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Shaman

Conqueror

A Shaman that has connected with an indomitable Warlord. The ancestor lends their knowledge and skills in the ways of the Warlord. Those that connect with a Conqueror ancestor tend to be independent, strong willed, and talented. A Combatant Shaman’s magic is intertwined with tactics and strength.

Level Prepared Spells
3Command, Magic Weapon
5Fear
7Compulsion
9Circle of Power
STR DEX CON INT WIS CHA
20 (+5)12 (+1)16 (+3)18 (+4)10 (+0)12 (+1)

Subclass Features

Lv 3

Connection Spells

The connection you formed ensures you always have certain spells prepared. You know the following spells and they do not count towards the number of spells you can prepare.

Warlord Training

Your ancestor etches into your body and mind the disciplines of the Warlord. You have proficiency in martial weapons and Medium armor as well as Persuasion.

Tactical Spells

The art of the battlefield shapes your spells now. When you cast a leveled spell you can imbue it with one of the following Tactics

Coordinate: Choose up to six targets within 30 ft of you, each can move up to your movement speed.

Strike: Choose one target within 30 ft of you, they have a 1D6 bonus to attacks until the end of their turn.

You can use this feature times per long rest equal to your WIS modifier (Minimum 1).

Lv 5

Blessing of the Shamanic Ancestor

Your ancestor blesses you greatly. You gain proficiency with STR or INT saving throws.

Lv 6

Extra Attack

You can attack twice, instead of once, whenever you take the Attack action on your turn as you are guided by your ancestor.

Lv 10

Extensive Training

Your ancestor drills into you their skills and training. You can use the Weapon Masteries property of one weapon as well as the Armor Mastery properties of one armor. You also are taught one Fighting Style.

Guided Way of the Battlefield

Your ancestor guides your arm in combat giving you advantage on attacks of opportunity.

Lv 14

Instilled Unbreakable Will

Your ancestor shares with you their unbreakable spirit giving you advantage on saving throws against being Charmed or Frightened.

Greater Tactical Spells

You learn the following additional ways to shape your spells with your greater combat knowledge when you use your Tactical Spell feature

Ruthless: Choose one target within 30 ft of you, their critical hit range is increased by one (19-20) for the next two turns.

Defiant: Choose one creature within 30 ft of you, they can attempt a saving throw again to end the effects of being Charmed or Frightened.

Lv 17

Conqueror Stand

Your connection allows your ancestor to take on flesh again for brief periods to aid you. You can use one action to summon your ancestor in the form of a Conqueror Stand that acts after your turn in initiative and acts according to your direction for one minute. The Conqueror Stand takes the form of a regal warrior clad in iridescent golden armor. If you fall Unconscious your Stand takes the Dodge action on each of its turns or you can use a reaction to dismiss the Stand and remain at one hit point.

You can use this feature once per long rest.

Conqueror Stand

Medium Undead

Armor Class: 18 (Platemail)

Hit Points: 110

Speed: 30 ft

Damage Resistances: Non magical Bludgeoning, Piercing, or Slashing.

Condition Immunities: Charmed, Frightened, Grappled, Prone, Restrained

Senses: Darkvision 60 ft, Passive Perception 10

Languages: Understands the languages you speak

Proficiency Bonus: Equals your bonus

Actions

Melee Attacks: Conqueror Stand makes two attacks with shortswords with plus 11 to hit dealing 1D6 + 5 magical Slashing damage.

Bonus Melee Attack: Conqueror uses its bonus action to make an attack with its offhand with plus 5 to hit dealing 1D6 + 5 magical Slashing damage.

Tactic 10/Summon: Conqueror Stand uses its bonus action to use one of the following Tactics

On Your Feet: When Conqueror Stand or an ally falls prone it orders them to stand up as long as they have at least half of their movement available.

Battlefield Presence: Conqueror Stand abstains from attacking this turn, an ally within 30 ft of it attacks an additional time their next turn and adds 1D10 to the hit result.

Urgent Orders: Conqueror Stand makes an urgent order allowing each ally you choose within 30 ft of it, including Conqueror Stand, can take the Disengage action immediately and move up to half their movement speed.

Call to Arms: Conqueror Stand commands each ally within 30 ft of it giving a bonus to their next attack equal to 1D10. Conqueror Stand can use this Tactic once per round.