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Shaman: Difference between revisions

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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.

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