Shaman Aspects
Posted: Mon Nov 23, 2020 1:41 pm
Stealing a bit from pathfinder and other sources here. I see a lot of mentions that shamans feel a bit like they're missing something, which isn't a hard thing to think when you look at how good elemental shape/dragon shape etc are here comparatively. So.
Aspects: Shamans now gain a bonus feat at, say, 7, 14, 21, 28. This bonus feat can only be used to select from the list of aspects.
You can have one aspect active at a time, and swapping/activating them is, say, a full-round action. They are (vague ideas totally not yoinked from PF) as follows:
Ancestors: You channel ancestral spirits to help you in battle.
You gain: soft AB boost, maybe a little damage and DI.
At 28, this becomes an aura that gives x% of your bonus to allies within it.
Bones: You channel an aspect of the grave.
You gain: Boosted necromancy spells, spontaneous radial casts of a couple of the nec spells shaman is missing.
At 28, you gain some minor undead-like traits while channeling. (AC, temp hp, idk)
Flames: You channel the hungering flame.
You gain: A small movement boost, a little extra damage to elemental spells, a small amount of health restored on kills.
At 28, you gain a damaging fire aura.
Life: You channel the forces of life to aid yourself and allies.
You gain: Empowered healing spells.
..And so on in that sort of manner. A handful of choices, maybe on a long cooldown, which give a variety of small scaling effects, probably intended to boost certain playstyles: One to allow for battleshamans that get an actual use out of use poison, healer-types, so on, so forth.
Maybe if switching them is too much, make the choice a bit more impactful and allow you to only grab one at level ten.
Aspects: Shamans now gain a bonus feat at, say, 7, 14, 21, 28. This bonus feat can only be used to select from the list of aspects.
You can have one aspect active at a time, and swapping/activating them is, say, a full-round action. They are (vague ideas totally not yoinked from PF) as follows:
Ancestors: You channel ancestral spirits to help you in battle.
You gain: soft AB boost, maybe a little damage and DI.
At 28, this becomes an aura that gives x% of your bonus to allies within it.
Bones: You channel an aspect of the grave.
You gain: Boosted necromancy spells, spontaneous radial casts of a couple of the nec spells shaman is missing.
At 28, you gain some minor undead-like traits while channeling. (AC, temp hp, idk)
Flames: You channel the hungering flame.
You gain: A small movement boost, a little extra damage to elemental spells, a small amount of health restored on kills.
At 28, you gain a damaging fire aura.
Life: You channel the forces of life to aid yourself and allies.
You gain: Empowered healing spells.
..And so on in that sort of manner. A handful of choices, maybe on a long cooldown, which give a variety of small scaling effects, probably intended to boost certain playstyles: One to allow for battleshamans that get an actual use out of use poison, healer-types, so on, so forth.
Maybe if switching them is too much, make the choice a bit more impactful and allow you to only grab one at level ten.