#The Shaman-New ritual based class by ShyTyVA
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SHAMAN The bustling streets of the kingdom's capital roars with life. The foot traffic on the cobbled streets pounds like rain drops in a storm. An elvish woman carries her ill son coddled in her arms, his fever continues to get worse and worse with each step. As she turns the corner she finds ...
The Shaman-New ritual based class by ShyTyVA
There is 3 classes named shaman in this forum
And mine has a subclass called shaman
It's become a very common name recently
Is this just a not you wished to make?
also i believe mine is the only half caster
Is this just a not you wished to make…wth does that mean
Then kinda yeah? But i also think its an exhausted idea
this idea has been kicking in my head for a few months now, hell you can find my ideas as far back as like early summer. If you believe its overdone thats your opinion but unless you have come to view this project as its own entity would you pleases leave? I already struggle with the worth of my creative endeavors im not gonna let someone else fuck with it.
I dont wish to be mean but I barely wanna share here anymore
Uhhh….it wasnt that serious…i have one aswell as i said, i didnt say you specifically
THe firse message from another person i get is what can be considered a jab at my origonality.
Im not saying its your intent just i took it that way
regardless im getting back to work on it
Well, it's hardly exhausted, most implementations are pretty bad
I hope mine comes up good
Once I dig through the mountain of stuff I have to read, I'll see
I do agree most i have seen suck (mine included)
A note as well, NP is for name pending and english is not my 1st language so i do apoligise for any gramatical mistakes plus this is super rough.
You could put it into GMBinder, that'd make it easier to read
Oh its on google docs, i do agree its just easier to read on homebrewery/GMbinder
Why not start there from the beginning? It's not like Google Docs have any terribly useful features for rough drafts
My brain acts funny tbh
When i put thing in homebrewery my brain yells at me to find art
and seeing as im getting art commissioned for this its mental strife i dont wanna put myself thru seeing as i might just destroy what i have now and redo it ya know
uh, I've always been doing stuff in Homebrewery and I've never added art
I will if I ever get something to a "publishing" state, but that's one of the last steps
I add art to the front page but thats it
My process demands i have art for things and seeing as i have to be done with this by the end of spooky month i wanna have all my eggs in a row
this doc is kind of like a script for a vid for me so that may be the disconnect.
Regardless it will be in homebrewery at some point
(also if at any point i am to begin monitizing my work i intend to have a free version like Antonio Damico and Dungeon Dad)
Why do people feel the need to make the whole month spooky anyway?
Americans are weird
All Hallows Eve approaches
SHAMAN The bustling streets of the kingdom's capital roars with life. The foot traffic on the cobbled streets pounds like rain drops in a storm. An elvish woman carries her ill son coddled in her arms, his fever continues to get worse and worse with each step. As she turns the corner she finds ...
Abit late, but re: the use of calling it shaman: to be fair, the reason there are so many shaman, is because the archetype that shamans represent aren't really covered by official classes. Same reason there's so many alchemist homebrew too.
Now, as for the class it self, do you have any example of what could be a combat rites?
Rites in general seems like a core identity of the class, so it's hard to judge, without knowing what kind of rites the shaman gets.
think things like an upgraded version of witch bolt
they all have an inital boon they grant to start the rite off but on subsequent turns its just numbers
I cant rlly give an example rn because im making the familiar jawns
No worries. I'll just have a look at it later.
kk
btw quesion what should the naming convention for friends on the other side be.
rn im doing placeholders of X companion
This is what i got so far
for the spirit familiar
i feel this has the potential to be rlly fucking cool
Rite of the Hemolink
Duration: 1 minute
Components: A drop of your targets blood as well as a drop of your own (Is consumed), a straw doll made by your hands, A knife worth at least (idk) gp or (idk) gp
Range: 30 ft
You channel the words of power as you take both your blood and your target's blood and drip them onto the doll allowing it to soak all the way through. The target of this ritual must then make a Charisma Saving throw on a failed save the doll takes on a mixture of both the appearance of the target of this rite and you and you choose one of the following options. On a successful save the Rite has no effect.
Boon: You channel the magic of the ancestors to bring you and your link enhanced vigor. Both of your maximum hit points are increased by 5
Bane: You channel the magic of the old ways and bring both you and your target misfortune. You and your target's maximum hit points are reduced by 5. In addition neither you or the target of this Rite may gain hit points for the duration of this Rite. If either you or this creature's maximum hit points reach 0 via this Rite all of their blood is sucked from their body reducing them to a bone dry husk.
If you choose to continue channeling this Rite you and the target get the following effects based on your prior choice
Boon: You and the target of this rite gain a +1 bonus to the next attack and damage roll.
Bane: You and your target both lose 1d8 maximum hit points.
This rite ends automatically if your target's hit points are reduced to 0 in addition at the end of this rite the straw doll breaks down and is reduced to nothing but unusable scraps. Any maximum hitpoint loss from this rite lasts for the duration of this rite or until the rite is ended at which point their current hit points remain the same as their prior maximum hit points. This rite ends if you move outside of the 30 ft range.
At level X the maximum hitpoint gain and loss from the first channel increases to 10, the attack and damage bonus increases to +2 and the 1d8 is increased to 1d(12?)
Hola
They have the same idea of rites
@amber grotto Hey, ive come to look and help with this because I funnily enough worked on a very similar class a few months back and am just continuing it now, and thought to look into someone elses thoughts of it
Also you seem like your good at finding class identity and ive felt my own lacked a definable archetype
My own class The Oungan (originally Occultist, but was way too generic) is a spirit mage, which are granted natural insights into the fabrics of reality through a close encounter with otherworldly forces- unlocking something in their mind, like an urge or instinct.
By giving into these temtpations their own body begins to teach them rituals and words that let them communicate with the spirits of the world around them, soon enough letting them fluently learn how to do it themselves.
The class was of course a Ritual Caster, but also gained Spirit Marks which let you infuse yourself with spirit magic- and give you traits normally only found on monsters.
Their most interesting traits were my own interpretation of Rites, which added spells not normally rituals to your Oungan spell list, and let you cast them as rituals. When cast like this they gained a unique benefit, but in reality im not very confidant in how good that is thematically.
Class names are definitely supposed to be generic though
Well, I mean for the community. Theres hundreds of thousands of "Occultist" classes out there, and it would really just blend in with other homebrew classes if it kept that name 😅
But yeah I want to see Tyrones interpretation of a similar concept, both as inspiration and to provide my own insights
Maybe. But at least it'd be clear what the class does
Id argue a name not commonly heard would make someone more interested in looking into the class, but I digress
I'd argue it wouldn't, I can't be bothered to check something out if the creator can't be bothered to tell me what it's about. Yes, on Discord or Reddit you can make up for it by adding a short explanation in the title, but the name is a part of the brew, and unclear names are bad design
... how objective of you
But enough about my own class, id like to learn more about this one
yes
they will
as for this
Im sorry I have not been updating you guys on this I have been stressed with trying to move. So do you guys have any questions about the class its mechanics or its identity?
I believe it should be relatively clear but Im not immune to the trap of leaving things in my head.
Rite of Conflagration
Duration: 1 minute
Components: An active flame, a ruby gem worth at least 300(?) gp or 400 gp.
Range: 60 ft
You channel the words of power and set the ruby gem to the roaring blaze used in this rite. The ruby gem begins to absorb the flame extinguishing the fire, as it streaks with heat only known to the great City of Brass. Make a ranged spell attack, on a hit the gem imbeds itself into the target dealing 4d6 piercing damage. On a miss the ruby shatters against whatever surface a surface within 5 ft of the target. Exploding into a ball of flames destroying the ruby and igniting all unattended objects within 10 ft of the explosion. This blast is harmless to creatures as the flames die out when not embedded in a proper host.
As you continue to channel this rite you may choose one of these two options.
Roast: You command the ruby to slowly cook your target from the inside out. The embedded creature must make a Constitution Saving Throw against your spell save DC on a failed save; the embedded creature takes 5d6 fire damage half as much on a successful save.
Flame of Fury: You command the ruby’s burning sensation to your target's nerves trying to incite a blind fury. The embedded creature must make a Wisdom saving throw against your spell save DC. On a failed save the embedded creature is forced to use all of its available movement and its action to move to and make a melee attack against the nearest creature. The attack has a +1 bonus to attack and damage rolls and deals an additional 2d6 fire damage on a successful hit. On a successful save the creature manages to avoid any negative effects. (If a creature has multiattack or extra attack the creature need not use it when being controlled this way.).
At later levels: At level X...
Im back to it boys and girls
Im have a question tho
is the friends feature too much?
Here we are I hope yall can help me clean it up
I will make Util rites later
also i need to rewrite the rites feature to explain rite slots
i cant decide if its going to scale like rage or prof bonus
Rites
Starting at 1st level you learn the ancient practice known as Rites. These rites were ancient peoples first foray into the weave long before the practice of wizardry was created. Rates can be broken into two schools: Rites of War and The Rites of (Convenience / Advantage).
Learning New Rites
You naturally know an amount of rites as noted on the Shaman Table. In addition to these rites you naturally learn however you also can learn additional rites by obtaining instructions for them by either being taught the rite by another shaman, studying the instructions on paper, or as a gift from the old gods at your DM’s discretion. For the first two methods however you must spend at least 10 / Your intelligence modifier hours absorbing the information in addition to this you must also either sacrifice items worth the gold value of the rite as listed in the rites material cost or by sacrificing the proper amount of gold, the items or gold then disappear after being consumed in a ghastly flame as an offering to The Old Gods at which point you may add the rite to your known rites.
Rite slots
You have an amount of rite slots equal to your Intelligence modifier that you can use to channel your rites each day. During your daily preparations declare the rites you have prepared up to an amount equal to your rite slots as well as what slot said rite is in. You can only channel these rite this day until your next long rest.
Rites of (Convenience / Advantage) as well as some features take up your rite slots once they are completely channeled, essentially removing that slot as it is “occupied” by that rite of feature until your next long rest or until you stop channeling it at which point the slot becomes inert and can only “open” again during your next long rest unless another feature says otherwise.
Rites Of War
Rites of war are simple rites that only require one caster, however these rites take a great deal of focus. When you channel a Rite of War you expend your action as well as each of its components to bring the magic to reality. However unlike most other forms of long lasting magic Rites or War must be maintained. Every other turn after you first channel a rite of war you must take the channel action or have the magic of the rite fizzle into nothing ending the rite.
Rites of (Convenience / Advantage)
Rites of (C/A) are rituals that take days, months or in some fringe cases up to years to perform and may require up to 10 people to complete. Rites of (C/A) require its caster as well as the participants of the rite to make a check pertaining to the rite as stated in the text of the rite. The DC of the rite is also stated in the rite, alternatively your Dungeon Master can make the rite easier or harder depending on extenuating factors. You fail the channeling of the rite if half or more of the participants fail the DC of the rite or if during the channeling of the rite the magic of the ritual is disrupted. Material costs for these rites are consumed as part of the channeling and disappear into ghastly flames as an offering to the Old Gods.
Rites of (C/A) can be completed in increments unlit other forms of casting, meaning one can stop and restart the rite at your leisure assuming all participants are still available. When you find yourself or your group stopping the current session of channeling note the amount of time successfully channeling the rite. When you restart the rite with all of the participants you each must make another check as stated in Rite again this DC can be edited based on extenuating circumstances. If you fail at this point or at any point after you simply waste the time you spent and go back to the original denoted time. If you change a currently channeling rite out of its rite slot its effect ends, if the rite was still in the process of being complete you lose all progress on said rite.
After some criticism i went back to the drawing boad and decided to rewrite the rite system I removed the slow an temp hp thing
made the combat rites different
and actually described the Utility rites
on top of this i named Combat Rites
What do yall think?
Okay i'mma be real, I dig the vibe of the class but I think the biggest problem I currently I have is the formating and the way the text is structured, as it currently is presented it's kinda difficult to read.
On the mechanical side of things I think so far it's alright? I can't pick up that's ostensibly wrong or in a huge need of fixing.
I will be formatting it later
I just wish to finish up the actual text
Rn i have my last subclass being War Priest and the Utility Rites.
Though yeah I get the formats fucky and I rlly wanna see it in Homebrewery
Personally homebrewery is very fucky on my end, text goes off screen and that kinda thing, honestly if you thinker with the formating a bit I'll have no problems apart from the subclasses being a bit sparse.
Yeah I use Chrome on my phone cause it's literally the only working device I have left.
Alright new batch of rites
Rite of New Body
Components:
Participants: You and the target creature
Skill: Arcana / Nature
DC: 15
Over the course of the next 4 hours imbue the target creature with magic that subtly edits their form. You can use this rite to change minor cosmetic attributes of a creature, such as covering up scar tissue, changing eye color, or changing the creature's hair from curly to straight. In addition to this you can also change the creature's physiology to better suit their needs and wants. When you begin this Rite you can also select one of the following
Gills. The rite has the creature grow small gills that allow the creature to breathe underwater indefinitely. The creature also gains a swimming speed equal to half its movement speed
Claws. The rite has the creature's nails grow slightly. The creature's unarmed strikes now deal 1d4 slashing damage. The creature also gains a climb speed equal to half its movement speed
The effects of this rite vanish immediately if you remove it from your the rite slot
At later levels. At level 9 the halved movement speed becomes the creatures full movement speed
Rite of Resilience
Components:
Participants: You and the target creature
Skill: Nature
DC: 15
Over the course of the next 4 hours imbue the target creature with inhuman resilience. The target creature now ignores difficult terrain effects caused by adverse weather conditions and gains the powerful build trait as see below
“You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.”
At later levels. At level 9/15 (id yet) the creature gains resistance to one of fire or cold damage and counts instead as two sizes larger.
Rite of the Impenetrable Mind
Components:
Participants: You and the target creature
Skill: Arcana
DC: 15
Over the course of the next 4 hours you weave a matrix of arcane hexes and wards across a creature's body. The target creature now has resistance to psychic damage.
In addition to this, when a creature attempts to either invade the target creature's mind/possess them in any way that creature must make a Wisdom Saving Throw against your spell save DC. On a failed save the creature takes Xd8 psychic damage where X is your proficiency bonus and has their attempt halted.
At later levels. At lv 15 the resistance instead becomes an immunity.
Google Docs is so much easier to use. What?
What's the difference between Rites and Spells?
So a rite is a ritual that requires you use an action to activate it every other turn
The passive benefits remain but the active only occurs when you channel the rite
you also have a pseudo concentration on said effects
if you dont use your turn to channel when nessisary the rite ends
As for the other ones above these are just rituals from pf2e if u have played that
It absolutely isn't. It's easier to format in markdown
That's definitely subjective (and an opinion I've never heard before)
So I'll take your point
For some people (me) Google docs is far easier and more intuitive
It's also easier to read on mobile, and no harder to read elsewhere
I haven't, though I have the PHB
Im currently in the process of rewriting them
like the rules
so they are more inteligable while keeping small
cuz being real
every time i open a spellcaster up on wikidot my eyes roll
Why's that?
The spellcasting feature has SO MUCH TEXT
I know its to properly explain it but ffs
shit is long
Rite of Cursing (Curse)
Components:
Participants: You and the target creature
Skill: Arcana / Religion / Nature
DC: 15
You begin a foul curse over the next 8 hours on a creature whose dna you possess. When this rite is complete the creature must make a Wisdom saving throw or have the effects of the curse apply to them. If the creature succeeds, the rite ends and you are aware the creature was not cursed.
Curse of the Hollow Mind- The target creature begins a dementia-like process that sees them forget important events and or people in their life randomly. If a creature remains cursed with this rite for one full year the curse progresses, having them lose memories of who they even are. The creature upon completing a long rest now looses a feature randomly from their stat block. Upon finishing a rest that feature is regained and the process repeats.
Curse of Misfortune- The creature becomes cursed with misfortune. The creature now has a -1 penalty to all rolls. If a creature remains cursed for one full year the curse progresses, now the creature subtracts a d6 from all their rolls.
Curse of Aversion- The target creature now becomes unsettled by a random stimulus that they surround themselves with in their day to day lives. For a chef it could be their outfit or maybe knives, for a soldier it could be their gun etc. When that stimulus comes within the target creature's sight the creature must make a DC 10 Wisdom save or become feared of that stimulus for the next 1d6 minutes. This effect can only happen once every hour. If a creature remains cursed for one full year the curse progresses, now the creature in addition to the normal effects of being feared must expend all of its movement attempting to escape the stimulus until it is out of the creature's line of sight or until the 1d6 minutes elapse.
Curse of Unsettling appearance- The target creature's body morphs to become a slightly less appealing version of themselves in the eyes of those who observe them. For one person their face may be contorted, to others their proportions may seem to be off. Any relationships with other intelligent social humanoids decrease by one stage. This is unless the humanoid is either married to the creature, related by one degree of separation, or the creature does not care about appearances. If a creature remains cursed for one full year the creature now appears as a monster to other intelligent social humanoids. Said creatures are now immediately hostile to the target creature though this does not mean they will always attack them.
Curse of Restless Nights- The target creature now suffers from insomnia and can not properly rest. When the target creature takes a rest they are plagued by awful visions and awake screaming in the middle of the night randomly; this does not interrupt the mechanical benefits of resting. If a creature remains cursed for a full year their insomnia progresses, now when the creature rests they now only recover half the amount of hit dice on a short rest and only regain half their maximum Hit Points on a long rest.
If you fail at cursing a creature that creature has a form of 6th sense that you are the one who attempted it. If a creature cursed by you makes you incapacitated the curse ends, or if the cursed creature destroys your channeling medium.
At later levels: At 9th level you can target up to 2 creatures and at 15th level creatures do not know that you attempted to curse them unless they have seen you before you can now also target up to 3 creatures.
Speaking of 🙂
I hate how complicated it looks but its like 7 different features in 1 because that saves page space
Gasp! you mentioned the cursed website
must be terminated at once
Whats wrong with the dot?
Its a pirate site, and this server has rules against mentioning them. I dont care but it is a thing
I see
I shall keep my accursed knowledge far from this land.
Thx for the heads up
whaddya think btw?
I feel like the DC should be 20
Oh im not here to help, i am but a spectator drifting through the infinite sea
watching all but not interfereing
I see
Any of the other non lurkers wanna take a shot at it then?
Ik but id how else to say it
DNA is never referenced in the phb (i dont think)
but like
such as strands of their hair, nail clippings, or personal belongings.
what i use for my voodoo master class
Rite of Walking Dead
Components:
Participants: You and the target creature
Skill: Arcana / Religion
DC: 15
You attempt to breathe life into a corpse of a humanoid size medium or smaller. This undead is not powerful enough to fight well however it does act as a servant for you. The creature uses a zombie or skeleton stat block however it will refuse to fight unless its life is in danger. Regardless of the stat blocks intelligence the creature can hold conversation and has a personality of your choosing. The creature obeys all your commands that do not involve it causing harm to itself to the best of its ability as long as it remains within 300 miles of you on the same plane of existence. Upon the creature leaving that range it becomes inert though it still can see and hear while in this state.
As an action you can assume absolute control of your undead servant's body seeing what it sees and moving its body as if it were your own. While doing this your own body is unresponsive and your heart rate slows (though your normal bodily processes continue as normal).
At later levels. At levels 5, 9, and 15 the amount of creatures able to be under your command increases by 1
Where in the docs are the full rules?
I'm not sure I'm fully understanding from your short description + the text of the rites
For example, what's the duration on Rite of the Impenetrable Mind?
Does the resistance last forever, or end after 4 hours? What about the other effect?
oh
i forgo
I have 2 doc pages
one is the class the other is the rites
here
Rites Starting at 1st level you learn the ancient practice known as Rites. These rites were ancient peoples first foray into the weave long before the practice of wizardry was created. Rates can be broken into two schools: Rites of War and The Rites of (Convenience / Advantage). Learning New Ri...
So, this one:
• You have to channel for a whole minute
• After a minute, the target restores 2d8 + MOD HP and recovers from a condition
• You can keep channeling it to heal the target for 1d8
• It costs a bunch of water or some gold
I feel like I'm missing something
Is it an out of combat spell to be done in place of a short rest?
Is the 2d8 meant to happen immediately and then you can keep channeling it for up to a minute to heal the 1d8s?
I think the rules need a bunch of clarification
I feel like if it's the latter, I would write it like this
When you initiate this rite, a creature you can see within range regains hit points equal to 2d8 + your spellcasting ability modifier. If your target is blinded , deafened, paralyzed, poisoned, or stunned, you end one such condition or one disease afflicting it.
When you channel this rite on subsequent turns, a creature you can see when range regains hit points equal to 1d8 + your spellcasting ability modifier.
no
It is not
That is a rite of war
they are cast over the course of one action and are intende to be used in combat
It has dawned on me that i deleted the blurb that said "Rites of war are simple rites that only require one caster and have a casting time of one action"
I have brain rot
Did you not read the section called rite of war?
Rites Of War
"Rites of war are simple rites that only require one caster and have a casting time of one action, however these rites take a great deal of focus. When you channel a Rite of War you expend your action as well as each of its components to bring the magic to reality. However unlike most other forms of long lasting magic Rites or War must be maintained. Every other turn after you first channel a rite of war you must take the channel action or have the magic of the rite fizzle into nothing ending the rite. "
This holds true for most shaman, voodoo and alchemist class homebrews so it's nice to see one done creatively without just "hurr let's throw chain lightning on someone wearing a wolf pelt" 😅
Damn
Me in the corner with my voodoo practioner class
I did
I didn't find it particularly clear, especially with the formatting of the rite description
I believe this is a better way to say this though
Rites Of War
Rites of war are simple rites that only require one caster and have a casting time of one action, however these rites take a great deal of focus. When you channel a Rite of War you expend your action, a rite slot, as well as each of its components to bring the magic to reality. However unlike most other forms of long lasting magic Rites or War must be maintained. Every other turn after you first channel a rite of war you must take the channel action or have the magic of the rite fizzle into nothing ending the rite and its effects.
hmmmm
Me with my alchemist class 😅
Lmao the trifecta
I'm hoping that I understood your intent and that my clarification is accurate
Rites of War are simple rites that require only one caster, upon casting you expend your action, a rite slot as well as all material components used in the rite.
Additionally, on subsequent turns, you must take the Channel action to maintain your Rite of War
Or something like that
• You have to channel for an action
• the target then restores 2d8 + MOD HP and recovers from a condition
• You can keep channeling it to heal the target for 1d8
• It costs a bunch of water or some gold
Does this make sense now? And what would you suggest be formatted different so that this is how it looks?
kk
Did you read my rewrite?
nae 1 min
my pc was fuckin up cuz it war running my editing soft and VRC
Sounded like a helicopter was taking off lol
actually
thats about exactly what i was going for
thank you
I HAVE FUCKING SAUSAGE FINGERS
Good to hear
I'm pretty sure it's much clearer than your version
Da
any balance concerns?
I believe the 2d8+ mod is too much but this was an idea of my gm
I fee the cure wounds+LR is enough
Rites Of War
Rites of war are simple rites that only require one caster. They can be initiated with a single action; however, maintaining these rites take a great deal of focus. When you initiate a Rite of War you expend your action, a rite slot, as well as each of its components to bring the magic to reality.
For the duration of the rite, you can use your action on subsequent turns to continue to channel it.
Rites of War have one effect when initiated and a secondary effect when you use your action to continue channeling them. Every other turn, you can channel the effect of your active right. If your turn ends and you didn't spend your action to channel your current rite that turn or the previous turn, the rite ends.
Eh?
its meant to be every other
My reasoning is because I would like melee to be viable with this class
Oh, gotcha. I wondered if that was the case
yeah
but thatl do most def
yeah
it was origonaly a pure spellcasting half caster
but that was wack
The spellcasting description mentions the Shaman table, but I don't see one in the doc
edited
Following Paladin (1/2 caster), Eldritch Knight (1/3rd caster), or Artificer progression?
If this wording is the effect you're looking for, I would take it and apply it to your other combat rites
Arti progression
but with less slots
Why less?
If you're doing Artificer, you've also got your Rite slots, which sort of take the place of the Infusions
Which in turn are the Artificer's way of coming closer to being a full caster
I feel as if the util rites pound for pound are better than infusions
Maybe, but you can't fail infusions
tru
They also dont have a g cost
Well, you have to provide an item
Tru
Also
Acid Splash
Blade Ward
Chill Touch
Control Flames
Dancing Lights
Decompose (HB)
Friends
Green Flame Blade
Lightning Lure
Poison Spray
Shilelagh
Spare the Dying
What do yall think about this for the cantrips list?
They will have 2 cantrips
You do know decompose is a critical role cantrip right?
im aware
Still a cool spell to have
Seeing as this class doesnt exist its not like it could have been added when Matt made it lol
There
for anybody who dont know
Shaman spell list for you all
https://docs.google.com/document/d/1RQot6hAOTaFqz2-qneDlcIWkDMQ-ZIpD5yUUEMt8gDw/edit
If you guys have suggestions or anything im welcome to change
Access Google Docs with a personal Google account or Google Workspace account (for business use).
yo btw @naive urchin do u want ur socials and shit on the back of the Book?
What book?
You mean, should you go to publication?
Its not should i
Its when
I said in Homebrew yesterday that this and my gunslinger class are going to be in my upcoming compendium im making and anybody who help and wishes to will be put in the final page.
My biggest issue rn is art
but im figuring it out
this shit is gonna take abt a year or more tho lol
Oh, that's pretty cool
Well, really cool, tbh
ye
I can DM you but I don't have much
Let me tell you making a full fucking book is PAIN
yes please
A rewarding pain
I would hope
also
While I have somebody here
Rite of Cursing (Curse)
Components:
Participants: You and the target creature
Skill: Arcana / Religion / Nature
DC: 15
You begin a foul curse over the next 8 hours on a creature who you possess some form of connection to such as strands of their hair, nail clippings, or personal belongings. Regardless of distance from you when this rite is complete the creature must make a Wisdom saving throw or have the effects of the curse apply to them. If the creature succeeds, the rite ends and you are aware the creature was not cursed.
Curse of the Hollow Mind- The target creature begins a dementia-like process that sees them forget important events and or people in their life randomly. If a creature remains cursed with this rite for one full year the curse progresses, having them lose memories of who they even are.
Curse of Misfortune- The creature becomes cursed with misfortune. The creature now has a -1 penalty to all rolls. If a creature remains cursed for one full year the curse progresses, now the creature subtracts a d6 from all their rolls.
Curse of Aversion- The target creature now becomes unsettled by a random stimulus that they surround themselves with in their day to day lives. For a chef it could be their outfit or maybe knives, for a soldier it could be their gun etc. When that stimulus comes within the target creature's sight the creature must make a DC 10 Wisdom save or become feared of that stimulus for the next 1d6 minutes. This effect can only happen once every hour. If a creature remains cursed for one full year the curse progresses, now the creature in addition to the normal effects of being feared must expend all of its movement attempting to escape the stimulus until it is out of the creature's line of sight or until the 1d6 minutes elapse.
Curse of Unsettling appearance- The target creature's body morphs to become a slightly less appealing version of themselves in the eyes of those who observe them. For one person their face may be contorted, to others their proportions may seem to be off. Any relationships with other intelligent social humanoids decrease by one stage. This is unless the humanoid is either married to the creature, related by one degree of separation, or the creature does not care about appearances. If a creature remains cursed for one full year the creature now appears as a monster to other intelligent social humanoids. Said creatures are now immediately hostile to the target creature though this does not mean they will always attack them.
Curse of Restless Nights- The target creature now suffers from insomnia and can not properly rest. When the target creature takes a rest they are plagued by awful visions and awake screaming in the middle of the night randomly; this does not interrupt the mechanical benefits of resting. If a creature remains cursed for a full year their insomnia progresses, now when the creature rests they now only recover half the amount of hit dice on a short rest and only regain half their maximum hp on a full rest.
If you fail at cursing a creature that creature has a form of 6th sense that you are the one who attempted it. If a creature cursed by you makes you incapacitated the curse ends, or if the cursed creature destroys your channeling medium.
At later levels: At 9th level you can target up to 2 creatures and at 15th level creatures do not know that you attempted to curse them unless they have seen you before you can now also target up to 3 creatures.
What do u think @naive urchin
I think it's very flavorful for an RP-heavy campaign, but other than perhaps Curse of Misfortune, this wouldn't see much outside of such a campaign
I'm unsure as to the goal of Curse of Restless Nights, if it provides no mechanical hindrance
doesnt need to
What does this mean?
Any relationships with other intelligent social humanoids decrease by one stage.
In i believe the phb there is a sort of "disposition" chart
Its like friendly, neutral, hostile
No way! Is there really?
I have no recollection of that hahaha
I'm playing in a campaign right now that uses a custom sytem for NPC relationships so that's what I thought of
yeah im almost 100% sure
I think its a super cool system
for my kindled subclass i made it has a feature that makes your disposition 1 stage less because your basicaly a 40k blank
No, that's definitely true. I was just offering my perspective.
ummm
did u see my WItchdoctor sub btw?
Its for the Shaman
this rite just acts as a flavor thing so their features work as well
If that makes sense
like maybe you can have a side quest from your dm to get the kings dna so you can curse him before you confront him or sthm
And if it turns to a fight maybe your dm starts him off with a roll on the madness table
Just spitballin
Yeah, it does seem like a feature rich in RP potential
are any of them too much btw?
The curses? Misfortune and Aversion would be used the most frequently
I don't know if either are too much, though. Maybe Misfortune
I have no idea, tbh
It's not something I've ever considered for my features
How have you determined the other costs?
damn its gone
What's gone?
I removed one of the pounds but imagine thats there
Gotta have a space after your #
Hello, Cultist, Mediums, and Disciples
My name is Ty, and I am making a new class for DND 5E called the Shaman. Below you will find all material necessary for the class. The intention for this class is for it to occupy the same slot as an artificer in a party comp, and that finds that perfect balance between Druid, Wizard, and Warlock flavor wise. The Idea of this class is for it to use rituals and to channel the power of either the "Old Gods" (Beings that exist as the first experiences of men such as fears, the sensation of heat etc...), The Spirit Realm (The Ethereal Plane), or the power of Men and their beliefs. The class uses a "Channeling Medium" as their way of using all their magical power.
The class is all about using the power of words, action, and transaction with the rituals of this class all having material, somatic, and verbal components as well as an alternate gold cost.
The Shaman Class
The Shaman Rites
The Shaman Spell List
Shaman The bustling streets of the kingdom's capital roars with life. The foot traffic on the cobbled streets pounds like rain drops in a storm. An elvish woman carries her ill son coddled in her arms, his fever continues to get worse and worse with each step. As she turns the corner she finds ...
Rites Starting at 1st level you learn the ancient practice known as Rites. These rites were ancient peoples first foray into the weave long before the practice of wizardry was created. Rates can be broken into two schools: Rites of War and The Rites of (Convenience / Advantage). Learning New Ri...
Magnifique
I am pleased to announce V.1 of the class in a semi decent looking presentation
Thank you very much @naive urchin for the template that i lowkey stole
If you all have any concerns about the wording, class abilities, etc please do inform me
Lol you didn't steal it if it was intended as a gift
OH LOL YOU MEAN MY DOCS TEMPLATE
yep
yes
thx
There is a bit missing here
First the size caps out at certain levels,
Second Im not sure on this but i want the army to always take the average but thats undetermined
Third this choice is permanent and you can not have any other armies besides this one
Outside of that
whaddya think?
hey
i like the formatting here indeed
but can i interest you in stealing my formatting done with the help of a friend using tables to the maximum advantage
because from my homebrew class it looks great!
its just
long.
Thanks
What?
I don't know?
But did you really just come to Tyrone's post to advertise for your own class?
no?
what
I also made some improvments as well bastard
i just
used u as a base
right
not theft
do you have any opinions on the class or is it just format?
tf
did he leave or sthm?
Sorry man
I mean the thanks as a joke
Didn't mean to cause offense
If he cant handle it its kinda his fault, he did this same thing with me, gave him criticism on how to fix a subclass and he said to play a different class
But eh
I think I saw some comments on the name, but I'll echo it - something to define this more would be good.
Shaman is terrible for SEO, and recognition being there's dozens of them.
Even like... Shyty Shaman or something would make it standout and be memorable
My class was called shaman at one point till i looked in this server and saw 7 shaman classes
I think it's because it sounds like a base class name
It is very typical rpg/mmo class
Theres also 336 shamans on DMsGuild.
To be fair if dnd didnt have a cleric there would be a billion results
means there is a niche that needs fillin
as for renaming
"Ritualist" conflicts with the flavor a bit
"Witch" is just innacturate though i could retool some things
"Shaman" has that perfect blend of witch and ritualist implications
so maybe putting my name on it would be better but thats an issue for another time i feel
Question is are you ok going with a more niche name?
also being fair that is every message in any forum that has ever mentioned the word shaman
Cause i have plently from collecting them for mine
Hit me and maybe
if i feel they fit probs
Bogun
I need to go grab them gib sec
Dokun, witch docter, kahuna
Practioner
I have some more but those are the best id say
Too niche lol?
i feel so
yeah, was highllighting how much its been talked about xD
I used that already for a sub
Well if you guys are still workshopping name maybe something like the thaumaturge or spiritspeaker could work? Honestly I personally don't mind the shaman as is name way, there are many interpretations of what a shaman is afterall.
Yeah.
But if going Shaman, you need... something to go with it as an identifier.
Like Occultist.
Izzy's Occultist is the only thing to set it apart from others, and make it memorable over the 150+ others that exist.
Just Shaman is going to be a hard-to-find among the rest
Thaumaturge is a good one for sure
I feel like I'm already deep in the shaman hole
So ima just name it Ty's Ritualist/Shaman
Shaman is perfered
I'm still thinking on it
Should I allow players to channel rites at any time within the duration or should it stay restricted to a minimum of every other turn. (edited)
I feel like i should go with the first one but then that looses flavor
granted mechanics and player comfort should take priority here but I'm still conflicted
I think allowing pcs to channel rites seems like a fair idea.
at any point or every other turn?
Every other turn I think, must make some restrictions afterall.
Hello all, I apologize for the lack of updates however I have been dealing with a bloat issue in the class and I believe I ha e the solution
The empowerment dice feature seems extraneous and disconnected while taking up space in the table. I also have been taking issue with the following traits of the class.
-
Currently, while the class has a strong identity lore and flavor wise the mechanics are all over the place with different resources being managed.
-
The classes wording needs revision to clear up confusion.
-
The classes spellcasting is for lack of a better term uninspired and lacks cohesion, both mechanical and flavor wise and is in dire need of revision. Spellcasting also in its current state takes up far more of the power budget than nesstisary and is creating an issue where the class does too much and is far too modular. This encroaches on other classes territories.
My solution to these problems lies in retooling how rite slots work. I am scrapping empower dice and instead making each rite slot a die that you can expend to addition effects to your rites or as things you can use to half in melee. Because in their current state they are smites that you can repeat every turn. This also makes the resource management of the class far more core separating it from artificer. This would alcos make this class the "Dice roller" of the casters.
What do you all think?
Sounds good! Like the changes personally.
Alright
I have revised the rules of channeling
Channeling Rites
Channeling is the action of using a rite. Channeling can not be interrupted via a counterspell or any other feature that targets “spells”. However Channeling can still be interrupted by anything that turns off or dispels magical effects such as dispel magic. In the case of dispel magic the DC is equal to your Spell Save DC. If you are interrupted while channeling the rite slot is still used. To channel a rite select from your list of prepared rites and expend one of your rite slots. Upon the successful channeling of a rite (assuming nothing has interrupted it) all material components are consumed assuming the rite requires it and the effects of the rite begin. Rites of War require their channeler begin a mentally taxing process much like concentrating on a normal spell, following all of the same rules with a few exceptions. A creature channeling a rite needs only make one Concentration check per turn. A creature can channel a rite as well as concentrate on a spell. Creatures channeling rites do not gain the benefits of features and or conditions like war caster that refer to concentration checks, these checks are different.
For example if you are channeling the Rite of Ranchor while also concentrating on the spell Darkness, and are the target of a first level cast of magic missile. While you need to make 4 concentration checks for each dart to continue concentrating on Darkness. To continue channeling the Rite of Ranchor you need only make one “Channeling Check”.
Here
does this make more sense?
Sustaining Rites
Rites of Utility, though they require far less strenuous concentration than Rites of War they still require constant upkeep, this upkeep is called “sustaining”. When you channel a Rite of Utility, for as long as you wish to continue its effects you lose access to one rite slot and its respective die. At the end of each rest when you choose what rites to use for their day, if a rite of Utility that you currently are sustaining is not on your list of prepared rites for the day the rites magic fizzles immediately. You can dismiss a rite's effects at any time however, if you do the rite slot and its respective die that you expended to sustain it remain unavailable to you until your next (short/long?) rest. (edited)
Alright yall Can i get a review on the calls up to lv 3?]
Working on subclasses
Here you all are
And the reason i didnt use the swarm rules is because it kind of would be a feels bad that your thing cant be buffed but also that if it gets bloodied all your damage goes away.
Not to mention the flavor fail of loosing a guy and not resurecting him
Like its a standard zombie trope to be "unkillabe" and I think thats a super cool idea
If you all have suggestions for it to get a little less wordy and or obtuse I am all ears
Alright yall I was working on the War Priest and I have renamed it as well as changed its abilities
All changes can be found on the doc
Personally I like the changes myself, keep up the good work man.
Thx
I was wondering if the ancestral teachings stepped too far
Like I don't wanna end up with mystic 2 ya know
Well I like the concept of the mystic but I get what you mean.
I kind of took the idea of pact boons and super em up then made it the whole classes thing
Taking a look at the changes I kinda like this, makes them feel a bit mor cohesive and worth the resource expenditure.
is the naturalist too much?
I don't think so, it is different but I don't think it's too much.
This is gonna be the main ability of the witchdoctor
what do you all think?
outside of the ranger thuing
*thing
i was eepy
Hey, guys Im happy to announce that the class is nearing the end of its development. So if any of you guys were wishing to check it out mape edits etc I hightly encourage you all to let me know
Oh I'll definitely take a look at it, just one thing Tyrone, could you drop a link down here so it's easier to get to?
Took at look and eveything looks good Tyrone! It's really improved since the start!
My only concerns are that the subclass features could be a bit more streamlined abd grouped together clearly. Additionally I thi k the class should get like maybe a single Cantrip at level 1 but that's just me.
what do you mean by that first part
and I didnt wanna do lv 1 casting because that would be like 10 features at lv 1
I feel like it would be too much
not mechanicaly just a lot of writing and or copy pasting
then u gotta pick the cantrips so thats more time
Looking back I think my concerns are rather weak? Your explanation is good and I thi k I might have overblown the issue.
nah dw
So any further notes guys?
Honestly Tyrone, after checking it over I have no gripes nothing stands out as broken or anything, very solid end product. 👍
Excellent
alright
Last thing to ask before I start on tweaks and grammar
I made rites able to be used as a bonus action as well as changing the way they are formatted
Rite of Ranchor
Channeling Time: 1 action
Range: 60 ft
Components: V, S, M ( A humanoid skull polished by you, or 20 gold(is consumed))
Duration: 1 Minute
You speak words of agitation, channeling the wrath of the spirits to attack a creature you can see within range. Make a ranged spell attack against the target.
If you use your action to channel the rite and the attack is successful your attack deals 2d6 psychic or necrotic damage and reduces the target's movement speed by ½ .
If you use your bonus action to channel the rite and the attack is successful your attack deals 1d4 psychic or necrotic damage and slows the target by 10 ft.
If the target is of the same race as the humanoid skull used in this Rite, the target takes an additional 1d4 damage.
At later levels: This rite fires additional spirits at levels 5, 9, 15 and 20 and the additional damage increases to 2d4 at lv 9.
Oh I like this rite, seems really cool and menacing.
Rite of Strangling Shadows (Curse)
Channeling Time: 1 action/ 1 bonus action
Range: 30 ft
Components: V, S, M (A human hand from a creature you have slain, or 75 gold(is consumed))
Duration: 1 minute
You speak in tongues so ancient and foreign to the material plane that you open a small rift between the realm of The Enveloping Gloom and the Material Plane. Choose a point you can see within range, each creature of your choice within 5 ft of said point must make a Wisdom Save against your Spell Save DC or have a curse placed on them that makes their own shadow hostile to them. If you use your action to channel this rite, on your turn you can designate a creature of your choice from among the cursed creatures to gain a level of exhaustion. This level of exhaustion transfers between targets when you select new ones.
If you use your bonus action to channel this rite on your turn you can designate a creature of your choice from among the cursed creatures to have a -1 penalty to their Dexterity and Strength Checks and saves.
On subsequent turns when you select your designated creature. That creature must make a Constitution saving throw, on a failed save that creature takes 2d6 necrotic damage and gains a level of exhaustion as their shadow attempts to bring them both down; this level of exhaustion operates as normal.
On subsequent turns when you select your designated creature. That creature must make a Constitution saving throw, on a failed save the designated creature takes 1d6 necrotic damage and has their penalty to Strength and Dexterity checks and saves increased by 1 up to a maximum of 3.
At later levels. At levels 5,9, and 15 the necrotic damage of this rite increases by 1d6. In addition at levels 5,9, and 15 the maximum value of the Strength and Dexterity penalty increases by 1.
I'm thinking this one is my favourite just feon the flavour standpoint, would synergize super well with races that utilise shadows to some degree.
Rite of Strangling Shadows (Curse)
Channeling Time: 1 action/ 1 bonus action
Range: 30 ft
Components: V, S, M (A human hand from a creature you have slain, or 75 gold(is consumed))
Duration: 1 minute
You speak in tongues so ancient and foreign to the material plane that you open a small rift between the realm of The Enveloping Gloom and the Material Plane. Choose a point you can see within range, each creature of your choice within 5 ft of said point must make a Wisdom Save against your Spell Save DC or have a curse placed on them that makes their own shadow hostile to them. If you use your action to channel this rite, each creature takes 2d6 necrotic damage, 1d6 if you used your bonus action to channel. You then designate one creature of your choice from among the creatures who failed thes save as cursed. You can change this cursed at the start of each of your turns
If you used your action for this rite the designated creature gains a level of exhaustion for as long as it is your designated creature.
If you used your bonus action to channel this rite the designated creature gains a -1 penalty to all Dexterity and Strength checks and saves for as long as it is your designated creature.
On subsequent turns when you exert this rite as an action the designated creature must make a Constitution saving throw, on a failed save that creature takes 2d6 necrotic damage and gains a level of exhaustion as their shadow attempts to bring them both down; this level of exhaustion operates as normal.
On subsequent turns when you exert this rite as an action the designated creature must make a Constitution saving throw on a failed save the designated creature takes 1d6 necrotic damage and has their penalty to Strength and Dexterity checks and saves increased by 1 up to a maximum of 3.
When this rite ends all levels of exhaustion and stat penalties end as well
At later levels. At levels 5,9, and 15 the necrotic damage of this rite increases by 1d8/1d6. In addition at levels 5,9, and 15 the maximum value of the Strength and Dexterity penalty increases by 1.
reworded to be slightly less confusing
That is for that, this should clear up any confusion with the ritual.
@amber grotto so for clarification, if I had 5 zombies, and my "army" takes 6 damage, I lose 5 zombies?
I have no clue, the syntax on losing army members is not great. If you could put some clarifying text, or an example, that would probably be one of the most beneficial additions to that block of text.
furthermore, are thye base zombies for example? Getting a better animate dead at lv 3 seems insane. Sure, less HP but no spell slot requirement, doesnt require a spell slot every day to keep them happy, and still requires DM to handle them. 8 zombies attacking is bound to deal some reasonable amount of damage over the course of several turns. And the dm cant even target which one he wants to die, because well... they share a health pool and you pick the removal.
The army is 1 unit
Not several
It has 1 stat block
Think of it more like drakewarden than a full necro
im sorry, I didnt see an additional sheet for that my bad.
yeah, the rest was readable enough, the syntax here for the entire army section was a mess, no rudeness intended. I thought it was sort of funny, given the formatting for th rest xD
It was the first thing i wrote out
and then it never got revised
it needs a rework on it and i need some people to eyeball it to see if its explained well
the rest of it does makes sense though right?
yeah I think so. I need to continue reading it, I think though i would like to make at least one addition to the spell list. Its kind of the single best lv 1 "oh shit" utility spell: Absorb Elements.
and it fits the theme.
tru
also coven of the naturalist also needs changes
minor ones tho
seeing as they already get extra attack
the rites are, sort of weird. ill be honest. But idk how youd change them without a potential overhaul, I like the fluff youve added with the table.
I like that youve effectively added "stone of gurranq" from elden ring. Its my favorite spell of all time and I cant wait to use it.
"rock"
LOL
another appreciator
i dont love chat gtp, but it might be useful in consolidating long blocks of important text.
my biggest complaint is theres a ton of text before you can even begin considering playing the class.
I mean--sure but itll ahve good grammer, good formatting, and readable. If you dont feel like making rounds upon rounds of grammatical and readability edits...
Idrc
AI will not taint my creative endeavors
its the one thing im good at
I refuse to assist in a machines learning of the craft.
you wouldnt be because its already learned, it doesnt learn more, its information is capped at stuff from 2021. it doesnt just suddenly learn more. but okay, nonethless. The writing and formatting on this entire thing needs work. As everyone said above, the formatting is bad, and its quite difficult to learn even if someone was interested.
Thats fine
You must understand im working on other projects rn
Im already turning all my brews to a book so when i cross this bridge i will reword it, also it has been playtested and i know at least witchdoctor plays perfectly.
Creating a class is a whole endeavor so this is the last thing on my mind rn
also
also, the image you used is midjourney Niji.
Im aware, and its a placeholder. I will be getting commissions done asap.
well, anyways, class looks cool. cant wait to see it formatted.
Thank you
Actually
while i have the eyes
I pivoted to sthm small recently doing the races for the setting
seeing as i have already made the lore, i wanted to see if the race read and felt unique and cool.
Full disclosure this is inspired by Rapscalions Splicer race in part but this is different enough in my eyes.
Reminds me of the warhammer beastmen, I actually like those.
highkey, I know the rites are something you're really attached to, but have you considered doing away with them and just leaning into the subclass features? All of them effectively function without them.
Like sacrificing a hit dice from your army to auto pass concentration saving throws, or to add a d6 to your cast, or to get back a spell slot for each hit dice sacrificed.
just an example for the puppeteer*
My top priority with my feedback is making the class as approachable as any other class.
Actually a question Tyrone, any chance of seeing the beastmen developed a bit further? Since they are based of warhammer beastmen, any chance of them having some small... Corruption stuff going on?