Intro: I think it would be really cool if Obsidian added a 12th class to Deadfire and I think that class should be the Shaman. I know shaman right now is a multiclass between a Barbarian and Priest, but I think that should be changed to something else and Shaman should be its own single class.
Why Shaman? I think shaman could be a really fun, unique class if it was added as a stand-alone class. Totems are cool and add a completely different play style. I gathered my thought and made up what I think would be a cool approach to making Shaman an official class.
Below are class descriptions, abilities, and subclasses that I made up for this class. Obviously, there is no way for me to test any of this and maybe this class would be super overpowered the way I have thought of it. I also just described the abilities and didn't mention anything about what defenses they go against or anything that specific. This is just something I made up and would love to see added to the game with real values!
I am very open to suggestions and ideas and even though this will probably never be added to the game, it is fun to think and dream about!
Thanks for reading!
Class: Shaman
Roles: Striker, Support, Crowd Control
Power Source: Ancestors (Shaman would use Ancestral spirits as a resource like paladins use Zeal instead of having spell slots like a wizard.)
Subclasses: (names pending)
Double number of allowable active totems. 25% chance to regain resources when totem unsummoned/destroyed. Totems are weaker and have a lower duration
Totems no longer consume resources and are have a 0.5 sec cast time. Can only cast each totem once per combat. Total resources cut in half.
Gain ability “Extract Spirit” – consume the spirits of fallen kith, wilder, and beasts to regain resources. Can also target low level/near death spirits. Successful use also grants Strong and Smart for 5 sec. Can no longer use empower. -10 all defenses
All totems are more powerful, have longer duration, higher defenses, and more health. Having a totem active gives +1 all PL. Can only have 1 totem active at a time. Totems destroyed by enemies inflict damage to the shaman. Not having a totem active gives shaken.
Abilities by Power Level
PL
Active Abilities
Passive Abilities
0
Shaman use spirits to summon Totems in combat.
Shaman use spirits to infuse their weapons with special abilities
Can only have 1 Totem active at a time.
Totems Count as summoned creature
Totems are immune to Intellect Afflictions but have low reflex
1
Purge Totem – Removes 1 negative affect from nearby allies every 5 sec
Fire Totem – Shots small fire balls at enemy targets
Taunt Totem – Forces nearest 2 enemies to attack. Enemies are distracted
Earth Weapon – Full attack, Deals additional Crush Damage
Poison Weapon - Primary attack, Applies poison Hex that sickens the target
Arms Bearer
Monastic Unarmed Training
Will of the Spirits - +5 Will, +5 defense against spirits
2
Water Totem – Regen health in area
Earth Totem – Damage enemies in area, enemies are hobbled and shaken
Totem of Atrophy - Applies Curse of Atrophy in AOE
Shaman Modal – Earth (-5% damage taken), Water (Gain Concentration every 5 sec), Air (charges up, pushes back enemies tat attack in melee), Lightning (+5% Crit Chance), Shadow (increase duration of will targeting attacks)
Lightning Weapon – Primary Attack, deals additional lightning damage in small AOE around target
Shadow Weapon - Full attack, applies a Hex that lowers accuracy of target
Weapon and Shield Style
Two Weapon Style
One-Handed Style
Two Handed Style
3
Pull Totem – Pulls farthest enemy in range to totem
Stone Totem – Throws rocks for crush damage at enemies
Totem of Nightmares - Applies Curse of Nightmares in AOE
Taunt Totem 2A – Increases health, defenses, duration
Taunt Totem 2B – when destroyed or unsummoned, deals fire damage and staggers and sickens enemies
Earth Weapon 2 – Successful hits also bleed the target over time
Poison Weapon 2 - adds poison damage to weapons attacks while hex persist
Can have 2 active Totems
Bear’s Fortitude
Snake’s Reflexes
Bull’s Will
4
Water Totem 2 – Activate again for instant heal. Destroyed when activated. Heal amount determined by time remaining
Spirit Totem – Frighten nearby enemies
Shadow Totem - Applies Curse of Darkness in AOE
Modal 2 – Earth (increase AR by 2), Water (Gain Acute at the beginning of combat), Air (recharges faster), Lightning (crits have 50% to set off lesser chain lightning), Shadow (Will targeting attacks also lower will by 5)
Water Weapon – Full Attack, target ally instead of enemy, heals instead of dealing damage
Lightning Weapon 2 – Full Attack, increased AOE damage
Weapon of Rot - Primary Attack, Applies hex deals poison damage over time
+1 Penetration with Fire Attacks
+1 Penetration with Earth Attacks
+1 Penetration with Electricity Attacks
Spell Shaping
Tumbling
5
Pull Totem 2 – Immobilize Pulled targets
Stone Totem 2A – Has a chance to knock down
Stone Totem 2B – Stone explodes and deals pierce damage in AOE
Defense Totem - +5 all defenses, stacks with other defensive abilities
Totem of Obedience - Dominates targets in small AOE
Lava Weapon – Primary Attack, increase the time of beneficial effects on allies in a small AOE around the enemy hit
Plague Weapon - Primary Attack, Applies a hex that adds damage each time the target is hit in melee
Shadow Weapon 2 - The hex also deals damage each time the target misses an attack
Tough
Uncanny Luck
Practiced Healer
Far Casting (Totems Only)
Strong Totems – Increase Totem defenses and AR
6
Air Totem – Blinds in AOE
Lightning Totem – Deals damage in AOE
Spirt Weapon – Primary attack, terrify enemy
Water Weapon 2 – if ally is below 50% health, leaves a small heal over time
Weapon of Rot 2 - Target explodes if killed while the Hex persists
Spell Resistance
Improved Crit
Quick Summoning (Totems Only)
Increase number of resources by 1. +1 Spirit
7
Speed Totem – Increase stride and lower recovery speed. Doesn’t stack
Rez Totem – Revives ally
Air Weapon – Recover Instantly on next weapon Crit
Lava Weapon 2 – Crits cause the attack to be more benefical
Plague Weapon 2 - the Hex spreads if the target is killed while still affected by the hex
Killing blows have a 25% chance to recover 1 resource
Lasting Empower
Accurate Empower
Penetrating Empower
Potent Empower
8
Water Totem 3 – Using the active ability with 10+ seconds remaining restores the resource cost
Lightning Totem 2A – chance to stun
Lightning Totem 2B – increase AOE
Spirit Weapon 2 – Hit enemies behind the initial target in a cone area
Totem of Serpents Gaze - Petrifies targets in a cone in the direction the totem faces
Great Soul
Totems have increased Duration
9
Ancestral Totem – lashes out at enemies at range dealing Fire, Earth (crush), lightning damage
Rez Totem 2A – Revives in area and gives robust and resolute
Rez Totem 2B – Revives 1 ally with more health and brilliant
Air Weapon 2 – Recover Instantly on next 3 weapon crits
Prestige
Totem Master – Can have 3 active totems
EDIT - Added some totems and weapon attacks to go along with the theme of curses and hexes and made some minor wording changes