Shaman

Class Races

  • Human

  • Tiefling

  • Orcs

  • Trolls

  • Goblins

  • Dryad

  • Wood Elf

  • Tabaxi

  • Lizardfolk

  • Half-Orc

  • Half-Drow

  • Half-High Elf

  • Half-Wood Elf

Your HP is 11+Base CON Score.

Your Carry Weight is equal to Base STR Score+6.

Your Base Damage is 1d8.

Human: You gain 1 Piercing with Hack&Slash and Volley

Orcs: Add +2 HP to your max HP.

Troll: You heal 1 HP a round in combat. Fire and Acid does 1 additional damage to you and halts your natural healing for 2 rounds. When taken to 0 HP your natural healing halts for the rest of the day.

Goblins: You gain +2 to Flee.

Dryad: You gain Spiritual Healing as a starting move for free.

Wood Elves: Deal +1 damage when Shapeshifted, or Animal Companion has +1 STR.

Tabaxi: +1 Ongoing to Honored Ancestors.

Tiefling: Deal +1 damage to targets with a debility.

Lizardfolk: Treat a 7-9 as a 10+ when rolling for Honored Ancestors.

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Prebuilt Shaman

Key Stats

STR important for Hack&Slash if taken Animal Companion and melee oriented or taken Shapeshifter, otherwise only defy danger

DEX important for Volley if taken Animal Companion and ranged oriented, otherwise only defy danger

CON will be important for your HP, and defy danger

INT isn't used except for defy dangers

WIS important for Help From Beyond, Honored Ancestors and Shapeshifter if taken instead of Animal Companion

CHA isn't used except for defy dangers

Starting Moves

Speaker For The Dead

You can see, understand, and be understood by the spirits of the dead, whether corporeal or not. This does not guarantee they'll have anything interesting to say; non-intelligent undead are not known for their loquaciousness, for example.

 

Honored Ancestors

Ritual

When resting in a calming place you are able to concentrate in, call upon an ancestor to give guidance and comfort of mind and body, roll+WIS. 

• On a 10+, you get through to whoever you called upon and they help remove a debility of your choice from yourself, fully restore your HP, and remove any ongoing poisons or diseases.

• On a 7-9, as 10+ but something you’ve done angered your ancestor and they are unwilling to help again for a day.

• On a 6 or less, you've angered your ancestor and they are unwilling to help again for a day.

 

Help From Beyond

Standard

When you take a few moments to draw upon the power of the spirit world, roll+WIS. 

• On a 10+, heal an ally for 1d6 and gain 1 Debt. Also take +1 Forward on your next Help From Beyond.

• On a 7-9, heal an ally for 1d6 and gain 1 Debt. 

• On a 6 or lower, you fail but still gain 1 Debt. Take -1 ongoing to Help From Beyond until the following dawn.

You cannot use Help From Beyond again until all Debt is gone or while Shapeshifted.

Debt To The Dead

Standard

Spirits steal a targets senses to gain a connection to the living for a short time. Roll+Wis and spend 1 Debt.

• On a 10+, choose one of the effects below.

• On a 7-9, choose one of the effects below but also become Vulnerable.

• On a 6 or lower, you become Vulnerable.

  • Blind them for 2 rounds.

  • Silence them for 1 round.

  • Deafen them for 2 rounds.

  • Slow them for 1 rounds.

These effects do not allow a Defy Danger, even if they otherwise normally would.

Note: Blinded, Silenced, Deafened and Slowed can be found on the System Terms page.

Channel Nature

Your connection to the spirit world is strong enough to manifest and control the many animal spirits about. You permanently make a selection between the Druid starting moves Shapeshifter and Flowing Form or the Ranger starting move Animal Companion and Command. Your shapeshifted form or animal companion may have some visual hints at it being a spirit.

Class Moves

When you gain a level from level 2-5, you may pick one of these or a crafting move. You may not pick the same move more than once.

 

A Pox Upon You

Standard

When you beseech the spirits to lay a curse upon someone who you can see, take a debility of your choice and roll+WIS. 

• On a 10+, after leaving your presence they soon feel weak and gain that same debility you chose, as well as -1 Ongoing against you until they remove the debility. The -1 Ongoing does not stack with additional curses.

• On a 7-9, they merely gain the same debility you chose, as well as -1 forward from a moment of bad luck against you.

• On a 6 or lower, they find out what you were trying to do!

 

Ancestral Echo

Requires: Help From Beyond

Your Help From Beyond increases to 2d6.

 

Animal Guide

Ritual

When you sacrifice an animal with your own two hands, you may take a debility of your choice and bind its spirit to yourself. If you do so, you can release these bindings in a time of need; it will show you a path to an individual or place you interacted with while the spirit was bound to you. Once guiding, the spirit will not turn from it’s path, fading away if not kept up with. That debility cannot be healed as long as the spirit is bound or leading you.

Formcrafter

Requires: Shapeshifter

When you shapeshift choose a stat: you take +1 ongoing to rolls using that stat and gain +1 Armor and +1 Damage to Hack&Slash while shifted.

Rip And Tear

Requires: Animal Companion

Your animal companion ignores Armor when damaging with the “Get ‘Em!” Command.

Guided Hand

You may Hack&Slash or Volley with roll+WIS instead of +STR or +DEX.

Hex

You may target an enemy and deal magical damage with Help From Beyond instead of healing.

 

Spirit Snake

You gain +1 Damage with Hack&Slash and Volley.

Damage Move (a character can only have 2 of these total).

Funeral Mask

When you paint your face in blood and ashes, gain +1 Armor as long as you are wearing this funeral mask.

 

Spiritual Link

Gain +1 Debt from Help From Beyond.

 

Spiritual Healing

When you use Honored Ancestors to call upon aid, all present allies gain the same benefit as you as long as they spend an entire scene interacting with you and the ancestor.

 

Thief of Eyes

Ritual

When a creature you have blinded, silenced or deafened recovers, you may use of their corresponding sense as if it were your own for a few moments. Seeing through a previously blinded creature’s eyes spots nearby people and views the location for 1 round. Hearing through a previously deafened creature’s ears catches spoken words of the last full round of RP (one from each participant if they spoke, and only spoken words). Speaking through the silenced creatures mouth forces one sentence to be spoken by them that they are aware was not their own words. Once a sense has been stolen it can not be used again until you blind, silence or deafen them again.

Multiclass Dabbler

Get one move from another class. Treat your level as one lower for choosing the move. You may not select starting or multiclass moves.

Advanced Moves

When you gain a level from level 6-10, you may pick one of these moves, the level 2-5 moves, or a crafting move. You may not pick the same move more than once.

 

A Plague on Both Your Houses

Requires and Replaces: A Pox Upon You

Standard

When you beseech the spirits to lay a curse upon someone who you can see, take a debility of your choice and roll+WIS.

• On a 10+, after leaving your presence they and any blood relative of theirs soon feel weak and gain that same debility you chose, as well as -1 Ongoing against you until they remove the debility. The -1 Ongoing does not stack with additional curses.

• On a 7-9, they and any blood relative merely gain the same debility you chose, as well as -1 forward from a moment of bad luck against you.

• On a 6 or lower, they find out what you were trying to do!

 

All Things Past

Requires: Ancestral Echo

Your Help From Beyond increases to 3d6.

Elder Power

Free

When you are the target of a spell and have Debt from Help from Beyond, you may spend 1 Debt to make that spell fizzle out and have no effect.

 

Death Mask

Requires: Funeral Mask

When you paint your face in blood and ashes, gain +1 Armor as long as you are wearing this death mask.

 

Sin Eater

Requires: All Things Past

Ritual [DM]

When you touch a dying or recently dead creature (less than a day), skin to skin, you may intercede with Death on their behalf. The Lord of the Black Gates will forfeit their soul for now, but demand an appropriate favor or sacrifice in return (this does not have to be something you can accomplish immediately). You may refuse, but if you do so, the next time you take your Last Breath you automatically miss. Either way, the creature comes back to life, wounds and all. You may only have one such debt to death at a time.

*Contact a DM to coordinate and play the scene

 

Spirit Walk

Ritual

When you enter a deep trance that leaves you unresponsive to the world and will yourself to leave your body behind, roll+WIS. 

• On a 10+, you successfully project yourself out of your body in spirit form. 

• On a 7-9, you manage to project yourself, but the connection is tenuous and you cannot stay more than a few minutes. 

While in spirit form, you can't interact nor hear the land of the living, and are invisible to those who can't see the spirit world.

Multiclass Initiate

Get one move from another class. Treat your level as one lower for choosing the move. You may not select starting or multiclass moves.