Shaman
Lv6:Gain Mantra*¹--Mantra cost is half
Lv7:Gain Advantage on Spell Attack damage--On all Spells
Lv8:Gain Meditative Defense*²--Mantra abilities can be given to allies within 5 feet
Lv9:When making a Spell Attack decrease the roll needed to crit by 1--
Lv10:You can spend 3 Mantra to cast any spell as a Melee Spell Attack *--AOE effects gain the attack roll
Lv11:You may tether to an ally within 60 ft by sacrificing half your Mantra cap, while tethered you both share*³ Saving Throws-- Saving Throw Proficiencies are shared
Lv12:You can make your spells inflict knockback on failed save, pushing targets 5 ft plus 5 ft for every 5 they fail by -- You choose direction of knockback.
Lv13: Gain Transcendent Shift*4--You can generate Mantra over your capacity*5
Lv14:
Lv15: Amplify all Shaman Abilities
Lv16:
Lv17:
Lv18:
Lv19:
Lv20:
*¹
*²
*³Sharing Saving Throws makes it to when either of you make a Saving Throw both of you can roll and if either of you succeed the save is successful. If you both fail the Saving Throw the downside only effects the original target. Both of you keep all of your normal bonuses, so if one has advantage only they roll with advantage. The halving of the Mantra Cap is rounded up so 7 goes down to 4.
*4
*5 When generating past your capacity you can not already be beyond your capacity. e.g if you have 7/8 Mantra you can channel 5 and then have 12/8 Mantra. However you can not generate new Mantra when you have 8 or higher.
Lv7:Gain Advantage on Spell Attack damage--On all Spells
Lv8:Gain Meditative Defense*²--Mantra abilities can be given to allies within 5 feet
Lv9:When making a Spell Attack decrease the roll needed to crit by 1--
Lv10:You can spend 3 Mantra to cast any spell as a Melee Spell Attack *--AOE effects gain the attack roll
Lv11:You may tether to an ally within 60 ft by sacrificing half your Mantra cap, while tethered you both share*³ Saving Throws-- Saving Throw Proficiencies are shared
Lv12:You can make your spells inflict knockback on failed save, pushing targets 5 ft plus 5 ft for every 5 they fail by -- You choose direction of knockback.
Lv13: Gain Transcendent Shift*4--You can generate Mantra over your capacity*5
Lv14:
Lv15: Amplify all Shaman Abilities
Lv16:
Lv17:
Lv18:
Lv19:
Lv20:
*¹
Mantra
Lv 6
You gain that abilitiy to channel 2 mana into Mantra on a Bonus Action. You can store up to your casting LV. Mantra replaces sorcery points
- You can channel multiple Mantra, up to half your Casting Level at a time
- For 2 Mantra you can cast furious blow on a bonus action, on hit deal d10xStr-Stat/5, if the attack isn't successfully blocked the target goes prone.
- For 2 Mantra you can cast Sonic Step on a bonus action, for this turn double your movement speed
- For 1 Mantra you can cast Steady Reinforcement on a bonus action, gain 20 Temp HP, you can use additional Mantra to multiply the effect. Does not stack with existing Temp HP
- All Mantra abilities can be casted with Strength, Dexterity or Wisdom
*²
Meditative Defense
Lv 8
If you have not used your reaction this turn you can do either of the following
- You can spend 1 mantra(Stackable) to increase your base armor AC by three until the start of your next turn(Does not stack with any armor your wearing)
- You can spend 1 mantra(Stackable) to decrease incoming damage by up to 20
*³Sharing Saving Throws makes it to when either of you make a Saving Throw both of you can roll and if either of you succeed the save is successful. If you both fail the Saving Throw the downside only effects the original target. Both of you keep all of your normal bonuses, so if one has advantage only they roll with advantage. The halving of the Mantra Cap is rounded up so 7 goes down to 4.
*4
Transcendent Shift
Lv 13
- On an Action you can spend 2 mantra, teleport up to 30 ft and immediately make a melee spell attack as part of the same action. You can add additional Mantra to give you a +5 to hit and gain +10 feet of range per additional Mantra.
- When you dodge you can spend 2 mantra to teleport up to 30 feet away. You can add additional Mantra to give you a +5 to dodge and gain +10 feet of range per additional Mantra.
*5 When generating past your capacity you can not already be beyond your capacity. e.g if you have 7/8 Mantra you can channel 5 and then have 12/8 Mantra. However you can not generate new Mantra when you have 8 or higher.

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