Shaman
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.
Level 2: 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.
Level 2: 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.
Level 2: Call for new Spirits
Once per Short Rest you can roll for new Spirits without spending AP. Even if you still have Spirits.
Level 5: Subclass
Choose a Subclass. Subclasses are specializations for your class that give you extra skills at the levels 5, 10, 15, 20. For the Shaman you can choose between the following:
TODO shaman_namer, shaman_chieftain
Level 7: Extra Spirit
Gain two extra Spirits (d6).
Level 7: Strong Spirits
When rolling for your Spirits you can choose to combine two of your die together (call for a strong Spirit), thus rolling 2d6 for a Spirits. Keep in mind that this will reduce the number of Spirits that you have with you.
Level 7: 1min Ghostly Guidance
Perform a ritual and consult the spirits of your ancestors or the land. The spirits can provide clues to help answer your questions. For example, they may point in the direction of important objects or indicate a way out of a labyrinth. The duration of the ritual must be at least 1 minute, but the longer it lasts, the better you can interpret the spirits.