Shaman

A mystic intermediary, communing with spirits to manipulate the environment and empower allies with ethereal aid.

Abilities

Magic

The Shaman can cast spells. At Level 1 they know 3 spells that you can choose from the spell table. Every new Level choose 1 more.

Spell Power (SP)
Represents the strength of your Spells. Calculated by LvlB+INT.

Spell Saving Throw
When someone has to roll to resist your Spell, they must roll at least 8 + SP.

2 AP Magical Ranged Attack 
Execute a magical Ranged Attack against a target within a range of 9 sq. This deals 1w6 + SP damage. Now, choose how the magical Ranged Attack should appear and what type of damage it deals. This can only be changed at the next Levelup.

Resource: Spirits

At the end of each Long Rest, the Shaman rolls 3d6. Each d6 represents one of the nature spirits surrounding the Shaman. For each spell cast, the Shaman must choose one of these spirits to perform the spell, causing the spirit to vanish. If all three spirits are gone, the Shaman must use 1 AP to summon 3 new spirits, rolling 3d6 again.

Example: Shaman Hadric sits down after breakfast to communicate with the spirits. His player rolls: 1, 3, 6. To pack up the tents more quickly, the Shaman summons a ghostly companion. He addresses the spirit with the value of 1 and spends 2 Mana. The companion appears for 10 minutes. While packing, the group is attacked, and Hadric uses "Spirits of the Earth" with the spirit of Strength 6. Now he has only one spirit left, Strength 3. In the next round, he summons this spirit and sets up a spirit totem that heals his allies by 3 each round. Since his spirits are now used up, he uses 1 AP to summon new spirits. The player rolls 3d6 again.

1 AP Lend Spirit

Lend a spirit to yourself or an ally within 18 sq range. Can be used once on any roll except for ability checks.

Specialization

1 AP Illusion

Create an optical illusion. The illusion can be up to 2 x 2 x 2 sq in size and show whatever you want. A creature can make an INT Saving Throw to see through it. Upon closer inspection, it becomes immediately apparent that it is an illusion.

1 AP Knowledge of Ancestors

Once per Long Rest, the shaman can evoke the knowledge of their ancestors in a creature, themselves included, granting them advantage on their next ability check.