Dragon Shaman

Created by Shadowhntr7 for the Creos campaign setting.

Homebrew Class: Dragon Shaman

Class abilities:

Draconic Auras: Draconic Auras are projected by a Dragon Shaman, and give their benefits to all willing allies within a number of squares equal to your CHA modifier. The Aura is lost when the Dragon Shaman is unconcious, has no dragon totem of their own, or is under an effect that causes them to lose focus, such as a mind control ability. The shamans themselves gain the bonuses of their own Draconic Aura, as well as any others in effect.

On character creation, choose one of the following Auras. Your character possesses this Aura, and maintains it with a free action. Creating an Aura requires a standard action. More auras may be gained at higher levels, and these may have special rules of their own.

Aura of the Swooping Dragon: Allies within the effect of your Aura gain a +2 bonus to initiative checks, and a +1 bonus to speed.

Aura of the Cunning Hunter: Allies within the effect of your Aura may shift as a minor action, and gain a +1 bonus to AC if the attacking enemy is bloodied.

Aura of the Allmighty Conqueror: Allies within the effect of your Aura gain a +1 bonus to attack and damage rolls against bloodied enemies.

Dragon Totem: A dragon totem is the focus for a Dragon Shaman's powers. Upon character creation, characters choose one type of dragon (chromatic or metallic), and this decision stays with them throughout the character's life. Your Dragon Breath racial or class power (if chosen) is of the type listed on the chart below. In addition, your character gains a +2 bonus to a skill associated with your dragon.

Totems are typically made of wood or bone, and the process of creating it yourself is integral. A totem given by another Dragon Shaman will have no effect. In addition, the Totem grants the character the ability to choose feats with the "Dragonborn, Dragon Breath racial power" requirements, but not any other feats associated with the dragonborn race.

Black Acid Heal

Copper Acid Intimidate Blue Lightning Nature

Brass Fire Bluff

Red Fire Intimidate

Bronze Lightning Nature

White Cold Bluff

Silver Cold Heal Green Poison History

Gold Fire Diplomacy

Touch of Vitality: Your touch sends new strength surging through your ally, preparing him for the battles ahead. At-Will, Melee 1 (touch) or Self, Minor Action You may use this ability twice per encounter, but only once per round. At 16th level, you can use this 3/encounter. The target spends a healing surge, and regains HP equal to their surge value + your con modifier. They may then choose to either heal an additional 1d6 hitpoints or make a saving throw against one effect a save can end. (This additional healing raises to 2d6 at 6th level, 3d6 at 11th level, 4d6 at 16th level, 5d6 at 21st level, and 6d6 at 26th level.)

Dragon Shaman Class Stats:

Role: Leader Power Source: Primal Key Abilities: Charisma, Strength, Constitution Armor Proficiencies: Cloth, leather, hide, chainmail, scale. Weapon proficiecies: Simple melee, military melee Bonus to Defense: +2 will

Hit Points at 1st Level: 12 + Con score Hit points per Level Gained: 5 Healing Surges per Day: 8 + con modifier

Trained Skills: Choose 3 from the list: Athletics, Nature, Endurance, Heal, History, Intimidate, Bluff

New Keywords:

Aura: An ability with the Aura keyword functions as a standard aura effect, with a range equal to your Cha modifier plus any additional bonuses (such as the Focused Auracaster feat). Up to two auras may be in effect at any one time.

Burst X: Any ally within the range of your first draconic aura (Cha modifier + modifiers) is within the range of this ability. For instance, a Dragon Shaman with a Charisma of 16 (+3 modifier) and the Focused Auracaster feat makes this a Close Burst 5 ability.

Varies: Dragon Shaman powers that use this keyword do elemental damage of the type you chose for your Dragon Totem class feature at character creation. Alternatively, the feat Adaptable Breath allows you to change between any of the five damage types.

At-Will Powers

Draconic Outburst With a loud cry, your enemies scurry away. Primal, Standard, Implement, Close 1, one adjacent enemy. Charisma vs. Will On hit, slide target up to two squares away from you, it takes Cha mod psychic damage, and it takes a -1 penalty to attack rolls until the end of your next turn.

Roaring Strike Your furious assault strikes fear into the hearts of the weaklings in your way. Primal, Standard, Weapon, Melee 1, Rattling Cha vs. AC, 1[W] + charisma mod damage You may use this ability as a melee basic attack.

Overpowering Blow You force your way past the opponent's guard, striking him with the force of your resolve. Primal, Standard, Weapon, Melee 1 Str vs. AC, 1[W] + strength mod +2 damage

Rending Strike With a quick twist, your weapon slices into the armor, opening your foe to further attacks. Primal, Standard, Weapon, Melee 1 Str vs. AC, 1[W] damage + strength mod damage If hit, target takes a -2 penalty to AC until the end of your next turn.

Invigorating Attack With your strength comes new resolve for your companions. Primal, Standard, Weapon, Melee 1 Cha vs. AC 1[W] damage + cha modifier damage On hit, you or an ally within your aura gains temp hitpoints equal to your Con modifier.

Pressing Blow Your force your opponent down a knee with the force of your body. Primal, Standard, Weapon, Melee 1 Con vs. AC 1[W] damage + con modifier damage. On hit, the target is slowed.

Encounter Powers Level 1

Dragon Breath The elemental fury of your dragon idols spills out, burning your foes. Encounter: Acid, Cold, Lightning, Fire, or Poison Minor Action, Close Blast 3, Implement Attack: Str +2 vs Reflex, Con +2 vs Reflex, or Cha +2 vs. Reflex Hit: 1d6 + Con modifier damage (Increase to +4 bonus and 2d6 +con mod damage at 11th level, and +6/3d6 at 21st level) Special: This ability counts as the dragonborn racial power for all purposes. If a character already has this ability, they can now use it a second time in an encounter. When you create your character or gain this skill for the first time, choose Str, Con, or Cha as the attack stat for this power. In addition, choose which elemental damage type at creation- this damage type must be the same as the breath weapon for your Totem Dragon.

Press Forward With a cry, you lead your companions to glorious battle. Encounter: Primal, Weapon, Melee 1 Standard Action Attack: Cha vs. AC Hit: 2[W] + cha mod damage, and you and any allies within two squares may shift one square as a free action.

Determined Rush Heedless of the grunts who surround you, your goal is the leader behind. And nothing will stop you. Encounter: Primal, Weapon, Melee 1 Standard Action Attack: Str + 2 vs. AC Hit: 1[W] + str mod damage. Special: This ability is used in place of a charge, and follows the same rules. For every enemy that succeeds on an opportunity attack during your movement, add 1[W] damage to your attack, and you gain two temporary hitpoints after each enemy attack.

Risky Attack Strength is everything. If your blow connects, your foe will truly know of your strength. Encounter: Primal, Weapon, Melee 1 Standard Action Attack: Str -2 vs. AC Hit: 3[W] + str mod damage, and knock the target prone, and you grant combat advantage until the end of your next turn.

Daily Powers Level 1 Furious Assault No matter how you foe tries, your attacks will hit. Daily: Primal, Weapon, Melee 1 Standard Action Attack: Str vs. AC (Two Attacks against one target) Hit: 2[W] + str mod damage per successful attack

Circle of Steel The foes around you find themselves baffled by your weapon mastery as wounds appear by themselves. Daily: Primal, Weapon, Close Burst 1, Standard Action Attack: Str vs AC for each target Hit: 2[W] + str mod damage, and you get a +1 bonus to all defenses until the end of your next turn.

Watcher's Gambit Keeping a watchful eye pays off, as you rush from one foe to another to save an ally. Daily: Primal, Weapon, Melee 1, Standard Action Attack: Str vs AC Hit: 2[W] damage + Str modifier Special: If an ally within five squares is being attacked, you may make a charge attack against the triggering enemy as an immediate interrupt. Miss: The triggering enemy stops it's action.

Truth of Battle As the battles flows around you, you know what comes, and that your allies depend on you. Daily: Primal, Weapon, Melee 1, Standard Action Attack: Cha vs AC Hit: 2[W] + cha modifier damage, and all allies withing five squares can make a saving throw or gain your con mod +5 temporary hitpoints.

Utility Powers Level 2 Past The Pain Daily, Free Action, Self Special: You must be bloodied to use this ability. After hitting with a Dragon Shaman class power, you may spend your second wind for no action.

Breathing Room Encounter, Minor, Burst X Until the beginning of your next turn, any ally within your Draconic Aura that uses their Second Wind may shift 1 square before the action as a free action.

Glorious Recklessness Encounter, Free Action, Immediate Interrupt, Close Burst 5 Target: One ally hit by an opportunity attack while charging. The target gains a +4 power bonus to AC against the triggering attack.

Draconic Resistance Encounter, Minor Action, Close Burst 3 You and all allies within the burst gain Resist 5 to the element of your breath weapon until the end of the encounter. This bonus increases to 10 at 11th level and 15 at 21st level.

Encounter Powers Level 3

Unstoppable Rush Encounter, Standard Action, Weapon, Melee 1 Target: One enemy Attack: Str vs Fortitude Hit: 1[W] + Str modifier + Constitution modifier damage You may use this power in place of a charge. If this attack hits, knock the target prone.

Back To Back Encounter, Standard Action, Weapon, Melee 1 Target: One enemy Attack: Str vs AC Hit: 2[W] + Str modifier damage Effect: After this power, you may shift one square as a free action. If you end your turn adjacent to an ally, until the end of your next turn you and your ally gain +1 to AC and do not grant combat advantage from flanking, if you are adjacent.

Inspiring Blow Encounter, Standard Action, Weapon, Melee 1 Target: One enemy Attack: Cha vs. AC Hit: 2[W] + Cha modifier damage Effect: Allies gain a +2 power bonus to attack rolls against that target until the beginning of your next turn. Allmighty Conqueror: They also gain a +1 bonus to damage rolls until the end of your next turn.

Close In Encounter, Standard Action, Weapon, Melee 1 Target: One enemy Attack: Cha vs AC Hit: 2[W] + Cha modifier damage, +1[W] if target is bloodied. Cunning Hunter: Shift any number of allies within 4 squares towards the target up to 2 squares.

Dragon Breath The elemental fury of your dragon idols spills out, burning your foes. Encounter: Acid, Cold, Lightning, Fire, or Poison Minor Action, Close Blast 3, Implement Attack: Str +2 vs Reflex, Con +2 vs Reflex, or Cha +2 vs. Reflex Hit: 1d6 + Con modifier damage (Increase to +4 bonus and 2d6 +con mod damage at 11th level, and +6/3d6 at 21st level) Special: This ability counts as the dragonborn racial power for all purposes. If a character already has this ability, they can now use it a second time in an encounter. When you create your character or gain this skill for the first time, choose Str, Con, or Cha as the attack stat for this power. In addition, choose which elemental damage type at creation- this damage type must be the same as the breath weapon for your Totem Dragon.

Daily Powers Level 5

Flood Of Movement With a shout, you incite your allies to run into battle. Daily; Standard, Burst X All allies within the range of your Draconic Aura class feature may make a single melee basic attack or charge attack against their nearest foe.

Aura Of Force Daily, Minor Action, Aura, Sustain Minor (1 Encounter) Target: Enemies within your Aura Attack: Con vs. Fortitude Hit: Targets are slid 2 squares and knocked prone. Effect: Allies within your aura gain a +2 power bonus to damage rolls if they start or end a charge within your aura. Swooping Dragon: If the target of the charge is bloodied, it is knocked prone on a hit.

Aura of Action Daily, Minor Action, Aura, Sustain Minor (1 Encounter) Effect: Allies within the aura gain combat advantage against their targets when they spent an action point to make an attack. In addition, allies within the aura who move at least 3 squares gain a +1 bonus to attack rolls against their target. Cunning Hunter: When you use this power, allies within your aura may shift up to two squares as a free action.

Fell Swoop Daily, Standard Action, Weapon, Melee 1 Effect: All allies within 5 squares may teleport to an adjacent, unnocupied space to the target. Then you and any ally within 5 squares may make a single melee or ranged basic attack against the target.

Utility Powers Level 6

Battle Fervor Daily, Primal Minor Action, Close Burst 10, Target one ally Target gains a +2 bonus to speed until the end of the encounter.

Stand Firm Encounter, Primal, Immediate Interrupt, Close Burst 10, Trigger: when an ally is hit Target: ally who was hit Effect: Damage is reduced by 2+ charisma mod and they gain a +1 bonus to AC until the start of their next turn.

Stay In The Fight Encounter, Immediate Reaction, Melee Touch Trigger: You or an adjacent ally takes damage. Effect: Your or the ally can spend a healing surge and gains additional hit points equal to your constitution modifier.

Against The Odds Encounter, Primal, Minor Action, Aura Target: You and each bloodied ally in your Aura. Effect: Each target gets a +2 power bonus to attack rolls until the end of your next turn.

Encounter Powers Level 7

Dragon Breath The elemental fury of your dragon idols spills out, burning your foes. Encounter: Acid, Cold, Lightning, Fire, or Poison Minor Action, Close Blast 3, Implement Attack: Str +2 vs Reflex, Con +2 vs Reflex, or Cha +2 vs. Reflex Hit: 1d6 + Con modifier damage (Increase to +4 bonus and 2d6 +con mod damage at 11th level, and +6/3d6 at 21st level) Special: This ability counts as the dragonborn racial power for all purposes. If a character already has this ability, they can now use it a second time in an encounter. When you create your character or gain this skill for the first time, choose Str, Con, or Cha as the attack stat for this power. In addition, choose which elemental damage type at creation- this damage type must be the same as the breath weapon for your Totem Dragon.

Feral Whirl Encounter, Standard Action, Primal, Weapon, Melee 1 Target: Each enemy in Close Burst 1 Attack: Str vs. AC Hit: 2[W] + str mod damage You regain 2 hit points for each enemy you hit.

Tenacious Hunter Encounter, Standard Action, Primal, Weapon, Melee 1 Target: One enemy Attack: Cha vs. AC Hit: 2[W] + Cha modifier damage Effect: Whenever the target shifts for the remainder of the encounter, you or an ally adjacent to it may make an single opportunity attack against it. If the target shifts multiple squares on a single move, you may only make one opportunity attack.

Daily Powers Level 9

Aura of Energy Shield Daily, Primal, Aura, Sustain Minor Target: Enemies within your Aura Attack: Cha vs. Reflex Hit: The target takes a -1 to attack rolls until the end of your next turn. Effect: Whenever an ally within this Aura takes damage from a melee attack, the attacker takes 1d6 damage of the damage type you chose at character creation.

Hellfire Breath Daily, Minor, Primal, Blast 3, Implement Attack: Con +2 vs. Reflex Hit: 2d6 + con mod fire damage, and you may make a secondary attack. Secondary Attack: Con +2 vs. Reflex Effect: Shift two squares before using this attack. Hit: 2d6 + con mod necrotic damage. Special: You may subsititute the damage type for your Dragon Breath racial or class feature for either damage type of this weapon.

Utility Powers Level 10

Healing Flow By sacrificing some of your own vitality, your allies can fight on. Daily, Inmmediate Reaction, Burst X Trigger: One ally in burst takes damage. Effect: You spend a healing surge. Your allies regain hit points equal to 2d6 + your con modifier.

Aura of Presence Encounter, Aura, Sustain minor. Effect: You and allies within the Aura gain a +4 power bonus to Diplomacy, Bluff, and Intimidate checks.

Level 13 Encounter Powers

Vital Burst Standard, Healing Target: You and all allies within your Draconic Aura. Effect: You spend two healing surges but do not gain hp, and you and each ally regains hp equal to your surge value. Swooping Dragon: Each ally may shift one square as a free action. Cunning Hunter: One enemy within your aura grants combat advantage to you and your allies until the end of your next turn. Allmighty Conqueror: One enemy within your aura takes a -2 penalty to saving throws until the end of your next turn.

Blast Wave: Your weapon slams into the target, sending energy surging through your foes. Standard, Varies, Weapon, Melee 1 Attack: Str vs. Fortitude Hit: 2[W] + str modifier damage. Effect: The target and any other enemies adjacent must choose to either take Str modifier +4 damage of the elemental type you chose on character creation, or fall prone.

Level 15 Daily Powers

Aura of the Sacrificial Flame By giving of yourself, you burn those who strike your allies. Standard, Weapon, Aura, Melee 1 Attack: Str vs. Fortitude Hit: 3[W] + Str modifier damage Effect: Any time an ally within your aura takes damage, you may spend a healing surge. Deal damage to the triggering enemy equal to twice your surge value. You may use this ability once per round, for the remainder of the encounter.

Aura of the Moving Earth The ground itself moves under your feet, protecting you. Standard, Weapon, Aura, Melee 1 Attack: Cha vs. Reflex Hit: 3[W] + Cha modifier damage Effect: You and your allies do not provoke opportunity attacks by moving without shifting. Whenever you or an ally within your Draconic Aura spends an action point, each enemy adjacent to the triggering ally must make a saving throw or fall prone.

Dragon Shaman Paragon Paths

Name: Landisorn Ancient Prerequisites: Dragon Shaman, Landisorn background or affinity.

Energy Flare (Level 11): Whenever you spend an action point to make an attack, all enemies adjacent to you or any allies within your aura take damage equal to one-half your level plus your con modifier. This damage is of the type you chose upon character creation for your dragon totem.

Flooding Elements (Level 11): Whenever an ally within your aura makes an attack and hits, it deals 3 extra damage of the type you chose upon character creation.

Power's Blessing (Level 16): Allies within your aura have resist 10 to the damage type you chose upon character creation. Once per encounter as a minor action, they may lose that benefit for the remainder of the encounter to regain 10 hitpoints.

Ancestor's Power- Level 11 Encounter The strength of your draconic ancestors flows through you, unleashing it's power. Target: Melee Weapon (Weapon, Variable) Attack: Cha vs. AC Hit: 1[W] + Cha modifier damage. This damage is of the type you chose at character creation. You may make a secondary attack in a blast 3 that includes the primary target. Secondary Target: All creatures in blast 3, Str, Con, or Cha +4 vs. Reflex Hit: 2d6 + Con modifer damage of the type chosen at character creation, and the targets take an    ongoing 5 damage of the same type (save ends).

Draconic Explosion- Level 12 Utility, At-Will Trigger: You score a critical hit against a target with a Dragon Shaman or Landisorn Ancient power. Effect: You and all allies lose the effects of your Draconic Aura until the end of your next turn. All enemies within your aura are pushed two squares and knocked prone.

Looming Ancients- Level 20 Daily Target: Every enemy within your aura. Attack: Cha + 4 vs. Will Hit: 2d10 damage and the target takes an additional effect depending on which element you chose upon character creation. Fire: The target takes ongoing 5 fire damage (save ends). Ice: The target is slowed (save ends). Afteraffect: The target is slowed until the end of your next turn. Lightning: Any enemy that is adjacent to another enemy is knocked prone and takes 5 lightning dmg. Acid: The target takes an -2 penalty to all defenses (save ends). Aftereffect: 5 acid damage. Poison: The target takes an ongoing 3 fire damage (save ends). Whenever the target enters a space adjacent to another target with this effect, both targets add 3 to the ongoing damage (this effect stacks)

Name: Centered Gale Prerequisites: Dragonborn or Dragon Shaman with the Dragon Breath racial power.

Gusting Breath (Level 11): When you use your Dragon Breath racial or class power, you may choose to slide each target of your attack a number of squares up to your Constitution modifier instead of dealing any damage with the attack.

Gale Shock (Level 11): When you spend an action point to take an action, you may push each enemy adjacent to you one square and knock it prone.

Eye of the Tempest (Level 16): Any enemy that moves using flight or hovering treats all squares within five squares of you as difficult terrain.

Tempest Breath - Level 11 Encounter Standard action, Thunder, Close blast 3 Target: Each creature in blast Attack: Con + 4 vs. Fortitude Hit: 1d6 + Con modifier damage Effect: The attack creates a zone of gusting winds. Any enemy that starts their turn in the zone is slid one square and knocked prone. You may sustain this effect as a minor action. Special: This power counts as your Dragon Breath racial power for the purposes of feats and features that modify it.

Wall of Wind- Level 12 Encounter (Utility) Immediate Interrupt You may use this when an enemy moves towards you. At any point during that move, you may create a Wall 5 in front of the triggering enemy, ending it's move action. In addition, you may slide it up to two squares. This wall is unpassable terrain, and grants concealment to any creature to which a line of sight is drawn through the wall.

Clap of the Tornado- Level 20 Daily Standard Action, Thunder, Close Burst 5 Target: All enemies in burst Attack: Con + 4 vs. Fortitude Hit: 2d6 + Con mod damage, you slide the target a number of squares up to your Constitution modfier, they are knocked prone, and are slowed (save ends).

Specialized Feats

Focused Auracaster Required: Dragon Shaman class and 13 Charisma The range of your Draconic Aura and powers with the Aura keyword are increased by 2 squares.

Skilled Auracaster Required: Dragon Shaman class, Paragon Tier If you have an Aura in effect with a Sustain Minor ability, you may sustain it as a free action. This effect only counts for one Aura at a time.

Auratouched Healing Required: Dragon Shaman When you use your Touch of Vitality class feature on an ally, you may choose to have another ally within your Draconic Aura gain 3 temporary hitpoints. This bonus increases to 6 at 11th level and 12 at 21st level.

Lingering Aura Required: Dragon Shaman, Eladrin Whenever you use your Fey Step racial power, your Aura remains centered in the square you moved from until the beginning of your next turn, in addition the Aura you normally would project. The bonuses of these Auras do not stack.

Illusory Presence Required: Dragon Shaman, Wizard, Gnome Any enemies within the effect of your Aura take a -2 penalty to Will against any of your illusion powers, and you gain a +1 power bonus to AC against them.

Feral Aura Required: Dragon Shaman, Longtooth or Razorclaw Shifter, trained in Intimidate Enemies within the effect of your Aura take a -1 penalty to saving throws, and an additional -2 penalty to saving throws against fear effects.

Shared Resilience Required: Dragon Shaman, Dwarf, Paragon If an effect would force an ally within your aura to be pushed, pulled or slid, they may move 1 less square. In addition, if an effect would knock them prone, they may roll a saving throw to prevent being knocked prone.

Vital Leader [Multiclass Dragon Shaman] You gain training in one skill on the Dragon Shaman's skill list. You gain Touch of Vitality as a daily power, 1/encounter. In addition, you can use dragon shaman implements.

Hunter's Will [Multiclass Dragon Shaman] You gain training in one skill on the Dragon Shaman's skill list. You gain an aura equal to your Cha modifier, in which any allies gain a +1 bonus to AC against bloodied foes. In addition, you can use dragon shaman implements.