Shamanism

Those who are allied with the horde always have a passive fighting spirit amongst themselves. Shamans are extensions of that intensive will, often being entities who use the lingering presence of the fallen and knowledgeable to their advantage in combat.

Class Arts

Primary Ability:

Ebb And Flow

Shamans have a strictly taught practice, leaving them with one of the hardest physically challenging learning curves to master at their beginning. Shamans have a state of being, a rhythm of breathing they must constantly follow in order for their magic to flow through them as if water. As a result, nothing can impede these breaths. Shamans cannot use armor, however they gain an additional interrupt. Every third time they basic attack, they regain 1 interrupt.

Dragonbrand Wrappings

Common+

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Arcane

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Weapon

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100

These wrappings are infused with the lingering essence of The Horde, filling whomever has them equipped with a primal energy.


Common Form: Your fists now deal 20 damage with a basic attack. By taking these wrappings, you lose 2 interrupts.


Uncommon Form: Your fists now deal 25 damage with a basic attack. By taking these wrappings, you lose 1 interrupt.


Rare Form: Your fists now deal 30 damage with a basic attack. By taking these wrappings, you lose 1 interrupt.


Epic Form: Your fists now deal 40 damage with a basic attack. You do not lose interrupts if you take these wrappings.

Masterful Monk Staff

Common+

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Arcane

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Weapon

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100

Monk Staffs are revered amongst the Shamanism community as both a form of expression, and a beautiful artistic weapon of war. This staff upon hitting an enemy deals 15 damage. If the user rolls above a 15 on hitting their enemy, the enemy is stunned. Boss enemies require crits.


Common Form: This staff upon hitting an enemy deals 10 damage. If the user rolls above a 16 on hitting their enemy, the enemy is stunned. Boss enemies require crits.


Uncommon Form: This staff upon hitting an enemy deals 15 damage. If the user rolls above a 15 on hitting their enemy, the enemy is stunned. Boss enemies require crits.


Rare Form: This staff upon hitting an enemy deals 20 damage. If the user rolls above a 14 on hitting their enemy, the enemy is stunned. Boss enemies require crits.


Epic Form: This staff upon hitting an enemy deals 30 damage. If the user rolls above a 12 on hitting their enemy, the enemy is stunned. Boss enemies require crits.

Aura Rush

Rare+

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Arcane

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Spell

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500

Within Shamans lingers an ability to speed up their process, allowing an expanded speed and power. Enflame your very soul in order to send out a flurry of actions within a blink of an eye.


Rare Form: You gain 4 actions this round, during which your skin mildly catches aflame. May only be used once per combat, if used alongside Way of The Goro, the user’s soul is overwhelmed and they go unconscious and must Death Roll from the risk of a Heart Attack.


Epic Form: You gain 6 actions this round, during which your skin mildly catches aflame. May only be used once per combat, if used alongside Way of The Goro, the user’s soul is overwhelmed and they go unconscious and must Death Roll from the risk of a Heart Attack.

Astral Bomb

Uncommon+

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Arcane

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Spell

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200

Pull forth your raw willpower into a physical form, able to be flung towards enemies to deal a sudden concussive wave of energy.


Uncommon Form: Throw a ball of magical energy towards your opponent. This has a range of 10 blocks, and deals 50 damage in a 3x3 area. This spell has a cooldown of 3 rounds.


Rare Form: Throw a ball of magical energy towards your opponent. This has a range of 15 blocks, and deals 50 damage in a 4x4 area. This spell has a cooldown of 2 rounds.


Epic Form: Throw a ball of magical energy towards your opponent. This has a range of 10 blocks, and deals 80 damage in a 5x5 area. This spell has a cooldown of 2 rounds.

Tiger Slash

Common+

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Arcane

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Spell

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100

Ascertain the predatory stance of the rabid tigers and slash at a figure with murderous intent, aiming for the most wounded individual.


Common Form: Once per combat you may use an action to fling yourself towards the enemy with the lowest health and immediately attack them for double damage.


Uncommon Form: Every three rounds you may use an action to fling yourself towards the enemy with the lowest health and immediately attack them for double damage.


Rare Form: Every two rounds you may use an action to fling yourself towards the enemy with the lowest health and immediately attack them for double damage.


Epic Form: Every two rounds you may use an action to fling yourself towards the enemy with the lowest health and immediately attack them for double damage. If you kill them you may immediately use this ability again as a bonus action.

Eagle’s Dive

Uncommon+

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Arcane

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Spell

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200

Ascertain the sincere valor of the eagles and take control of the very skies. Leaping straight into the air before pouncing down onto an enemy.


Uncommon Form: Once per combat you may use an action to fling yourself into the air and land wherever you want within 50 feet of wherever you jumped. You are allowed to land on someone with this ability to deal 30 damage.


Rare Form: Every 3 rounds you may use an action to fling yourself into the air and land wherever you want within 50 feet of wherever you jumped. You are allowed to land on someone with this ability to deal 30 damage.


Epic Form: Once per combat you may use an action to fling yourself into the air and land wherever you want within 50 feet of wherever you jumped. You are allowed to land on someone with this ability to deal 300 damage.

Way of the Dragon

Rare+

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Arcane

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Spell

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500

Influenced by the latent power of the Mistress Dragon of the Horde, upon using an action for the rest of combat your body begins to give off a bright white glow as your eyes brim with arcanic energy, surrounding you with a magical flame.


Rare Form: For the next 3 rounds your punches are alight with flame. Whenever you punch someone it deals double damage and flings them back 15 blocks. This cannot be used in conjunction with Way of the Goro. Can only be used once per combat.


Epic Form: For the next 6 rounds your punches are alight with flame. Whenever you punch someone it deals double damage and flings them back 10 blocks. This cannot be used in conjunction with Way of the Goro. Can only be used once per combat.

Way of the Goro

Rare+

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Sacred

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Spell

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500

Shamans work upon their ability to reach out into the spirits around them, including the fallen of the Horde. Call upon the royalty of the Horde in order to grow 4 arms for a limited amount of time.


Rare Form: Upon using an action, for the next 3 rounds you have 4 arms and are able to attack twice in one action. If cast by a non-Shaman, this also deals 100 damage to the User. This cannot be used in conjunction with Way of the Dragon. Can only be used once per combat.


Epic Form: Upon using an action, for the next 5 rounds you have 4 arms and are able to attack twice in one action. If cast by a non-Shaman, this also deals 100 damage to the User. This cannot be used in conjunction with Way of the Dragon. Can only be used once per combat.

Shamanism

From: C.O.D

Shamanism

By: JoshEiten

Shamanism

Shamanism

Shamanism