Valentine's Vault
The following was the original thematic Overview of this class, as provided by its original creator. I have made some heavy tweaks and the class only resembles the original in passing, but this should remain, for posterity, to serve as a thread to where this class evolved from.
Show spoiler
Being unable to cast magic in the more conventional ways, either through a focus item, not being strong enough for eldritch beings, incapable of conjuring power from music or from any other method of spell casting. Some people just aren't capable of being great casters. Some people aren't capable of being great warriors either. Some people end up being so unique, that they feel like they cant do anything at all to be helpful.
Until one day, one person who studied the enchantment and awe from the world they live in. Determined to wield magic in any means, as magic is everywhere. From the elements on the earth, the orchestra of stars in space to the deities and higher beings from other planes of existence. Magic is everywhere. And this person asked, why can't I?
And so they climbed to the very peak of a great and snowy mountain, studied the stars and the northern lights. Carved cute little creatures in wood to pass the time and soon had that spark of inspiration and realization. They got to work and carved a large Totem. From wood and bits of stone. Intricate patterns and designs of the Northern lights. And they watched as the lights from the starry sky began to channel into the Totem. And thus, the Ordú were founded.
Ordú spend most of their time learning the trade of Totem Crafting up in the tundras of mountains under the stars. Often with heavy warm clothing. But once their time is done on the mountain, their journey brings them back down the mountain wherever they may go. Capable of crafting a Totem that carries the magic and life of the northern lights. The Ordú, casting magic, not from themselves but through their Totem as a guide or as a magnifying glass. Their Totems come in many shapes and designs, it's all personal to each individual. They command them to move about and they cast their spells from their Totems. Normally carrying a Glaive and a small circular wooden shield while their Totem follows floating nearby. Understanding that weaknesses can be overwhelming on the mind, but can always be overcome. Aware of the troubles caused by ignorant and cruel people. They strive to help bring great changes wherever they can.
The class can be a little complicated, so to calrify the core Reaction Casting gimmick, this brief explanation has been provided:
Show spoiler
On your Turn, you have movement, an action, a bonus action, and a reaction. Your Totem has movement and a reaction.
Your totem can only take reactions in response to a trigger as detailed by your Totem Aspect.
Your Totem has a unique reaction listed on its Statblock that determines what it can do with its reaction, provided you don't Channel magic through it.
It can also use the "Channelled Cantrip" reaction, to channel a simple, weaker variant of a cantrip you know.
Finally, it can use the "Empowered Channelling" reaction, to channel a cantrip or spell you know, if you use an Empowered Reaction to cast it.
On your turn, you can use your action to cast spells through your Totem akin to a regular spellcaster.
You can also use your regular reaction as normal, independant of Empowered Reactions or your Totem's reactions. This reaction cannot be used to cast spells unless the spell normally has a casting time of 1 Reaction.
hit dice:
1d6
hit points at 1st level:
6 + CON
hit points at higher levels:
1d6 (4) + CON
armor proficiencies:
Light Armour, Bucklers
weapon proficiencies:
Clubs, Daggers, Darts, Maces, Quarterstaffs, Sickles, Slings, Spears, Warscythes
tools:
Carpenter's Tools, Mason's Tools
saving throws:
Dexterity, Wisdom
skills:
Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Stealth, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a wooden buckler or (b) any simple weapon
- (a) a scimitar or (b) any simple melee weapon
- Leather armor, an explorer's pack
- (a) Carpenter's Tools or (b) Mason's Tools
spellcasting:
Cantrips
At 1st level, you know one cantrip of your choice from the Shaman spell list. You learn additional Shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.
Preparing and Casting Spells
The Shaman table shows how many spell slots you have to cast your Shaman spells of 1st level and higher. To cast one of these Shaman spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of Shaman spells that are available for you to cast, choosing from the Shaman (Druid for now, it's 4:58am and I am not doing the minor adjustments right now) spell list. When you do so, choose a number of Shaman spells equal to your Wisdom modifier + your Shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of Shaman spells requires time spent carving: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your Shaman spells, your magic draws upon your discipline, craftsmanship, and connection to the wild spirits. 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 Shaman spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
Ritual Casting
You can cast a Shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Reactionary Casting
Many of your spells channelled through your Totem can be cast as a reaction. If a Spell has a casting time of 1 Action, you can cast it as an Empowered Reaction. You may trigger this Empowered Reaction as you would a normal reaction, as stated on whatever spell or ability you are using, and also on a trigger as definied by your Totem Aspect. When you cast a spell in this way, you may be conferred some additional benefits depending on which Totem Aspect you choose.
Spellcasting Focus
You can use your Totem as a spellcasting focus for your Shaman spells.
class features:
Totem
When you choose this class at 1st level, you create a Totem, inscribing within it countless magical runes and bonding yourself to it. In order to bond yourself to the totem, you must impart some of your life essence into it. Your maximum hit points are permanently reduced by 3. If your totem is destroyed, you must pay this sacrifice again to create a new one. These cannot be restored by any means other than a Wish Spell or similar effect. Every time you gain a level in this class, you can regain up to 3 maximum hit points sacrificed by this feature.
(This hit point sacrifice is an optional feature highly recommended to aid with balance and to discourage sacrificing your Totem without consequence. It can, however, be ignored or tweaked as your table sees fit, if it is problematic. A common altered feature is to ignore the Hit Point Sacrifice for the first Totem Creation)
See its game statistics in the accompanying Totem Construct stat block, depending on which Totem Aspect you choose.
In combat, the Totem shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but it cannot take actions. If you are incapacitated, the Totem becomes inanimate.
Once you create a Totem, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to create it.
Totem Aura
Your Totem has a permanent aura around it, as long as you are not incapacitated, the radius of which is detailed in the class table. This aura represents the sphere of influence over which the Totem can commune with spirits and affect the Weave.
Totem Casting
When casting spells, as your natural body has not been refined to handle magical surges, the magic is channeled through your mind, but through the body of the Totem. You must be within your Totem's Aura to channel spells through it. If your Totem's Aura inflicts a negative effect on creatures within in, you are considered immune to that effect.
The Totem is considered the "Origin" of all spells you cast, for the purposes of calculating line of sight, range, cover, and the origin point for cone and line spells. As the Totem is not sentient, however, you are still considered the "Director" of the magic, for the purposes of calculating targetable creatures (e.g. creatures you can see) and concentration.
Empowered Reaction
Most of your attention must be devoted to managing your Totems at all times and, hence, you have an adept power of patience, comfortably delaying your actions until the opportune moment. On your turn, you can expend an action to generate an Empowered Reaction. This Empowered Reaction can be used to cast your spells through your Totem outside of your regular turn in combat. As outlined in the Reactionary Casting section of your Spellcasting feature, many spells are granted additional benefits when cast this way.
Totem Aspect
Once you choose this class at first level, select a Totem Aspect to build your totem around from the list below:
- Protection | Healing and buff support
- Dominion | High damage output
- Manipulation | Versatility and crowd control
- Madness | D̶͔̹̗͖̤̫̋̀́͐͊͝ő̴̯̤̎̿͋̈́͊n̸̼̦̓͒͗̓;̶̖̳̮̀͠ͅt̷̨͐̈̋͊ ̵̫̝̣͚͎͐͜ŵ̶͉̏̚͘ͅȏ̸̢̫͉̜̱̖̈̆̎̊̎r̵͖̜̙̹͓̜͋̐̓r̵͉̭̼͑y̷̛̪̤͇ ̵̱̣̑a̶̗̮̗͓̳̮̒̈́ḅ̵̩̮̻̝͔̎ǒ̶̞͈̖̩̗̞̐̅̄͘ú̷̩̠̒͊͝ẗ̸̯͉͎̱̣́ͅ ̵̗̮̖̋͐͆̈́̄i̷̛͈̽͝͝t̸̞̯́̔̈́ͅͅ
You will gain Aspect Features at 1st, 6th, 10th, and 14th Level.
Sacred Repair
At 2nd level, you learn the mending cantrip, if you do not already know it. It does not count towards your Cantrips Known. When you cast Mending on your Totem, it regains 2d6 Hit Points.
Spirit of Freedom
Once you reach 3rd level, your bond with your Totem begins to blend the lines between spirit and physical matter. On your turn, while within your Totem's Aura and not threatened, you may choose to forgo all of your movement. Instead, you may teleport to anywhere else within the range of your Totem's Aura. The target location must be within your line of sight, and must be solid ground. At 8th level, you can maintain some momentum while you teleport in this way. You sacrifice only 25ft of movement speed on your turn when using this ability.
Of Two Minds
As a Shaman, your mind is constantly focused in two places. Thusly, you often focus on your reaction time to make split-second decisions. Once you reach 5th level, when you forgo an action on your turn to grant yourself an Empowered Reaction, you gain an additional Empowered Reaction which can only be used to cast Cantrips.
subclass options:
Protection
Aura of Aegis: Eternal Sentinel
At 1st level, when you choose this Totem Aspect, you gain the ability to cast reaction spells when a friendly creature within your Aura falls unconcious, or is targeted by an attack, harmful ability, or spell from a source other than you.
Protection Aspect Spells
Shaman Level | Spells
1 | Bless, Cure Wounds, Shield (Shield can be cast on any creature within the Aura of Aegis, but only lasts until the end of the attacking creature's turn)
3 | Aid, Spiritual Weapon (Can activate Vengeful Retaliation), Warding Bond
5 | Beacon of Hope, Counterspell, Mass Healing Word
7 | Aura of Life, Death Ward
9 | Circle of Power, Mass Cure Wounds
11 | Globe of Invulnerability, Heal
Protective Retaliation
When you choose this Totem Aspect at 1st level, you learn the Thaumaturgy and Vengeful Spirit (Sacred Flame) Cantrips, they don't count towards your Cantrips known. When you cast a spell that restores hit points as a reaction or an Empowered Reaction, you can add your Wisdom modifier to the total hit points restored by the spell. Additionally, when you hit with a spell that targets a creature that triggered Eternal Sentinel by attacking a friendly creature, that creature has disadvantage on attack rolls against the targeted friendly creature until the end of their next turn. (I'm super tired, I'll word this better later, basically if you hit someone who just hit your ally with a spell, they have disadvantage on attacking that ally again for the round)
Totem Shape: Obelisk of Protection
At 1st level, when you choose this Totem Aspect, your Totem takes on the shape of the Obelisk of Protection. (See Obelisk of Protection attached statblock).
PASSIVE PLACEHOLDER
At 6th level, PLACEHOLDER
Defiant Endurance
At 10th level, you can use an action on your turn to concentrate on PLACEHOLDER, causing your Aura of Aegis to PLACEHOLDER for up to 1 minute.
Friendly creatures within this aura PLACEHOLDER
If you lose concentration, the Obelisk of Protection is rendered completely inanimate and useless until the end of your next turn as it reestablishes its spiritual connection with you.
Once you use this feature you must complete a short or long rest before using it again.
Penitent Sacrifice
At 14th level, your Totem can save you and others from the brink of death. If the Obelisk of Protection is within 120 feet of you or an ally when one of you is reduced to 0 hit points and thereby falls unconscious, you can cause the Obelisk of Protection to sacrifice a piece of itself, suffering the entire damage of the attack. The target then regains half its hit points and immediately rises to its feet, gaining the benefits of the Haste spell until the end of its next turn (It does not become Lethargic when this wears off).
Once you use this feature, you can't use it again until you finish a long rest.
-------------------------------------------------------------------------------------------------------------------------------------------------------
Dominion
Aura of Nihility: Synchronous Annihilation
At 1st level, when you choose this Totem Aspect, you gain the ability to cast reaction spells when a hostile creature within your Aura is targeted by an attack, harmful ability, or spell from a source other than you.
Dominion Aspect Spells.
Shaman Level | Spells
1 | Chaos Bolt, Catapult, Magnify Gravity
3 | Enlarge/Reduce, Levitate, Shatter
5 | Annihilate Matter, Pulse Wave, Slow
7 | Gravity Sinkhole, Otiluke's Resilient Sphere
9 | Telekinesis, Temporal Shunt
11 | Disintigrate, Gravity Fissure
Oblivion
When you choose this Totem Aspect at 1st level, you learn the Mage Hand and Touch of the Void (Eldritch Blast) Cantrips, they don't count towards your Cantrips known. When you cast a spell that deals Force damage as a reaction or an Empowered Reaction, you can add your Wisdom modifier to the damage roll of your attack. You can also add your Wisdom modifier to the damage of the inciting action, provided the reaction was triggered by a friendly creature's attack roll. Extra damage caused by Oblivion is dealt as Force damage.
Totem Shape: Monolith of Dominion
At 1st level, when you choose this Totem Aspect, your Totem takes on the shape of the Monolith of Dominion. (See Monolith of Dominion attached statblock).
Atomise
At 6th level, you gain limited control over the atomic structure of objects under your Dominion, able to unravel your targets internal particles. Whenever you cast a spell that deals Force damage to a creature within your Aura of Nihility, roll a d8, and you gain a bonus equal to the number rolled to one damage roll of the spell. Additionally, all Force damage dealt to objects and structures is doubled.
Singularity
At 10th level, you can use an action on your turn to concentrate on collapsing part of your Totem's mass in on itself, causing your Aura of Nihility to become a black hole for up to 1 minute.
Your Aura is considered difficult terrain, and any creature that starts its turn there must succeed on a Constitution saving throw or take 8d6 force damage and be pulled 10 feet toward the center.
If the distance it's pulled would bring it into the same space as the black hole, it takes 16d6 force damage instead, being shunted out 10ft on the opposite side. Any creature brought to 0 hit points as a result of this feature is sucked into the black hole and obliterated, along with everything nonmagical it was carrying/wearing.
On a successful save, the creature takes half damage and is not pulled inward.
If a creature is obliterated in this way, your Monolith of Dominion gains a +2 to its next attack and damage roll.
If you lose concentration, the Monolith of Dominion is rendered completely inanimate and useless until the end of your next turn as it reconstitutes itself.
Once you use this feature you must complete a short or long rest before using it again.
Event Horizon
At 14th level, your Totem Aura becomes nigh inescapable. The mere sight of your Monolith means it is already too late. As a bonus action on your turn, you can release control on the Black Hole within your Monolith, causing it to grow in size, enveloping the entire Monolith's structure for a brief moment, before it quells again. This feature can be used while Signularity is active. Until the end of your next turn, your Monolith's Aura of Nihility radius increases by 90ft. All attack rolls you make against creatures within the Aura of Nihility are made with advantage; all saving throws made against your spells and abilities by creatures within the Aura of Nihility are made at disadvantage, and creatures are forcefully moved up to twice as far as a result of your spells and abilities. While releasing control, creatures you designate are not affected by the Aura of Nihility, as you instead focus on creating miniature counteractive Gravity Wells that hold them in place.
Once you use this feature, you can't use it again until you finish a long rest.
-------------------------------------------------------------------------------------------------------------------------------------------------------
Manipulation
Aura of Control: Untameable Will
At 1st level, when you choose this Totem Aspect, you gain the ability to cast reaction spells when a creature starts or ends its movement within your Aura, or if a creature within your Aura is forcefully moved.
Manipulation Aspect Spells
You gain additional spells from this list depending on which Elemental affinities your Gargoyles are currently attuned to. They are considered prepared, but count less towards your Prepared Spells total, instead costing 1 preparation slot per tier available, i.e. -1 at 1st level, -2 at 3rd, -6 at 11th. Many of the spells on this list are still free to be prepared as regular on the Shaman Spell List, in addition to this list.
Shaman Level____| Earth Spells_____| Frost Spells______________| Flame Spells___________| Lightning Spells
1______________| Ray of Sickness__| Ice Knife________________| Hellish Rebuke________| Witch Bolt
3______________| Spike Growth___| Icingdeath's Frost ________| Scorching Ray_________| Gust of Wind
5______________| Erupting Earth__| Sleet Storm_____________| Fireball_______________| Lightning Bolt
7______________| Grasping Vine___| Ice Storm______________| Widogast's Web of Fire_| Storm Sphere
9______________| Wall of Stone____| Cone of Cold___________| Immolation___________| Control Winds
11_____________| Move Earth______| Otiluke's Freezing Sphere_| Sunbeam_____________| Chain Lightning
Conduit of the Wild
When you choose this Totem Aspect at 1st level, you learn two of (Mold Earth, Shape Water, Control Flames, and Gust) and two of (Posion Spray, Ray of Frost, Fire Bolt, and Arc Lightning) Cantrips, they don't count towards your Cantrips known. When you cast a spell as a reaction to a creature moving within your Aura of Control, your or one of your Gargoyles can immediately move up to 15ft. This movement does not provoke opportunity attacks.
Totem Shape: Gargoyle of Manipulation
At 1st level, when you choose this Totem Aspect, your Totem takes on the shape of the Gargoyles of Manipulation. You have two Totems, that can act independantly from one another.
They each have an Elemental Attunement (Earth, Frost, Flame, Lightning), which you can change when you prepare spells. The two Attunements chosen will impact what Vulnerabilities and Resistances your Gargoyles have, what Cantrips you know, and what Manipulation Aspect Spells you gain access to. Their Aura is reduced to 10ft. This increases to 15ft, 20ft, and 25ft at 6th, 12th, and 18th level, respectively.
If a Totem is destroyed, you must pay a Maximum hit point sacrifice to recreate it. It costs 1 hit point to recreate a Gargoyle, unless both are destroyed, in which case the full 3 must be paid.
Whims of the Wild
At 6th level, whenever you cast one of your spells prepared as a result of your Gargoyle's Elemental Attunement, roll a d6. On a 6, The spell requires a spell slot of one level lower than normal. If the spell can be upcast, you can choose to expend the original spell slot anyway and treat the spell as though it was upcast by one level. If you do not have a spell slot of the required level, you must upcast the spell with the original slot. If the spell grants no benefits to upcasting and you must upcast it, you instead cast the spell for free.
Spirits' Wrath
At 10th level, you can use an action on your turn to concentrate on empowering your Gargoyles, causing them to become conduits for the Spirits of the wrathful Wild for up to 1 minute. The spirits inhabit natural materials and objects within your Aura of Manipulation.
Earth begins to soften and give way, causing the aura to become difficult terrain for all hostile creatures.
At the start of each of your turns, each of your enemies within 10ft of one of your Gargoyles must succeed on a Dexterity saving throw or take 4d6 damage of that Gargoyle's Elemental Attunement as they violently release energy from within.
At the end of each of your turns, one creature of your choice that is on the ground must succeed on a Strength saving throw or become restrained until Spiritual Wrath ends as vines erupt from the ground. A restrained creature can use an action to make a Strength (Athletics) check against your spell save DC, ending the effect on itself on a success.
As a bonus action on your turn, you can cause a loose rock to launch at a creature you can see in the cube. Make a ranged spell attack against the target. On a hit, the target takes 3d8 nonmagical bludgeoning damage, and it must succeed on a Strength saving throw or fall prone.
If you lose concentration, the Gargoyles of Manipulation are rendered completely inanimate and useless until the end of your next turn as they recover from elemental overload.
Once you use this feature you must complete a short or long rest before using it again.
ACTIVE MAJOR EFFECT PLACEHOLDER
At 14th level,
Once you use this feature, you can't use it again until you finish a long rest.
Read further if you dare.
Here be weird shit.
Playtesters ye be warned.
-------------------------------------------------------------------------------------------------------------------------------------------------------
Madness
Aura of Insanity: Incomprehensible Absolution
At 1st level, when you choose this Totem Aspect, you gain the ability to cast reaction spells when a creature within your Aura of Insanity is afflicted with a condition.
Madness Aspect Spells.
Shaman Level | Spells
1 | Cause Fear, Charm Person, Command, Dissonant Whispers, Tahsa's Hideous Laughter
3 | Crown of Madness, Mind Spike, Suggestion, Tasha's Mind Whip
5 | Fear, Hypnotic Pattern, Major Image, Psionic Blast
7 | Confusion, Phantasmal Killer, Raulothim's Psychic Lance, Summon Abberation
9 | Dominate Person, Geas, Modify Memory, Rary's Telepathic Bond, Synaptic Static
11 | Mass Suggestion, Mental Prison, Psychic Crush
PLACEHOLDER
When you choose this Totem Aspect at 1st level, you learn the Minor Illusion and Mind Sliver Cantrips, they don't count towards your Cantrips known. PLACEHOLDER.
Totem Shape: Aggregation of Madness
At 1st level, when you choose this Totem Aspect, your Totem takes on the shape of the Aggregation of Madness. (See Aggregation of Madness attached statblock).
PASSIVE PLACEHOLDER
At 6th level, PLACEHOLDER.
ACTIVE AURA PLACEHOLDER
At 10th level, you can use an action on your turn to concentrate on PLACEHOLDER, causing your Aura of Insanity to PLACEHOLDER for up to 1 minute.
PLACEHOLDER.
If you lose concentration, the Aggregation of Madness is rendered completely inanimate and useless until the end of your next turn as it PLACEHOLDER.
Once you use this feature you must complete a short or long rest before using it again.
ACTIVE MAJOR EFFECT PLACEHOLDER
At 14th level, PLACEHOLDER.
Once you use this feature, you can't use it again until you finish a long rest.
Level | Abilities | Aura | Cantrips | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1 | Empowered Reaction, Totem Casting, Totem Aspect | 25ft | 1 | 2 | | | | | | | | |
2 | Sacred Repair | 25ft | 1 | 3 | | | | | | | | |
3 | Spirit of Freedom | 25ft | 1 | 4 | 2 | | | | | | | |
4 | | 25ft | 2 | 4 | 3 | | | | | | | |
5 | Of Two Minds | 25ft | 2 | 4 | 3 | 2 | | | | | | |
6 | Aspect Feature | 30ft | 2 | 4 | 3 | 3 | | | | | | |
7 | | 30ft | 2 | 4 | 3 | 3 | 1 | | | | | |
8 | Spirit of Freedom Enhanced | 30ft | 2 | 4 | 3 | 3 | 2 | | | | | |
9 | | 30ft | 3 | 4 | 3 | 3 | 3 | 1 | | | | |
10 | Aspect Feature | 30ft | 3 | 4 | 3 | 3 | 3 | 1 | | | | |
11 | NEED SOMETHING HERE | 30ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | | | |
12 | | 35ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | | | |
13 | | 35ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | | |
14 | Aspect Feature | 35ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | | |
15 | | 35ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
16 | | 35ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | |
17 | NEED SOMETHING HERE | 35ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | | 45ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
19 | | 45ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
20 | | 45ft | 3 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |