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Created By
FrankTrollman (talk)
Date Created: 7/28/2009
Status: Complete
Editing: Spelling and Grammar only
Balance: Wizard

{{#set:Length=20 |Minimum Level=1 |Base Attack Bonus Progression=Poor |Fortitude Save Progression=Poor |Reflex Save Progression=Good |Will Save Progression=Good |Class Ability=Divine Spellcasting |Class Ability Progression=Full }}

{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}

This is a variant class written for the Tome series. You may be looking for the spirit shaman class that appears in Complete Divine.

Spirit Shaman[]

The Spirit Shaman is the team player of the natural world. They work with spirits great and small, the incorporeal spark of life within all things. From pacts and oaths, the shaman gains the camaraderie and power of these beings, allowing them to etch their will within the worlds of the living and the dead. As such, they are divine casters of a different bent than clerics and druids. While the cleric's powers come through faith and the druid's comes through communion, the shaman is more pragmatic, gaining their powers from whatever is nearby.

Making a Spirit Shaman[]

Abilities: Summary::A Spirit Shaman is meant for one thing: charming spirits. For this, the most important aspects are Wisdom and Charisma: Wisdom to understand what the spirits are going on about and Charisma to convince those spirits to crush things for you.

Races: Races which are surrounded by the spiritual and natural world often have spirit shamans. Mechanical beings not so much.

Alignment: Spirits come in all sorts of allegiances and alignments, and those who talk them into giving favors are likewise all over the place.

Starting Gold: 3d8×10 gp (140 gp).

Starting Age: As rogue

Table: The White Mage

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +2 Spellcasting, Spirit Guide, Detect Spirits, Resist Nature's Lure 4 2
2nd +1 +0 +3 +3 Strength of Spirit, Woodland Stride 5 3
3rd +2 +1 +3 +3 See the Unseen, Animism (Speak in Tongues) 6 4 2
4th +3 +1 +4 +4 Remove Curse 6 5 3
5th +3 +1 +4 +4 Animism (Speak with Monsters) 6 6 4 2
6th +4 +2 +5 +5 Break Enchantment 6 6 5 3
7th +5 +2 +5 +5 Animism (Speak with Plants) 6 6 6 4 2
8th +6/+1 +2 +6 +6 Ether Gate 6 6 6 5 3
9th +6/+1 +3 +6 +6 Animism (Speak with Magic), See Pockets 6 6 6 6 4 2
10th +7/+2 +3 +7 +7 Answering Spirits, Material Shift 6 6 6 6 5 3
11th +8/+3 +3 +7 +7 Animism (Speak with Stones) 6 6 6 6 6 4 2
12th +9/+4 +4 +8 +8 Empty Pockets 6 6 6 6 6 5 3
13th +9/+4 +4 +8 +8 Animism (Speak with Air), See Deeper Pockets 6 6 6 6 6 6 4 2
14th +10/+5 +4 +9 +9 End Magic 6 6 6 6 6 6 5 3
15th +11/+6/+6 +5 +9 +9 Live Forever 6 6 6 6 6 6 6 4 2
16th +12/+7/+7 +5 +10 +10 Dual Nature 6 6 6 6 6 6 6 5 3
17th +12/+7/+7 +5 +10 +10 Sculpt the Spirit Realm 6 6 6 6 6 6 6 6 4 2
18th +13/+8/+8 +6 +11 +11 Banishment 6 6 6 6 6 6 6 6 5 3
19th +14/+9/+9 +6 +11 +11 All Sight 6 6 6 6 6 6 6 6 6 4
20th +15/+10/+10 +6 +12 +12 Victory 6 6 6 6 6 6 6 6 6 5

Class Skills (Skill Points::4 + Int modifier per level, ×4 at 1st level)
Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge (any) (Int), Listen (Wis) Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str),

Class Features[]

All of the following are class features of the Spirit Shaman.

Weapon and Armor Proficiency: Spirit shamans are proficient with Club, dagger, dart, hand axe, javelin, longspear, quarterstaff, shortspear, spear, sling, shortbow, and throwing axe . They are proficient with light armor, and shields.

Spellcasting: The spirit shaman casts divine spells. Once between times that the sun sets, a spirit shaman may commune with the spirit world for hour. During this communion, the Spirit Shaman regains their spell slots and may select 4 spells from the Spirit Shaman list of each level she can cast spells from. These spells may be cast spontaneously by the Spirit Shaman. Applying metamagic never takes any extra time. The Spirit Shaman's save DCs are Charisma based, and their bonus spells are Wisdom based.

The spirit shaman list consists of the following spells:

0—alarm, cure minor wounds, dancing lights, darkness, detect magic, detect poison, fleeting flame[1], light, prestidigitation

1st—animate fire[2], charm person, cure light wounds, disguise self, endure elements, entangle, make manifest[3], pass without trace, protection from chaos, protection from law, sleep, summon spirits I

2nd—blink, control plants, detect thoughts, ethereal jaunt, glitterdust, hideous laughter, invisibility, see invisibility, stone tell, summon spirits II, tree stride, warp wood, wood shape

3rd—animate objects, animate plants, clairvoyance, consecrate, deep slumber, desecrate, etherealness, greater invisibility, magic circle against chaos, law, plant growth, remove disease, summon spirits III, transport via plants

4th—baleful polymorph, charm monster, cloak of the sea[3], command plants, dimension door, dimensional anchor, feeblemind, ghostform[3], illusory feast[3], neutralize poison, reincarnate, scrying, stone shape, summon spirits IV, true seeing

5th—break enchantment, circle of death, find the path, magic jar, move earth, sirine's grace[3], plane shift, regenerate, repel wood, summon spirits V, wall of thorns

6th—hallow, heal, insanity, irresistible dance, mass drown[3], nightmare, summon spirits VI, unhallow,

7th—dimensional lock, finger of death, foresight, greater plane shift[3], planar bubble[3], solipsism[3], summon spirits VII

8th—fimbulwinter[4], frostfell[4], maddening whispers[3], mass charm monster, maze, summon spirits VIII, true reincarnate[5]

9th—mass heal, mind blank, programmed amnesia[3], reality maelstrom[3], reaving dispel[6], soul bind, summon spirits IX, trap the soul, weird

Spirit Guide: The Spirit Shaman has a spirit guide, some kind of freaky critter that guides them from the Ethereal plane. The spirit guide has the form of a monster with a CR equal to the spirit shaman's level, but always has an Intelligence equal to the spirit shaman's Wisdom and has the same alignment as they do. The spirit guide exists only on the ethereal plane, but the spirit shaman can see and hear it as if it were on the same plane as they are. The spirit guide takes a new form every time the spirit shaman changes level, chosen by the DM.

Detect Spirits (Su): A Spirit Shaman knows when there are incorporeal creatures, astral creatures, ethereal creatures, or fey within 60 feet of themselves. One of these creatures that has remained within 60' of the spirit shaman for a second round has their five foot square known by the spirit shaman. A spirit shaman knows roughly how many hit dice such a creature has if they stay within 60 feet for a third consecutive round.

Resist Nature's Lure (Ex): A spirit shaman gains a +4 bonus on saves against the spell like abilities of Fey.

Strength of Spirit (Su): At 2nd level, a spirit shaman hulks out whenever they are on the ethereal plane. Add their Charisma bonus (if any) to their Strength, their Wisdom bonus (if any) to their Constitution, and their Intelligence bonus (if any) to their Dexterity. The spirit shaman also has a Deflection bonus to AC equal to their Wisdom modifier while they are on the Ethereal Plane.

Woodland Stride (Su): At 2nd level, a spirit shaman can move through natural surroundings unimpeded. The spirit shaman treats difficult terrain caused by vegetation as if it was not difficult terrain.

See the Unseen (Su): A spirit shaman of 3rd level sees invisible, astral, and ethereal things within 60 feet of themselves.

Animism (Ex): A spirit shaman can listen and speak directly to the spirit in all living things. Also they have a really expansive idea of what constitutes a living thing. At 3rd level, a spirit shaman can speak with any living creature that has a language. At 5th level, they can speak with any living creature as if they had a language and a language in common with the spirit shaman at that. At 7th level, they can speak with plants. At 9th level, they can speak with magic items and constructs. At 11th level, they can speak with earth and stone. At 13th level they can speak with the air itself, which coincidentally allows them to mimic message or whispering wind whenever they want. Note that as described in speak with plants and stone tell, that inanimate objects can be kind of uninteresting conversationalists.

Remove Curse (Sp): At 4th level, a spirit shaman may cast remove curse as a spell like ability a number of times per day equal to their Wisdom modifier. Caster level is their character level.

Break Enchantment (Sp): At 6th level, a spirit shaman may cast break enchantment as a spell like ability a number of times per day equal to their Wisdom modifier. Caster level is their character level.

Ether Gate (Su): An 8th level Spirit Shaman may open up a gateway between the ethereal plane and the physical world. The gate stays open as long as the spirit shaman concentrates. For every five feet wide the shaman makes the portal, they suffer 2 points of damage for every round they hold it open.

See Pockets (Su): A spirit shaman of 9th level or more can see what's inside any pocket dimensions whose egress is within 60 feet of themselves. The place the pocket dimension connects with the rest of reality is obvious (to the spirit shaman). At 13th level, the range extends to 120 feet.

Answering Spirits (Su): At 10th level, a spirit shaman can ask questions of the spirit world that will actually be answered. This is like contact other plane, but there is no chance of going insane. The shaman may ask a number of questions per day equal to their Wisdom modifier.

Material Shift (Su): At 10th level, the spirit shaman can draw things into the material world from coterminous planes.

Empty Pockets (Su): A spirit shaman of 12th level or more can have any number of things they are aware of pushed into the material plane from extradimensional spaces as a standard action.

End Magic (Su): With a standard action, a 14th level spirit shaman can automatically dispel an effect or suppress an item within medium range.

Live Forever (Ex): A 15th level spirit shaman lives forever and never suffers any penalties for old age, nor loses any XP for being reincarnated. Also, their type changes to Fey.

Dual Nature (Ex): At 16th level, the spirit shaman can be in the ethereal plane and whatever other plane at the same time. They count as being on the ethereal plane or their coterminous plane both. Which means that they do get the benefits of strength of spirits while picking up physical objects. Woo-hoo.

Sculpt the Spirit Realm (Su): At 17th level, a spirit shaman can fill up the ethereal realm with stuff just by thinking about it. Five minutes meditating mimics a true creation.

Banishment (Su): An 18th level spirit shaman can send any target within medium range to any plane of existence they choose with a standard action. The victim may make a Will save against a DC of 10 + ½ Level + Charisma Modifier to avoid being transported. If the victim is transported, the spirit shaman may additionally dimensional anchor them to their destination plane for 24 hours.

All Sight (Ex): At 19th level, a spirit shaman can perceive everything within medium range of themselves, even if that thing might be invisible or on a coterminous plane, or in an extradimensional space. Just because something can be perceived does not mean it is noticed, and stealth and perception checks still apply (although distance and visibility modifiers do not).

Victory: At 20th level, the Spirit Shaman wins D&D.

New Spells[]

The Summon Spirits line of spells are similar to the Summon Monster spells, except that they each have a duration of 10 minutes (regardless of level) and summon the following creatures:

Summon Spirits I

  • Grig
  • Bogun
  • Myconid Worker

Summon Spirits II

  • Small Elemental
  • Nixie
  • Petal

Summon Spirits III

Summon Spirits IV

  • Energon
  • Large Elemental
  • Wraith

Summon Spirits V

Summon Spirits VI

  • Huge Elemental
  • Umbral Banyan
  • Kelp Angler

Summon Spirits VII

  • Greater Elemental
  • Cauchemar
  • Spirit of the Air

Summon Spirits VIII

  • Dao
  • Living Holocaust
  • Elder Elemental

Summon Spirits IX

  • Elemental Monolith
  • Aoa Sphere
  • Omnielemental

References[]

  1. Dragon Magazine #326
  2. Complete Arcane
  3. 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 3.11 Spell Compendium
  4. 4.0 4.1 It's Cold Outside
  5. Masters of the Wild
  6. Player's Guide to Faerun

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