Shamans cover their bodies in inks created from Etherflora to be able to cast fantastic spells and create miraculous events. Their eyes grow accustomed to beings that sit just out of view and, with some training, become able to see into the Ley Realm.
Ley spirits grow accustomed to your presence, eventually one claims you as their own. This bond and connection lets you dive deeper into their world and grow more accustomed to the power that the Husk Worm's crave.
Tenders of the Ley Lines, guides for lost spirits and bridges for those heading to the Realm of Repose with regrets. Though many on Aederskol don't hold golds or religion high in their lives, all know and feel the Ethereal world at sometime in their life, and there is no better expert to interpret these Ethereal events than a Shaman.
Hit Dice. 1d8 per Shaman Level
Armor. Light Armour, Shields
Weapons. Simple Weapons, Blowgun, Net
Tools. Herbalism Kit, Thieve's Tools, Tattooer's Kit
Saving Throws. Intelligence, Charisma
Skills. Choose two from Animal Handling, Arcana, Insight, Medicine, History, Nature, Religion, Perception and Survival.
(a) Simple Weapon and a Shield or (b) 2 Simple Weapons
(a) Herbalist Kit or (b) Thieves' Tools
(a) Explorer's Pack or (b) a Priest's Pack
Tattooer's Kit, 2 Daggers
Shamans, like druids, expose themselves directly to the life force of the Etherflora to perform feats and become attuned closer to the forces of the spirits and the world. This allows them to communicate with spirits and act as a weak point between the Ethereal and the solid world. You cast your spells as a sorcerer would, without requiring memorization or substances, through force of will, as your body has been corrupted by the Ether's effects, you the Druid Spell List, but you learn spells as a Wizard would, but tattoo their spells onto their body in a form only they can read so they never can be separated through short hand (or long hand) shamanistic runes.
Through your exposure, you act as a bridge between worlds, and your power is fueled by the spirits.
Spellcasting Ability. Charisma
Spell Save DC. 8 + Proficiency Bonus + Charisma Modifier
Spell Attack Modifier. Proficiency Bonus + Charisma Modifier
Ritual Casting. You can cast Shaman spells as a ritual if the spell has the ritual tag and it is prepared.
You can see willing spirits within 30ft. When you commune with the spirits of nature, you gain the following benefits:
You know of other spell casters in the world, and though not all spells you can emulate, your ability to cast spells based on rituals is immense, and with the help of the Spirits, you grasp the ability to cast certain spells through this power, that you would otherwise never be able to.
You may add any two spells with the ritual tag that is of a level that you can cast, from any classes's spell list, to your prepared spells. You always have these rituals prepared, and they do not count against the number of shaman spells you have prepared.
These spells may only be cast as rituals.
You can select one more Ritual at 3rd level, then again at 5th, 7th, 9th, 11th, 13th and 15th level.
You act as one of the many bridges of the realms, you can sense the aura of a spirit that is traveling to the Realm of the Repose.
As an action, you may become aware if any creatures within 60 feet have perished in the last 24 hours. These spirits appear above their bodies as fragments of their former form, but you can determine when they died, and what type of creature they were, you may attempt to identify them, this check will be based on how well you knew the perished soul and is up to the DM's discretion. Perished souls are not likely to communicate or respond to other spirits, but some may have some unfinished business they can't get off their chests.
This feature can be used a number of times per long rest equal to 1 + your Charisma modifier.
In addition, you now have advantage on Charisma checks made to interact with spirits.
You gain a bond with a spirit that becomes sworn to serve along side you.
You learn the Find Familiar ritual, if you don't already know it. The familiar summoned becomes your spirit animal.
Your bond to this spirit animal is more durable than a standard familiar, in result it has maximum hit points equal to 3 x your Shaman level. Additionally it has proficiency in the same saving throws that you do.
Your spirit animal gains boons and magical effects, when you summon the spirit animal, select from the list of spirit boons.
Your Spirit Animal begins with two spirit boons from the list. When you gain a level, you can choose one of the spirit boons the Spirit Animal has and replace it with another. At 7th, 13th, and 18th Level you can grant the Spirit Animal an additional boon for it to use.
You choose one of three Journeys to take your Shamanistic ways to the next pinnacle. Do you take the Journey of Harmony, or the Journey of Wrath, or the Journey of Balance.
Those that follow the Journey of Wrath take on the rage from the dead, they take their revenge on those so willing to take life, and give their own warped form of justice for those that are no longer able to make their own.
Balance focuses on the Living, life is a struggle, and only carries on through the balance of two forces. The desperate fingertip grasping fight against the world to survive, and the gentle cloister of the living, nurturing the delicate flame of life. The Journey of Balance fights for those that still live on this realm.
The Journey of Harmony focuses on growing a closer bond with Spirits and your Spirit Animal. These bonds are rewarded by the ley spirits granting your power of anchoring spiritual entities into corporeal form with great proficiency.
Spirits flock to your defense when the Shaman's mental state might be peril. When you gain this feature, the Shaman has advantage on saving throws against being charmed or frightened.
You no longer require food or water to sustain yourself, the spirits grant you life through the Ley Lines themselves. You immediately stop aging, and cannot be magically aged.
The spirits grant you vision of their realm, you can perceive both the physical realm, and the spirit realm in perfect sync.
When you gain this feature you can see all invisible creatures, objects, and illusions in their true form when they are within 15 ft of you in clear view and can sense the alignment of creatures.
Your Guide of the Repose feature gains unlimited uses and you're able to easily communicate with any spirits you can see, and you may see even spirits unwilling to be seen.
Based on the Shaman from Natural Crit