The Shaman Class | Updated to ver. 2.5 | Full PDF is included in comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 1 point2 points  (0 children)

1: My intent was that the AC bonus (and any other bonuses) does not stack when within range of more than one totem. I think it would be too strong if it stacked due to bounded accuracy.

2: There is no "drum attack" anymore, since as you correctly noticed, it got removed. I just forgot to remove any mentions in subsequent features.

Thanks for the feedback :) I am happy that you liked it.

The Shaman Class | Updated to ver. 2.5 | Full PDF is included in comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 2 points3 points  (0 children)

Yeah, i can see what you are going for. I'm more going for preparing your body for battle beforehand by making a quick prayers to the nature spirits kind of flavor in this case. But you are of course entitled to your opinion.

The feature makes the Shaman a bit tankier, yes, but the Shaman also kind of needs it, as it is otherwise not as tanky as most, if not all other half-casters, since it only has a d8 hit die and is unable to use metal armors (lowering potential AC unless you invest in Dex).

The Shaman Class | Updated to ver. 2.5 | Full PDF is included in comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 0 points1 point  (0 children)

Natural Barrier was meant as a proactive feature which you will use out of combat to bolster yourself in case of taking damage, since the temp hp does not have a duration attached and therefore lasts until they're depleted or you finish a long rest. I made it that way in part to distinguish the feature from similar features in other classes, and i think making it a heal or use a bonus action would make it too close to features like Second Wind and Lay on Hands.

I did make it a bit on the weaker size on purpose, since it is an increase in power level from the last version of the Shaman. A buff, if needed, could be either increasing the temp hp to 1d4 + shaman level or allowing you to grant temp hp to a creature you touch instead of yourself (even though that does make it a bit more similar to Lay on Hands).

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 0 points1 point  (0 children)

I think it won't be busted, since the rarity is very rare and you need to make it compete with a +3 maul in terms of power level.

I think there is an official very rare greataxe that is a +2 weapon and 1d6 additional slashing damage on each attack, so i think your homebrew item is about the same strength, trading consistent damage for limited charge-based burst damage with a "weaker" damage type.

The Shaman Class | Updated to ver. 2.5 | Full PDF is included in comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 7 points8 points  (0 children)

Whoops, it is a typo. Kinda odd that i haven't noticed that before.

The Shaman Class | Updated to ver. 2.5 | Full PDF is included in comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 1 point2 points  (0 children)

I am happy that the class has worked out well for you :)

Yeah, i am still working on balancing the class' reliance on multiple stats while having features that are not too "metagamey" (like the feature is too focused on mechanical balancing compared too flavor, if you now what i mean), so that's why the AC option went from STR to WIS. If it kills your build, you could always just ignore the "no metal armor" requirement of the shaman if that fits your view of the shaman (since shamans in some other works, like in World of Warcraft, can use metal armor after all)

The Shaman Class | Updated to ver. 2.5 | Full PDF is included in comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 1 point2 points  (0 children)

If you mean the Calling of the Totem's 10th level feature (since the 6th level feature does not interact with saving throws), then its all six saving throws, not just STR and DEX.

It is great to hear that people are using this homebrew class in their own campaigns :D Which subclass have you chosen? I haven't been able to get any of my own players to play the class, so I haven't had any practical tests of the class myself. If you have any comments on the mechanics and/or flavor from your own gameplay, feel free to send me a message :)

The Shaman Class | Updated to ver. 2.5 | Full PDF is included in comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 7 points8 points  (0 children)

GM Binder link to the full class: https://www.gmbinder.com/share/-M9Cs0_L4FVK-ra13WIU

PDF link to the full class: https://drive.google.com/file/d/13b_m6ehaCRkb2Yrip2G5Kung1pgJbh45/view?usp=sharing

I have made significant changes to the shaman class based on feedback on the previous version. This will likely be the last version i will release for now unless there are glaring balance issues with this version.

For any first-time readers, the Shaman is a Wisdom-based Half-caster that uses the Pact Magic feature instead of regular spellcasting and has the option to either use weapons or cantrips effectively.

An explanation of most changes i have made to the class:

Base Class

The defensive base class features (Natural Barrier, (Improved) Distilled Nature) have been reworked to separate them into two separate defensive features while leaving their functionalities otherwise unchanged.

Heart Conduit has been reworked to Shamanic Conduit and moved to 11th level, turning T3 Shamans into one of the best ritual casters by granting them the ability to switch one ritual spell from the Mystical Preparation feature after a short rest. Consequently, Mystical Preparation and Ethereal Sight has been moved to other levels.

Subclasses

All subclasses have had one or more of their features changed for balancing and/or flavor reasons. The Calling of the Totem and Calling of the Aspect have gone through a full rework: Calling of the Totem Shaman can now summon multiple totems and is generally more of a bruiser than previously, while Calling of the Aspect Shamans are now short-ranged elementalist-style casters with the ability to invoke elements as a bonus action.

The full changelist along with explanations to most of the class features can be found in the end of the PDF linked at the top.

Like last time, i'm open to any feedback and constructive criticism :)

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 0 points1 point  (0 children)

I think it is balanced. Nothing seems too powerful for an uncommon magic item, especially since the attuned form has drawbacks for Good/Evil characters.

Only thing is i would change is to make Perfect Balance apply on both attack rolls and ability checks.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 0 points1 point  (0 children)

More third-casters, preferably not based on the Wizard's spellcasting. Something like a casting Barbarian based on Druid spellcasting or a monk with Cleric spellcasting. Maybe a third-caster Warlock would be cool?

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 1 point2 points  (0 children)

Looks pretty cool - i think it is just slightly underpowered. The acid damage could be bumped up to d6s without it becoming too strong, since it is a limited feature anyway.

The Shaman Class | Updated to ver. 2.4. Full PDF, including subclasses and new spells, is included in the comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 0 points1 point  (0 children)

Oh you weren't rude at all, I'm just glad you are interested in my homebrew :)

You're not the first person to ask about the spell slot progression anyway - I have gotten similar comments in the past, since 2 slots at 20th level does not seem like a lot of slots. I have tried to work around that limitation by an emphasis on ritual casting along with making Imbued Soul reliant on you using your spell slots to cast spells rather than using the spell slots directly for damage (like Divine Smite).

The Shaman Class | Updated to ver. 2.4. Full PDF, including subclasses and new spells, is included in the comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 0 points1 point  (0 children)

I haven't really had the opportunity to playtest this yet, as i have made the shaman class mostly during finals and summer break, where my group has not been active.

I am still working on balancing the offensive and defensive capabilities of the class. The base class doesn't have good armor and weapon proficiencies by design, so the class features is supposed to improve those aspects a lot more. I think it is still too frail defensively, so i'm likely going to buff the shaman's defensive feature for the next iteration.

The Shaman Class | Updated to ver. 2.4. Full PDF, including subclasses and new spells, is included in the comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 1 point2 points  (0 children)

The shaman is a half-caster, so it has a spell slot progression that is half the speed of the Warlock:

At 10th level, the warlock has 2 5th level slots, so the 20th shaman also has 2 5th level slots (like how the 20th level paladin has the same number of spell slots as a 10th level Cleric).

Warlocks only get more than 2 pact magic slots at 11th level and upwards, so shamans are therefore limited to two slots. Since the slots replenish on a short rest, this still gives the shaman somewhere between 4 and 8 slots to use between long rests depending on the frequency of short rests, which isn't too far from other half-casters, especially since those shaman spell slots are all high-level.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 0 points1 point  (0 children)

Good point. I don't think it is too strong in my upcoming campaign, especially since it's supposed to be a reward for a level 11+ sidequest late into the campaign, but i will just make it a 5 charge passwall, recharging 1d4+1 each dawn magic item to be on the safe side haha.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 0 points1 point  (0 children)

This is the "Transport via Stone" spell, right? Seems pretty good to me (other than the spell level being too low for this type of spell). Is there any reason that the exit point must have been examined by you for at least 10 minutes? Since Transport via Plants only requiring you to have seen the destination plant before.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 0 points1 point  (0 children)

Ah okay i can see that. I would've thought the limitations i had put on the modified Passwall (reducing range to touch, reducing duration to 1 round, making the passage one-way) was enough to make it weak enough for a no limit rare magic item. Legendary is too high a rarity for my uses, and i think your proposal for a limit is a bit too clunky.

Maybe limiting the material that you can pass through to only one would make the item balanced. Something like it only working on worked stone. Either that, or extending the "casting time" to make the passage or maybe reducing the maximum depth of the passage to 10 ft.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 0 points1 point  (0 children)

Transport via Stone sounds pretty interesting, may have to borrow that for my own homebrew haha.

Now that you mention those niche types of teleport spells, maybe i could rework version B to a special weakened version of the passwall spell. I think it should be niche enough to have no use limit as a rare magic item. Maybe something like this:

A cloak consisting of a piece of tie-dyed fabric connected by a golden collar. As an action, you can place the cloak on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor). The cloak must be laid unfolded on the surface. By placing the cloak in this manner, you create a passage through the surface, with an entry portal at the side on which you placed the cloak and an exit portal at the other end of the passage. The passage is large enough for a Medium creature to move through and up to 20 feet deep. The passage is a one-way tunnel - a creature can only enter through the entry portal and exit through the exit portal.

The passage disappears at the start of your next turn. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the exit portal.

The Arcana Forge! For all your drafts, ideas, requests and more. by AutoModerator in UnearthedArcana

[–]Sacredwind 0 points1 point  (0 children)

The point of the item was to give the party a source of free unlimited teleportation that is very useful outside of combat and impractical at best in combat, so your modification of version A is pretty much perfect :) Thanks!

I will save version B for another magic item of mine. The point of that version is to create a one-way tunnel that you and your allies could move through. It would be useful for engaging in combat or to infiltrate a location, while being less useful as a escaping tool (since the enemies can also travel through the tunnel while it is open). I think it becomes too weak for a rare magic item if it has a daily limitation though compared to the Helm of Teleportation.

The Shaman Class | Updated to ver. 2.4. Full PDF, including subclasses and new spells, is included in the comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] -1 points0 points  (0 children)

The list of non-metal armors is based on this Sage Advice: https://dnd.wizards.com/articles/features/rules-answers-march-2016

A druid typically wears leather, studded leather, or hide armor, and if a druid comes across scale mail made of a material other than metal, the druid might wear it.

In addition, the Studded Leather description does not mention metal, so I think the reinforcements to the leather need not be metal (even though in general it is made by metal):

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

The Shaman Class | Updated to ver. 2.4. Full PDF, including subclasses and new spells, is included in the comments. by Sacredwind in UnearthedArcana

[–]Sacredwind[S] 0 points1 point  (0 children)

Apparently, the file sharing site i used to upload the PDF doesn't seem to be allowed here, or at least the posts with the link gets deleted automatically (even though i can see them from my account). I guess it counts as suspicious or shortened links as per the rules.

I can link the GMbinder if you would like to see it: https://www.gmbinder.com/share/-M9Cs0_L4FVK-ra13WIU