Copy of - Shaman

by nartana

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Shaman

A wizened dwarf follows a shaggy bear spirit along a lonely mountain road, unsure where the spirit will lead.

Moving with the grace and stealth of a panther, an elf and her spirit companion creep through the forest toward their unsuspecting orc prey.

A human drapedmin leaves and furs stand with arms upraised to the stormy sky, calling on the spirits of thunder and lightning.

Shamans are primal mystics, existing simultaneously in the world and in the realm of the primal spirits. Surrounded by a great cloud of ancestor and nature spirits, they bring the wisdom of the ancients to the people of the world. To the shaman, the realm of the primal spirits isn't a theoretical construct or an abstract notion—it's the world you live in, and the physical world sometimes seems like a dream. What others perceive, at best, in flashes and brief visions, you see all the time. THis is the shaman's glory and perhaps, ultimately, their curse, for they are the purest conduit between the moral world and the spirit realm that suffuses it.

Your Spirit Companion

Shamans have one feature that sets them apart from others—their spirit companions. A spirit companion is a spirit that temporarily leaves the great stream of spirits flowing thorughout the world to join with a shaman's magic. It might be a guide that can show you options and paths you wouldn't otherwise consider, a being of ancient wisdom who waits patiently for you to match it in power and experience, or a weirdly intelligent pet.

Many spirit companions are animal spirits, minor forces of nature's power embodied in animal form. Some spirit companions might instead be an ancestor spirit from the distant past of your family or tribe. Or it could be an ancient humanoid spirit with no direct relation to you, attaching itself to you in order to share its wisdom for your benefit.

Talking with Spirits

Although shamans describe their interaction with the spirits as "talking," this communication isn't always verbal, and it's rarely as fluid as a conversation with another person. The spirits speak in many ways, and even ancestor spirits that were once people often find it difficult to maintain their attention on the physical world long enough to carry on a conversation, or even complete a sentence.

Communication with a spirit might take the form of an emotional impression, a vision, or a demonstration of the spirit's power upon the world. One can sometimes get a good idea of what the spirits are trying to say, especially if asked the right question, but conversation with spirits other than your spirit companion is often a matter of interpreting feelings and intentions rather than gleaning actual words and clear instructions.

Shaman
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Companion Spirit, Speak with Spirits
2nd +2 Spellcasting, Spiritual Healing 2 2
3rd +2 3 3
4th +2 Ability Score Improvement 3 3
5th +3 Companion Spirit Feature 4 4 2
6th +3 4 4 2
7th +3 5 4 3
8th +3 Ability Score Improvement 5 4 3
9th +4 Companion Spirit Feature 6 4 3 2
10th +4 6 4 3 2
11th +4 7 4 3 3
12th +4 Ability Score Improvement 7 4 3 3
13th +5 8 4 3 3 1
14th +5 8 4 3 3 1
15th +5 9 4 3 3 2
16th +5 Ability Score Improvement 9 4 3 3 2
17th +6 10 4 3 3 3 1
18th +6 10 4 3 3 3 1
19th +6 Ability Score Improvement 11 4 3 3 3 2
20th +6 11 4 3 3 3 2

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 (or 5) + your Constitution modifier per shaman level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons
  • Tools: Herbalism kit

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Performance, Religion, and Survival

Equipment

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

  • (a) two handaxes or (b) a shortbow and 20 arrows
  • (a) two daggers or (b) any simple weapon
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • Leather armor and a magic totem*

*See the end of the supplement

Companion Spirit

As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. As a bonus action, you can summon your spirit companion into an unoccupied space within 30 feet. The spirit lasts until you fall unconscious or dismiss it as a bonus action. The spirit takes up 5 feet and allies can move through it without spending extra movement.

When you take the move action, you can also move the spirit a number of feet equal to your speed. The spirit can be targeted by attacks although it lacks hit points. It has Armor Class and Ability Scores equal to the shaman's. If a single attack deals damage to the spirit equal to 10 + your shaman level or higher, the spirit disappears, and you suffer damage equal 5 + your shaman level. Otherwise the spirit is unaffected by the attack.

In addition, you choose from the following Companion Spirit options: Protector Spirit, Stalker Spirit, Watcher Spirit, and World Speaker Spirit. These options are detailed at the end of the class description.

Totem Implement

A totem is a short length of wood or bone carved to resemble a patron animal or a nature spirit. One end is typically adorned with feathers, teeth, small bones, scraps of hide, leaves, or other symbols of primal power. You can't make melee attacks with a totem.

You can wield a totem and gain bonuses and effects according to the totem descriptions at the end of this supplement. It takes time and gold to craft a totem.

Speak with Spirits

You commune with the spirits, letting them guide your words and actions. At 1st level you can add your Wisdom modifier to your next ability check. You can use this feature once before finishing a long rest.

Spellcasting

By the time your reach 2nd level, you have learned to harness the primal energy of the spirits to csat spells. See chapter 10 for the general rules of spellcasting and the end of this supplement for the shaman spell list.

Spells Known of 1st Level and Higher

You know two 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 5th level in this class, you can 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 yo have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells.

The power of your spells come from the spirits of the world, and your ability to connect with them and channel their energy. 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

Spellcasting Focus

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

Spiritual Healing

You call to the spirits on behalf of a wounded ally, closing wounds and filling them with vigor. At 2nd level, you can cause a creature within 5 feet of you to regain hit points. As a bonus action, target creature can spend a hit die and regain hit points equal to the amount rolled. If the target does so, one ally within 5 feet of your spirit companion, other than the target regains 1d6 hit points. This amount increases by 1d6 at 5th level (2d6), 9th level (3d6), 13th level (4d6), and 18th level (5d6).

You can use this feature twice before finishing a short or 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.

Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Companion Spirits

As part of you initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you.

Protector Spirit

You draw on the strength of the bear or a similar protective spirit to defend and bolster your allies.

Spirit's Shield

Your spirit companion bats at a foe that drops its guard, and a nearby ally draws healing energy from the spirit. At 1st level, your spirit companion gains the ability to make a special attack whenever an enemy provokes an opportunity attack. Your spirit companion uses its reaction to make a melee attack against the target, dealing damage equal to your Wisdom modifier. Additionally, one ally within 30 feet of your spirit companion regains hit points equal to your Wisdom Modifier.

Protector's Strike

Roaring echoes from ancient caves and hollows accompany your spirit companion's attack, infusing your allies with vitality. At 1st level, you can have your spirit companion make an attack in place of you. As an action, your spirit companion makes a melee attack at a creature, dealing 1d8 + your Wisdom modifier slashing damage. Additionally, each ally within 5 feet of your spirit companion gains temporary hit points equal to your Constitution modifier.

The damage of the attack increases to 2d8 + your Wisdom modifier at 14th level.

Protector's Boon

Starting at 5th level, whenever an ally within 5 feet of your spirit companion regains hit points, they can regain an additional amount equal to your Constitution modifier.

Galvanizing Bellow

At 9th level, the roar of your spirit companion spur your allies to move. As a bonus action, each ally within 5 feet of you or your spirit companion can move 10 feet without provoking opportunity attacks. This uses their reaction. You can use this feature once before finishing a short or a long rest.

Stalker Spirit

You call on the stealth and cunning of the panther or a similar stalking spirit to empower and position your allies.

Spirit's Fangs

When an enemy drops its guard, your spirit companion leaps on it, claws and fangs bared. At 1st level, your spirit companion gains the ability to make a special attack whenever an enemy provokes an opportunity attack. Your spirit companion uses its reaction to make a melee attack against the target, dealing 1d10 + your Wisdom Modifier damage.

This damage increases to 2d10 + your Wisdom modifier at 14th level.

Stalker's Strike

As your spirit companion claws at your foe, the spirit is filled with predatory fury, becoming a greater threat to your enemies. At 1st level, you can have your spirit companion make an attack in place of you. As an action, your spirit companion makes a melee attack at a creature, dealing 1d10 + your Wisdom modifier piercing damage. If the target has no more than half its maximum hit points, your spirit companion gains a bonus to their attack roll equal to your Intelligence modifier.

The damage of the attack increases to 2d10 + your Wisdom modifier at 14th level.

Stalker's Boon

Starting at 5th level, allies within 5 feet of your spirit companion gain a bonus to damage rolls equal to your Intelligence modifier as long as the target has no more than half its maximum hit points.

Great Dodge

Your eyes shine yellow like those of a great cat as you leap away from an enemy attack. At 9th level, whenever an attack misses you, you can use your reaction to move up to 15 feet without provoking opportunity attacks. You can use this feature once before finishing a short or a long rest.

Watcher Spirit

Your spirit companion soars above you and your allies, keeping a watchful eye for hidden enemies and drawing attacks to distant foes.

Spirit's Prey

You spirit companion lashes out at a moving foe, and an ally uses the distraction to fire on that enemy. At 1st level, whenever an enemy provokes an opportunity attack from your spirit companion, an ally can attack instead. An ally within 60 feet of your spirit companion can make a ranged weapon attack or a ranged spell attack with advantage as a reaction.

Claws of the Eagle

Your spirit companion swoops down on your foe, causing it to neglect its defenses for a short time. At 1st level, your sprit companion can grant a window to attack a nearby foe. As an action, one ally within 5 feet of your spirit companion or 15 feet of you can make a weapon attack against the target. If the attack hits, the next attack made against that target has advantage until the end of your next turn.

Watcher's Boon

Starting at 5th level, enemies within 5 feet of your spirit companion can't gain benefits from half and three-quarters cover.

Hunting Eagle

You send your spirit companion to your ally's aid. It flies around you ally's target, making that foe easier for your ally to attack. At 9th level, you can use your reaction whenever an ally makes a ranged attack. You move your spirit companion to an unoccupied space within 5 feet of the target. Your ally then gains a +2 bonus to any attack roll made against an enemy within 5 feet of your sprit companion.

World Speaker Spirit

You channel the living essence of the primal world, and the cycles that define it. Your spirit companion acts almost like a defender, preventing enemy movement around it while helping your allies move freely.

Your Spirit companion is a being of stone, and earth, summer and winter, wind and rain. Its appearance varies according to its nature and your desires. It might be vaguely humanoid or shaped somewhat like an animal. Most likely it changes its shape or its mix of earth, air, and water as the primal power flowing through it aligns with the cycles of the natural world.

World Speaker's Command

The voices and growls of primal spirits cascade on your foe, stopping it in its tracks. At 1st level, your spirit companion gains the ability to make a special attack whenever an enemy provokes an opportunity attack. Your spirit companion uses its reaction to make a melee attack against the target, if it hits the target's speed drops to 0.

Voice of Battle

You voice a battle cry through your spirit companion, which hammers into your enemy and spurs an ally into motion. At 1st level, you can have your spirit companion make an attack in place of you. As an action, your spirit companion makes a melee attack at a creature, dealing 1d6 + your Wisdom modifier psychic damage. Additionally, one ally within 10 feet of your spirit companion can move up to 10 feet without provoking opportunity attacks.

The damage of the attack increases to 2d6 + your Wisdom modifier at 14th level.

World Speaker's Boon

Starting at 5th level, all allies causes disadvantage to your enemy's opportunity attacks against them when entering or leaving the reach of your spirit companion

Great Hymn of Nature

In the spirit world, the song is many layered and hours long. In the natural world, you hum three bars and the spirits do the rest. At 9th level, your spirit companion can bolster your allies' defenses. As a bonus action, make a Wisdom (Nature) check and record the result. Until the end of your next turn, all allies within 5 feet of your spirit companion can have an Armor Class equal to that result. You can use this feature once before finising a long rest.

Totems

If a totem has prerequisites, you must meet them to make it. A level prerequisite refers to your level in this class.

Totems grant a bonus to attack and damage rolls made by the shaman or the shaman's spirit companion equal to the bonus shown on the totem chart. This is known as the totem's enhancement bonus. Totems require time and gold to craft equal to the amounts shown on the totem chart.

Autumn Harvest Totem

Prequisite: 3rd level+

Level Bonus / Time / Gold
3 +1 / 1 week / 50gp
8 +2 / 1 week / 100gp
13 +3 / 2 week / 200gp
18 +4 / 2 week / 400gp

This totem is fashioned from leaves and bone shards, it embodies the spirit of autumn and the inevitability of death. When you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of damage equal to 1d6 × the totem's enhancement bonus or 1d10 × the totem's enhancement bonus if the creature has no more than half its maximum hit points.

Additionally, attacks made while wielding this totem deal extra damage to creatures with no more than half their maximum hit point total equal to 1 + half the totem's enhancement bonus rounded down.

Feral Spirit Totem

Prerequisite: 8th level+

Level Bonus / Time / Gold
8 +2 / 1 week / 100gp
13 +3 / 2 week / 200gp
18 +4 / 2 week / 400gp

When the wild spirits stream forth from their homes to hunt, they won't be satisfied with only one victim. When you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of damage equal to 1d6 × the totem's enhancement bonus to the target or to one enemy within 5 feet of your spirit companion.

Additionally, whenever you reduce a creature to half their hit point maximum or lower, you can have one enemy within 5 feet of your spirit companion take 1d6 x the totem's enhancement bonus damage. This ability recharges at dawn.

Hungry Spirits Totem

Prerequisite: 3rd level+

Level Bonus / Time / Gold
3 +1 / 1 week / 50gp
8 +2 / 1 week / 100gp
13 +3 / 2 week / 200gp
18 +4 / 2 week / 400gp

The appearance of this totem changes week by week, depending on which spirits are hungriest. When you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of damage equal to 1d10 × the totem's enhancement bonus and you can move your spirit companion to a space within 5 feet of the target.

Additionally, whenever you hit an enemy that is within 5 feet of your spirit companion, you and one ally within 10 feet of the enemy can spend a Hit Die and regain hit points equal to the amount rolled. This ability recharges at dawn.

Magic Totem

1st level+

Level Bonus / Time / Gold
1 +1 / 3 days / 50gp
6 +2 / 1 week / 100gp
11 +3 / 2 week / 200gp
16 +4 / 2 week / 400gp

This item is a simple totem that channels primal energy. When you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of damage equal to 1d6 × the totem's enhancement bonus.

Pure Spirit Totem

Prerequisite: 5th level+

Level Bonus / Time / Gold
5 +1 / 3 days / 50gp
10 +2 / 1 week / 100gp
15 +3 / 2 week / 200gp
20 +4 / 2 week / 400gp

Interwoven vines carved on this totem symbolize the primal magic of healing and growth held within it. When you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of damage equal to 1d8 × the totem's enhancement bonus.

Additionally, as a bonus action you can cause one ally within 30 feet to regain hit points equal to 1d6 × the totem's enhancement bonus. This ability recharges at dawn.

Spring Renewal Totem

Prerequisite: 5th level+

Level Bonus / Time / Gold
5 +1 / 3 days / 50gp
10 +2 / 1 week / 100gp
15 +3 / 2 week / 200gp
20 +4 / 2 week / 400gp

This totem carries the primal magic of spring. It represents the power to restore life. When you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of damage equal to 1d6 × the totem's enhancement bonus and one ally within 30 feet of you regains hit points equal to twice the totem's enhancement bonus.

Additionally, whenever you hit an enemy, you can have one ally within 30 feet of you regain hit points equal to twice the totem's enhancement bonus at the start of their turn for 1 minute. This ability recharges at dawn.

Summer Growth Totem

Prerequisite: 3rd level+

Level Bonus / Time / Gold
3 +1 / 1 week / 50gp
8 +2 / 1 week / 100gp
13 +3 / 2 week / 200gp
18 +4 / 2 week / 400gp

Summer brings growth, and the primal energy channeled through this item helps spawn vines that hinder your foes. When you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of damage equal to 1d6 × the totem's enhancement bonus and the target is restrained until the end of your next turn.

Additionally, as a bonus action you can cause the ground within 30 feet of you to become difficult terrain for your enemies until the end of your next turn. This ability recharges at dawn.

Watchful Spirit Totem

Prerequisite: 3rd level+

Level Bonus / Time / Gold
3 +1 / 1 week / 50gp
8 +2 / 1 week / 100gp
13 +3 / 2 week / 200gp
18 +4 / 2 week / 400gp

Several animal faces seem to look out from this totem with wide eyes. Its magic, channeled through your spirit companion, lashes out at those who harm your allies. While wielding this totem, you gain a bonus to your Perception equal to the totem's enhancement bonus.

Additionally, when you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of damage equal to 1d6 × the totem's enhancement bonus or 1d12 × the totem's enhancement bonus if the creature has no more than half its maximum hit points.

Lastly, as a bonus action you can release the energy of the spirits within your totem. Until the end of your next turn, any enemy that damages an ally within 5 feet of your spirit companion takes damage equal to twice the totem's enhancement bonus. This ability recharges at dawn.

Winter's Grasp Totem

Prerequisite: 5th level+

Level Bonus / Time / Gold
5 +1 / 3 days / 50gp
10 +2 / 1 week / 100gp
15 +3 / 2 week / 200gp
20 +4 / 2 week / 400gp

This totem is fashioned from dry wood and white fur. It embodies the spirit of winter and a time when nature sleeps and life grows weak. When you or your spirit companion scores a critical hit while you are wielding this totem, you deal an additional amount of cold damage equal to 1d10 × the totem's enhancement bonus.

Additionally, whenever you hit an enemy, you can have them deal half damage until the start of your next turn. This ability recharges at dawn.

1st Level
  • Bane
  • Bless
  • Cause Fear
  • Chaos Bolt
  • Charm Person
  • Command
  • Cure Wounds
  • Detect Evil and Good
  • Dissonant Whispers
  • Healing Word
  • Hex
  • Faerie Fire
  • Fog cloud
  • Guiding Bolt
  • Inflict Wounds
  • Protection from Evil and Good
  • Ray of Sickness
  • Shield of Faith
  • Witch Bolt
2nd Level
  • Augury
  • Barkskin
  • Beast Sense
  • Darkness
  • Flame Blade
  • Healing Spirit
  • Hold Person
  • Lesser Restoration
  • Magic Weapon
  • Mirror Image
  • Misty Step
  • Ray of Enfeeblement
  • See Invisibility
  • Spiritual Weapon
3rd Level
  • Animate Dead
  • Bestow Curse
  • Call Lightning
  • Clairvoyance
  • Dispel Magic
  • Life Transference
  • Mass Healing Word
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Vampiric Touch
4th Level
  • Arcane Eye
  • Banishment
  • Blight
  • Charm Monster
  • Death Ward
  • Dimension Door
  • Divination
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Polymorph
  • Sickening Radiance
  • Stoneskin
5th Level
  • Awaken
  • Bigby's Hand
  • Commune
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Dispel Evil and Good
  • Enervation
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Negative Energy Flood
  • Planar Binding
  • Raise Dead
  • Reincarnate
  • Scrying
 

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