DRUID CIRCLE: SHAMAN

Druids don’t 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 favour 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.

Choose a beast that is no larger than Small and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your druid level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

The spirit animal is a permanent companion. This is actually a spirit creature and its type is determined by your alignment:

  • Law – It is a kami and has the Celestial (Kami) type instead of beast.
  • Neutral – It is a yokai and has the Fey (Yokai) type instead of beast.
  • Chaos – It is an oni and has the Fiend (Oni) type instead of beast.

If it is killed you take 1d6 psychic damage that does not heal until you re-summon the same companion after a long rest.

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 somehow 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, and 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.


UNIQUE CLASS SPELLS

0-LEVEL SHAMAN SPELLS (CANTRIPS)

DETECT DISEASE
Divination cantrip
Casting time 1 action
Range Self
ComponentsV, S
Duration Instantaneous

You determine whether a creature, object, or area is infected with disease or carries disease. You can determine the exact type of disease with a successful Wisdom check (DC 20). A character with the Heal skill may try a Heal check (DC 20) if the Wisdom check fails, or may try the Heal check prior to the Wisdom check.

Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

1ST-LEVEL SHAMAN SPELLS

ATTRACTION
1st-level transmutation
Casting time 1 action
Range 30 feet
Components V, S
Duration 1 minute

When you cast this spell, a mystical aura surrounds the target creature, drawing attacks to the creature and making successful attacks more effective. The subject takes an additional +1 point of damage from each melee or ranged attack that deals damage to it. This spell does not increase damage from spells.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1 for each slot level above 1st.

TRANCE
1st-level divination
Casting time 1 action
Range 120-foot sphere centred on you
Components V, S
Duration 1 minute

You place yourself in a deep trance, during which you cannot move, speak, or take any action. In the trance, you are highly attuned to the powers and forces in the immediate area. You can sense certain magical creatures and effects within the spell’s area. Each round you remain in the trance, you feel the presence of any one lesser spirit, greater spirit, curse, permanent magical effect, or haunting within the spell’s area. You can determine the general type of thing contacted (such as natural spirit, evil haunting), but cannot communicate with it in any way or gain any other information about it. Using this spell does give you enough information to subsequently cast commune with spirit or a similar spell to communicate with the spirit you desire to contact. Spirits may detect and then resist the spiritual probe on a Wisdom saving throw or Wisdom (Insight) skill check (targets choice).

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the range of the radius of the sphere doubles for each slot level above 1st.

WEAPON BLESS
1st-level transmutation (ritual)
Casting time 10 minutes
Range Weapon touched
Components V, S, M (a writing brush and ink)
Duration Permanent until discharged

You prepare one weapon for combat against a particular foe. While casting the spell, you write the identity of the foe on the weapon, along with spirit invocations to give the weapon power. Although you do not need to know the exact name of the intended victim, you must still identify the creature specifically. You cannot, for example, bless a weapon for use against “a kappa,” but you can bless it for use against “the kappa who lives in Ch’i Sheng’s pond.”

The first time the blessed weapon is used against the target creature, its wielder gains a +5 bonus on the first attack roll and a +5 bonus on damage if the first attack is successful. After the first attack, or if the weapon is used against another foe before it is used against the target creature, the writings on the blade disappear and the spell effect ends.

2ND-LEVEL SHAMAN SPELLS

ANCESTRAL VENGEANCE
2nd-level conjuration
Casting time 1 action
Range 25 feet
Components V, S
Duration Instantaneous

When you cast this spell, you call out to an ancestral spirit, listing the crimes of your target and urging your ancestor to punish the miscreant. (The target’s alignment is irrelevant to the success of the spell.) The ancestral spirit imposes this punishment in the form of a sharp blow to the target. This attack hits automatically and deals 2d6 points radiant or necrotic damage (your choice) or double that amount if the target is undead. A successful Constitution saving throw reduces the damage by half

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 1st.

COMMUNE WITH SPIRITS
2nd-level divination (ritual)
Casting time 10 minutes
Range 10 feet
Components V, S, M (Incense and a small offering worth 10 gp which is consumed in the casting)
Duration 1 minute (concentration)

You contact a local spirit—any spirit creature of a CR equal to or less than your level. You must know the identity of the spirit (which you can learn through the trance spell), and you must be within 10 feet of the spirit’s location. You may ask up to one question per 2 caster levels. Unasked questions are wasted if the duration expires. The spirit’s knowledge is limited to matters within its immediate area, so the spirit of a great tree in the village could not answer questions about events outside the village. Spirits usually answer questions literally and do not volunteer any information. If the spirit’s alignment is different from yours, the spirit gets a Wisdom saving throw to resist the spell.

If the spirit has been subject to commune with spirit within the past week, the new spell fails. Good spirits generally try to be helpful in answering questions, while evil spirits always try to distort the information they give (though they generally give literally truthful answers).

CREATE SPRING
2nd-level transmutation
Casting time 1 action
Range Touch
Components V, S, M (a bamboo cane)
Duration Permanent

A spring of water bubbles forth from the natural rock or earth you touch. The spring cannot arise from creatures, plants, or artificial constructions such as buildings. The spring puts forth six gallons of water per hour. The water is fresh, clear (at the source), and cool. No more than one spring may be created every 100 yards.

INVISIBILITY
As the spell of the same name in the Players Handbook. In addition, when cast by a shaman it is particularly effective against spirits who have disadvantage in detecting you and for sake of spells like dream sight you are considered warded against spirits.

KNOW MOTIVATION
2nd-level divination
Casting time 1 action
Range 60 ft.
Components V, S, M (A prayer written on a strip of cloth and tied around your forehead)
Duration Concentration, up to 1 minute.

You can sense the basic needs, drives, and emotions of creatures within the spell area. Each round, you can focus your attention on one creature within the area and learn what is currently motivating its actions—for example, hunger, thirst, fear, fatigue, pain, uncertainty, rage, hatred, curiosity, hostility, friendliness, love, and so on. The target creature can unconsciously resist the effect by making a Wisdom saving throw. 

PROTECTION FROM SPIRITS
2nd-level abjuration
Casting time 1 action
Range 60 ft.
Components V, S, M (a gingko wand with paper prayer strips attached)
Duration 1 minute

This spell creates a magical barrier around the subject at a distance of 5 feet. The barrier moves with the subject and has two major effects.

First, the subject gets a +2 bonus to AC and on saves against attacks made by spirits.

Second, the barrier prevents spirits from entering the area. This protection ends if the warded creature makes an attack against or tries to force the barrier against a blocked spirit. Magic resistance can allow a spirit to overcome this protection and enter the circle on a successful Charisma saving throw.

REBUKE
2nd-level conjuration
Casting time 1 action
Range 60ft.
Components V
Duration Instantaneous

With a thunderous rebuke, you stun one creature of your choice within range until the end of its next round that fails a Charisma saving throw. If the target creature fails a saving throw by more than 5 it is stunned for 1 minute and takes 2d4 thunder damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each slot level above 1st.

WARNING
2nd-level divination
Casting time 1 action
Range Touch
Components V, S
Duration Up to10 minutes with concentration

This spell heightens the subject’s senses and awareness of danger. The subject gains a +1d6 bonus Wisdom (Perception) checks, can’t be surprised for the duration and does not grant advantage against invisible attackers.

3RD-LEVEL SHAMAN SPELLS

CASTIGATE
3rd-level evocation
Casting time 1 action
Range 20 ft.
Components V, S
Duration Instantaneous

By means of this spell, you deliver a blasting rebuke upon your foes. Creatures within a 20 ft radius sphere centred on you are affected based on their alignment in relation to yours. Creatures whose alignment differs from yours in one component (lawful-neutral- chaotic or good-neutral-evil) take 2d6 points of thunder damage. Those whose alignment differs from yours in both components (both lawful-neutral-chaotic and good-neutral-evil) take 5d6 points of thunder damage. Thus, if you are lawful good, you deal 2d6 points of damage to those of lawful neutral, lawful evil, neutral good, or chaotic good alignment, and 5d6 points of damage to those of neutral, chaotic neutral, neutral evil, and chaotic evil alignment. A successful Constitution save reduces damage in either case by half. Creatures of any alignment different from the caster’s who fail their saving throws are also deafened for 1 minute.

At Higher Levels. When you cast this spell using a spell slot of 4thlevel or higher, the damage increases by 1d6 for each slot level above 3rd.

DETECT CURSE
3rd-level divination
Casting time 1 action
Range 30 ft. (one creature, object or 5 ft. cube area)
ComponentsV, S, M (a small gem worth at least 10 gp consumed in the casting)
Duration Instantaneous

You determine whether a creature, object, or area has been cursed or carries a curse. You can determine the general nature of the curse with a successful DC 20 Intelligence (Arcana, Religion or Nature) check (as appropriate). In scanning a cursed scroll, you could learn that the curse causes misfortune to the reader, but you could not tell the specific effects.

Note: The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.

At Higher Levels. When you cast this spell using a spell slot of 9th level you may permanently remove a curse from a magic item.

MENTAL STRENGTH
3rd-level enchantment
Casting time 1 action
Range Touch
Components V, S, M (tail of a white fox)
Duration 1 minute

You imbue the recipient with magical energy that fortifies its will, granting her advantage on Charisma, Intelligence or Wisdom saving throws – your choice. The target can resist the effect if they so choose on a successful saving throw vs the bonus ability selected (so if you select Intelligence, the creature saves using its Intelligence saving throw).

At Higher Levels. When you cast this spell using a spell slot of 4thlevel or higher, you select a second attribute to grant a bonus to. A 5thlevel slot allows you to select all three attributes.

MENTAL WEAKNESS
3rd-level enchantment
Casting time 1 action
Range Touch
Components V, S, M (tail of a red fox)
Duration 1 minute

You imbue the recipient with magical energy that weakens its will, imposing disadvantage on Charisma, Intelligence or Wisdom saving throws – your choice. The target can resist the effect on a successful saving throw vs the weakened ability selected (so if you select Intelligence, the creature saves using its Intelligence saving throw).

At Higher Levels. When you cast this spell using a spell slot of 4thlevel, you select a second attribute to grant a bonus to. A 5thlevel slot allows you to select all three attributes.

POSSESS
3rd-level necromancy
Casting time 1 action
Range 30 ft.
Components V, S, M (a bowl of incense and a morsel of food appealing to the animal)
Duration 1 minute

By casting this spell, you project your spirit into the body of a Beast, forcing the animal to behave as you direct it. The animal must have a CR lower than your druid level. The animal’s soul remains in its body, but it has no control over that body while your spirit is there.

While in the animal’s body, you keep your Intelligence, Wisdom, Charisma, level, class, attack bonus, save bonuses, alignment, and mental abilities. The body retains its Strength, Dexterity, Constitution, hit points, natural abilities, and traits. You can’t choose to activate the body’s extraordinary or supernatural abilities (like innate spellcasting, if any). For every 2 points of damage taken by the animal body while you are possessing it, you take 1 point of damage as well. If the animal body is killed while you are possessing it, you must make a DC 10 Constitution saving throw or die as well. If your body is destroyed while your spirit is in the animal’s body, you die at the end of the spell’s duration.

At Higher Levels. If this spell is cast with a 5thlevel spell slot you may also possess creatures of the Humanoid type.

SUBSTITUTION
3rd-level abjuration (ritual)
Casting time 30 minutes
Range Self
Components V, S, M (a figure of a spirit you revere, made of glass, wood, stone, or iron. The statue’s hit points and cost depend on the substance of which it is made. A glass figure has 10 hit points and costs 25 gp, a wood figure has 25 hit points and costs 250 gp, a stone figure has 50 hit points and costs 375 gp, and an iron figure has 100 hit points and costs 750 gp. You may use this figure for multiple castings of this spell, but you cannot repair it or restore its lost hit points and it is destroyed once it runs out of hit points)
Duration Until figure is destroyed

This spell creates a mystic connection between you and a specially prepared figure representing your deity or a spirit you revere. For the duration of the spell, you take only half damage from all wounds and attacks that deal you hit point damage. The amount of damage not taken by you is taken by the figure instead. Forms of harm that do not involve hit points are not affected. The spell is discharged when the figure runs out of hit points (i.e. when they reach 0). When the spell ends, subsequent damage is no longer divided between you and the figure, but damage already split is not reassigned to you.

4TH-LEVEL SHAMAN SPELLS

DREAM SIGHT
4th-level divination
Casting time 1 action
Range Personal
Components S, M (a stick of incense worth at least 5 gp)
Duration 10 minutes

You fall into a deep sleep while your spirit leaves your body in incorporeal form and travels to distant locations. Your spirit can move 100 feet per round and can see and hear anything you could if you were in the same location. The spirit can be blocked by any spell that wards incorporeal creatures, and it can be detected and attacked in the same way as incorporeal creatures can. A shaman can use commune with spirit to contact you, you cannot see creatures protected by invisibility to spirits, and you are warded by a protection from spirits spell. Your spirit can do nothing but move and observe—it cannot speak, attack, cast spells, or perform any other action. At the end of the spell, your spirit instantaneously returns to your body and you wake up. If your body is disturbed while your spirit is wandering, the spell ends immediately.

FATIGUE
4th-level transmutation
Casting time 1 action
Range Touch
Components S
Duration 1 minute

The subject becomes fatigued on a failed Constitution saving throw and gains 1 level of exhaustion. The target creature can negate the effects of the spell through normal rest.

At Higher Levels. When you cast this spell using a spell slot of 5thlevel or higher, the exhaustion damage increases by 1 for each slot level above 4th.

SPIRIT ALLY
4th-level conjuration
Casting time 1 action
Range 30 ft.
Components V, S, M (a bowl of incense and a morsel of food appealing to the animal)
Duration 1 minute

You summon a kami, yokai or oni (depending on your alignment) of challenge rating equal to the spell slot used or lower, which appears in an unoccupied space that you can see within range. The kami disappears when it drops to 0 hit points or when the spell ends.

If you know an individual spirit’s name, you may request that individual by speaking the name during the casting of the spell (though you might get a different creature anyway).

You may ask the spirit to perform one task for you, and the spirit may request some service in return. The more demanding your request, the greater return favour the spirit asks for. This bargaining takes at least 1 round, so any actions by the spirit begin in the round after it arrives. If you agree to the service, the spirit performs the task you requested, reports back to you afterwards (if possible), and returns to its home. You are honour bound to perform the return favour – you lose an Honour point if you refuse the request.

A spirit may accept some form of payment, such as a magic item, in return for its service. The spirit may keep it or may deliver the item to another shaman somewhere else, where it can help the spirit’s cause.

REMOVE FATIGUE
4th-level transmutation
Casting time 10 minutes
Range Touch
Components S
Duration Instantaneous

The creatures you touch gains the benefits of a long rest. If a subject was already well rested, it does not need to rest or sleep during the next 24 hours. Arcane spellcasters must still rest their minds for 8 hours in order to prepare or ready their spells.

At Higher Levels. When you cast this spell using a spell slot of 5thlevel or higher, you can target another creature for each slot level above 4th.

SNAKE BARRIER
4th-level abjuration
Casting time 1 action
Range 120 feet
Components V, S, M (a shed snakeskin)
Duration 10 minutes (concentration)

This spell creates an invisible barrier that prevents reptiles, reptilian creatures, and dragons from crossing it.  The barrier appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the barrier cuts through a creature’s space when it appears, the creature is pushed to one side of the wall (your choice which side).

Affected creatures are aware of the barrier’s presence and purpose, and reptiles that are not overtly hostile avoid the barrier and those protected by it. Reptilian creatures with hostile intent may try to penetrate the barrier with a Wisdom saving throw. Affected creatures of CR 4 or less must make a successful Wisdom saving throw to cross at all. Any affected creature that crosses the barrier takes 1d4 points of psychic damage, with a successful Constitution saving throw reducing the damage by half. Intelligent reptilian creatures that encounter the barrier usually find it infuriating and are much less likely to befriend and aid the caster.

At Higher Levels. When you cast this spell using a spell slot of 5thlevel or higher, the damage increases by 2d4 for each spell slot above 4th.

5TH-LEVEL SHAMAN SPELLS

ADVICE
5th-level enchantment
Casting time 1 action
Range 30 feet
Components V
Duration 1 hour or until completed

You influence the actions of the targeted creature by offering profound and thoughtful advice grounded in your wisdom and experience. You must word your advice in such a manner as to make it sound reasonable, even if it is not, but you are not limited to a few sentences. If the target creature fails its Wisdom saving throw, it does its best to follow your advice, carrying out the suggested course of action to the best of its ability. If the action would place the creature in great peril or cause its death, the victim can attempt a second saving throw—this time with advantage—just before taking the final plunge to its doom.

BLOOD OF FIRE
5th-level necromancy
Casting time 1 action
Range 120 feet
Components V, S, M (a drop of your blood)
Duration 1 hour or until discharged

You touch up to four willing creatures and enchant their blood which provides protection against blood-benders. When a creature is a target of maho tagged spell the blood bender must make a Constitution saving throw or suffer 2d8 points of necrotic damage and the triggering spell is cancelled.

At Higher Levels. When you cast this spell using a spell slot of 6thlevel or higher, the damage increases by 2d8 for each spell slot above 5th.

6TH-LEVEL SHAMAN SPELLS

FORCE SHAPECHANGE
6th-level abjuration
Casting time 1 action
Range 100 ft.
Components V, S
Duration 1 minute

With this spell, you force any shapechanger to revert into its true form. When you cast the spell, you specify the targets you know or believe to be shapechangers. Any shapechangers targeted by the spell must attempt Wisdom saving throws. If they fail their saves, they revert to their true form amid wracking pain, which causes them 3d10 points of psychic damage. If the saving throw is successful, they retain their current form, but still suffer extreme pain, taking half damage. The shapechanger is locked into its true form for the duration of the spell, but the spell deals the 3d10 points of damage only when the change first occurs.

At Higher Levels. When you cast this spell using a spell slot of 7thlevel or higher you increase the psychic damage by 2d10 per spell slot above 6th.

TRUE SEEING
Per the PHB.

VULNERABILITY
6th-level transmutation
Casting time 1 action
Range 30 ft.
Components V, S
Duration 1 minute

This spell lowers the target’s damage resistance or immunity by 1 step – vulnerability becomes resistance, resistance becomes normal, normal becomes vulnerable if it fails a Constitution saving throw. You may only choose 1 resistance type.

At Higher Levels. You may choose another resistance type for each spell slot you use above 6thlevel to reduce by 1 step.

8TH-LEVEL SHAMAN SPELLS

COMPEL
8th-level enchantment
Casting time 1 action
Range 30 feet
Components V, S, M (an item that represents the target alignment worth at least 1,000 gp which is consumed in the casting. For example, a feather from Suzuki the Phoenix – a lawful good entity)
Duration Permanent

You force the subject of the spell to change alignment, specifying the creature’s new alignment if they fail a Wisdom saving throw. Creatures whose alignments are listed as “always” a specific alignment, and characters who would lose class abilities if they changed to the alignment you specify, have advantage on their saving throws against the spell. Celestials and Fiends and similar creatures that are a personification of an alignment are immune to the effects of this spell. Alteration in alignment is mental as well as moral, and the individual changed by the spell thoroughly enjoys his new outlook. If the subject’s comrades have an alignment outlook that differs significantly from his, he may abandon them or even take actions against them. This is up to the discretion of the DM; the spell has no effect on determining this, as it is more a matter of conscience.

Another compel spell, a wish, or divine intervention is required to reverse the effects of the spell; the subject makes no attempt to return to the former alignment. In fact, he views the prospect with horror and avoids it in any way possible. Thus, if a spellcaster were to cast compel upon him again, causing him to revert to his former alignment or following a new one, he would again receive a saving throw as outlined above.


Banner art: Tribal – Wallpaperby V1N3

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