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Grogan Shaman

Grogan Shamans are very few and far between. It is the nature of the Grogan to be weapon fighters and be on
the frontlines of any battle. The Shaman on the other hand, is a wiser, older and more self-controlled than the
rest of its kin.

Make no mistake, that does not make a Shaman any more of a pushover or less dangerous. In some cases they
could cause even more damage and wreak havoc than most of their brute headed counterparts. They are
respected by all other Grogan for a reason.

Level Prof Features Cantrip Spells 1st Spells 2nd Spells 3rd Spells 4th Spells
Bonus Known
1 +2 Force Barrier, 2 3 2 - - -
Fighting Style
2 +2 Shockwave 2 4 3 - - -
3 +2 Archetype Feature 2 4 3 - - -
4 +2 Ability Score 2 4 3 - - -
Improvement
5 +3 Extra Attack 2 5 4 - - -
6 +3 Inner Force 2 5 4 - -
7 +3 Archetype Feature 2 6 4 2 - -
8 +3 Ability Score 3 7 4 2 - -
Improvement
9 +4 Barrier Detonation, 3 8 4 2 - -
Force Barrier Option
10 +4 Archetype Feature 3 8 4 3 - -
11 +4 Shockwave option 3 8 4 3 - -
12 +4 Ability Score 3 9 4 3 - -
Improvement
13 +5 Inner Force Option 3 10 4 3 2 -
14 +5 -- 3 10 4 3 2 -
15 +5 Archetype Feature 4 11 4 3 2 -
16 +5 Ability Score 4 11 4 3 3 -
Improvement
17 +6 Inner Force (2 uses) 4 11 4 3 3 -
Barrier Detonation (3
uses)
18 +6 Archetype Feature 4 12 4 3 3 1
19 +6 Ability Score 4 12 4 3 3 1
Improvement
20 +6 Shaman Rage 4 13 4 3 3 1

Class Features
Hit Dice: 1d8 Per Shaman Level

Hit points at 1st Level: 8+Con modifier

Hit points at higher levels: 1d8 (or 5) + Con modifier for each level over 1st

Proficiencies
Armor: Light, Medium armor
Weapons: Simple weapons, Warhammer, Battleaxe, Greataxe, Maul

Saving Throws: Wisdom, Strength

Skills: Choose three from Athletics, Animal Handling, Arcana, Perception, Intimidation and Survival.

Equipment
You start with the following equipment in addition to the equipment granted by your background.

-(A) padded Grogan shaman leather or (B) Grogan shaman scale mail

-(A) two simple weapons or (B) Warhammer, Battleaxe, Greataxe or Maul

-(A) Explorer’s Pack, (B) Priest’s Pack or (C) Dungeoneer’s Pack

Spellcasting
At 1st level, going through the Shaman Trials has hardened your body and mind. With you experiencing the different emotions from
tradition long past you are capable of casting a select number of spells.

Cantrips
At 1st level you know 2 cantrips. You may choose which ones you know from your Grogan Shaman Spell List. You learn an additional
cantrip at level 10.

Casting Spells
Your spellcasting table shows how many spell slots you have to cast of 1st level or higher. It also shows know many spells you know,
and you may choose which spells you know from the Wizards Spell list. You are restricted however to spells of the Abjuration and
Evocation Schools

Spellcasting Ability
Wisdom is your spellcasting ability for your spells since you have them innately in your mind and must simply will yourself to cast
them.

Spell save DC = 8 + Prof Bonus + Wis Modifier

Spell attack modifier = 8 + Prof Bonus + Wis Modifier

Force Barrier
At 1st level, as a bonus action you conjure up yourself a barrier made from the sheer force of your will. While you have this barrier up
your movement is reduced by 5ft. Whenever you take dmg, remove a barrier hit and reduce that dmg by 1d8. You can have as many
Barrier Hits equal to your wisdom modifier. You can cast force barrier a number of times equal to your Wis Modifier. You regain half
of its uses on a short rest once every long rest, and regain all uses on a long rest.

Barrier Detonation

At 9th Level, as an action you can cause your Force Barrier to explode in a 10ft radius around you. The number of Barrier Hits you
have remaining on that barrier is the number of dmg die you deal +1 die, eg. You have 2 hits left, you deal 3d8 dmg. Additionally
every creature in the area must make a Str save or be blown back outside of the barriers range. If they fail the save by 5 or more they
are knocked prone as well. You may use this feature a number of times per short or long rest 2 times.

Barrier Option
When you reach 9th level, you can alter your barrier slightly.

Light Barrier – Remove the speed reduction while your Force Barrier is active.

Tactical Barrier – When you take dmg, you can choose whether or not to expend Barrier Hits.

Fighting Style
At 1st level, being a Grogan, weapon fighting is still an innate trait that is hard to kill. Choose one of the following fighting styles.

Dueling: When you are wielding a melee weapon in one hand and no other weapon, you gain a +2 bonus to dmg rolls with that
weapon.

Great Weapon Fighting: When you roll a 1 or 2 on the dmg die for an attack you make with a melee weapon that you are wielding
with two hands, you can reroll the die and must use the new roll.

Protection: When a creature you can see attacks a target other than you that is 5ft of you, you can use your reaction to impose
disadvantage on the attack roll. You do not need a shield for this due to your massive size and back hump. YOU ARE A WALL.

Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the dmg of the second attack.

Shockwave
At 2nd Level, when you make a Grogan Headbutt attack, you can choose to will out more than the contact force of the Headbutt. You
send out a wave of pulsing energy at the moment of contact, each creature in a 5ft wide and 15ft long line must make a Dexterity
Save. On a failed save a creature takes 3d6 force dmg and is knocked prone, on a success a creature takes half dmg and is not knocked
prone. You may so this a number of times per long rest equal to 1+Wis modifier. You may only use this feature if you have at least 1
hit on your Force Barrier.

Shockwave Option

When you reach 11th level you can alter your shockwave slightly.

Charged Wave – You can increase the dmg die by 1 of your shockwave for every 10ft you ran in a straight line before hitting the
target .eg. you run 20ft and Headbutt your target, you roll 5d6 force dmg.

Spreading Wave – Instead of your shockwave going in a 5ft wide and 15ft long line, you can have it spread in a 20ft distance long and
20ft wide at point cone.

Shaman Archetype
At 3rd level, you choose a certain path to specialize in Combat Shaman or Force Shaman

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can
increase two ability scores of your choice by 1. You can’t increase a score with this feature beyond 20.

Extra Attack
At 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Inner Force
At 6th level, as an action, you concentrate on the times you spent experiencing the Trials and send out a blast of force energy towards a
target. Make a ranged spell attack against a creature you can see within 60ft. On hit, the rage and anger that you feel manifests inside
the target dealing 3d10+Wis as force dmg. This ignores resistance. Additionally the target must make a Con save, if they fail the target
is stunned for 1 minute. A target may repeat the saving throw at the end of each its turns, ending the effect. You may use this feature
once every long rest.

Inner Force Option

When you reach 13th level, you may alter your Inner Force slightly

Ripping Force – The energy inside the target continues to rib and shred their insides, the target take 1d10 Force dmg at the start of its
turn until it is healed by magic or is knocked unconscious.

Pulling Force – The energy you launch out is similar to that of rope with a shimmering energy effect to it instead of a blast. If the
target fails its saving throw you can choose to pull them towards you.

Shaman Rage
At 20th level, you become a true force to be respected by all. When you enter Grogan Rage feature granted by your race, you enter a
special Shaman Rage. While raging:

-Your Spell save DC increases by 1

-Your Barrier Hits Increases to 2 + Wis mod

-Shockwave saves are always at Disadvantage

-Inner Force can have two targets instead of one.


Combat Shaman
Combat Shamans are masters of the use of charging onto the fight and surviving for longer as well as dealing damage with
melee attacks and head butts. They are feared as much as they are respected.

Combat Barrier
At 3rd level your Force barrier die increases from a 1d8 to a 1d10. The die becomes a d12 at 12th level.

Charging Bull
At 7th level, if you travel at least 15ft in a straight line and the hit with your Headbutt attack, you deal an additional 1d8 dmg to the
target. Additionally they must make a Str save DC 10 + dmg taken or lose their reaction until the start of their next turn. You must
have your force barrier active to use this feature

Hardened Skull
At 10th level, you cover the top of your head in a shield of force, your critical range for your Headbutt is 19-20 while your Combat
Barrier is active.

Adrenaline Rush
At 15th level, you gain advantage on initiative rolls, additionally if you go first in the initiative order you let out a horrid howling war
cry. Every creature with 20ft of you must succeed on a Wis Save DC 8 + Prof +Str or become frightened by you for 1 min. Creatures
frightened by you can roll another save to shrug off the fear at the end of their turn.

Fortifying Barrier
At 18th level, your Force Barrier grants you an extra degree of protection, as a reaction you can harden the barrier and increase your
AC by the number of barrier hits you have, until the start of your next turn.

Force Shaman
Force Shaman focus on the use of their barrier to make it more versatile as well as resisting the effects of other spell
casters on the field of battle. They are rarer as it takes a special kind of Grogan to be this strong willed of mind and calm.

Shaman Barrier
At 3rd level, when you cast a cantrip or spell while your Force Barrier is active you can convert the number of Barrier Hits of your
choosing into an equal amount of dmg to add to the spell’s dmg roll.

Experienced Shaman
At 7th level, whenever you roll a 1 on the dmg roll of Shockwave, Barrier Detonation or Inner Force, you can reroll the one and must
use the new roll.
Transferring Barrier
At 10th level, whenever you cast a spell, use Shockwave or Inner Force you can increase the DC by spending 2 Barrier Hits to add +1
to the DC of the spell or ability. Eg. DC for Inner Force is currently 16, you have 4 Barrier Hits and spend all of them, DC for Inner
Force is now 18. You must announce when you will do this before the saving throw is rolled by the target.

Grogan Shaman Willpower


At 15th level, from your time spent doing the Shaman Trials, you have become hardened to many things that would harm your mind.
You have Advantage on all Wisdom saving throws and Wisdom based checks. Additionally you can’t be frightened.

Spell Barrier
At 18th level, when your barrier is active you gain resistance to the dmg of spells. Additionally on a short rest you can mediate and
gain Temp HP equal to half your Shaman lvl +Wis mod, these Temp hit points only count towards spells.

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