Dukun, The Enchanter of Nature

by Bonobo

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Dukun; The Enchanter of Nature

The Dukun Class

Looking out of a overgrown bush in a forest, an old orc is aiming his blow gun at the Basilisk that seems to intrude to far into the orcs terretory.

Brewing a sparkling dark potion on a high tree branch, a grung peers out of the jungle at the temple of Morgana, keeping a close eye on the cultists’ activities.

Swinging a small blade with a faint magical glow, a human charges into a mass of desert sprites, sundering the unnatural magic that gives the foul creatures the mocking semblance of life.

Whether creating a small elemental or brewing a new calming potion to aid a wounded creature, Dukun are alchemists and conjurer of nature. But they claim no mastery over it. Instead, they care for nature as the care for themselves.

Origin

Dukun are normal people called uppon by a nature spirits of some sort. The spirit gives them faint magical power and knowledge of elemental forces, spirit animals and nature at large. A nature spirit can be anything from an ancient magma bear to the great sun tree. Many dukun pursue a mystic spirituality of transcendent union with their spirit, while others serve gods of wild nature or elemental forces.

Dukun are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Dukuns accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Dukuns sometimes lead raids against such creatures, especially when the monsters encroach to much of natures territory.

Dukun are rarely but sometimes found guarding sacred sites or watching over regions of unspoiled nature, whether it is a desert, mountains, forests, swamps or feylands. But when a significant danger arises, threatening nature’s balance or the lands they protect, dukuns take on a more active role in combating the threat, as adventurers.

Creating a Dukun

When making a Dukun, consider why your character is a hermit loner and has been chosen by a nature spirit. Perhaps your character lives in a society where the woodworkers or miners are destroying too much and your character tries to save the fauna or flora, or they were raised by a druid or Dukun after being abandoned in the depths of a swamp. Perhaps your character had a dramatic encounter and a spirit of nature saved them, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that becoming a Dukun was part of your character’s destiny.

Have you always been an adventurer, or did you first spend time as a caretaker of a sacred grove or spring? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Dukun, Enchanter of Nature
Level Proficiency Bonus Features
1st +2 Elemental Brewing; Quick Applying; Natural Crafting
2nd +2 Spirit Offering
3rd +2 Shaman Orientation
4th +2 Ability Score Improvement
5th +3 Extra Attack (x1), Fast Hands
6th +3 Enhance Potions (1)
7th +3 Shaman Orientation
8th +3 Ability Score Improvement
9th +4 Enhance Potion (2)
10th +4 Shaman Orientation
11th +4 Spirit Offering
12th +4 Ability Score Improvement
13th +5 Enhance Potion (3)
14th +5 Extra Attack (x2)
15th +5 Shaman Orientation
16th +5 Ability Score Improvement
17th +6 Enhance Potion (4), Spirit Offering
18th +6 Shaman Orientation
19th +6 Ability Score Improvement
20th +6 Capstone [X]

Class Features

As a Dukun, you gain the following class features.

Hit Points

  • Hit Dice: 1d10 per dukun level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per dukun level after 1st.

Proficiencies

  • Armor: Light armor, shields
  • Weapons: Blow Guns, daggers, darts, javelins, nets, short bows, short swords, sickles, slings, spears
  • Tools: Alchemist supplies, Herbalism Kit
  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose three from Arcana, Animal Handling, Athletics, Investigation, Medicine, Nature, Stealth and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a Blowgun (20 darts) or (b) a short bow (10 Arrows)
  • (a) a Scimitar or (b) a Spear
  • (a) a Herbalism Kit or (b) Alchemist Supplies
  • 5 fiber vials and 20 units of any potion material components

Brewing Table

Name Occures Damage Saving throw Effect (on hit or DC fail) Materials (Two units each)
Acid Drop T/C/I 1d8 Acid damage Nettle; Common Acid Bug
Boiling Venom T/C/I 1d4 Fire + 1d4 Poison damage Death Cap; Fire Leafs
Freezing Sting T/C/I 1d4 Cold damage 10 feet speed reduction for 1 turn Frost Butterfly; Thick Bark
Concentrated Lightning T/C/I 1d4 Lightning damage Deals an additional 1d4 to two hostage creature within 10 feet of the original target Lightning Beetle Juice; Root Fiber
Force Spliter T/C/I 1d4 Force damage Str Save Pushed 10 feet away from you and knocked prone Elephant Beetle; Pumpkin Roots
Poison Nectar C/I 1d4 Poison damage Con Save Poisoned for 1 turn Poke weed; Ant Saliva
Eclipse Essence C/I Con Save Blinded for 1 turn Blister Beetle; Toadstool;
Booming Brew T/C/I 1d4 Thunder damage Con Save Deafened for 1 turn Blister Beetle; Cortinar;
Suppressing Solution C/I Con Save Silenced for 1 turn Blister Beetle; Parasol;
Stunning Sting C/I Wis Save + 3 Stunned for 1 turn Fish Scales; Moleplant Seeds
Bane infusion C/I Cha Save +3 Subtract a 1d4 of any attack or saving throw that the target rolls Nettle; Poison Ivy;
Calming Elixir T/C/I Suppresses most conditions for 1 minute (Blinded, Deafened, Frightened, Paralyzed, Poisoned, Silenced, Stunned) Ginger; Garlic; Sage; Lavender;

Natural Crafting

At 1st level you have the ability to craft your own equipment out of natural resources. You also gain advantage when you are crafting or enchanting with nature. For example you could craft your own component pouch, blowgun, darts or slings out of fiber, insect stinger, mushrooms and other natural material.

Elemental Brewing

Dukun have a connection to elemental and natural forces, which lets them create magical effects without the ability to cast spells. At 1st level you can use these powers to craft and brew at an incredible speed and efficiency. If you have cauldron, alchemy supplies or a herbalism kit and the ingredients you can craft any of the potions in the table above. If the potion has both an effect and damage, the damage is done instantly and the effect needs a saving throw. Your Potion Save DC is equal to 8 + Proficiency + Intelligence Modifier.

Brewing Time

Every Potion has a brewing time of 15 minutes but you can brew up to 5 + your intelligence modifier at a time.

Materials [Version 3.0]

Materials can be collected by spending half an hour in the wild. You make a nature or survival check (your choice) and you gain units of equal to your ability check of any number of materials. If you can't find some of the ingredients because of your location you can instead go to the local healer or druid. In addition every potion needs a fiber vial to be stored in. These can be crafted in 15 minutes with fern and natural fiber. Vials can be reused if they haven't been thrown or destroyed otherwise.

Rests

As part of your long rest you can either search for materials or brew potions. As part of your short rest you can also brew potions. While you do one of these things you cannot do anything else (for example eat a full meal).

Potion Effects

All potions are effective if consumed or inflicted (C/I). Some of the potions are even effective if they touch (T) a creature. To inflict a creature with an effect that is applied to a weapon or ammunition, they have to deal either slashing or piercing damage. If a negative effect is lasting longer than one turn, the saving throw can be repeated at the end of the affected creatures turn.

Quick Apply

At 1st level you can use a bonus action to apply the effect of one of your potions to your weapon or multiple ammunition (for example darts for your blow gun). The potions effect remains only until your turn ends and the potion is used up.


This feature can be used a number of times equal to your intelligence modifier. You regain uses of this feature after you finish a long rest.


If you have no uses of this feature or no use for your action in combat you can apply a potion to your weapon or ammunition as your action. If you do this the potion stays applied for 1 minute or until you finish your next attack action.

Spirit Offering

At 2nd level the nature spirit that made you or one of your ancestors a dukun gives you a quest to complete. This task can be as small as planting a tree or as big as killing a greater threat to nature. On completion it rewards you with a special necklace holding a mineral related to your spirit. This mineral gives you some sort of ability, power or gift. Choose one from the options below. You gain the first benefit of the chosen offering. At 11th and 17th level an additional quest is presented that upon completion adds a piece to the necklace you chose and further improves your skill. You cannot gain benefits from multiple options. Some spirits give additional missions after 17th level but rarely a further reward is given on completion. The necklace needs attunement but does not count against the attunement limit. It also cannot be transfered to another person except to a dukun of the same level.

Companionship

Overcoming your first task (2nd level) will grant you the service of a small or tiny beast or centient plant in the form of your nature spirit of CR 1/8 or lower. If its only mobility is swimming it can now swim in air as if it were water.

Your companion acts independently of you, but it always obeys your commands. If you want it to join the combat, it takes it's turn immediately after yours. A familiar can’t attack, but it can take other actions as normal. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Action of its own with its Reaction.


When your beast or plant would take lethal damage, it instead disappears. It can be called by meditating and bonding with your nature spirit for 10 minutes.


After you complete your second mission (11th level) you bond more to your companion. While it is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.


As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.


Finally, if you chose the Spirit Thaumaturge subclass, when you cast a spell with a range of touch, your beast or plant can deliver the spell as if it had cast the spell. It must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


Carrying out the third calling (17th level) will grant your companion spiritual powers. As its movement it can now teleport up to 30 feet to an empty space it can see or has seen befor, shrink and grow between 3 inches and 4 feet and it has a pocket dimension that can hold up to 50 pounds not exceeding a space of 8 cubic feet. You can store potions, material or other things but breathing creatures inside can only survive up to a number of minutes equal to 1 + their constitution modifier, after which time they begin to suffocate.

Competence

Optaining a special mineral from your nature spirit will improve your potential and capabilities. For every mineral (2nd, 11th, 17th level) your spirit grants you a proficiency in an ability of your choice and a +1 on the associated stat. If you already have the proficiency it's bonus is doubled for any ability check you make. A proficiency of an ability or tool can only be doubled once. The third mineral (17th level) also gives you a proficiency in a tool of your choice.

Power

Upon receiving your necklace (2nd level) your magic enchanting power improves strongly. If your weapon deals a 1d6 or less damage you can choose to set it to 1d8.


After you receive the first upgrade (11th level) your weapon deals magical damage for the purpose of overcoming resistances and immunity to nonmagical damage and attacks.


The last quest (17th level) will grant you to add your intelligence modifier on every attack and damage roll you make with a weapon or potion.

Protection

Reaching the first milestone (2nd level) will alter your skin to look and feel like the one of your nature spirit such as fur if it has the form of a bear or feathers if it has the appearance of an owl (or both if it is an owl bear). You gain one resistance of your choice from the list below for your first and again for your second task you complete (11th level) and two additional after completing the necklace (17th level). One resistance you choose can be changed every morning at dawn. If you use 3 of your resistances for the same you become immune to that type of damage. Even thought an immunity can save you from damage of spells and similar things, the fire immunity does not protect you from lava and similar extreme things (DM discretion).

  • Advantage against being charmed and immunity to be put to sleep by magic
  • Acid
  • Bludgeoning
  • Cold
  • Fire
  • Lightning
  • Piercing
  • Poison
  • Slashing

Rite

This offering gives you the ability to cast ritual spells but only as rituals. You can used this feature once and regain it after finishing a short rest. After completing your third task you can use this feature a number of times equal to your intelligence modifier. The table below shows which rituals you are able to cast. You use your intelligence for your spellcasting modifier.

Completed Quests Spells
1 Animal Friendship; Detect magic; Speak with animals; Locate Animals or Plants; Identify
2 Water Breathing; Water Walk; Meld into stone; Feign Death
3 Commune with Nature; Commune; Contact other Plane; Rary's Telepathic Bond

Sustain

The first mineral of your necklace magically amplifies the nature in you (2nd level). Your skin now has a light color touch of the current season and becomes a little like bark which gives you a Natural Armor equal to 11 + Dex. You also grow leafs on your head, arms and shoulders that allow photosynthesis. If you spent at least 3 hours outside you don't have to eat for the day.


After your second quest (11th level) your leaves now filter at an extreme high rate. You can now filter oxygen out of water and you are immune to effects that require you to breath. Using an action, leafs will sprout like webbing between your finger and toes after you emerge in water. You gain a minimum swimming speed of 25 feet. Additionally your skin thickens again and your Natural Armor increases to 12 + Dex.


The third quest (17th level) will again increase your Natural Armor to 13 + Dex. Your leafs also make you fall more smoothly. You can use your Reaction when you fall to reduce any Falling damage you take by an amount equal to four times your dukun level.

Trick

With this necklace you choose to dip into the fountain of spellcasting. This choice gives you the ability to cast cantrips. Choose two cantrip from the dukun spell list after your first quest (2nd level). The second time you complete a task (11th level) you can add two additional cantrips and you can connect to your nature spirit by meditating for one hour which allows you to change cantrips. After carrying out the third calling (17th level) you can choose an additional cantrip and one spell of the options below. You treat this spell as if it were a cantrip but you still need to provide the material cost.

  • Animal Friendship
  • Beast Bond
  • Beast Sense
  • Detect Poison and Disease
  • Identify
  • Jump
  • Longstrider
  • Speak with Animals

Vitality

The first mineral (2nd level) will bond your body strongly to your nature spirit. You gain a shell of energy hovering above your skin in the color of your spirit that grants you temporary hit points equal to your dukun level after every long rest. They hold for 24 hours. The second (11th level) grants you the ability to recover 2 Exhaustion points in a longrest and you can reroll any number below 3 while regaining HP through hit dice. The third (17th level) will lend you the eyes of your spirit. You gain true sight of 30 feet.

Shaman Orientation

At 3rd level, you choose an Shaman Orientation that you strive to follow in your crafting and conjuring. The direction you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level. They are listed after the class features.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class.

Fast Hands

At 5th level you also gain the ability to ignore the "loading" property of any light weapon that isn't a gun.

Enhance Potions

Beginning at 6th level, you can increase the effectiveness of your potions. You can choose two different options which are listed below. You can repeat this process at 9th, 13th and 17th level. You can choose an option multiple times but not through one enhancement.

Stronger Brew

You better your knowledge of essence processing and magic embedding. The damage dice of your brews are upgraded by 1 but not above a d12 (d4 ->d6 ->d8 ->d10 ->d12). After a potion is at a d12 you can add a d6 instead of upgrading and after that you can replace the d6 for a d12.

Effective Brew

You improve the complexity of your brew and magic. Your Potion Save DC is increased by 2 but not above 12 (+Int +Proficiency).

Durable Brew

You find new ways to lengthen the effects of your brews. The effect time of your brews gets increased by one. The saving throw can be repeated at the end of the affected creatures turn.

Capstone

[At 20th level your spirit blesses you with the art of swiftness. You now can apply potions to your weapon and ammunition as part of your attack action. You neither need an Action nor Bonus Action to do so.]

[At 20th level twice per shortrest, you can use your reaction to maximize and double the damage or effect of one of your potions as soon as a creature within 60 feet is affected by it.]

[At 20th level you perfected the art of brewing. Every material used in a potion is not consumed and can be recycled. Additionally you can half the time spent searching and brewing.]

[At 20th level ]

Quick apply x Infinite [maybe??]

Damage dice doubled [way to op]

Extra attack [pls no]

Shaman Orientation: Brewing Adept

Dukun that decide to dive deeper into the cauldron learn a lot more potions and manipulative brews. The motivations are as diverse as they can be. There are dukuns that try to aid the wild more and there are some that just want to learn as much as there is to learn.

Superior Knowledge

At 3rd level you gain access to the Superior Brewing Table (SBT). You can create all potions from both tables but the SBT has a minimum level requirement for each potion that you see in the level column.

Magic Fire

Also at 3rd level you learn the Produce Flame and the Create Bonfire Cantrip. They deal an additional d8 damage and if you are using them to create potions you set the brewing time to 10 minutes.

Enhance Potion

At 7th you gain an additional "Enhance Potions". You can choose to use one of these two improvements to take the option below. At 15th level you can repeat this process.

Superior Brewing

At 10th level your potions deal additional damage equal to your intelligence modifier. If the potion has two different damage types you can decide of which type the additional damage is.

Magic brew

At 18th You are capable to store more magical essence in your brews. You now can critical hit a creature on a 18, 19 or 20 if you applied a potion to your weapon. Additionally when you land a critical hit you can immediately apply a new potion to your weapon or ammunition that holds until the end of your next turn.

Superior Brewing Table

Name Level Occures Damage Saving Throw Effect (on hit or DC fail) Materials (One unit each)
Healing Water 3 C/I Heals for 1d4 + the targets Con. Frost Butterfly; Herbs worth 20 GP
Restoring Solution 3 C/I End two effects: Disease, Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Silenced, Stunned Ginger; Garlic; Sage; Lavender;
Maddening Sting 3 C/I 1d4 Psychic damage Int Save Deals 1d4 psychic damage at the start of the affected creatures turn for 1 turn Mosquito; Any Fish Scales
3 T/C/I
Rainbow Brew 7 T/C/I 5 Chosen Damage Deals 5 damage of any types you choose. You gain knowledge if the creature is vulnerable, resistant or immune to any damage type dealt Rainbow Trout Scales; Blister Beetle
Necrotic Infliction 7 C/I 1d8 Necrotic Damage Heals the nearest creature within 5 feet of the target for half the damage done Mosquito; Root Fiber
Enhancing Dance 7 T/C/I The creatures next 1d6 Attack Rolls or Saving Throws within 1 turn are rolled with advantage Ginger; Lightning Beetle
Exhausting Sickness 10 C/I Wis Save +3 The creatures exhaustion is temporarily set to 3 if it was lower before Death Cap; Moleplant Seeds
Deadly Denial 10 C/I Con Save Any healing the affected creature gets is set to 0 for 1 turn Poke Weed; Poison Ivy
Water Contagion 10 T/C/I Con Save Effect of the contagion spell Blister Beetle; Death Cap; Parasol
Superior Poison Infusion 15 C/I 3d8 Poison damage Con Save Only damages on failed savingthrow Death Cap; Cortinar; Parasol; Ant Saliva;
Invisibility Infusion 15 C/I The affected creature is invisible for one minute Pumpkin Roots; Ginger
Radiating Splash 15 T/C/I 1d8 Radiant damage Con Save Deals damage to any creature within a 10 feet radius of the impact point Golden Beetle

Shaman Orientation: Spirit Thaumaturge

Some dukuns choose to connect more to their nature spirit by focusing on their magic powers, learning from them to gain the ability of spellcasting. Dukun spells are oriented toward nature and elemental power of poison and blight, of chemistry and lightning, of fire and ice.

Spellcasting

When you reach 3rd level, you augment your mild magic enchanting with the ability to cast spells.

Cantrips

You learn druidcraft and two cantrip of your choice from the dukun spell list. You learn another dukun cantrip of your choice at 10th level.

Spell Slots

The Spirit Thaumaturge Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.


For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level dukun spells of your choice.

The Spells Known column of the Spirit Thaumaturge Spellcasting table shows when you learn more dukun spells of 1st level or higher. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.


Whenever you gain a level in this class, you can replace one of the dukun spells you know with another spell of your choice from the dukun spell list. The new spell must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your dukun spells, since you learn your spells through spiritual learing. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a dukun spell you cast and when making an attack roll with one.


Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier


Spirit Thaumaturge
Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd Druidcraft +2 3 2
4th Druidcraft +2 4 3
5th Druidcraft +2 4 3
6th Druidcraft +2 4 3
7th Druidcraft +2 5 4 2
8th Druidcraft +2 6 4 2
9th Druidcraft +2 6 4 2
10th Druidcraft +3 7 4 3
11th Druidcraft +3 8 4 3
12th Druidcraft +3 8 4 3
13th Druidcraft +3 9 4 3 2
14th Druidcraft +3 10 4 3 2
15th Druidcraft +3 10 4 3 2
16th Druidcraft +3 11 4 3 3
17th Druidcraft +3 11 4 3 3
18th Druidcraft +3 11 4 3 3
19th Druidcraft +3 12 4 3 3 1
20th Druidcraft +3 13 4 3 3 1

Spirit calling

Also starting at 3rd level you can use a bonus action and one of your spellslots to call upon a spiritual beast or fey that stays until the end of your next turn (it does not take two turns). It has a CR equal to your proficiency bouns + the spellslot you used and it takes its turn immediately after yours. It cannot cast a spell, use a legendary action or legendary resistances even if it would normally be able to.

Natural Recovery

Starting at 7th level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your dukun level (rounded up), and none of the slots can be 5th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level dukun, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.

Natures Soul

At 10th level you gain a pool of d12 equal to your intelligence modifier that give your attacks more precision. Befor rolling to hit on a spell or attack roll you can decide if you want to use one of your dice to add to your roll.

Rooting Reinforcement

At 15th level you can create a fast connection to Nature. As a bonus action roots sprout from your lower body to the ground and anchor them self strongly in the ground. Your speed becomes 0, and you can’t benefit from any bonus, you cannot teleport, you have + 10 [?] on rolls against being pushed or knocked prone and if you are climbing on a wall you don't need to make further athletics checks to stay there. This effect ends after one minute, if you are pushed hard enough, fall unconscious or the roots are destroyed by other means. You can use this feature once per long rest.


If the ground is natural you also gain the following benefits:

  • At the end of your turn you regain hitpoints equal to your Intelligence modifier up to a maximum of two times your intelligence score.
  • You can double the range of your spells and add 5 feet to area of effects.
  • Your spells are automatically cast one level higher.

Spirit Network

Beginning at 18th level You have control over all plants in a 60 foot radius. You ignore all difficult terrain created by magical or nonmagical plants and you can use your action to make the plants grapple a creature or similar things. Additionally you can cast any of your spells through any plant in the radius.

Shaman Orientation: Elemental Bonding

The Elemental Bonding orientation embodies a friendship between a dukun and chwinga of your origin biom. The dukun bring creates an earth elemental body and the chwinga brings a soul to inhabit it. United in focus, chwinga and dukun work as one to fight the monstrous foes that threaten animals and plants alike. Emulating the Elemental Bonding orientation means committing yourself to this ideal, working in partnership with a chwinga as its companion and friend.


Elemental Ritual

At 3rd level you are able to perform a four hour ritual to create the body of an earth elemental. It can have the same shape as a beast or just the normal earth elemental form. While doing so a chwinga (See "Tome of Annihilation" pp.216-217) is drawn to you and you bonds deeply with you and the new formed body. Although the chwinga loses most of it's powers it merges with the earth elemental body and you have now control over it.


If your elemental dies in combat or other means the chwinga blinks in a pocket dimension and will come back after you complete the ritual again.

Create a character sheet for your new companion. Its basic abilities and stats are the following:

Features:

  • Its size is small or medium (your choice)
  • It cannot speak but understands any language you speak
  • Its maximum hitpoints are its (constitution modifier) x (your dukun level) but not less than 8
  • Its proficiency bonus is the same as yours.
  • Its stats are rolled during the ritual (5d4 subtract the lowest two number and add your intelligence modifier)
  • Its maximum Intelligence, Wisdom and Charisma score is 8 + your proficiency bonus
  • Its armor class is 12 + Dex
  • Its speed is 30 feet
  • It has two proficiency of your choice from the following: Acrobatics, Athletics, Nature, Stealth, Survival
  • It handles a special damage type that it uses for its attacks

If your intelligence modifier or proficiency changes you can modify your elemental within 10 minutes to change its stats too instead of creating a new one.

Chwinga heritage

The origin biom of the Chwinga determines the damage type your elemental handles. The origin is determined by where you performed the ritual. Optionally you can choose eight from the list below and roll a d8 that determines the biom it comes from or if your DM allows it you can just choose. In the table below bioms and the according damage type is listed. If there are multiple, choose one.

Biom Damage type
Arctic Cold
Caves Acid
Coast Cold
Deep Sea Cold / Poison
Desert Fire / Acid / Radiant
Fey Radiant / Psychic
Grassland Poison
Jungle Poison
Mountain Lightning / Force
Savanna Fire / Lightning
Swamp Necrotic / Acid
Sky Island Thunder / Lightning
Tundra Cold
Volcanic Fire

Action and Actionslots

Out of combat it can use any action you can too. In combat it takes its turn instantly after yours. It can only use the following actions in combat:

  • Dodge
  • Dash
  • Help
  • Hide
  • Hold Action
  • Search

It can also help you search ingredients. If you command it to do so you can additionally count its nature or survival check to your material search.

Skillslots

Additionally your elemental has a Skillslot system. It gains Skillslots and skills which can be used as soon as learned. The Skillslot level where a skill is placed in determines the strength of the skill.


At 3rd level your elemental has one first level Skillslot and you can choose one skill for it to learn. It gains additional Skillslots and skills of the same and higher level on 7th, 10th, 15th and 18th level. The table below shows how many slots it has.

Dukun Level 1st 2nd 3rd 4th
3rd 1
7th 1 1
10th 2 1
15th 2 1 1
18th 2 2 1 1

While creating your elemental you choose one of the actions and put it in the open slot. You can choose any of them but you can later only change the level where you put it in and not the option.


Extra Attack

Additionally at 10th level your elemental can attack an additional time if it uses the attack action on its turn.

Attack Skills

Bash

1st level skill, Heavy Melee Attack


  • Time: Acion
  • Range: 5 feet
  • To hit: Strenght + proficiency
  • Damage: 1d4 Bludgeoning + 2d4 Elemental
  • Require: Size medium or larger

Your elemental makes a melee attack against a target within 5 feet.


At higher slot: When you put this skill in a slot of 2nd level or higher, you upgrade the damage die two times for each slot above 1st (d4 -> d8 -> d12).

Cleave

1st level skill, Melee Attack


  • Time: Acion
  • Range: 5 feet
  • To hit: Strenght/Dex + proficiency
  • Damage: 1d4 Slashing + 2d4 Elemental
  • Require: None

Your elemental makes a melee attack against a target within 5 feet.


At higher slot: When you put this skill in a slot of 2nd level or higher, you upgrade the damage die two times for each slot above 1st (d4 -> d8 -> d12).

Pierce

1st level skill, Light Melee Attack


  • Time: Acion
  • Range: 5 feet
  • To hit: Dex + proficiency
  • Damage: 1d4 Piercing + 2d4 Elemental
  • Require: Size Small or smaller

Your elemental makes a melee attack against a target within 5 feet.


At higher slot: When you put this skill in a slot of 2nd level or higher, you upgrade the damage die two times for each slot above 1st (d4 -> d8 -> d12).

Elemental Shot

1st level skill, Ranged Attack


  • Time: Acion
  • Range: 60 feet
  • To hit: Dex + proficiency
  • Damage: 1d12 elemental

Your elemental shoots an orb out of his hands/mouth/chest and attacks a creature in range.


At higher slot: When you put this skill in a slot of 2nd level or higher, you increase the damage by 1d12 per slot above the 1st.

Grapple

1st level skill, Melee Attack


  • Time: Acion
  • Range: 5 feet
  • To hit: Athletics check contested by the target
  • Require: Size medium or larger

Your elemental makes a grapple attack against a target within 5 feet.


At higher slot: When you put this skill in a slot of 3rd level or higher it has advantage on the athletics roll.

Charge

1st level skill, Melee Attack


  • Time: Acion
  • Range: 5 feet
  • Saving Throw: Dexterity, DC 14 + proficiency
  • Damage: 2d6 Bludgeoning
  • Require: 15 feet of movement to the target

Your elemental makes a charge attack against a target. On hit the target makes a strength saving throw. On a fail, the target is pushed 10 feet away and knocked prone.


At higher slot: When you put this skill in a slot of 2nd level or higher the damage increases by 1d6 per level above the 1st.

Taunt

2nd level skill, Ranged Attack


  • Time: Acion
  • Range: 10 feet
  • Saving Throw: Wisdom, DC 12 + Prof

Your elemental uses elemental forces to try and alter the mind of the target for 6 seconds. The target makes a Wisdom saving throw. On a fail the target has to charge to the elemental and make a melee attack against it.


At higher slot: When you put this skill in a slot of 3rd level or higher the target has disadvantage on the wisdom roll.

Elemental Breath (Recharge 5 - 6)

2nd level skill, Ranged Cone Attack


  • Time: Acion
  • Range: 15 feet cone
  • Saving throw: Dex, DC 13 + Proficiency
  • Damage: 3d12 Elemental

Your elemental makes a cone breath attack reaching 15 feet. At the start of its turn you can roll a d6. On a 5 or 6 it can use this attack again


At higher slot: When you put this skill in a slot of 3rd level or higher, you increase the damage by 2d12 per slot above the 2nd.

Passive Skills

Resistance

1st level skill, Passive Protection Ability


  • Time: Passive
  • Range: Self
  • Require: A crystal worth at least 50 GP that is consumed

Your elemental gains resistance to its elemental damage.


At higher slot: When you put this skill in a slot of 3rd level your elemental becomes immune to it.

Agility

1st level skill, Passive Ability


  • Time: Passive
  • Range: Self

Your elemental gains one of the following:

  • Earthglide: Your elemental can now burrow through nonmagical, unworked earth and stone. While doing so, the material it moves through is not disturbed. Also its movement speed increases to 40 feet.
  • Hover: Your elemental learns to hover. Its movement speed increases to 40 feet and it now can glide up to 3 feet over the ground. It does not leave trail and trigger traps on the ground.
  • Spiderclimb: Your elemental gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. It also gains a climbing speed equal to its walking speed.
  • Fins: Your elemental grows fins as soon as it emerges in water. It gains a swimming speed of 40 feet.

At higher slot: When you put this skill in a slot of 2nd level or higher your elemental gains an additional choice.

Protection

1st level skill, Passive Protection


  • Time: Passive
  • Range: Self
  • Require: 5 GP worth of metal that is consumed

Your elemental now has a new armor class equal to 10 + Con + proficiency


At higher slot: When you put this skill in a slot of 3rd level or higher the AC is increased by 2 for every slot above the 2nd.

Perception

2nd level skill, Passive Ability


  • Time: Passive
  • Range: Self

Your elemental gains one of the following:

  • Tremorsense: Your elemental gains tremorsense of 25 feet.
  • Blindsight: Your elemental gains blindsight of 25 feet.
  • True sight: Your elemental gains truesight of 10 feet.

At higher slot: When you put this skill in a slot of 3rd level or higher the range of each increases by 5 feet and your elemental gains an additional choice per slot above the 2nd.

Dukun Spell list

Cantrips

  • Acid Splash
  • Control Flames
  • Create Bonfire
  • Dancing Lights
  • Druidcraft
  • Gust
  • Infestation
  • Message
  • Mold Earth
  • Poison Spray
  • Primal Savagery
  • Produce Flame
  • Ray of Frost
  • Shape Water
  • Shillelagh
  • Thorn Whip

Level 1

  • Absorb Element
  • Animal Friendship
  • Beast Bond
  • Bless
  • Create or Destroy Water
  • Cure Wounds
  • Detect Poison and Disease
  • Earth Tremor
  • Ensnaring Strike
  • Entangle
  • Feather Fall
  • Fog Cloud
  • Goodberry
  • Hail of Thorns
  • Ice Knife
  • Identify
  • Jump
  • Longstrider
  • Shield
  • Sleep
  • Speak with Animals
  • Witch Bolt

Level 2

  • Aid
  • Alter Self
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Calm Emotions
  • Continual Flame
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Find Traps
  • Flame Blade
  • Gust of Wind
  • Healing Spirit
  • Invisibility
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Maximillian's Earthen Grasp
  • Melf's Acid Arrow
  • Pass Without Trace
  • Prayer of Healing
  • Protection from Poison
  • Spider Climb
  • Spike Growth
  • Summon Beast
  • Web

Level 3

  • Aura of Vitality
  • Call Lightning
  • Conjure Animals
  • Daylight
  • Elemental Weapon
  • Erupting Earth
  • Feign Death
  • Flame Arrows
  • Gaseous Form
  • Lightning Arrow
  • Lightning Bolt
  • Mass Healing Word
  • Meld into Stone
  • Nondetection
  • Plant Growth
  • Protection from Energy
  • Revivify
  • Sending
  • Sleet Storm
  • Speak with Plants
  • Tidal Wave
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall

Level 4

  • Aura of Life
  • Charm Monster
  • Conjure Minor Elementals
  • Control Water
  • Dominate Beast
  • Elemental Bane
  • Fire Shield
  • Giant Insect
  • Grasping Vine
  • Greater Invisibility
  • Guardian of Faith
  • Guardian of Nature
  • Ice Storm
  • Locate Creature
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Summon Elemental
  • Wall of Fire
  • Watery Sphere

Wombat Parrot https://i.pinimg.com/originals/93/d8/1f/93d81f6740265a7cd2ff05a1141dc44b.jpg Cute motherfucker https://pbs.twimg.com/media/EERXbHQWsAEqVZs.jpg Peacful (used) https://i.ytimg.com/vi/NMqoatGwaYI/maxresdefault.jpg Small Golem https://i.pinimg.com/736x/bf/40/1b/bf401b84b9f5d13f1980884a7bedc7cb.jpg Woman with spear https://i.pinimg.com/originals/07/57/2d/07572dec8380cfc799ae179446b43594.jpg Nature spirt https://vistapointe.net/images/forest-spirit-5.jpg

 

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