First off, the artwork is AMAZING.
I've always wanted to build a shaman, but every time I try, I feel like I'm just building a druid clone. Dragonix expertly draws the line between the two classes and bring something that makes that shaman look more challenging, but enjoyable. I'm curious to see how it scales with other character classes though. I'm honestly excited to see how the shaman fits in our upcoming sessions.
What I noticed was that Dragonix really tried to make sure the class fit the theme of historical shamans and not just fantasy, which dealt with spirits and rituals. And there are loads here about spirits and rituals.
The 4 things that I liked the most: 1) totemic spirit, which reminds me of the World of Warcraft Shaman ability. It's similar to the Artillerist's cannon, but more versatile and varies in flavor depending on your subclass. 2) ancestral guidance - similar to flash of genius, but requires guidance cantrip, 3) spirit journey (again with the real-life shaman theme), which grants you an ability to reroll a d20 roll instead of gaining hit points (how many times have we gone doing a long rest without ever using our hit dice to regain hit points), and 4) ancestral awakening, which sounds almost game-breakingly powerful. It's edgy, but I don't think it's powerful than, say, Action Surge. You need to be in combat to do it (so you can't do double buffs) and you can only use it with shaman spells, which really depends on your subclass.
We'll see how it goes once we've played it in several sessions.
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