In the mystical Verdantis Jungle of Alavir, the Critter Shamans are born with an innate connection to the animal kingdom. Their unique abilities were first discovered by a revered shaman who communed with a family of jungle critters, realizing that these small creatures held a form of resilience and strength that could be channeled into transformative magic.
Over generations, Critter Shamans have become guardians of both the animal world and their human allies. They have honed their Spirit Critter ability to summon small critters like Fuzzlepuff or Pebblepaw, which aid their allies in various ways, from granting advantages on saving throws to assisting in skill checks. As they grow in power, their Poly Burst and Pack Leader abilities allow them to weaken enemies and empower allies, making them invaluable in both offense and defense.
Critter Shamans share a deep bond with the natural world, particularly the critters that inhabit the Verdantis Jungle. They also form alliances with other shamans and druidic circles, often serving as mediators between the human and animal realms. Their Critter Resurrection ability has even been known to bring back allies from the brink of death, albeit in critter form, further solidifying their role as protectors.
In Alavir, Critter Shamans are revered as wise counselors and formidable warriors. They are often called upon to heal wounded animals or to transform warriors into critters for stealth missions. Their ultimate ability to Polymorph an ally into a legendary beast makes them a force to be reckoned with, especially when the fate of Alavir hangs in the balance.
At 1st level, when you hit with Elemental Burst on a creature, you can summon a small critter to help one ally within 15 feet of your target. Choose the critter when you hit from the options below:
When you cast a spell or use Elemental Burst, you can make a Perception skill check (once per round).
At 3rd Level, your successful second Elemental Burst attack has an additional effect. On hit, the target deals 3 less damage until the start of your next turn.
The feature increases by 3 when you reach 6th level (6), 10th level (9), 14th level (12), and 18th level (15).
At 7th level, when you heal an ally, they deal additional Nature damage equal to your shaman level on their next attack, if that attack misses, this buff disappears.
In addition, you can speak with beasts and monstrosities. You can potentially ask small beast and monstrosity creatures for a favor if the DM is willing to grant it to you.
At 11th level, once per long rest, you can revive an ally who has died in the last 10 rounds in the form of a critter. In order to restore them to their normal form they must complete a noble task in their critter form that is given to them by the DM. If the DM would prefer the player can make a DC20 death saving throw instead, on pass they are revived with your spellcasting modifier x 5 health, but their death saves remain at 2.
If the task is not completed in 24 hours or they fail the death saving throw, your ally dies and their soul is forever taken by a soul hag in the feywild.
At 15th level, once per encounter, you can transform an ally into a legendary beast equal to your level for up to 10 rounds. If your ally is reduced to 0 hit points in this form they are turned back to their normal form and take any roll over damage.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Critter Paw Pendant: (Accessory) Increases damage reduction by Poly Burst equal to your proficiency modifier.
Robes
Choose 2 weapons your class is proficient in, or 1 weapon and an additional accessory.