Spirit Shaman Ranger

by RangerDman

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Spirit Shaman Ranger

The Spirit Shaman Conclave are a collection of warriors who through intense trance or meditation gain the ability to summon a spirit to aid in battle.

Spirit Shaman Features
Ranger Level Features
3rd Spirit Shaman Magic, Spirit Guide, Spirit Role
7th Resiliant Spirit
11th Spirit Designation
15th Transfer Spirit

Spirit Shaman Spells

When you reach certain levels in this class, you gain access to the spells listed for that level in the Spirit Shaman spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the ranger spell list, the spell is nonetheless a ranger spell for you.

Spirit Shaman Spells
Ranger Level Spell
3rd Find Familiar
5th Moonbeam
9th Spirit Guardians
13th Guardian of Faith
17th Commune with Nature

Spirit Guide

At 3rd level, when you choose this conclave, you adopt a Spirit Guide. Your Spirit Guide can be an animal or forest spirit, an distant ancestor, a fallen warrior, or any other form you deem apropriate.

As a bonus action you can summon your Spirit for 1 minute. It is spectral and invisible, unless you decide to make it appear visible (no action required by you). While your Spirit is summoned, once per turn you can either do an additional 1d6 force damage on one attack or have the first damage you receive be reduced by 1d6 until the start of your next turn. At 11th level the extra force damage and damage reduction when your Spirit Guide is active becomes 2d6.

You can summon your Spirit Guide a number of times equal to your wisdom modifer and all expended uses are regained on a long rest.

Spirit Role

When you first learn of your connection, you designate a role for your Spirit. At 3rd level your Spirit fills one of the following archetypes:

  • Mystic Spirit. You gain proficiency in the Arcana or Religion skill. Additionally you learn 1 druid cantrip that deals damage, when your Spirit is summoned the casting time for that cantrip is a bonus action.
  • Protective Spirit. You gain temporary hitpoints equal to your ranger level whenever you finish a short or long rest. Additionally if your Spirit is summoned you can use your bonus action to increase your AC by 2 until the start of your next turn.
  • Warrior Spirit. You gain proficiency in the Acrobatics or Athletics skill. Additionally while your spirit is summoned, when you use the attack action you can make one weapon attack as a bonus action.

Resiliant Spirit

At 7th level, your spirit has enhanced your mortal body with arcane energy. Your weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Also when you summon your spirit, you have resistance to damage from spells.

Spirit Designation

At 11th level your Spirit fully embraces the role you desgnate it. Your spirit improves depending on the role you have chosen for it.

  • Mystic Spirit. You learn one 1st level spell from the Druid or Ranger spell list. The spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know. You can cast it once without expending spell slot. You regain the ability to do so when you finish a short or long rest. You can only exchange the spell with another 1st level druid or ranger spell. While your spirit is summoned you have advantage on saving throws against spells and other magical effects.
  • Protective Spirit. When you use your bonus action to raise your AC, you also become resistant to bludgeoning, piercing, and slashing damage until the start of your next turn.
  • Warrior Spirit. When your spirit is summoned, your weapon attacks score a critical hit on a roll of 19 or 20 and when you use your bonus action to make a weapon attack, you have advantage on that attack.
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Transfer Spirit

At 15th level, your spirit can protect your allies as well. When a creature you can see within 30 feet is attacked, you can use your reaction to either inflict 1d6 force damage to the attacker or reduce the damage by 1d6.

Regardless of what option you choose, the creature gains the benefits of your Spirit Guide until the end of their next turn.

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