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'''Shamans '''are dreamwalking priests of magic, taking small glimpses of the past, present, and future, and binding them together into a coherent life's mission. |
{{Worldbuilders}}'''Shamans '''are dreamwalking priests of magic, taking small glimpses of the past, present, and future, and binding them together into a coherent life's mission. |
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== Notable Shamans == |
== Notable Shamans == |
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== Shaman Madness == |
== Shaman Madness == |
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Due to their heightened abilities to see the past, present, and future, Shaman's exhibit the highest rate of magical madness in the realm. A table below shows a few examples of how Shaman's exhibit their insanity. |
Due to their heightened abilities to see the past, present, and future, Shaman's exhibit the highest rate of magical madness in the realm. A table below shows a few examples of how Shaman's exhibit their insanity. |
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<nowiki> </nowiki>Members of humanoid races become indistinguishable (orcs, elves, humans, gnomes all identical) |
<nowiki> </nowiki>Members of humanoid races become indistinguishable (orcs, [[elves]], [[humans]], [[gnomes]] all identical) |
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<nowiki> </nowiki>Receive one bit of advice from your deity, which may or may not be accurate (at the DM’s discretion). |
<nowiki> </nowiki>Receive one bit of advice from your [[deity]], which may or may not be accurate (at the DM’s discretion). |
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Latest revision as of 16:53, 17 August 2024
Shamans are dreamwalking priests of magic, taking small glimpses of the past, present, and future, and binding them together into a coherent life's mission.
Notable Shamans[edit | edit source]
Shaman Madness[edit | edit source]
Due to their heightened abilities to see the past, present, and future, Shaman's exhibit the highest rate of magical madness in the realm. A table below shows a few examples of how Shaman's exhibit their insanity.
1-5 |
Spoken and written Languages become incomprehensible |
6-10 |
Members of humanoid races become indistinguishable (orcs, elves, humans, gnomes all identical) |
11-15 |
When rolling an odd number on a d20 roll, take immediate disadvantage. |
16-20 |
Sanity. |
21-25 |
A passion for keeping peace and laying down all weapons no matter the situation. |
26-30 |
Sanity. |
31-35 |
Unpatchable feelings of betrayal by friends and family for the duration of the day. |
36-40 |
Obsession with a single word of your choice, which inserts itself into every sentence. 1d4 wisdom damage on a failure to use the word. |
41-45 |
A shortened attention span only allows either 1 move or 1 action per turn, never both. |
46-50 |
Sanity. |
51-55 |
Paranoia or constant fear of a dangerous stalker. |
56-60 |
Sanity. |
61-65 |
Sanity. |
66-70 |
The adoption of a new identity for the day. [Name, background, purpose] |
71-75 |
Wisdom save when making melee attacks (DC 14), on a failed save, the shaman bites for 1d2 damage in place of the chosen attack. |
76-80 |
Extreme emotion (Anger, depression, etc.) results in a -4 to all charisma skills, checks, and saves. |
81-85 |
Receive one bit of advice from your deity, which may or may not be accurate (at the DM’s discretion). |
86-90 |
Sanity. |
91-95 |
Sanity. |
96-100 |
A swapping of the Shaman’s strongest and weakest ability scores. |