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5e homebrew class shaman pdf#
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These products were created by scanning an original printed edition. If you have any questions or counterpoints let me know! If I get the chance I will playtest it myself in one of my campaigns and provide better feedback. They should be more inline with level 1 spells.ĭefinitely off to a great start and will keep my eye on it for any updates. They force the target to take an action to remove the damage over time effect.

Lastly, Alchemist's Fire and Alchemical Acid become too powerful being able to make them instead of buying them. I think it fits into the class the best and it allows you to replace Totem AC Bonus instead of just getting rid of it. I would personally prefer either Wis/Dex and Cha. My friend suggested Wis and Con being okay for this to balance the loss of the Totem AC. Wis, Dex, and Con are the most common of saves and typically are not bundled together for that reason. Being proficient in Wis and Dex is not given in any of the PHB classes for a reason.
5e homebrew class shaman mod#
Proficiency in Light Armor allows the Shaman to get up to 15-16 AC with a +3-4 Dex mod which is around the spot most would have it assuming they are maxing Wis and are working with optimal numbers or wearing magical armor. This is a bit too much in my opinion and should probably be scrapped for something else. See more from others trying out the class. These are probably the most important to take care of before balancing as it will create consistent playtest results. My suggestion is to try it out with "After spending the first 1/4th of the time with the apprentice, they can finish the brew". Also Master's Apprentice doesn't specify what initial preparations are. The less interpretation room the better). The areas we identified were, Spiritual Guidance (too vague and left up to DM discretion), Common and Uncommon brew times (2-4 hours should be a set number and same with 1-2 days), and ingredients(maybe include a broad list of the things that satisfy rather than a description.

Several things on the document use unclear wording and this can lead to time wasted at the table due to disagreements or misunderstandings and the class being more or less powerful depending on DM interpretation. I went over the document with my DM (Much more experienced with this than I am) and we came up with a few things to work on. Changes will be made as the class is further playtested. Subclasses may become available in the future. With over 40 custom made concoctions at your fingertips, a Blowgun in hand, and your spirit guide by your side, our Shaman aims to become a welcome addition to the 5th Edition setting. Spellcraft has been replaced with the Apothecary feature, allowing players to create potions and bombs in their stead. Between gathering components for mysterious mixtures, possessing foes for damage or disadvantages, and guiding the living through divination and wisdom, this class should fit well for those desiring an extra level of flavor and creativity. This ideation blends those concepts of Shamanism, but adds an alternative perspective on both their mechanics and their role in the greater world of Dungeons and Dragons.Īs a Shaman, you should feel unique in both roleplaying and combat. As it progressed through future editions, this concept often became a mainstay in it’s class features. The original presentation of the Shaman class was one mixed between primitive cleric-like magic and the role of a tribal priest.
