Shaman Class

by Aevilok

Search GM Binder Visit User Profile

Shaman - Warlock Variant

Having found those that trampled her village, a loxodon unleashes a vile curse upon a squad of men. Enraged by the intruders, a half-elf calls forth spirits to assault the strangers. With a prayer and a wave, a human brings life to his hurt comrade.

Famed mediators, enchanters and healers, shamans draw their powers from the world's spirits and take influence from them, acting as a bridge between the worlds.

Proxy of Spirits

1st level shaman feature

You use your Wisdom modifier in place of your Charisma modifier for your warlock spells and features, and they count as shaman spells and features. You use a druidic focus as a spellcasting focus for your shaman spells and learn spells from the shaman spell list instead of the warlock spell list.

Spirit Bond

1st level shaman feature (replaces Otherworldly Patron)

Choose one bond from the list of available spirit bonds. This represents the type of spirits you are connected to that guide and influence every part of your being. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Ritual Casting

1st level shaman feature

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

Spirit Invocations

2nd-level shaman feature

When you choose eldritch invocations, you have access to the following options.

Fierce Magic

The damage dice of your shaman cantrips decome d8s if they were lower and whenever you cast a shaman cantrip on your turn, you can cast it again as part of the same action.

Οne with Life

You can cast the animal friendship and beast bond spells at will, without expending a spell slot.

Tongue of Spirits

Prerequisite: 5th level

You learn the speak with animals, speak with dead and speak with plants spells and they don't count against the number of shaman spells you know.

When you reach 15th level, you can cast these spells at will.

Unending Vitality

Prerequisite: 18th level

You learn the prayer of healing and mass cure wounds spells and they don't count against the number of shaman spells you know.


Variant Class

This is a set of alternative features for the warlock class, meant to simulate the flavor of a shaman.

Spirits Manifest

3rd level shaman feature (replaces Pact Boon)

You gain the ability to directly interact with the spirits.

Starting at 3rd level, you can cast the find familiar spell as a bonus action with a range of 30 feet, without expending a spell slot or requiring material components.

When you do so, a spirit assumes a Tiny material form and acts as your familiar until the start of your next turn, at which point it disappears. As a reaction, a familiar summoned in this way can deliver any number of cantrips you cast using your action, regardless of their range.

You do not choose the form that the spirit will take, though it will always take a form appropriate for its environment and related to your spirit bond.

Art by Lorenzo Massaro, stains by Jared Ondricek, homebrew by u/AevilokE

Shaman Spell List

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Dancing Lights
  • Druidcraft
  • Guardian's StandNew
  • Guidance
  • Minor Illusion
  • Poison Spray
  • Produce Flame
  • Resistance
  • Shillelagh
  • Shocking Grasp
  • Soul FireNew
  • Spare the Dying
1st Level
  • Animal Friendship
  • Bane
  • Burning Hands
  • Create or Destroy Water
  • Cure Wounds
  • Detect Poison and Disease
  • Draining CurseNew
  • Entangle
  • Faerie Fire
  • False Life
  • Goodberry
  • Heroism
  • Hunter's Mark
  • Inflict Wounds
  • Jump
  • Longstrider
  • Protection from Evil and Good
  • Purify Food and Drink
  • Sanctuary
  • Sleep
  • Speak with Animals
  • Thunderwave
2nd Level
  • Animal Messenger
  • Augury
  • Barkskin
  • Blindness/Deafness
  • Calm Emotions
  • Continual Flame
  • Darkness
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Flame Blade
  • Flaming Sphere
  • Galerina MarginataNew
  • Gentle Repose
  • Gust of Wind
  • Heat Metal
  • Hold Person
  • Invisibility
  • Lesser Restoration
  • Locate Animals or Plants
  • Misty Step
  • Moonbeam
  • Pass Without Trace
  • Protection from Poison
  • Ray of Enfeeblement
  • Scorching Ray
  • See Invisibility
  • Silence
  • Spider Climb
  • Spike Growth
  • Warding Bond
  • Web
3rd Level
  • Bestow Curse
  • Clairvoyance
  • Create Food and Water
  • Ethereal AnchorNew
  • Hypnotic Pattern
  • Lightning Bolt
  • Magic Circle
  • Meld into Stone
  • Plant Growth
  • Protection from Energy
  • Remove Curse
  • Sleet Storm
  • Slow
  • Spirit Guardians
  • Vampiric Touch
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Banishment
  • Blight
  • Control Water
  • Death Ward
  • Divination
  • Dominate Beast
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Hallucinatory Terrain
  • Ice Storm
  • Locate Creature
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Wall of Fire
5th Level
  • Antilife Shell
  • Awaken
  • Commune
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Dream
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Insect Plague
  • Reincarnate
  • Scrying
  • Seeming
  • Tree Stride
  • Wall of Stone
6th Level
  • Conjure Fey
  • Find the Path
  • Flesh to Stone
  • Forbiddance
  • Harm
  • Heal
  • Heroes' Feast
  • Move Earth
  • Sunbeam
  • Transport via Plants
  • True Seeing
  • Wall of Ice
  • Wall of Thorns
  • Wind Walk
7th Level
  • Etherealness
  • False SoulNew
  • Fire Storm
  • Forcecage
  • Mirage Arcane
  • Regenerate
  • Reverse Gravity
  • Symbol
8th Level
  • Animal Shapes
  • Earthquake
  • Feeblemind
  • Mind Blank
  • Power Word Stun
  • Sunburst
9th Level
  • Astral Projection
  • Foresight
  • Imprisonment
  • Mass Heal
  • Meteor Swarm
  • Power Word Kill
  • Shapechange
  • Vengeful StormNew

Ancestral Bond

Shamans with an ancestral bond have an intimate relationship with their ancestors and their people's past. They act as mediators between this world and the next, taking their ancestors' advice to heart.

At each indicated level, you learn the listed spells.

Ancestral Bond Spells
Shaman Level Spells
1st bless, shield of faith
3rd augury, gentle repose
5th speak with dead, spirit guardians
7th blight, death ward
9th antilife shell, raise dead

Ancestral Attunement

You learn the dancing lights and guidance cantrips.

Guidance from Beyond

Through the spirits, your ancestors offer you wisdom.

You can spend 10 minutes performing a special ritual, drawing knowledge from your ancestors. As part of this ritual, you can cast any 1st level divination spell, from any class' spell list, without expending a spell slot.

Once you've used this feature, you can not do so again until you finish a short or long rest.

Ancestral Spirits

The spirits of your ancestors guard you and your allies.

Starting at 6th level, spirits you summon using your Spirits Manifest feature grant the benefits of the shield of faith spell to friendly creatures within 5 feet of them.

One with the Past

Visions of the past overwhelm you as the spirits guide you.

From 10th level onwards, you can use a bonus action to enter a state of heightened awareness, deepening your connection with the spirits of past denizens of the nearby area. For the next 10 minutes, you can see into the Ethereal Plane.

Additionally, as an action while in this state, you can become deaf and blind in regard to your own senses and perceive the nearby area as it was during a specific point in the past 100 years. You can specify which point in time you want to observe only as a specific time of day (e.g. noon of the last winter solstice) or as the time of an event (e.g. the death of a specific person that died nearby). You return to your senses when you ends.

You can use this feature once. You can't do so again until you finish a long rest.

Unwordly Resilience

Your ancestors shield you from harm and imbue you with valor.

When you reach 14th level, you gain resistance to necrotic damage and immunity to exhaustion.

Elemental Bond

An elemental bond means you are most tuned to the lifeblood of the universe itself, energy. You can see and utilize it in its many forms: as life, emotion or just pure elemental energy.

At each indicated level, you learn the listed spells.

Elemental Bond Spells
Shaman Level Spells
1st burning hands, thunderwave
3rd calm emotions, gust of wind
5th lightning bolt, fireball
7th ice storm, wall of fire
9th cloudkill, cone of cold

Elemental Attunement

You learn two cantrips of your choice from the following: acid splash, druidcraft, fire bolt, poison spray, prestidigitation, or ray of frost.

Primordial Energy

You can alter the energy of spells you cast.

When you cast a shaman spell that deals acid, cold, fire, lightning, or poison damage, you can cause the spell to deal damage of a different type from the list, or cause creatures affected by it to regain hitpoints equal to half the damage they would normally take.

Once you've used this feature a number of times equal to your Wisdom modifier, you can not do so again until you finish a long rest.

Elemental Spirits

Your connection to the elements allows you to conduct greater amounts of energy through the spirits.

Starting at 6th level, as an action, you can cast a spell of any level that deals acid, cold, fire, lightning or poiron damage during the same round you used your Spirits Manifest feature, despite having already cast a spell of 1st level (find familiar) as a bonus action. Additionally, your familiar can deliver that spell regardless of its range.

One with Energy

From 10th level onwards, you can use a bonus action to enter a state of heightened awareness. For the next hour, you have advantage on all saving throws against effects that would deal acid, cold, fire, lightning or poison damage and as a bonus action while in this state, you can discern the prevailing emotion of one creature within 60 feet of you.

You can use this feature once. You can't do so again until you finish a long rest.

Elemental Resilience

Your familiarity with the elements shields you from them.

Starting at 14th level, you can cast the absorb elements spell without expending a spell slot.

Draconic Bond

Awe-inspiring creatures of grandure, dragons have always bred worship, dread, and amazement. Shamans with this bond are no different, standing proud, influenced by the draconic spirits which they call forth to terrify their opponents.

Draconic Attunement

You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.

Draconic Stature

Standing proud like a dragon, you regain your courage.

When you take the Dodge action while you are not affected by any conditions, you can use your bonus action to regain a number of hit points equal to 1d12 + your Constitution modifier. You also regain the same amount of hit points whenever you roll a 20 on a death saving throw.

Once you've used this feature as a bonus action, you can not do so again until you finish a short or long rest.

Draconic Spirits

Few might fear you, but all fear the draconic spirits that aid you.

Starting when you reach 6th level, as part of the same bonus action you used for your Spirits Manifest, you can cause any creatures of your choice within 30 feet of the spirit you summoned to make a Wisdom saving throw against your spell save DC or be frightened of the spirit until it disappears.

You can use this feature a number of times equal to your Wisdom modifier. You can't do so again until you finish a long rest.

Draconic Flight

Assisted by draconic spirits, you take to the skies.

From 10th level onwards, you can use a bonus action to sprout spectral draconic wings and gain a flying speed equal to twice your walking speed for 1 hour or until you dismiss them as a bonus action.

You can use this feature once. You can't do so again until you finish a long rest.

Draconic Resilience

The spirits guard you against the elements.

Starting at 14th level, you are immune to a damage type of your choice between acid, cold fire, lightning or poison. When you finish a long rest, you can exchange the immunity to this damage type with immunity to another damage type of your choice from the list.

New Spells

The following spells are new spells available to Shamans.

Guardian's Stand

Transmutation cantrip


  • Casting Time: Special
  • Range: Touch
  • Components: S
  • Duration: Instantaneous
  • Classes: Shaman

You augment your body with the spirits' might, preparing to strike. Make a melee spell attack against a creature within range. On a hit, the target takes 1d6 slashing damage.

Hit or miss, your fervor grants you a number of temporary hit points equal to your Constitution modifier. These temporary hit points last for one hour.

You can cast this spell either as an action or as a reaction when a creature's movement provokes an opportunity attack from you. If a creature serves as your familiar, you can also cast this spell as a reaction to a creature provoking an opportunity attack from your familiar. Your familiar does not need to use its reaction to deliver the spell when you cast it in this way.

The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Soul Fire

Necromancy cantrip


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Shaman, Sorcerer, Warlock, Wizard

Choose a living or recently deceased creature within range. The creature must succeed in a Wisdom saving throw, or take 1d8 necrotic damage as a blue fire erupts from within its chest. This fire does not burn, neither does it damage objects.

If the creature is alive after taking this damage, the spell ends. Otherwise, the fire grows to the size of a bonfire in the deceased creature's space. A creature takes 1d8 necrotic damage when it moves into the bonfire's space for the first time on a turn or ends its turn there.

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

Witch's Curse

1st level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Shaman, Sorcerer, Warlock, Wizard

A baleful mark befalls a creature of your choice within range. The target must succeed on a wisdom saving throw or take 2d8 necrotic damage and become cursed for the duration. On each of your turns while the creature is cursed, you can use your action to deal 1d8 necrotic damage to the target automatically, regardless of your distance to it.

The spell ends if you use your action to do anything else. A remove curse spell cast on the target also ends this spell.

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

Galerina Marginata

2nd-level conjuration


  • Casting Time: 1 action
  • Range: 20 feet
  • Components: V, S
  • Duration: 1 minute
  • Classes: Druid, Shaman

Choose a point within range. You cause mushrooms to grow and shoot spores in a 5 foot radius. A creature caught in the spores must make a Constitution saving throw, taking 2d10 necrotic damage and becoming infected on a failed saving throw or half as much damage on a successful one.

An infected creature takes damage on the start of its next turn. This damage starts at 1d6 and the number of dice doubles every round that the creature spends infected. An infected creature must succeed on a Constitution saving throw at the end of their turn to be freed of the infection.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d10 for each slot level above 2nd.

Ethereal Anchor

3rd-level enchantment


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Classes: Bard, Sorcerer, Warlock, Wizard

Translucent chains form, tying a creature you touch to its current position. Whenever the creature moves to a point that is more than 10 feet away from its tethered position, it must make a Charisma saving throw or gain a level of exhaustion and have its speed reduced to 0 until the end of its turn. On a successful save, the spell ends.

If the target is unwillingly moved more than 10 feet away from its tethered position, or teleports with a spell of 4th level or higher, the spell ends. The target can't teleport using a spell of 3rd level or lower.

A remove curse spell cast on the target ends this spell.

Debilitate

6th-level enchantment


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: S
  • Duration: Instantaneous
  • Classes: Shaman, Sorcerer, Warlock, Wizard

Choose a creature that you can see within range. The target must succeed in a Constitution saving throw or gain 2 levels of exhaustion, as it feels its own body slowly wither.

A remove curse spell cast on the target at 6th level or higher ends this spell.

False Soul

7th-level necromancy (ritual)


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: 10 days
  • Classes: Shaman, Warlock

You touch a dead creature, funneling magic to its body to form a fascimile of its soul. The creature returns to life with 1 hit point and a burning desire to find its original soul.

If the creature is not reunited with its soul until the spell ends, it dies.

This spell can not be cast on the same creature more than once every 100 years.

Vengeful Storm

9th-level conjuration


  • Casting Time: 1 action
  • Range: Sight (360 feet)
  • Components: V, S
  • Duration: Concentration, up to 1 hour
  • Classes: Druid, Shaman

A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Creatures in this spell's area can not maintain their concentration on spells.

Each round you maintain your concentration on this spell, the storm produces additional effects on your turn.

Round 1 onwards. Lightning strikes a point of your choice. Creatures within 5 feet of this point must succeed in a Dexterity saving throw or take 12d6 lightning damage and 6d6 thunder damage and be stunned until the end of their next turn.

Round 2 onwards. Acidic rain falls from the cloud. Each creature and object under the cloud takes 2d6 acid damage.

Round 3 onwards. Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured and each creature in it takes 2d6 cold damage.

Each round after the first, the spells causes all effects up to this point to take place. You must use your action on each of your turns to maintain this spell, or the spell ends.

 

This document was lovingly created using GM Binder.


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