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Blackbando

path of the shaman

Nov 10th, 2018
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  1. path of the fuck you
  2. #### Spellcasting
  3. When you reach 3rd level, you evolve your rage with the ability to cast spells.
  4.  
  5. **Cantrips.** You learn two cantrips of your choice from the Druid spell list. You learn an additional Druid cantrip of your choice at 10th level.
  6.  
  7. **Spell Slots.** The Shaman Spellcasting table shows how many spell slots you have to cast your spells of 1st level or higher. You regain all expended spell slots when you finish a long rest.
  8.  
  9. **Spells known of 1st level and Higher.** You know three 1st-level Druid spells of your choice, two of which must be from the Conjuration and Evocation spells on the Druid spell list.
  10.  
  11. The Spells Known column of the Shaman Spellcasting table shows when you learn more Druid spells of 1st level or higher. Each o these spells must be a Conjuration or Evocation spell of a level you have the spell slots for.
  12.  
  13. The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
  14.  
  15. Whenever you gain a level in this class, you can replace one of the druid spells you know with another spell of your choice from the druid spell list. the new spell must be of a level for which you have spell slots, and it must be a Conjuration or Evocation spell, unless you're replacing one of the spells you gained at 3rd, 8th, 14th, and 20th level from any school of magic.
  16.  
  17. **Spellcasting Ability.** Wisdom is your spellcasting ability for your druid spells, since you learn your spells through meditation and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.
  18. you can only cast while raging
  19.  
  20. SPELLS
  21. Earth
  22. Cantrip - *magic stone, mold earth*
  23. 1st - *earth tremor, sand pillar*
  24. 2nd - *dust devil, earthbind*
  25. 3rd - *erupting earth, thunder step*
  26. 4th - *Evard's black tentacles, staggering smite*
  27. Fire
  28. Cantrip - *control flames, fire bolt*
  29. 1st - *burning hands, searing smite*
  30. 2nd - *heat metal, scorching ray*
  31. 3rd - *fireball, Melf's minute meteors*
  32. 4th - *fire shield, wall of fire*
  33. Metal
  34. Cantrip - *sword burst, thunderclap*
  35. 1st - *shield of faith, thunderous smite*
  36. 2nd - *cloud of daggers, spiritual weapon*
  37. 3rd - *elemental weapon, protection from energy*
  38. 4th - *death ward, Otiluke's resilient sphere*
  39. Water
  40. Cantrip - *frostbite, shape water*
  41. 1st - *fog cloud, ice knife*
  42. 2nd - *freezing jet, misty step*
  43. 3rd - *tidal wave, wall of water*
  44. 4th - *ice storm, watery sphere*
  45. Wood
  46. Cantrip - *poison spray, thorn whip*
  47. 1st - *cure wounds, entangle*
  48. 2nd - *spike growth, something*
  49. 3rd - *plant growth, mass healing word*
  50. 4th - *grasping vine, guardian of nature*
  51.  
  52. #### Shaman's Rage
  53. When you choose this primal path, at 3rd level, you gain the ability to manipulate the mana of the natural world, when you rage. When you enter a rage, choose one element from earth, fire, metal, water, or wood. You can cast the listed spells and cantrips during the rage, and can keep concentration on them for the duration of the rage. Other spells as normal do not work while you are raging. If your rage ends, any ongoing spells end.
  54.  
  55. Also, your rage doesn't end early if you cast a druid spell on your turn.
  56. #### Elemental Aspect
  57. Starting at 6th level, when you enter a rage and choose one element to cast spells with, you gain a benefit based on that element for the duration of your rage.
  58.  
  59. ***Earth.*** When you cast a druid spell on your turn, you can use your bonus action to force all creatures within 5 feet of you to make a Strength saving throw. On a failed saving throw, a creature is moved away from you a number of feet equal to 5 + 5 x the slot level of the spell in a straight line. The earth itself throws your foes away from you.
  60.  
  61. ***Fire.*** When you cast a druid spell on your turn, you can use your Reckless Attack feature to gain advantage on spell attacks against targets within 30 feet, or grant disadvantage to one creature's saving throw against druid spells you cast until the end of your turn. The destruction of fire incinerates your foes.
  62.  
  63. ***Metal.*** When you cast a druid spell of 1st level or higher on your turn, you gain temporary hit points equal to 5 x the slot level of the spell, which last for the duration of your rage. The unbreakable will of metal makes you forever resilient.
  64.  
  65. ***Water.*** When you cast a druid spell on your turn, you can move a number of feet equal to 5 + 5 x the slot level of the spell without provoking opportunity attacks. The flowing tides of water enable you to slip between your foes.
  66.  
  67. ***Wood.*** When you cast a druid spell of 1st level or higher on your turn, you can also restore hit points to a creature of your choice within 30 feet of yourself. The creature regains hit points equal to your Wisdom modifier (a minimum of 1) + the slot level of the spell. The woods of the world work together to heal your allies.
  68. #### Natural Adept
  69. At 10th level, you have grown your connection to nature, gaining the following benefits:
  70.  
  71. ***Druidic Scholar.*** You add your Wisdom modifier (a minimum of +1) as a bonus to all Intelligence (Nature) checks you make.
  72.  
  73. ***Land's Stride.*** You ignore difficult terrain while raging.
  74.  
  75. ***Natural Blessing.*** You add your rage damage bonus to the damage rolls and number of hit points you restore with your druid spells.
  76. #### Mystic Ward
  77. By 14th level, your magic protects you when you rage. While you are raging, you have advantage on saving throws against spells, and resistance to damage dealt by spells.
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