirits, who might be considered deities. The shaman offers sacrifices, prayers, and services to the spirits, and in return gains the favor of patron spirits who bestow spells and other magical abilities upon him.

SPIRIT ANIMAL
When you choose this circle at 2nd level, you gain a spirit animal companion.  The animal friend is permanent companion and gains your proficiency bonus to attack rolls, damage rolls and has 3 times your level in hit points or its original hit point total – whichever is higher.  This is actually a kami and once befriended has the fey type instead of beast.  If it is killed in combat you take 1d6 psychic damage and can re-summon the same companion after a long rest.  Otherwise, the spirit animal follows all the restrictions of the animal friendship spell.

MARTIAL ARTS
You have trained in the unarmed combat style of your tribe.  Starting at 2nd level, you gain the martial arts feat.

SPIRIT SIGHT

Starting at 6th level, you can see ethereal creatures (including spirits) as easily as you see material creatures and objects.  You can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct.  You can always see spirits (such as ghosts) even when some how made invisible.  You can not see spirits when they have possessed or influenced a person but you get advantage on Insight checks to detect such possession. This ability extends to all undead who can pose as normal humanoids under certain circumstances like the manananggal.

GHOSTHUNTER
At 10th level, you may expend one use of Wild Shape, you present a sacred symbol and speak a prayer censuring the undead.  Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw.  If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. lt also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

If the undead creature so turned has a CR 1/4 your level or less (rounding down) it is instead instantly destroyed.

SPIRITS FAVOUR
From 14th level, you may apply your Charisma modifier (if positive) as a bonus on all saving throws.


Banner art: Tribal – Wallpaperby V1N3

 

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