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Achuar Shaman

The Achuar Shaman is less concerned with living humans and far more concerned with the spirits inside of plants and animals. These shaman view natural creatures as guardians, guides, and teachers, and punish those who destroy with abandon by sealing away their very soul in morbid manners. To take this tradition, you must be willing to respect nature and the natural order. You will learn to craft poisons and poultices, and become skilled in the calling of sacred beasts to take revenge on those who trample on the natural order, or show disrespect by leaving an animal carcass or killing more than they need to live.

The Achuar Shaman is often misunderstood, typically due to the body parts that decorate their staves and clothes. These are trophies taken from those who kill the natural creatures the Achuar Shaman respects. In combat, they are an intimidating foe that confuses and dazes the mind, dealing deadly blows before their target is able to regain their senses.
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Nukuri Foundation
At 3rd level, when you claim this tradition, you find an animal often hunted that does not run when you approach. This is your Nukuri, a personal guide in the wild. The Nukuri may be a deer, fox, or other beast with 0CR. It will not run from you, and will show you the way to medicinal herbs that heal a creature 1d4hp when eaten. It will also show you the way to an animal to hunt for food when asked, and will attempt to stop you when you have enough food for yourself and your party. Damaging your relationship with your Nukuri cannot be repaired, and killing it yourself will stop you from progressing as an Achuar Shaman until another bond is formed with a new Nukuri. Should your Nukuri die an unnatural death, having been hunted or killed by a creature other than its natural predators, you will know the location and direction from you of that creature until they die. You may meditate during a short rest to find a new Nukuri, provided you are not the killer of the former Nukuri. If you are the killer of the former Nukuri, finding a new one requires three long rests spent in meditation, an offering of your own blood which deals 1d12 damage to you to make, and a successful Charims (Persuasion) check, the DC for which is equal to 12 + your Wisdom modifier.
 
Achuar Shaman Totems
At 3rd level, when you claim this tradition, your totems list expands. Achuar Shaman craft totems made from carving intricate designs into precious stones like onyx, lapis lazuli, and others. These designs glow white when the totem is active, and are carried in the pocket or placed on the ground.
  • Jaguar. You, and allies within 30 feet of you, gain the ability to move through difficult terrain as if it were normal, and your melee attacks deal additional slashing damage equal to your Wisdom modifier for 1 minute.
  • Anaconda. You gain resistance to poison damage and the ability to use your reaction to reduce falling damage by half for yourself or an ally within range
  • Ayahuasca Vine. *requires level 10 A bright light envelopes a 30 foot radius around the totem for 1 minute. Each creature in the area regains hit points equal to 2d8 + your Wisdom modifier. Creatures that remain inside for the full duration are cleansed of one condition. If a creature had no conditions to cure, it gains the benefits of a short rest.
  • Butterfly. You and your allies within 30 feet of the totem gain advantage on Dexterity (Acrobatics) checks and the do not provoke opportunity attacks for the next 1 minute.
  • Rainforest. *requires level 10 When activated, the totem creates an area of shelter for you and your allies within 30 feet. While within the totem's aura, you and your allies gain a bonus to AC equal to your Wisdom modifier. Additionally, as a reaction, you can command the totem to absorb the impact of a ranged attack against you or an ally within its aura, negating the attack's damage.
Sacred Dream
At 6th level, your connection to the spirits of nature deepens. You may spend a short rest dreaming about the natural world nearby. When you awaken, a guardian animal will come to your side and serve as an Animal Companion for up to 24 hours, after which it will remain passive to you and your party. This animal companion cannot fight, and will run if attacked. You cannot use this ability if you already have a guardian animal following you, and must declare at the beginning of a short rest your intent to use this feature.
Nukuri Friendship
At 9th level, your relationship with your Nukuri animal has deepened. You give it a nickname, such as "Mother Deer" or "Brother Boar". Your Nukuri's location will always be known to you, and you can call it in spirit form to guide you as it can in physical form. When you do this, your Nukuri can show you general directions, as well as show you to new herbs that can be used as a powder. When a powdered herb from the Nukuri is blown at a creature, that creature must make a Constitution saving throw against your spell save DC or be poisoned. Additionally, you may meditate for 1 hour to bring your Nukuri to your location. If your Nukuri is large enough, you may ride it as a mount with its permission. You cannot use this feature again until you complete a short or long rest.
Tzantza Vengeance
At 14th level, your connection with natural spirits is whole, and you are prepared to truly wreak vengeance on behalf of desecrated or disrespected spirits. You can create Tzantza, or shrunken heads, using the head of any humanoid creature you personally killed. During a short rest, you boil the head after removing the skull and offering it to a guardian serpent. Then, you place a fire heated stone inside, sewing the eyes, or mouth, or both shut. In combat, you may use these Tzantza for one of the following effects. A Tzantza destroys itself after a single use, and you cannot use any of these effects if you have not made a Tzantza that has remained unused.
  • Horror. The Tzantza begins to float, and scream in horror for 1 minute. Choose one target. The Tzantza will follow the target and can move up to 30ft on each of the creature's turns. The creature must make a Charisma save against your spell save DC. On a failed save, the creature is frightened for the duration. On a successful save, the Tzantza will block the next attack made by the creature and sacrifice itself.
  • Illuminate. The Tzantza will open its eyes, which glow a bright blue and emit a bright light for 15 feet, and a dim light for an additional 15 feet. Lasts for 1 hour
  • Toxin. The Tzantza will open its mouth and begin to spew forth a poisonous gas that will cover the area the Tzantza occupies, and all adjacent spaces. Creatures that start their turn in this gas take 1d8 poison damage, and must make a Constitution saving throw against your spell save DC or be paralyzed. The Tzantza can move up to 10ft per turn. This effect lasts for 3 rounds.
  • Burst. Choose a point you can see within 120ft. The Tzantza will hurl itself to that space this turn and explode in a 20ft radius. Creatures in this area must make a Dexterity save against your spell save DC, taking 4d8 fire damage on a failed save or half as much damage on a successful save. The fire spreads around corners, and ignites flammable items that are not being worn or carried.
  • Counterspell. As a reaction, cast Counterspell without expending any spell slots. A Tzantza will pop and dissipate when this is used.
  • Alert. The Tzantza anchors itself by its hair or back of its head to a vertical surface. Any creature that crosses a line in front of the Tzantza within the next 8 hours will cause the Tzantza to begin screaming. After 1 round of screaming, the Tzantza will shrivel into an unrecognizable ball of leather and hair.
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Ticklesthegamemaster.

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