Shamanism Domain (Homebrew)
Hit Points
Hit Dice: d4 per Shamanism Domain (Homebrew) level
Hit Points at first Level:
Hit Points at Higher Levels:
Proficiences
Armor:
Weapons:
Tools:
Saving Throws:
Skills:
Overview & Creation
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. They commune with spirits, demons, nature spirits, and the most powerful of spirits, who might be considered deities. The shaman offers prayers, and services to the spirits, and in return gains the favor of patron spirits who bestow spells and other magical abilities upon him.
Strengths: Magic Control, Endurance
Level |
Spells |
1st |
faerie fire, goodberry |
3rd |
earthbind, moonbeam |
5th |
gaseous form, haste |
7th |
blight, locate creature |
9th |
antilife shell, reincarnate |
Spirit Patron
At 1st level, you form a bond with a patron spirit who empowers your spellcasting. The type of spirit should correspond to your character’s values - for example if your spirit is an animal, you could value nature and life, while if it is an ancestral spirit, you might value tradition, family and loyalty.
Ancestral Spirit. The number of cleric spells you can prepare increases by 1.
Animal Spirit. You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known. When you cast the spell, the type of animal must always be the same, and it is a celestial instead of a beast. Its appearance is that of the chosen animal, but translucent.
Demonic Spirit. You can cast disguise self at will, without expending a spell slot. Additionally, you learn a warlock cantrip of your choice, which does not count towards your number of cantrips known.
Primordial Spirit. When you are hit by a melee attack, you can use your reaction to vanish from your current plane of existence and appear in the Ethereal Plane until the start of your next turn, and move up to half your speed as part of the same reaction. You disappear right before the triggering attack connects. The spell fails and the casting is wasted if you are already on the Ethereal Plane. While on the Ethereal Plane, you can see and hear the plane your originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so. Once you use this feature, you must finish a short or long rest before you can do so again.
Channel Divinity: Spirit Sight
Starting at 2nd level, you can use your Channel Divinity to see into the spirit world. As an action, you present your holy symbol, and gain truesight out to a range of 60 feet for 1 minute.
Gift of Patronage
Starting at 6th level, your patron spirit bestows upon you another feature depending on the type of patron you chose at 1st level.
Ancestral Spirit. You can always cast the cure wounds and healing word spells, whether you have them prepared or not.
Animal Spirit. You have advantage with Wisdom (perception) checks, as long as you have your familiar within 5 feet of you.
Demonic Spirit. You can cast polymorph once without using a spell slot. You can’t do so again until you finish a long rest.
Primordial Spirit. You gain an additional use of Channel Divinity.
Efflorescence
Starting at 8th level, as an action you can restore hit points to any number of friendly creatures within 30 feet of you. The number of total hit points you can restore equals twice your cleric level, and you can divide the healing among your allies as you see fit. Once you use this feature, you must finish a long rest before you can do so again.
Spirit’s Favor
Starting at 17th level, you gain resistance to necrotic and radiant damage.