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Black Shaman

The Black Shaman is a frightening sight, choosing to master the power of bringing great harm to others through sacrifices. This dark path will shun the philosophy of other shaman, that they exist to aid, heal, and bring enlightenment. Instead, you will focus on how to obtain what you alone desire, weaponizing the elements, and even the very blood in your foes' veins.

The Black Shaman are often avoided, and regarded as savage; and savage they are, bringing power to themselves through the sacrifice of other creature's lives rather than mastery of the self.
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Malefic Transformation
At 3rd level, when you claim this tradition, you gain the ability to transform yourself into a beast with a CR of 1/4 or below. To do so, you sacrifice the beast and drain it of its blood before eating its heart. Afterwards, you take on its shape for a number of hours equal to half your shaman level. You may use this ability a number of times equal to your Proficiency Bonus + your Constitution modifier, regaining expended uses after a long rest.
At 9th level, when you use this feature, you take on a Dire variant of a sacrificed beast.
Black Shaman Totems
At 3rd level, when you claim this tradition, your totems list expands. Totems made by Black Shaman are called Vévé symbols, intricate designs symbolizing spirits and gods they call on for power, carved into the bones of creatures they sacrifice, and worn as piercings in their ears, lips, eyebrows, and nose. These totems appear to turn rotten when activated, and can be removed to be placed on a surface.
  • Damballa Wedo. When activated, you and your allies within 30 feet gain advantage on Wisdom saving throws for 1 minute. Additionally, you can use a bonus action to shed your skin, ending the totem's effects and curing yourself of any diseases, poisons, or other negative conditions.
  • Erzulie Freda. As a reaction, you can cause an enemy that misses you with a melee attack to become charmed by you for the next three rounds.
  • Coffin. *requires level 10 Choose a creature you can see within range. The chosen creature must succeed on a Wisdom saving throw against your Shaman spell save DC or be trapped within an ethereal coffin for 1 minute. It can reattempt this saving throw at the start of each of its turns. While trapped, the creature is restrained and takes necrotic damage equal to your Wisdom modifier at the start of each of its turns. you gain hit points equal to the number lost by the creature in the coffin. You can choose to end this ability by dealing necrotic damage equal to 2d6 per round remaining of the effect. If you end the effect in this way, you do not gain the hit points lost by the creature.
  • Ghede. When activated, you and your allies within 30 feet gain advantage on saving throws against fear and effects from necromancy spells for 1 minute.
  • The Serpent. *requires level 10 When activated, you and your allies within 30 feet gain advantage on saving throws against necrotic damage and effects that cause the frightened condition for 1 minute. Additionally, as a reaction when you or an ally within range takes necrotic damage while this totem is active, you can redirect a portion of that damage to another creature you can see within range.
Wicked Element
At 6th level, you may deal 1d4 damage to yourself, or sacrifice a small or tiny creature, and use the power within your blood to call upon a disaster. Roll 1d4 on the table below. You cannot use this feature again until you complete a long rest.          
RollResult
1 A sinkhole opens beneath 1d6 hostile creatures, trapping them in place. Trapped creatures can make a Strength saving throw against your spell save DC to escape at the start of each of their turns, sinking 1ft lower on a failed save. Each 1ft lower they sink increases the DC by +1. A fully submerged creature will suffocate in 7 rounds. Trapped creatures are dealt 3d8 bludgeoning damage at the start of each of their turns.
2 A thunderstorm appears overhead, surrounding an area of 60ft, randomly striking any creature in this range with a bolt of lightning dealing 1d8 lightning damage. The thunderstorm will dissipate after 6 rounds.
3 1d6 hostile creatures begin to suffocate. An affected creature must make a Constitution saving throw against your spell save DC. Upon three failed saves, they fall unconscious. Upon two successful saves, they begin to breathe again and take 1d8 force damage.
4 The blood within 1d4 hostile creatures turns hot, dealing 1d8 fire damage for 6 rounds.
Unholy Sacrifice
At 9th level, by sacrificing a small or larger creature, you may summon a demon using the Summon Lesser Demon spell. The demon will be banished upon the spell ending. You cannot use this feature again until you complete a long rest.
 
Bloodletter
At 14th level, you have mastered the art of the Black Shaman. You may choose a target, and upon sacrificing 1d12hp from yourself, or sacrificing a medium or smaller creature, cause the target's blood to boil. The target takes fire damage equal to five times the hit points sacrificed, and makes a Wisdom saving throw against your spell save DC. On a failed save, the target is rendered prone and takes an additional 1d12 fire damage per round. The target can attempt another saving throw at the beginning of each of their turns, ending the effect on a successful save. If the target fails ten saving throws, they die.
You cannot use this feature again until you complete a long rest.
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Created by

Ticklesthegamemaster.

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