Class: Shaman for v2.1 Handbook (World of Warcraft for 5th Edition D&D)

by Jih

Search GM Binder Visit User Profile

Shaman

The wolves are not tamed, not as you might understand the word. They have come to be our friends because I invited them. It is a part of being a shaman. We have a bond with the things of the natural world, and strive always to work in harmony with them. Warlocks would term them spells, but we shamans simply term them calls. We ask, the powers we work with answer. Or not, as they will. I can call the snows, and wind, and lightning. The trees may bend to me when I ask. The rivers may flow where I ask them to.

— Drek'Thar of the Frostwolf clan

An orc clad in loose plates chained together stands atop a lonely peak, the winds picking up around him, rattling through the chains of his armor, before he releases a glist-ening bolt of lightning toward his enemies.

A gray haired dwarf slowly lumps his way across the battlefield, emptying a bottle of water into the earth as he walks, before lifting it from the soil, and gently waves it over the body of a wounded ally, soothing his grave wounds.

A human sprinting through the thicket, a pair of massive wolves of spectral vision running at his side. In the flash of a moment he howls as his body turns into a wolf of similar visage to his pets.

Shamans are mortal mediators between the elements themselves. Often a spiritual guide in their community, these mystical figures may commune with ancestral spirits and weave elemental powers into their spells. Both to stre-ngthen and heal their allies, and to strike down on the batt-lefield with devestating force. Shamans can imbue their weapons with the elements, smite their enemies with storm and fire, and summon forth elementals to their aid.

Herald of the Elements

A Shaman's bond to their magic is unique. While a mage would study it in great depth, and a warlock would bend those same power to their whim, a shaman calls upon the elements themselves for aid. They commune with forces not strictly benevolent -- sometimes they may respond, and sometimes they may choose not to. The elements are chao-tic, chained away in their elemental plane as they rage aga-inst one another with unending primal fury. It is the call of the shaman to bring balance to this chaos.

These masters of the elements can also call upon ele-mental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. An experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile adventurers and valued members of any group.

Respected and Feared

Since the early days of mortal life both Azeroth and Draenor, the elements of have been both feared and wors-hiped. Mystics have sought to commune with them, to tap into the raw power of earth, air, fire, and water. In time, these spiritual guides have come to understand that the depth and gravity of the powers they wield. That the elem-ents are not wholly benevolent, but rather a torrent of neverending conflict, as the elemental lord vie for control. The calling of the shaman is as a conduit of these volatile energies, leveraging them both to heal and to harm.

PART 1 | CLASSES
The Shaman
Level Proficiency
Bonus
Features Cantrips
Known
Spells
Known
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Primordial, Spellcasting, Totemist 2 4 2
2nd +2 Shamanic Attunement,
Elemental Shield
2 5 3
3rd +2 Elemental Boon 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Ghost Form 3 8 4 3 2
6th +3 Shamanic Attunement feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 3 12 4 3 3 3 1
10th +4 Greater Totems 4 14 4 3 3 3 2
11th +4 Far Sight 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 4 16 4 3 3 3 2 1 1
14th +5 Shamanic Attunement feature 4 18 4 3 3 3 2 1 1
15th +5 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Totem Mastery 4 20 4 3 3 3 2 1 1 1 1
18th +6 Shamanic Attunement feature 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Reincarnation 4 22 4 3 3 3 3 2 2 1 1

Creating a Shaman

When creating an elemental shaman, consider how the elements affect your personality. Although elemental shaman have resonance with all four primary elements, some tend to outwardly display aspects of one over the others. Those leaning towards fire might be impatient, temperamental, or full of energy in everything they do. Water leaning shaman are adaptable, chaotic, and tend to go with the flow. Those who favor earth are typically lawful, stalwart, and stubborn. Shaman who favor air are aloof, distant, and typically the most neutral in arbitrations.

Think about your bond with your totems and how they represent the elemental planes from which you gain your power. Are they simply tools to you for channelling raw planar power, or are they sacred and worthy of reverence? Do they act as representations of a favored element or do you use them to keep a favored element in check?

Quick Build

You can make a shaman quickly by following these sugges-tions. First, Wisdom should be your highest ability score, followed by Constitution. If you intend to engage in melee combat regularly, make Strength your second highest ability score instead.

Class Features

As a shaman, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per shaman level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 + your Constitution modifier per shaman level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: Herbalism kit

  • Saving Throws: Strength, Wisdom
  • Skills: Choose two from Animal handling, Arcana, History, Insight, Medicine, Nature, Perception, and Survival

Equipment

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

  • (a) scale mail or (b) studded leather
  • (a) a mace and shield or (b) two martial weapons
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • a druidic focus
PART 1 | CLASSES

Primordial

You know Primordial, the language of elementals. You can speak the language and use it to leave messages in rocks and pools of water that only you and other shamans spot. The messages are spoken as through a sending spell, with the limitations that comes of that spell.

Spellcasting

Drawing on the elements themselves, you can manifest them into casting spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the shaman spell list.

Cantrips

You know two cantrips of your chocie from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Spell Slots

The Shaman 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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st Level and Higher

You know four 1st-level spells of your choice from the shaman spell list.

The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, since your power comes from the elements and spirits. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus +
your Wisdom modifier

Ritual Casting

You can cast a shaman spell you know as a ritual if that spell has the ritual tag.

Spellcasting Focus

You can use a druidic focus as a spellcasting focus for your shaman spells.

Totemist

You can harness elemental powers and bind them into totems. As an action, you summon forth a known totem in an empty square within 30 feet of you that you can see.

The totem has an AC of 14, and hit points equal to your Shaman level + your Wisdom modifier. It is considered an immobile object for determining damage and immunities.

In combat, it rolls its own initiative using your Initiative modifier, but you determine its actions, if any.

You can only have one totem summoned at a time. Once summoned, the totem lasts for 1 minute, or until it is destroyed or replaced.

You learn two Lesser Totems of your choice. Your totem options are detailed at the end of the class description. When you gain a level in this class, you can choose one of the lesser totems you know and replace it with another lesser totem you could learn at that level.

Shamanic Attunement

Starting at 2nd level, you attune yourself to a practice of shamanism: Elemental, Enhancement, or Restoration, each detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 14th and 18th level.

Attunement Spells

Each attunement has a list of spells that you gain at the shaman levels noticed in the attunement description. Once you gain an attunement spell, you always have it prepared, and it doesn't count against your number of spells known.

If you have an attunement spell that doesn't appear on the shaman spell list, the spell is nonetheless a shaman spell for you.

Elemental Shield

Also at 2nd level, you learn to manifest the elements into shields to aid you in combat. You learn two such shields: Water Shield and a shield determined by your attunement.

Elemental Shield: Water

As an action, you manifest an orb of water that orbits around you. The orb has a number of charges equal to your Wisdom modifier, and lasts for 1 minute or until its charges have been spent.

When you roll a 1 or 2 on the damage or healing dice for an attack or spell, you can expend a charge to reroll those dice, you must use the new roll even if it is a 1 or 2.

PART 1 | CLASSES

Elemental Boon

At 3rd level, you align your powers in favor of one of the domains of the Elemental Plane, receiving a boon from its Elemental Lord. Choose one of the following options.

Abyssal Maw, Domain of Water

If you end your turn in combat without having used your action and bonus action, you regain hit points equal to half your shaman level.

Deepholm, Domain of Earth

You gain a +1 bonus to AC. If you are pushed, you may use your reaction to reduce the distance you are pushed by 5 feet. This boons AC increase does not stack with the effect of the Defense Fighting Style.

Firelands, Domain of Fire

You learn the hellish rebuke spell. It is a shaman spell for you, and does not count against your number of spells known. Once per long rest, you can cast it as a 1st level spell without expending a spell slot.

Skywall, Domain of Air

When hit by an attack that deals lightning or thunder damage, you can use your reaction to gain resistance to both until the start of your next turn. Once you use this feature, you can't use it again until you finish a long rest.

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.

Ghost Form

Upon reaching 5th level, you can use your action to trans-form into the ghostly visage of your spirit animal, an animal who embodies your character or that you carry a strong bond with. You can use this feature twice, You regain expended uses when you finish a short or long rest.

You can stay in this form for a number of hours equal to half your Shaman level before reverting to your normal form. You can revert to your normal form earlier by using a bonus action, and revert automatically if you fall uncon-scious, drop to 0 hit points, or die.

While you are transformed, the following rules apply:

  • Your base movement speed changes to 50 feet.
  • You are considered unarmored and add your Wisdom modifier to your Armor Class.
  • If you make an attack or cast a spell you immediately revert to your normal form. Transforming doesn't break your concentration on a spell you've already cast, how-ever, or prevent you from taking actions that are part of a spell that you've already cast, such as call lightning.
  • Your ability to speak or take any actions that require hands is limited to the capabilities of your ghost form.
  • Your equipment merges into your ghost form and has no effect until you leave the shape again.

A deeper explanation of shamans and their spirits can be found in Appendix A at the end of this book.

Greater Totems

Starting at 10th level, you can use your Totemist feature to summon forth greater totems.

You learn two Greater Totems of your choice. Your totem options are detailed at the end of the class description. When you gain a level in this class, you can choose one of the lesser totems you know and replace it with another lesser totem you could learn at that level.

You can summon a number of greater totems equal to your Wisdom modifier. You regain expended uses when you finish a long rest.

Far Sight

At 11th level, you learn to hone your vision through the element of air. As an action, you can manifest your sight on a point you can see within 1 mile of you, discerning even fine details as though looking at something no more than 100 feet away. The sight lasts for 10 minutes, or until you choose to end it.

You can use this feature twice. You regain expended uses when you finish a short or long rest.

Totem Mastery

Upon reaching 17th level, you have mastered the binding of totems. You are able to summon a totem as a bonus action, and the maximum range at which you can place a totem becomes 60 feet.

You can use your bonus action to move a summoned totem to an empty square within range that you can see.

Additionally, when you roll for initiative and have no uses of Greater Totems list, you regain one use.

Reincarnation

At 20th level, you no longer suffer any of the drawbacks of old age, and you can't be aged magically. If you die and your body was not destroyed, your spirit will linger around it for up to 24 hours. During this time, you can choose to return to your body and come back to life with 1 hit point.

Once used, you can't use this feature again for 7 days.

Shamanic Attunement

Shamans strive to deepen their understanding and connec-tion with the elements, often forming a bond with it for life. Some prefer a more brutal approach as they rein powers of fire and earth for physical combat, or the forces of fire and air to fight at range. Others in turn, prefer a more subtle approach of peace and meditation, bending water and air to their will. You attune with one of these groups.

PART 1 | CLASSES

Elemental

More than any other, Elemental shamans have dedicated themselves to forging a deep bond with the elements. This bond often favoring the element of fire, allowing them to wield their powers to great effect, manipulating the land itself. To battle an Elemental shaman is to taunt the very forces of nature.

Elemental Attunement Spells
Shaman Level Spells
2nd earth tremor, witch bolt
3th dust devil, gust of wind
5th call lightning, tidal wave
7th control water, storm sphere
9th maelstrom, wall of stone

Elemental Shield: Lightning

When you choose this attunement at 2nd level, you can use your action to manifest an orb of lightning that rotates around you. The orb has a number of charges equal to your Wisdom modifier, and lasts for 1 minute or until its charges have been spent.

When you deal damage to a target with a spell, you can expend a charge to deal additional lightning damage equal to half your Shaman level + your Wisdom modifier.

Aftershock

At 6th level, when you make a spell attack with a cantrip and miss, you can use your bonus action to make a new spell attack against another target within 30 feet of your original target. If this attack misses, your spell fizzles.

Thunderstorm

Upon reaching 14th level, you can use your reaction to trigger a sudden burst of lightning when a creature ends its turn within 5 feet of you. Each creature and object within range is pushed back 15 feet and takes lightning damage equal to your Shaman level, they must then succeed on a Dexterity saving throw or be knocked prone.

Once you use this feature, you can't use it again until you finish a short or long rest.

Ascendant of Fire

At 18th level, you can use your action to draw upon your powers and ascend into a raw manifestation of elemental fire. For 1 minute, you gain the following benefits:

  • You gain immunity to fire damage.
  • You automatically ignite any object you touch that isn't being carried or worn.
  • When you cast a spell through a spell slot that deals cold, fire, lightning, or thunder damage, you may choose to change its damage type to another type from the list above before its damage is rolled.

Once you use this feature, you can't use it again until you finish a long rest.

Enhancement

For Enhancement shamans, their b ond with the elements is the means to an end for their martial prowess. Often keeping the element of air as their closest ally, channeling their powers through their weapons, they favor facing their adversaries up close with devastating force.

Enhancement Attunement Spells
Shaman Level Spells
2nd absorb elements, searing smite
3th flame blade, warding wind
5th elemental weapon, haste
7th fire shield, stoneskin
9th control winds, far step

Elemental Shield: Wind

When you choose this attunement at 2nd level, you can use your action to envelope yourself in a barrier of strong wind. The barrier has a number of charges equal to your Wisdom modifier, and lasts for 1 minute or until its charges have been spent.

While active, your movement speed increases by 10 feet, and you can use your reaction and expend a charge of the barrier to give a weapon attack against you disadvantage.

Stormstrike

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

In addition, when you hit a creature with a melee weapon attack, you can expend a spell slot of 1st level or higher to deal cold, fire, lightning, or thunder damage to the target, in addition to the weapon's damage. The extra damage is 1d4 for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4.

Spirit Beast

Starting at 14th level, you are able to call forth a spectral force from the shadowlands to aid you. As an action, you summon a spirit beast in an empty square within 30 feet of you that you can see.

The beast stays for 1 minute, or until it is killed. It acts on your initiative, obeying your commands as best it can. If no commands are given, it uses its action to attack the nearest enemy, capable of telling friends from foes.

Once you summon this beast, you can't summon it again until you finish a long rest.

The spirit takes the appearance of your spirit animal, as decided by your Ghost Form feature. Statistics for the spirit beast can be found in Appendix A.

Ascendant of Air

At 18th level, you can use your action to draw upon your powers and ascend into a raw manifestation of elemental air. For 1 minute, you gain the following benefits:

  • You gain immunity to lightning damage.
  • You ignore difficult terrain, and your movement speed can't be reduced.
  • Your melee weapon attacks gain a reach of 30 feet.

Once you use this feature, you can't use it again until you finish a long rest.

PART 1 | CLASSES

Restoration

Restoration shamans have formed a deep connection with the element of water, drawing on its soothing powers to restore life and heal afflictions. They find harmony in the churning waves of their powers, as they unleash it like a tidal surge washes against a sandy shore.

Restoration Attunement Spells
Shaman Level Spells
2nd bless, cure wounds
3th aid, lesser restoration
5th remove curse, revivify
7th death ward, watery sphere
9th greater restoration, reincarnate

Elemental Shield: Earth

When you choose this attunement at 2nd level, you can use your action to manifest an earthen slab that orbits around a creature of your choice within 30 feet of you. The slab has a number of charges equal to your Wisdom modifier. The slab lasts for 1 minute or until its charges have been spent.

When the creature is hit by a weapon or spell attack, you can spend a charge to give the creature resistance to the attack's damage.

In addition, you can use your bonus action to move the slab to another creature within range that you can see. The slab does not regain any of its charges when you do so.

Riptide

At 6th level, you learn to conjure swift bursts of healing water. You have a pool of healing represented by a number of d6s equal to your Shaman level.

As a bonus action, you can choose a creature within 60 feet of you that you can see, and spend a number of d6s equal to half your Shaman level or less. Roll the dice and add them together. The target regains a number of hit points equal to the total.

Alternatively, you can use any of the spent dice to cure the target of one disease or poison, instead of restoring hit points. You can cure multiple diseases and poisons with a single use of riptide, pending one die for each.

You regain all expended dice when you finish a long rest.

Ascendant of Water

At 18th level, you can use your action to draw upon your powers and ascend into a raw manifestation of elemental water. For 1 minute, you gain the following benefits:

  • You gain resistance to bludgeoning, piercing, and slash-ing from nonmagical attacks.
  • You have advantage on Wisdom saving throws.
  • When you use your Riptide feature, you heal each crea-ture of your choice within 15 feet of your chosen target for half the hit points regained.
PART 1 | CLASSES

Lesser Totems

The lesser totems are presented in alphabetical order.

Earthbind Totem

The Earthbind Totem hinders the movement of any number of creatures that you choose within a 15-foot radius of it.

Whenever a creature starts their turn within range of the totem, or moves within range as part of their movement, you can choose to have the creature make a Dexterity saving throw against your spell save.

If the creature fails, their movement speed reduced by 10 feet (to a minimum of 5 feet of movement) until they leave the totem's range.

Resistance Totem

The Resistance Totem wards friendly creatures within a 15-foot radius, protecting them from elemental damage.

When the totem is placed, you choose whether the totem protects from fire, cold, poison, lightning, or thunder damage. Whenever a creature within range of the totem is hit by an attack dealing damage of the chosen type, the totem may use its reaction to grant resistance against the attack's damage.

Searing Totem

The Searing Totem emits dim light in a 10-foot radius, and uses its action to hurl a bolt of magma at a creature within 60 feet of it. Make a ranged spell attack, using your spell attack modifier. On a hit, the target takes 1d4 fire damage.

This totem's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Sentry Totem

The Sentry Totem produces an alarm spell in a 30-foot square centered on it, alerting you if a creature enters the warded area. Additionally, you can use your action to focus your vision through the totem to see what it sees.

The totem can stay active for up to 8 hours, instead of 1 minute as other totems would.

Greater Totems

The greater totems are presented in alphabetical order.

Capacitor Totem

The Capacitor Totem sends out a devastating shockwave to debilitate creatures within a 15-foot radius of it.

On its first turn after being summoned, the totem remains idle as it gathers energy from the air around it.

On its second turn, the totem erupts in a cacophonous burst of lightning. Creatures within the totem's range must succeed on a Constitution saving throw against your spell save or be stunned until the end of their next turn.

Healing Tide Totem

The Healing Tide Totem wards creatures within a 30-foot radius of it, shielding them from injury with a tide of healing water.

On its turn, the totem may choose one creature within its range. The creature gains temporary hit points equal to your Shaman level.

Tremor Totem

The Tremor Totem continuously shakes the ground, ward-ing creatures within a 20-foot radius of it.

While the totem is active, you and friendly creatures within range of the totem gain advantage on saving throws against being charmed, frightened, or stunned.

Additionally, if a creature within range of the totem is put to sleep, the totem can use an action on its turn to imme-diately wake up any sleeping creatures within its range.

Totem of Wrath

The Totem of Wrath bolsters the strength and resolve of creatures within a 30-foot radius of it, imbuing them with the primal force of the elements.

While the totem is active, whenever you or a friendly creature within range of the totem rolls damage for an attack or a spell, you may choose any one of the dice to reroll. You must use the new roll.

PART 1 | CLASSES

Shaman Spells

Cantrips (0 Level)

Control Flames
Create Bonfire
Frostbite
Gust
✦ Invoke Elements
✦ Lightning Blast
Lightning Lure
Mending
Mold Earth
Produce Flame
Shape Water
Shocking Grasp
Thunderclap

1st Level

Absorb Elements
Chromatic Orb
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Earth Tremor
✦ Elemental Blast
Fog Cloud
Guiding Hand
Searing Smite
Thunderous Smite
Thunderwave

2nd Level

Augury
✦ Chain Heal
Continual Flame
Dust Devil
Gust of Wind
Healing Spirit
Heat Metal
✦ Lava Burst
Lesser Restoration
Maximilian's Earthen Grasp
Protection from Poison
Shatter
Skywrite
Warding Wind

3rd Level

Call Lightning
Counterspell
Dispel Magic
✦ Earthen Spike
Erupting Earth
✦ Lesser Chain Lightning
Lightning Bolt
Meld Into Stone
Protection from Energy
Revivify
Spirit Guardians
Thunderstep
Tidal Wave

Wall of Water
Water Breathing
Water Walk
Wind Wall

4th Level

Conjure Minor Elementals
Control Water
Elemental Bane
Freedom of Movement
Locate Creature
Polymorph
Stone Shape
Stoneskin
Storm Sphere
Watery Sphere

5th Level

Commune with Nature
Conjure Elemental
Control Winds
Greater Restoration
✦ Healing Rain
Legend Lore
Maelstrom
Mass Cure Wounds
Reincarnate
Scrying
Steel Wind Strike
Wall of Stone

6th Level

Bones of the Earth
Chain Lightning
Flesh to Stone
Investiture of Stone
Investiture of Wind
Move Earth
Primordial Ward
Tenser's Transformation
Wind Walk

7th Level

Etherealness
Prismatic Spray
Regenerate
Whirlwind

8th Level

Antimagic Field
Control Weather
Earthquake
Tsunami

9th Level

Foresight
Imprisonment
Storm of Vengeance
True Resurrection

Chain Heal

2nd-level evocation


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Instantaneous

Your primary target regains hit points equal to 1d8 + your spellcasting modifier. The spell then jumps to a second creature within 15 feet of the primary target, who regains 1d6 + your spellcasting modifier hit points. Lastly, the spell jumps to a third creature within 15 feet of the second one, and replenishing 1d4 + your spellcasting modifier hit points to it. The spell has no effect on constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing each target receives increase by one hit dice size for each slot level above 2nd. To a maximum of 1d12 for each creature affected.

Earthen Spike

3rd-level transmutation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a granite pebble)
  • Duration: Concentration, up to 1 hour

A place your hand to the ground, and erupt a large stalag-mite beneath a creature within range. The creature must make a Dexterity saving throw. On a failed save, the target takes 6d8 bludgeoning damage and is knocked 20 feet into the air as a 15-foot in diameter and 20 feet high spike rises beneath it. On a successful saving throw, the target takes half damage.

Each creature within 5 feet of the chosen target must also make a Dexterity saving throw. On a failed save, the target takes half damage, and no damage on a success.

The creature is then pushed back 5 feet. The stalag-mite remains until your concentration is broken, at which point it crumbles, making its area difficult terrain.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.

Elemental Blast

1st-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a piece of brimstone, granite, glass, and a feather)
  • Duration: Instantaneous

You manifest the forces of an element, and launch it toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 3d8 bludgeoning, cold, fire, or lightning damage (your choice).

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

PART 1 | CLASSES

Healing Rain

5th-level transmutation


  • Casting Time: 1 action
  • Range: 120 feet
  • Components: V, S, M (a vial of rain water)
  • Duration: Concentration, up to 1 minute

You summon a cloud at a point within range, blanketing a 15-foot radius area around it in rain. Each friendly creature enters the rain for the first time on their turn, or starts their turn within the rain regains 2d6 hit points. The healing rain extinguishes nonmagical fires within its area of effect.

At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the healing increases by 1d6 for every two slot levels above 5th.

Invoke Elements

Transmutation cantrip


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: V, S
  • Duration: Up to 1 minute

You invoke a minor portion of the elements, within range. You create one of the following magical effects within range:

  • You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect persists for 1 round.
  • You light or put out a small flame.
  • You cause flames to flicker, brighten, drim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You cool or heat up a small amount of liquid.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

Lava Burst

2nd-level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You manifest molten stone and magma into a ferocious ball, and hurl it at a target within range. The target must make a Dexterity saving throw. On a failed save, it takes 3d6 fire damage and 3d6 bludgeoning damage, or half as much on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 fire and bludgeoning damage for each slot above 2nd.

Lesser Chain Lightning

3rd-level evocation


  • Casting Time: 1 action
  • Range: 150 feet
  • Components: V, S, M (a bit of fur; a piece of amber or glass; and three silver pins)
  • Duration: Instantaneous

You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Forming a chain from that target and through three other targets, each of which must be within 30 feet of the previous target.
A target can be a creature or an object. A target must make a Dexterity saving throw. The target takes 3d8 lightning damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the lightning can form a chain through one additional target for each slot level above 3rd.

Lightning Blast

Evocation cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous

An arc of lightning blasts from your palms towards a creature within range. Make a ranged spell attack. On a hit, the target takes 1d8 lightning damage.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

PART 1 | CLASSES

Appendix A

Shamans bond with spirit animals and are granted their favor, making them able to assume the form of their spirit animal at will through the aid of the spirits of the wild. Whilst druids are able to take the complete shape of certain animals, shifting into various beasts, the strain upon a shamans ghost form lies much deeper within. As a result the shape they take appears as an incorporeal transparent shape in the material world.

Most shamans choose one spirit animal, and sticks with that spirit animal throughout their life. Orcs and trolls commonly go for a dire wolf, a shape well known to both, known for its ferocity and speed. Whilst a dwarf might choose a bear, a steadfast companion by many of the dwarven kin. Think about your spirit animal, why and if it fits your character, a shamans spirit animal is in many ways an extension of who they are, reflecting their personality. The only limitation given upon a spirit animal is that it cannot have a swim, or fly speed.

Shamans ghost form is limited, as so it has a specific set of statistics no matter which animal you choose, as shown in the Ghost Form class feature.


Spirit Beast

Large, unaligned


  • Armor Class 14
  • Hit Points 75 (10d10 + 20)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 14 (+2) 7 (-2) 12 (+1) 8 (-1)

  • Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities poison, psychic
  • Condition Immunities charmed, petrified, poisoned
  • Senses blindsight 30 ft., passive Perception 15
  • Languages understands the languages of the summoner but can't speak
  • Challenge 4 (1,100 XP)

Pack Tactics. The best have advantage on an attack roll against a creature if at least one of the beasts allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack. The spirit beast can use its incorporeal movement and make one bite attack, or make two bite attacks.

Bite. Melee Weapon Attack: +6 to hit, Reach 5 ft., one target. Hit: (2d6 + 4) piercing damage.

Incorporeal Movement. The beast can move through other creatures and objects as if they were difficult terrain. It vanishes if it ends its turn inside an object.

Art & Arts Used

PART 1 | CLASSES
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.