Obviously I have thought a lot of this through already, but I'm interested in other opinions to help me.
When you think of shamans in D&D style fantasy games, what do you think of? What do you think are some roles or tasks they would definitely perform or are good at?
I envision a spiritual adviser to a primitive tribe, probably deep in the jungle; and they have a bone through their nose, and face paint.
For the game I'm designing at the moment I did a lot of research on Siberean Shamans. Lots of good source material out threre.
A cleric, or perhaps druid, with possible specialties in Apotropaism, Divination, and/or Herbalism. The 1E DMG has a section on Shaman and Witchdoctors. The introductory page to the Native American Mythos section of D&DG also has some really interesting stuff.
Jam the MF said, "I envision a spiritual adviser to a primitive tribe . . . "
This is part of what I was thinking too, although I will make it more widespread than for primitive cultures.
Mishihari said, "For the game I'm designing at the moment I did a lot of research on Siberean Shamans. Lots of good source material out threre."
Took a look. Lots of interesting info and great photos.
Lunamancer said, "A cleric, or perhaps druid, with possible specialties in Apotropaism, Divination, and/or Herbalism. The 1E DMG has a section on Shaman and Witchdoctors. The introductory page to the Native American Mythos section of D&DG also has some really interesting stuff."
I hadn't thought of the first edition DMG. Will pull that out when I get home. Thanks!
Shamans should interact with the spirits of the ancestors in some form or another. I'm generally in favor of class abilities that reflect it by giving them additional knowledge and guidance (like bonuses to initiative and AC). Spidey senses explained by ancestor spirits works for me. Likewise, calling on your ancestors to guide your sword to the secret lair where you'll find the man in black would be entirely appropriate.
Quote from: deadDMwalking on August 18, 2021, 01:45:52 PM
Shamans should interact with the spirits of the ancestors in some form or another. I'm generally in favor of class abilities that reflect it by giving them additional knowledge and guidance (like bonuses to initiative and AC). Spidey senses explained by ancestor spirits works for me. Likewise, calling on your ancestors to guide your sword to the secret lair where you'll find the man in black would be entirely appropriate.
It occurs to me that this could be a good lens for a Bard. Instead of all that ineffable and mysterious stuff about the power of song or the music of the spheres, it is ineffable and mysterious stuff about guidance from the spirits and the wisdom of your ancestors. Performance becomes Ritual Performance (still can be drums or songs or whatever the culture likes for this ) and the quality of the ritual translates into clarity of transmission into the spirit world.
Don't know how relevant this would be, but here is my take on a D&D 5e Shaman class (https://drive.google.com/file/d/11zSicVoKpKOY8CalR__l6hR-vNafKQD0/view?usp=sharing).
QuoteIt occurs to me that this could be a good lens for a Bard. Instead of all that ineffable and mysterious stuff about the power of song or the music of the spheres, it is ineffable and mysterious stuff about guidance from the spirits and the wisdom of your ancestors. Performance becomes Ritual Performance (still can be drums or songs or whatever the culture likes for this ) and the quality of the ritual translates into clarity of transmission into the spirit world.
That's awesome idea.