Shaman

by JimseTran

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The Shaman

Shaman

Walking in the forest at night, you may meet a man or a woman sitting and meditating by the largest tree in the forest. Various carved wooden figurines, a pouch full of various herbs and spices along with a burning incense are scattered around the person. When you come closer, you hear the chantings of a ritual meant to appease the natural spirits, and as you come up next to the person, the spirits materialize and envelop you and the sitting person. At that moment, he or she opens their eyes and stare right at you, making you see directly into their eyes, which looks dead and shows signs of having seen much more than you will ever imagine in your mortal life.

Spiritual Connection

Shamans serve as the direct connection between the mortal world and the realms of spirits, being called by the spirits to speak and act for them among mortals. These spirits come in a variety of forms, ranging from nature spirits to the souls of fallen ancestors. By bargaining and negotiating with spirits, an occulist is granted power from the spirits, both to serve the spirits' goals, but also in part as a reward for serving them. The powers granted stems from the very energies permeating throughout nature and reflects it by granting effects resembling the elements of nature.

Soul Vessel

While gaining physical and magical prowess from the spirits, a Shaman never has true control of their powers, merely serving as a vessel for the spirits to channel their energies through. To keep the spirits happy and to ensure that they keep they powers, Shamans often make ritual sacrifices and offer prayers and services to the spirits.

The Gift of the Spirits

As an Shaman becomes more powerful, they become more attached to the Spirit World, and gradually, they transition into becoming more of a living spirit themselves, being detached from mortal problems and fueling their own spiritual powers instead of relying on the spirits they worship and serve. At that point, an Shaman becomes neither mortal nor immortal, neither living nor dead, just something inbetween.

Creating an Shaman

When making your Shaman, you should consider why your character has such a close bond with nature and the spirits in particular. Perhaps you are a part of a tribe that worships your ancestors which takes their form as spirits, or maybe you have witnessed a murder in the forest, which have traumatized you and brought you closer to the spiritual wo. Perhaps your character had a dramatic encounter with the spirits of nature, falling from a tree or down a waterfall and barely surviving, maybe in part due to spirits saving you.

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

Quick Build

You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability modifier, followed by either Strength or Dexterity. Secondly, you should take the Outlander background.

CHAPTER 2 | CLASSES

Class Features

As a Shaman, you gain the following class features.

  • Hit Dice: 1d8 per level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per level after 1st

Proficiencies


  • Armor: light armor, medium armor, shields (shamans will not wear armor or use shields made of metal)
  • Weapons: simple weapons, flail, morning star, whip, blowgun
  • Tools: Herbalism kit

  • Saving Throws: Wisdom, Strength
  • Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Religion, Stealth and Survival.

Equipment

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

  • any simple weapon, a flail, a morning star or a whip
  • (a) a sling and 20 stones, or (b) a wooden shield
  • (a) a set of hide armor, or (b) a set of leather armor.
  • An explorer's pack and a druidic focus.

Metal Armor

Like druids, shamans will refuse to wear armor or shields primarily made of metal. Among non-magical armor, shamans can wear leather, studded leather and hide, as they are primarily made of non-metal materials. Other armor may have variants that allow them to be worn by shamans.

The Shaman
Level Proficiency
Bonus
Features Cantrips
Known
Spell
Slots
Slot
Level
1st +2 Spirit Magic, Mystical Preparation (1 Spell) 2 1 1st
2nd +2 Spiritual Calling, Imbued Soul (2d6) 2 1 1st
3rd +2 Occult Arts, Natural Barrier 2 2 1st
4th +2 Ability Score Improvement 2 2 1st
5th +3 Occult Prowess 2 2 2nd
6th +3 Spiritual Calling Feature 2 2 2nd
7th +3 Mystical Preparation (3 Spells), Distilled Nature 2 2 2nd
8th +3 Ability Score Improvement 2 2 2nd
9th +4 2 2 3rd
10th +4 Spiritual Calling Feature 3 2 3rd
11th +4 Imbued Soul (4d6), Shamanic Conduit 3 2 3rd
12th +4 Ability Score Improvement 3 2 3rd
13th +5 3 2 4th
14th +5 Spiritual Calling Feature 4 2 4th
15th +5 Ethereal Sight, Improved Distilled Nature 4 2 4th
16th +5 Ability Score Improvement 4 2 4th
17th +6 4 2 5th
18th +6 Fleeting Soul 4 2 5th
19th +6 Ability Score Improvement 4 2 5th
20th +6 Master of the Occult 4 2 5th
CHAPTER 2 | CLASSES

Spirit Magic

Your study of nature and the spirits of the world have given you the ability to cast spells using the magic of natural spirits in the world. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of this document for the shaman spell list.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Shaman spell list. At higher levels, you learn additional Shaman cantrips of your choice, as shown in the Cantrips Known column of the Shaman table.

Preparing and Casting Spells

The Shaman table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your shaman spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell cause fear, you must spend one of those slots, and you cast it as a 2nd-level spell.

You prepare the list of Shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + half your shaman level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots of the level or higher. For example, if you are a 5th-level shaman with a Wisdom of 16, your list of prepared shaman spells can include five spells of 1st and 2nd level, in any combination. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your devotion and attunement to the spirits. You use your Wisdom whenever a 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 as a ritual if that spell has the ritual tag and you have the spell prepared. The ritual version of a spell takes 10 minutes longer to cast than normal and also doesn't expend a spell slot. The ritual version of a spell can only be cast at its lowest level possible.

Spellcasting Focus

You can use an druidic focus (see the Adventuring Gear section) as a spellcasting focus for your shaman spells.

Mystical Preparation

Also starting at 1st level, you have honed your ability to call for the power of the spirits, becoming able to save some of the spiritual energy conjured for another time.

When you prepare your spells, you can prepare an additional spell along with your normally prepared spells. The additional spell prepared must have the ritual tag and can only be cast as a ritual while prepared.

You can prepare two additional spells in this way for a total of three spells at 7th level.

Spiritual Calling

At 2nd level you have found a part of the spiritual world that calls for you to search for guidance. You can choose one of several callings detailed at the end of the class description. Your calling grants you additional features when you reach 6th level and again at 10th and 14th level.

Imbued Soul

At 2nd level, you have gained the ability to infuse your attacks with spiritual energy, gaining the ability to make a large amount of spiritual energy surge through your body at will.

When you use your action to take the Attack action or cast a cantrip, you can infuse spirits into your attack. You can add an additional 2d6 damage to the damage dealt with a weapon attack or a cantrip as a part of that action. The damage increases to 4d6 at 11th level.

After you use this feature, you cannot use Imbued soul again until you have cast a spell with a shaman spell slot of 1st level or higher.

Upon gaining this ability, you must choose whether the damage dealt by this feature is radiant or necrotic.

Occult Arts

At 3rd level, you have have proficiency in fighting alongside your spirits, making you more powerful in ways otherwise not possible. Choose one of the following options:

Empowered Body

While you are wearing armor, you can add your Wisdom modifier to your AC instead of your Dexterity modifier. You can use a shield and still gain this benefit.

Focused Mind

When you roll for initiative, you may add your Wisdom modifier to your initiative rolls.

Free Spirit

You may use your Wisdom score instead of Strength to determine your jump distance.

In addition, whenever you make a skill check to escape from something binding you (such as being restrained by the entangle spell, being grappled or being binded by manacles), you may choose to use your Wisdom in place of Strength or Dexterity when making the check.

Natural Barrier

Also at 3rd level, you gain the ability to create a barrier of spirits around you. As an action, you can give yourself a number of temporary hit points equal to your Shaman level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Occult Prowess

At 5th level, you gain one of the following features of your choice: Extra Attack or Potent Cantrips.

Extra Attack

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Potent Spells

You may add your Wisdom modifier to one damage roll of any Shaman spell you cast.

In addition, you learn an additional cantrip of your choice from the shaman spell list. It does not count against the number of cantrips you know.

Distilled Nature

At 7th level, you can make the spirits cleanse your body at will. You can as an action draw power from the spirits and make them flush through you, ending a one disease or one condition afflicting you. The condition can be either frightened, charmed, blinded, deafened or poisoned.

Once you use this feature, you must finish a long rest before you can use it again.

Shamanic Conduit

At 11th level, your connection to your spirits is more substantial than before and is harder to break.

When you cast a spell with a casting time longer than a single action, you have advantage on concentration checks to maintain casting the spell until the spell is cast.

In addition, when you finish a short rest, you may switch one of your spells prepared through the Mystical Preparation feature with another spell with the ritual tag.

Improved Distilled Nature

At 15th level, the spirits' capabilities to protect you have been improved. You can now use the Distilled Feature twice between long rests.

In addition, you can as an action expend two uses of Distilled Nature at the same time to create a protective barrier of spirits inside of you, protecting yourself from being crippled. Choose one of the following sets of conditions:

  • poison and disease
  • blinded and deafened
  • charmed and frightened

You become immune to the chosen two conditions for the next hour.

Ethereal Sight

Also at 15th level, your affinity with spirits increase to the point where you are able to see any nearby spirits. You gain the ability to see up to 30 feet into the Ethereal plane.

Fleeting Soul

At 18th level, when you die, your soul becomes more bound to the material world, even in death. You can be revived by revivify as long as you have been dead for no longer than 1 day. You can always be revived by reincarnate regardless of how long you have been dead.

Master of the Occult

At 20th level, you have reached such wisdom from the spirits of nature that you become a living spirit that can grant yourself spiritual powers. When you roll for initiative and have no spell slots remaining, you regain 2 spell slots.

Spiritual Callings


Spiritual Calling Subclass Description
Calling of the Totem Totemist You have a special bond with the totem poles which you use to contact ancient spirits, granting you the ability to summon and manipulate totemic poles.
Calling of the Whispers Medium You have the ability to contact ghosts of deceased creatures and let them possess you or an object of yours, lending you their spiritual powers.
Calling of the Rhythm Spiritualist You attune to the sound of nature by the beat of your trusty spirit drum. By playing on the drum, you can send out spiritual energy in the form of song to you and all allies that can hear you.
Calling of the Coven Witch You have moved to a coven, living with likeminded people in search of spiritual power. Your connections with the spirits in those parts of nature grants you powerful magic.
Calling of the Aspects Sage You have gained the wisdom to communicate with the spirits of nature through speaking the language of the natural elements. By way of elaborate and complicated rituals, you align yourself with the elements and invoke them in battle.
Calling of the Stars Astrologian A gift from the stars above, you gain power from the night sky. Spirits in the stars grants you the ability to summon a constellation in your image that you can manipulate to your liking.
CHAPTER 2 | CLASSES

Calling of the Totem

You have a special bond with the totem poles which you use to contact ancient spirits, granting you the ability to summon and manipulate totemic poles.

Summon Totem

At 2nd level, you gain the ability to conjure a totemic pole out of thin air. As a bonus action, you summon a spirit totem at an non-occupied square within 30 feet of you. A spirit totem disappears if you end your turn with it being more than 30 feet away from you or when you dismiss it on your turn (no action needed). You can have up to three spirit totems active at any time. When you summon a spirit totem while you already have the maximum number of totems on the field, the oldest spirit totem is automatically dismissed.

You have a +1 bonus to your AC whenever you are within 10 feet of any of your totems.

Primal Fortitude

At 2nd level, your might and power prepares yourself for any wounds and injuries you might get inflicted with while adventuring. Your hit point maximum increases by 2, and it increases by 1 again whenever you gain a level in this class.

In addition, whenever you take damage, you gain a fortitude charge, up to a maximum of three. When you deal damage with a weapon or a cantrip, you consume all fortitude charges to deal an additional 1d4 damage for each charge consumed. If the target is within 10 feet of any of your totems, you instead deal 1d6 damage for each charge consumed.

Protective Surge

At 6th level, the spirit totems can protect you in a pinch, weakening the force of blows on you. As a reaction to taking damage, you can destroy a totem within 10 feet of you to gain resistance to the triggering damage type against that attack.

After using this feature, the number of totems you can have active at any one time is then reduced by one until you finish a short or long rest. You cannot use this feature when the number of totems you can have active at any one time is equal to one.

Improved Totem

At 10th level, the spirits residing in your totem becomes more powerful. Whenever you are within 10 feet of any of your totems, you gain a bonus of +1 to your weapon attack rolls and saving throws.

Animal Guardians

At 14th level, the spirits residing inside the totemic pole is able to lash out from the totem. While you are within 10 feet of a totem, you may make the area within 10 feet of that totem lightly obscured for creatures other than you as spirits are released from the totem and surround the nearby area.

When the creature enters the area around a totem that has its spirits released for the first time on a turn or starts its turn there, the spirits lash out at the creature. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d8 damage and having its speed halved, taking half as much damage and not having its speed halved on a successful save. The damage dealt is of the same type as the one chosen for the Infused Soul feature.

Calling of the Whispers

You have the ability to contact ghosts of deceased creatures and let them possess you or an object of yours, lending you their spiritual powers in battle. By contacting the ghosts around you, you gain the ability to temporarily become a ghost yourself, becoming intangible and separated from the physical realm for a short moment.

Ancestral Guidance

At 2nd level, an ancestral spirit possesses up to two weapons of yours, engulfing it in ectoplasm and ghastly energies to improve your abilities in battle.

Whenever you finish a long rest, you can touch up to two weapons that you are proficient with. They become your ancestral weapons. You can use your ancestral weapons as spellcasting foci and while holding your ancestral weapons, your speed increases by 10 feet, increasing to 20 feet at 10th level. This lasts until you choose to change your ancestral weapons during a long rest.

Ancient Possession

Also at 2nd level, the ancestor can lend you its spectral powers by possessing you temporarily. As a bonus action, you can become spectral temporarily. For the next minute, you can move through other creatures and objects as if they were difficult terrain. You take 2d6 force damage if your turn is ended while you’re still inside an object. If you are inside an object when you stop being spectral, your body is expelled to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.

After using this feature, you can’t use it again until you finish a short or long rest.

Phantom Massacre

At 6th level, your ancestral spirits increase in power, gaining the ability to mark creatures you hit. Once per turn, you can deal an extra 1d6 psychic damage to one creature you hit with a weapon or a cantrip and mark the creature for the next minute. If the creature is already marked, you instead deal 2d6 psychic damage, increasing to 3d6 at 14th level. When you mark a creature, any marks on other creatures disappear.

Poltergeist

At 10th level, you become closer with your ancestral spirits, increasing the power of the marks. When you consume a mark to deal damage to a creature, you may choose to become spectral and jump into the creature if you are within 30 feet of it. You disappear from the field as you enter the creature's body as a ghost. At the start of your next turn or when the creature dies, you reappear at an unoccupied space within 10 feet of the creature.

After using this feature, you can’t use it again until you finish a long rest.

In addition, you can cast the spell speak with dead at will without expending a spell slot.

Secret of the Ancients

Beginning at 14th level, you are completely confident in your ability to become spectral. While your Ancient Possession feature is active, if you haven't moved this turn, and you end your turn inside an object, the turn will not count against the time left as spectral. You can extend the duration in this matter up to a maximum of 1 hour.

In addition, you now do not take force damage from ending your turn while you’re still inside an object if you haven't moved this turn.

Calling of the Rhythm

You attune to the sound of nature by the beat of your trusty spirit drum. By playing on the drum, you can send out spiritual energy in the form of song to you and all allies that can hear you.

Natural Rhythm

At 2nd level, you can feel the rhythm of your surroundings from your head to your toes. You gain proficiency with warhammers and longswords. You also gain proficiency with a drum. For you, a drum also counts as a shield and a spellcasting focus. Whenever you wield a shield in one hand and a weapon in the other, the shield can also be used as a drum.

Song of the Forest

At 2nd level, you can use your drum to beat the rhythm of your surroundings to empower your allies. As an action while holding a drum, you may begin to make the spirits play a song on your drum, granting a beneficial effect to yourself and all allies within 30 feet of you. You and your allies must be able to hear your drum to gain its benefits. You may choose one of the following songs to play:

  • Aria of the Lake: You can add an additional bonus of +1 to any saving throws you or an ally must roll.
  • Storm Chant: Whenever you or an ally attacks with a wielded weapon, the weapon’s damage type is thunder instead of the weapon’s normal damage type.
  • Hymn of the Wind: You and your allies’ movement speed gain a bonus of +10 feet. The ally’s bonus is maintained to end of their turn even if they move out of the song’s radius during their turn.
  • Earthen Anthem: When you or an ally roll a 1 on a damage die for a weapon attack, one can reroll the die and must use the new roll, even if the new roll is a 1.

The song ends if you are no longer carrying or wielding the drum. You may end your song at any time as a bonus action. While playing a song, your drum is considered occupied, and you cannot attack an enemy with the drum.

Spiritual Beat

At 6th level, you can invigorate your song, granting additional bonuses to your allies. If you are currently playing a song, you may boost the sound of your song as an action for a minute, granting an additional beneficial effect to yourself and all allies within 30 feet of you depending on the song currently playing:

  • Aria of the Lake: When you or an ally must make a Wisdom or Constitution saving throw, you and your allies gain advantage on the saving throw instead of adding a flat +1 bonus.
  • Storm Chant: Whenever you or an ally is hit by a melee attack, the attacker takes 1d6 lightning damage.
  • Hymn of the Wind: You and your allies' movement does not provoke opportunity attacks while in range. You and your allies also gain advantage on the ability check when you take the Shove action.
  • Earthen Anthem: Whenever you or an ally roll the maximum number on any of their damage dice when making a weapon attack, you may roll an additional die and add it to the damage dealt. You can only add a single damage die to a damage roll in this manner.

After using this feature, you can’t use it again until you finish a short or long rest.

Worldly Heart

At 10th level, your beat of the drum adds vitality to your allies, keeping them in battle for longer. As an action, you may beat your drum in a special rhythm. Allies within 30 feet of you that has 0 hit points is healed for an amount equal to your Shaman level + your Wisdom modifier.

After using this feature, you can’t use it again until you finish a long rest.

Aura of Balance

At 14th level, your drum playing abilities improves. While the Spiritual Beat feature is active, you and your allies also gain a resistance to a damage type depending on the song played:

  • Aria of the Lake: You gain resistance to piercing damage.
  • Storm Chant: You gain resistance to lightning and thunder damage.
  • Hymn of the Wind: You gain resistance to slashing damage.
  • Earthen Anthem: You gain resistance to bludgeoning damage.

Calling of the Coven

You have moved to a coven, living with likeminded people in search of spiritual power. Your connections with the spirits in those parts of nature grants you powerful magic.

Bewitching Jinx

At 2nd level, you gain the ability to place a jinx on someone. As a bonus action, choose one creature you can see within 60 feet of you. You curse the target for the next minute. Until the curse ends, you gain the following benefits:

  • You have advantage on spell attack rolls against the cursed target.
  • While cursed, the target has disadvantage on saving throws against your shaman spells and abilities.

After using this feature, you can’t use it again until you finish a short or long rest.

Occult Codex

Beginning from 2nd level, you gain additional tome spells at the Shaman levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Shaman spell list, the spell is nonetheless a Shaman spell for you.

Occult Codex Spells
Spell Level Spells
1st find familiar, bane
2nd enthrall, hold person
3rd lightning bolt, dispel magic
4th phantasmal killer, confusion
5th teleportation circle, dream

Enchanting Grace

Beginning at 6th level, your power to entrance people has improved drastically, becoming almost flawless. When you interact with a humanoid for at least 1 minute, you have advantage on any subsequent skill checks to lie, confuse or otherwise mislead the target for your own benefit.

You also become immune to other creature's attempts to do the same to you. You have immunity to the charmed and frightened conditions.

Poppet Master

At 10th level, you gain the ability to create a poppet that is bound to a nearby enemy. As an action, you can target a humanoid creature you can see within 60 feet. You curse that target, creating a doll within 5 feet of you that resembles this creature that lasts for 1 minute or until that creature dies. The poppet doll uses the target's statistics. Whenever the doll is attacked, the creature that the doll resembles takes half damage from attacks that hit the doll and is subject to all effects that effect the doll.

After using this feature twice, you can’t use it again until you finish a long rest.

Witch’s Brew

Beginning at 14th level, whenever you use the Jinx feature, you can choose up to two creatures you can see within 30 feet of you to be cursed instead. You cannot target both a creature and a doll that resembles the same creature.

In addition, when a creature rolls a 1 on any saving throw against one of your spells, the target must make a Constitution saving throw against your spell DC. On a failed save, they are inflicted with curse as described in the Jinx feature.

Calling of the Aspects

You have gained the wisdom to communicate with the spirits of nature through speaking the language of the natural elements. By way of elaborate and complicated rituals, you align yourself with the elements and invoke them in battle.

Elemental Bending

Beginning at 2nd level, you gain the limited ability to bend the elements through the spirits of nature. As a bonus action, you can invoke an element of your choice, gaining an effect based on the element invoked:

  • Earth: You grant a creature within 30 feet of you temporary hit points equal to 1d8 + your Wisdom modifier until the start of your next turn, as a barrier of stone and rocks envelop the target. The temporary hit points increases by 1d8 at 6th level (2d8), 10th level (3d8) and 14th level (4d8).
  • Water: Choose a creature within 30 feet of you. The creature must succeed in a Constitution saving throw against your spell DC or be dazed by a whip of water, becoming incapacitated until the end of its next turn.
  • Fire: You create a wave of lava that you send at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the attack deals 2d8 fire damage. The damage increases by 1d8 at 6th level (3d8), 10th level (4d8) and 14th level (5d8).
  • Air: Choose a creature within 30 feet of you. The creature must succeed in a Strength saving throw against your spell DC or be restrained by a vortex of air. At the end of each of its turns, a restrained target can repeat the saving throw, ending the effect on itself on a success.

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Rune Tablet

Beginning from 2nd level, you gain additional tome spells at the Shaman levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Shaman spell list, the spell is nonetheless a Shaman spell for you.

Rune Tablet Spells
Spell Level Spells
1st absorb elements XGE, healing word
2nd skywrite XGE, heat metal
3rd protection from energy, meld into stone
4th watery sphere XGE, elemental bane XGE
5th mass cure wounds, skill empowerment XGE

Sage of Nature

At 6th level, you gain control on the aspects of nature and can manipulate them as you cast spells. When you finish a long rest, choose a damage type from the following list: acid, cold, fire, lightning, or thunder. Until the end of your next long rest, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can choose to substitute that damage type with the chosen damage type.

In addition, you can now speak, read, and write Primordial.

Aspect Burst

At 10th level, you become more controlled at bending the elements, gaining the ability to invoke all four elements at once. When you consume a use of the elemental bending feature to invoke an element, you can choose to invoke all four elements at once. Each element can be targeted at the same target or at different targets.

After using this feature, you can’t use it again until you finish a long rest.

Elemental Alignment

Upon gaining 14th level, choose one of the following elements to focus on: Fire, Water, Air or Earth. During a long rest, you can then create a sigil of that element using 1 hour of your time, which can be part of the long rest. You can as an action activate the sigil and cast a spell according to the aligned element without expending a spell slot and without requiring concentration:

  • Earth: You cast investiture of stone.
  • Water: You cast investiture of ice.
  • Fire: You cast investiture of flame.
  • Air: You cast investiture of wind.

When the spell ends, you gain a level of exhaustion.

To change your aligned element to one of the other three, you can spend a week and 100 gp worth of materials making rituals to realign yourself to the element of choice.

Calling of the Stars

A gift from the stars above, you gain power from the night sky. Spirits in the stars grants you the ability to summon a constellation in your image that you can manipulate to your liking.

Star Constellation

At 2nd level, you gain the ability to use the magic of the night sky to conjure a spectral presence resembling a constellation. As a bonus action, you can create a spectral presence resembling a humanoid constellation, hovering in an unoccupied space of your choice within 30 feet of you. This presence is the same size class as you, it is intangible and invulnerable, and it sheds dim light in a 10-foot radius.

While the spectral prescence is within 90 feet of you, you can cause the spectral presence to hover up to 30 feet to an unoccupied space that you can see within 90 feet of you. It can pass through creatures but not objects.

As an action, you can intensify the brightness of the constellation's light, making it shed bright light in a 20-foot radius and dim light for an additional 20 feet. On your subsequent turns, you can dim the light back to normal (no action required). You cannot both dim and intensify the light in the same turn. The light automatically dims if the spectral prescence is more than 90 feet away from you.

When you cast a spell on your turn, you can cast it as if you were in the spectral mind’s space instead of your own if the spectral prescence is within 90 feet of you.

Spatial Diary

Beginning from 2nd level, you gain additional tome spells at the Shaman levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Shaman spell list, the spell is nonetheless a Shaman spell for you.

Spatial Diary Spells
Spell Level Spells
1st guiding bolt, detect magic
2nd moonbeam, blur
3rd melf’s minute meteors XGE, clairvoyance
4th greater invisibility, arcane eye
5th scrying, wall of light XGE

Firmament

Starting at 6th level, you can manipulate light around you. When you end your turn while in bright light, you become enrobed in a firmament of stars that distract enemies. Until you take damage, any attack roll made against you has disadvantage unless the creature can sense your prescence by tremorsense, blindsight or truesight.

In addition, you gain advantage on Wisdom (Survival) checks when you can see the night sky above you.

Stella Nova

Beginning at 10th level, when you use your action to intensify the light of the constellation, you can cause the constellation to momentarily erupt with light. Creatures within 20 feet of the constellation must make a Constitution saving throw against your spell DC. On a failed save, a creature is knocked prone and blinded until the end of your next turn.

After using this feature, you can’t use it again until you finish a short or long rest.

Living Constellation

Beginning at 14th level, your mastery of stellar powers become unparalleled. You can as an action change the shape of your constellation, making it resemble and function as a humanoid creature of your choice with a CR equal to or lower than 4. As it is only a constellation, other creatures cannot be fooled into thinking that the constellation is the creature it resembles. While transformed, it takes its turn immediately after yours, and you cannot cast a spell through the constellation while it is transformed. Otherwise, it functions as normal.

The transformation lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).

After using this feature, you can't do so again until you finish a long rest or until you expend a shaman spell slot.

Shaman Spells

As a Shaman, when you prepare your spell list you can choose from the following list of spells:

Cantrips
  • Control Flames XGE
  • Create Bonfire XGE
  • Dancing Lights
  • Druidcraft
  • Frostbite XGE
  • Gust XGE
  • Infestation XGE
  • Lightning Lure SCAG
  • Message
  • Mold Earth XGE
  • Plant Matter SH
  • Poison Spray
  • Primal Savagery XGE
  • Produce Flame
  • Sapping Sting EGW
  • Shape Water XGE
  • Shocking Grasp
  • Soak SH
  • Spare the Dying
  • Thorn Whip
  • Thunderclap XGE
  • Word of Radiance XGE
1st Level
  • Cause Fear XGE
  • Create or Destroy Water
  • Cure Wounds
  • Chromatic Orb
  • Detect Poison & Disease (R)
  • Dissonant Whispers
  • Entangle
  • Earth Tremor XGE
  • Faerie Fire
  • Fog Cloud
  • Incense Sticks (R) SH
  • Purify Food and Drink (R)
  • Ray of Sickness
  • Screech SH
  • Sleep
  • Speak with Animals (R)
  • Thunderwave
  • Witch Bolt
2nd Level
  • Animal Messenger (R)
  • Barkskin
  • Continual Flame
  • Crown of Madness
  • Darkness
  • Dust Devil XGE
  • Earthbind XGE
  • Gust of Wind
  • Lesser Restoration
  • Locate Animals & Plants (R)
  • Mind Spike XGE
  • Misty Step
  • Melf's Acid Arrow
  • Overgrowth (R) SH
  • Protection from Poison
  • Ray of Enfeeblement
  • Roman Candle (R) SH
  • See Invisibility
  • Silence (R)
  • Suggestion
  • Spike Growth
  • Spiritual Surge SH
3rd Level
  • Bestow Curse
  • Call Lightning
  • Decompose (R) SH
  • Erupting Earth XGE
  • Fear
  • Forest Warden SH
  • Gaseous Form
  • Hypnotic Pattern
  • Life Transference XGE
  • Magic Circle
  • Plant Growth
  • Sleet Storm
  • Spirit Tracker (R) SH
  • Stinking Cloud
  • Soul Beasts SH
  • Vampiric Touch
  • Wall of Water XGE
  • Water Breathing (R)
  • Water Walk (R)
  • Wind Wall
  • Wood Hammer SH
4th Level
  • Blight
  • Banishment
  • Borrowed Life SH
  • Call of Ancestors (R) SH
  • Control Water
  • Grasping Vine
  • Guarding Sigil (R) SH
  • Hallucinatory Terrain
  • Ice Storm
  • Natural Gift (R) SH
  • Polymorph
  • Storm Sphere XGE
5th Level
  • Blossom Barrier (R) SH
  • Cloudkill
  • Commune With Nature (R)
  • Contagion
  • Control Winds XGE
  • Hallow
  • Transmute Rock XGE
  • Tree Stride
  • Wrath of Nature XGE
.

(R) The Spell can be cast as a Ritual
SH Spells can be found under Shaman-specific Spells
XGE Spell is from Xanathar's Guide to Everything
SCAG Spell is from Sword Coast Adventurer's Guide
EGW Spell is from Explorer's Guide to Wildemount

Multiclassing

The prerequisites for multiclassing into a Shaman is a Wisdom score of 13. When you multiclass into a Shaman, you gain proficiency in light and medium armor along with shields and simple weapons.

If you have the Spirit Magic class feature from the Shaman class and at least one of the following: the Spellcasting class feature or the Pact Magic feature, you can use the spell slots you gain from the Spirit Magic feature to cast spells you know or have prepared from classes with the Spellcasting or/and the Pact Magic class feature, and you can use the spell slots you gain from those class features to cast Shaman spells you know.

Shaman-specific Spells

The connection you share with the spirits allows you to cast spells unknown to other spellcasters. Your bond allows you to manipulate the weave of nature and create spells that harness the powers of spirits and nature. A DM may allow these spells to be taken by other spellcasters such as Druids, Rangers and Warlocks.

Blossom Barrier

5th-level Abjuration (Ritual)


  • Casting time: 10 minutes
  • Range: Self (30-foot-radius sphere)
  • Components: V, M (a glass orb worth 100 gp, which is consumed)
  • Duration: 1 hour

You create a 30-foot radius sphere that moves with you for the duration, inside of which blossoms of your choice magically appear and hover.

The dome has the following effects:

  • Creatures inside the area can breathe whatever fluid is in the dome at any one time.
  • Any air or water that enters the dome is magically clear of any harmful effects such as poison, gas or magical fog.
  • A creature cannot become poisoned or diseased while inside the dome. If the creature is already poisoned or inflicted with disease, they ignore any effects caused by the poison or disease until they leave the dome.

Borrowed Life

4rd-level Necromancy


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Instantaneous

You use spiritual energies to vitalize a creature you touch.

The creature regains a number of Hit Points equal to 7d8 + your spellcasting ability modifier. Every 10 minutes, that creature then loses 1 hit point until the creature has lost hit points equal to half the amount healed, rounded down.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the Healing increases by 2d8 each slot level above 4th.

Call of Ancestors

4th-level Divination (Ritual)


  • Casting time: 1 action
  • Range: Self
  • Components: V, S, M (Incense and charcoal together worth at least 25 gp, which the spell consumes)
  • Duration: Instantaneous

Your magic and an offering put you in contact with spirits.

The GM tells you a piece of advice concerning a specific goal, event, or activity in the near future. The reply might be a short phrase, a cryptic rhyme, or an omen. You may ask a question to the spirits, but the GM does not have to answer the question. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this spell two or more times before finishing your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer from the spiritual ancestors.

Decompose

3rd-level Transmutation (Ritual)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (a live maggot or dermestid beetle)
  • Duration: Instantaneous

You cause organic material you choose within range to instantly decompose into composted humus, producing only the odor of petrichor and ozone. You can affect up to 150 lbs. of material. Living matter, magical items composed of organic materials, and bodies under the effect of a necromancy spell are not affected by decompose.

Decomposed creatures can still be brought back to life by means of the reincarnate, resurrection, or wish spell.

Forest Warden

3rd-level Transmutation


  • Casting time: 1 bonus action
  • Range: Self
  • Components: V, M (a piece of bark and herbs)
  • Duration: Concentration, up to 10 minutes.

A spirit travels inside your body and transform into a mighty treant. You gain 25 temporary hit points, and while transformed, your AC is increased by 2.

While you are a treant, on your turn, if you has not moved yet that turn, you can forfeit your movement speed to do one of the following effects:

  • Until the start of your next turn, your melee weapon attacks deal an additional 2d6 bludgeoning damage.
  • At the end of your turn, you heal an ally within 30 feet of you for an amount of hit points equal to 1d4 + your spellcasting modifier.
  • You have advantage on saving throws until the start of your next turn.

At higher levels When cast at higher levels, the AC increase is raised by 1 for each three levels above 3rd level. In addition, the temporary hit points gained is increased by 5 for each level above the 3rd level.

Guarding Sigil

4th-level Abjuration (Ritual)


  • Casting time: 1 hour
  • Range: Touch
  • Components: V, S, M (a diamond worth 50 gp, which is consumed)
  • Duration: Until Dispelled

You call upon the spirits to guard you, sending a wave of spirits into a stone brick or wall you touch, encarving a sigil that is visible only to you. The sigil then guards a 60 foot-radius sphere centered on the sigil.

When a creature walks into a space guarded by the sigil for the first time, and there is no obstructions between the sigil and the creature, it shoots a small magical fire against the target, which then must make a Dexterity saving throw. On a failed save, the target is is outlined in red light and shed dim light in a 10-foot radius for 1 minute. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. The sigil is then revealed to the target and all creatures that can see both the target and the sigil. On a successful save, the sigil is not revealed.

Incense Sticks

1st-level Abjuration (Ritual)


  • Casting time: 1 minute
  • Range: Self (30 ft radius sphere)
  • Components: V, S, M (Incense worth 10 gp, which is consumed)
  • Duration: 1 hour

You make an altar of burning incense to the spirits, calling for strength.

After casting, all allies within 30 feet of you on casting is blessed by the spirits for the next hour. A blessed creature can replace any ability modifiers that are negative with 0.

Natural Gift

4th-level Enchantment (Ritual)


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S, M (a flower bouquet and a gem worth 10 gp)
  • Duration: 8 hours

You call upon powers of the spirits of nature to grant their strength to you and an ally.

You grant yourself and a target you touch access to a cantrip of your choice from the shaman spell list for the duration of the spell or until you cast this spell again. When they cast the cantrip, they use Wisdom as their spellcasting modifier.

At higher levels: When cast at 5th level or higher, the duration of the spell is increased to 7 days.

Overgrowth

2nd-level Transmutation (Ritual)


  • Casting time: 1 action
  • Range: 60 feet
  • Components: V, S, M (A vine and a wooden branch)
  • Duration: Concentration, up to 10 minutes

After casting the spell, you turn an 5 ft. wide and 20 feet long rectangle of ground within range into overgrown rainforest jungle.

The overgrown area is considered difficult terrain. When you are inside the area, you are considered heavily obscured for creatures outside the overgrowth, but you do not suffer from the effects of being heavily obscured when targeting a creature outside the overgrowth while inside the overgrowth.

At higher levels: When cast at 3rd level or higher, you increase the area transformed. At 3rd level, you transform a 10 by 20 feet area. At 4th level, you transform a 10 by 30 feet area. At 5th level, you transform a 10 by 40 feet area.

Plant Matter

Transmutation cantrip


  • Casting time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Varies

You create or modify a minor plant object. You create one of the following magical Effects within range:

  • You create a wooden plank up to the size of a human hand. It lasts for 1 hour and gradually rots away afterwards.
  • You create a single flower of your choice. It lasts for 1 hour and gradually rots away afterwards.
  • You touch a branch or a stick and elongate it into a wooden rod with a length of 10 feet. The rod is too thin to be effectively used as a staff. It lasts for 1 hour and gradually rots away afterwards.
  • You touch a leaf and transform it into an origami figure of your choice.
  • You touch a thick branch and transform it into a woodwind instrument of your choice for 1 minute.
  • You touch a leaf or a vine and transform it into up to 30 feet of hempen rope. It lasts for 1 hour and gradually rots away afterwards.

Roman Candle

2nd-level Evocation (Ritual)


  • Casting time: 1 action
  • Range: 300 feet
  • Components: V, S, M (A piece of charcoal)
  • Duration: Instantaneous

You conjure a sphere of fire and throw it on a target within range.

Make a ranged spell attack against the target. On a hit, you deal 2d12 fire damage. If the target is an object or a structure, you deal double damage.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each spell level above the 2nd.

Screech

1st-level Enchantment


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

You call upon the spirits to emit a shrill, piercing shriek, startling a target within range.

The target must make a Wisdom Saving throw. On a failed save, creatures may use their reaction to make an attack of opportunity against the target if the target is within reach.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can cast this spell using a bonus action.

Spirit Tracker

3rd-level Abjuration (Ritual)


  • Casting time: 1 minute
  • Range: 300 feet
  • Components: V, S, M (an orb worth 100 gp)
  • Duration: Instantaneous

You call upon the spirits to help you see, sending a wave of spirits out from you that track enemies within range. You may choose if they move outwards in a sphere or a circle. The spirits pass through any physical or magical barriers along with creatures if possible.

All creatures within that distance of you that the spirit wave through takes 1 necrotic damage. You then gain information on how many creatures that took at least one damage by your spell (when you hit more than 20 creatures, you only gain information on the approximate number of creatures hit) and the general direction of creatures’ whereabouts.

At higher levels. When cast at 4th level or higher, you can increase the area tracked to 900 feet instead of 300 feet. When cast at 5th level, you can increase the area tracked to half a mile. When cast at higher levels than 5th level, the area tracked is increased by half a mile for each level above 5th.

Spiritual Surge

2nd-level Evocation


  • Casting time: 1 bonus action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You call upon the spirits to infuse your being temporarily, filling it with spirits. When you cast the spell (and as a bonus action on each of your turns thereafter), you can make spirits leap from you to a creature within 15 feet of you that you can see. The creature must succeed in a Wisdom saving throw or take 2d10 damage. When you cast the spell, you choose whether the damage is radiant or necrotic.

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

Soak

Conjuration cantrip


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

You conjure a small bubble of water, which you hurl a bubble of water at nearby targets, soaking them.

Choose one creature within range or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage and have disadvantage on ability checks until the start of your next turn.

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

Soul Beasts

3rd-level Conjuration


  • Casting time: 1 action
  • Range: 5 feet
  • Components: V, S, M (A wolf's fang)
  • Duration: Concentration, up to 10 minutes.

You call for the spirits which arrive as two beasts.

You summon 2 Medium or smaller beasts, each of CR 2 or under. Each beast is summoned at an unoccupied space within range. They stay by your side, moving along the same movement trajectory as you, repositioning within 5 feet of you when needed and do not have their own initiative slot. Instead you can on your turn reposition the beasts within range of you and make them each attack a creature within range, using a bonus action to do so. Each beast can attack a separate creature.

At higher levels. When cast at higher levels, the maximum CR of the beasts summoned is increased to 3 when using a 5th or 6th level spell slot and 4 when using a 7th level spell slot or higher.

Wood Hammer

3rd-level Conjuration


  • Casting time: 1 action
  • Range: Self
  • Components: V, S
  • Duration: Concentration, up to 1 minute

You smash a tree trunk in a 30 feet long and 5 feet wide line from you in a direction you choose. Each creature in the line is pushed to one side of the tree trunk (your choice) and must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage. On a successful save, a creature takes half as much damage.

After casting, the tree is left behind, creating a wall 5-foot tall, 30 feet long and 5 feet wide in the affected area. The tree trunk has AC 15 and 50 hit points. Reducing the tree trunk to 0 hit points destroys it.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Credit:

Creator:

This Class was made by /u/SacredWind

Artists:

  • Shaman from the east by Eilene Cherie https://www.artstation.com/artwork/5880rJ

  • Shaman of the Forgotten Ways by Tyler Jacobson http://www.artofmtg.com/art/shaman-of-forgotten-ways/

  • Forest by JJcanvas: https://www.deviantart.com/jjcanvas

  • Only Known From Legends by Frank Att https://www.deviantart.com/frankatt

  • Spirit Link Totem by Guangjian Huang http://wow.blizzgame.ru/gallery/Spirit-Link-Totem-by-Guangjian-Huang

  • Lost Spirit by Hearthstone https://gamepedia.cursecdn.com/hearthstone_gamepedia /1/1b/Lost_Spirit_full.jpg?version= 2e287339d0be60a0a723a4e981595a0e

  • Forest fan art dark souls by Celts https://www.deviantart.com/celths/

  • Snow-Covered Swamp from Magic: The Gathering by Alayna https://www.deviantart.com/alayna/

  • Primal Talismans by Hearthstone https://gamepedia.cursecdn.com/hearthstone_gamepedia /5/5c/Primal_Talismans_full.jpg?version=c3e25525f688203b0ddcdd3b2723b4dd

  • Nightsky by Mikeinel https://www.deviantart.com/mikeinel/

Changelog

1.0-1.4

  • See older versions of this document for changelog for these iterations.

2.0 (Revamp)

  • Name changed from Occultist to Shaman.
  • Slight change in overall class flavor.
  • Revamped base class features:
  • Spellcasting is granted at level 1 and now also grants the shaman cantrips.
  • Cantrips added to Shaman spell list.
  • Imbued Weapon renamed to Imbued Soul and now works with ranged weapon attacks and cantrips. It now scales at level 11 and 18.
  • Improved Imbued Weapon is removed.
  • Granted additional option at level 5: Potent Cantrips.
  • Mystical Preparation moved to level 3 and its upgrade to level 11.
  • Wilderness Bond replaced by Occult Sight, which is placed at level 7.
  • Subclass is now chosen at level 2, granting subclass features at level 6, 10 and 14.
  • Features removed from all subclasses due to base class revamp.
  • Calling of the Totem: Summon Totem revamped.
  • Calling of the Future: Determination and Red Thread of Fate revamped.
  • Calling of the Dreams: Sleeping Powder changed.
  • Calling of the Coven: Jinx renamed to Bewitching Jinx and changed.
  • Calling of the Stars: Syzygy changed.
  • Calling of the Sigil: Circle of Aspects changed.
  • Calling of the Offering: Blood Letting and Self-offering combined into a single feature, Blood Letting.
  • Calling of the Patterns: Interpretation Acuity and Whispers of the Hidden features revamped.

2.1

  • Corrected various wordings and errors.
  • Reworked the Natural Barrier base class feature.
  • Added Lightning Lure to Shaman spell list.
  • Changed the Natural Gift spell to accommodate the addition of cantrips to Shaman spell list.
  • Calling of the Totem: Changed the Energy Surge feature.
  • Calling of the Whispers: Reworked the Phantom Massacre and Umbral Echo features. Umbral Echo renamed to Poltergeist.
  • Calling of the Future: Changed the Prepared Mind and Precognition features. Switched the level you learn the Fortunes and Disasters feature with the Prepared Mind feature.
  • Calling of the Rhythm: Changed the Natural Rhythm feature.
  • Calling of the Dreams: Reworked the Lucid Nightmare feature.
  • Calling of the Coven: Changed the Witch's Brew feature.
  • Calling of the Stars: Changed the Star Constellation feature.
  • Calling of the Sigil: Changed the Rune Pillars feature.

2.2

  • Corrected various errors.
  • Added Stealth to the list of possible base skill proficiencies.
  • Removed heavy armor proficiency and added shield proficiency on base class.
  • The shaman can now only wear armor or use shields not primarily made of metal.
  • Reworked the Natural Barrier and Improved Natural Barrier base class features, renaming them into Distilled Nature and Natural Barrier respectively.
  • Added the Occult Arts feature to the base class.
  • Minor changes to the Spirit Magic feature.
  • Potent Cantrips now apply to one damage roll of a shaman cantrip (to prevent shenanigans with the Sigil Calling potentially using blade cantrips and Eldritch Blast)
  • Added Soak and Thorn Whip to the spell list.
  • Transfered Calling of the Future, Calling of the Dreams, Calling of the Offering and Calling of the Pattern to Supplemental Shaman Content to reduce number of subclasses to 6.
  • Calling of the Totem: Changes to the Summon Totem and Animal Guardians feature.
  • Calling of the Whispers: Reworked the Ancestral Guidance and Phantom Massacre features.
  • Calling of the Rhythm: Replaced shield proficiency with scimitar proficiency in the Natural Rhythm feature.
  • Calling of the Coven: Small change to the Bewitching Jinx feature.
  • Calling of the Sigil: Reworked the Circle of Aspects feature and renamed the feature Ritual Scribe.

2.3

  • Corrected various errors.
  • Reworked Occult Arts and moved it to 1st level.
  • Moved Distilled Nature to 3rd level.
  • Changed Imbued Soul damage from 1d8 to 2d6. Now only scales at 11th level to 4d6.
  • Potent Cantrips renamed to Potent Spells. Now applies to all shaman spells and grants an additional cantrip of your choice.
  • Master of Occult reworked.
  • Replaced Dust Devil with Earthbind in spell list.
  • Fleeting Soul added as a 18th level feature.
  • Calling of the Totem: Changed Summon Totem. Reworked Energy Surge and Primal Fortitude (formerly Primal Might).
  • Calling of the Whispers: Changed the Ancestral Guidance and Phantom Massacre features.
  • Calling of the Rhythm: Fixed Storm Chant in Spiritual Beat. Nerfed Worldly Heart.
  • Calling of the Coven: Reworked additional spell list.

2.4

  • Corrected various wordings and errors.
  • Removed Soul Shot from the shaman spell list.
  • Added Dust Devil and Fog Cloud to spell list.
  • Added two new spells, Spiritual Surge and Wood Hammer, to the spell list.
  • Occult Sight renamed to Ethereal Sight.
  • Fleeting Soul reworked.
  • Changed the Natural Barrier feature: Increased the temporary hit points gained to 3d6.
  • Calling of the Totem: Changed Summon Totem and Energy Surge features.
  • Calling of the Whispers: Changed the Phantom Massacre features.
  • Calling of the Sigil: Renamed to Calling of the Aspects. Renamed various subclass features. Reworked additional spell list and the Sealed Magic feature.

2.5

  • Corrected various wordings and errors.
  • Added blowgun to base class weapon proficiency.
  • Removed Magic Stone from the shaman spell list.
  • Added Control Winds and Primal Savagery to shaman spell list.
  • Changed the Roman Candle spell.
  • Reworked Occult Arts and moved the feature to 3rd level.
  • Moved Mystical Preparation to 1st and 7th level.
  • Changed and renamed Heart Conduit to Shamanic Conduit and moved it to 11th level.
  • Moved Ethereal Sight to 15th level.
  • Reworked Distilled Nature and Natural Barrier, adding Improved Distilled Nature at 15th level as part of the rework.
  • Calling of the Totem: Full rework. Reworked Summon Totem. Changed Animal Guardians and moved to 14th level. Replaced Energy Surge and Totemic Strength with Protective Surge (at 6th level) and Improved Totem (at 10th level). Changed the Primal Fortitude feature.
  • Calling of the Whispers: Changed the Poltergeist and Secret of the Ancients features.
  • Calling of the Rhythm: Changed all features.
  • Calling of the Coven: Changed the Bewitching Jinx feature. Changed additional spell list.
  • Calling of the Stars: Changed/Reworked the Living Constellation (formerly Manifest Constellation) feature. Changed the Star Constellation feature. Changed additional spell list.
  • Calling of the Aspects: Full rework. Reworked additional spell list. Replaced Scribe of the Aspects, Sealed Magic and Ritual Pillars with Elemental Bending, Sage of Nature and Aspect Burst.

Design Notes

Class overall

The class was made to fill out the flavor space of a shaman or a person who dabbles with spirits. Right now the Druid and the Warlock is close, but i feel their flavor doesn't completely fit what I want in a shaman. Mechanically, the Shaman is to a Warlock what a Paladin is to a Cleric, even if the flavor and primary ability of the Shaman fits closer to a Druid. It fits a more spellcasting-heavy half-caster (like Artificer), at least compared to Rangers and Paladins, which is more like spell-supported martial classes, where focus is on Hunter's Mark and Divine Smite, respectively.

The playstyle of the Shaman has two facets: The martial half-caster with Extra Attack should remind you of the Shaman of WoW, specifically Enhancement Shamans, in terms of flavor, fulfilling a gish fantasy. Meanwhile, the half-caster with Potent Cantrips should be reminiscent of a tankier Warlock or Artificer, fulfilling more of a caster-style fantasy.

Features

  • Since a shaman is normally associated with rituals, a lot of features are related to ritual spells and ritual casting. The Shaman spell list is filled with ritual spells, and the Mystical Preparation and Heart Conduit features are built specifically for use of ritual casting. Even the additional spell lists of some subclasses contains at least one ritual spell in the list (and often more than one).
  • Spirit Magic is half-caster version of Pact Magic. Also includes prepared casting (like Paladins) along with ritual casting and cantrips (like Artificer). Grants a lot of flexibility compared to equivalent half-caster spellcasting.
  • Imbued Weapon is built to function as a mixture of Paladin's Divine Smite and the Ranger's hunter's mark spell. Since the amount of spell slots is limited due to the nature of the Spirit Magic (Pact Magic analogue) feature, the use of Imbued weapon is free, but refreshed by usage of spell slots. In that way, you trade free damage for the damage being less of a nova compared to Divine Smite (as the damage is not automatic) and Hunter's mark (as the effect isn't continuous). The playstyle with Imbued Soul will be a lot different than the aforementioned features, as you have to interchange between weapon attacks and spells to optimize damage uptime. Scales at 3rd (2 spell slots per short rest), 5th (If you take Extra Attack), and 11th level (Increase in dice).
  • Occult Arts reduces the gish-ness of the class slightly by making you improve either AC, initiative or specific skill checks by making them use Wisdom instead of or in addition to their regular ability.
  • Natural Barrier grants some survivability in the form of 1/short rest temp hp. Weaker than the Fighter counterpart in Second Wind (lower healing/temp hp, uses action instead of bonus action), but can be used before you are hurt, as it is temp hp instead of healing.
  • At 5th level, you choose between being weapon-oriented with Extra Attack and being cantrip-oriented with Potent Cantrips.
  • Distilled Nature is a selfish variant of Lesser Restoration. It trades the ability to remove conditions from allies and removing the paralyzed condition for gaining the ability to remove the charmed and frightened conditions. While a bit costly in battle, it is very useful when inflicted with conditions and/or disease that lasts beyond a single combat. At 15th level, can consume two uses to grant condition immunity for an hour. This option is best used proactively.
  • Occult Sight is a simple ribbon, unlikely to be useful other than in niche situations.
  • Subclass features fills 4 different levels (2nd, 6th, 10th, 14th). Choice of subclass changes the playstyle and gameplay of the Shaman a lot - the base class is made to be more of a simple chassis for the subclasses, both in flavor and mechanics.

Possible Builds

The shaman class is built with these possible weapon/cantrip builds in mind:

Strength-based melee warrior

  • Takes Spirit Bulwark at level 3 (unless good AC can be gotten elsewhere)
  • Takes Extra Attack at level 5
  • Likely to get 17 AC (19 AC with a shield) using Spirit Bulwark
  • MAD (Strength and Wisdom)

Dexterity-based melee warrior

  • Takes Focused Soul or Empowered Body at level 3
  • Takes Extra Attack at level 5
  • Up to 17 AC with armor (19 AC with a shield)
  • MAD (Dexterity and Wisdom)

Dexterity-based ranged marksman

  • Takes Focused Soul at level 3
  • Takes Extra Attack at level 5
  • Will have 17 AC with light armor
  • MAD (Dexterity and Wisdom)

Wisdom-based cantrip caster

  • Takes Spirit Bulwark or Focused Soul at level 5
  • Up to 19 AC with light armor and shield
  • SAD compared to the other builds
  • No benefit from magic weapons

Subclass Specific Builds

  • Two-weapon Fighting (mostly only with Calling of the Whispers)
  • Shillelagh (Wisdom-based melee warrior)
  • Magic Stone (Wisdom-based ranged marksman)
  • Green-Flame Blade, Booming Blade (Strength- or Dexterity-based melee cantrip caster)

Spells

Spell list is similar to a Druid's, but with a few Warlock-esque spells added in. Large focus on spells that can be cast as a ritual (even in the additional spell lists)

New Spells

Design notes WIP

Subclasses

General subclass chassis for Shaman subclasses is as follows:

  • Subclass feature level 2a: Defining Subclass Feature
  • Subclass feature level 2b: Offensive Improvement or Additional Spell List
  • Subclass feature level 6: Additional Ability or Flavor Ability
  • Subclass feature level 10: Additional Ability or Improved Subclass Feature
  • Subclass feature level 14: Improved Subclass Feature

Subclasses are split into two groups: Martial-type and Caster-type subclasses. Caster-style subclasses are characterized by gaining an expanded spell list at 3rd level, while Martial-style do not. In general, martial-type subclasses work best with Extra Attack, while caster-type subclasses work best with Potent Cantrips, but you should be able to use subclasses with the Occult Power that it is not meant for and still be useful.

Totemist

The bulky brute of the team. The tankiest subclass due to Primal Fortitude both increasing hit points and AC along with Protective Surge. Gains more damage when you get damaged. Uses a spirit totem to gain defensive bonuses and soft area control. Is weak to effects that push you away from your spirit totems.

Works best with Extra Attack due to features synergizing with weapon attacks.

Medium

The sneaky assassin. Works well with two-weapon fighting. Very slippery and fast. Has a lot of engaging and disengaging power by becoming incorporeal. Most of power level should be in Phantom Massacre, a pseudo-Sneak Attack that increases in power when continuing to attack the same target.

Works best with Extra Attack due to features synergizing with making multiple attacks on a turn.

Spiritualist

The buffing support. Has team auras that can be amplified for a short duration. Also has an additional feature that heals fallen allies. Weaknesses are the silence spell along with abilities that punish grouping together, since features require grouping of party to function optimally.

Works well with both Extra Attack and Potent Cantrips, with a slight edge to Extra Attack due to some features involving weapon attacks.

Witch

The standard caster. Gains a curse quite similar to Hexblade Warlock. Most features are Witch-like in flavor. Spell list has very standard witch flavor, with a lot of fire damage spells and enchantment spells along with Find familiar.

Works best with Potent Cantrip due to features focusing on spell attacks and saving throws.

Sage

The flexible offensive caster. Very bonus action-heavy, as its main feature uses bonus actions. Has four different bonus action options, granting a lot of flexibility. Higher level features improve flexibility by increasing options when casting spells and using the main feature. Spell list has a lot of elemental-themed spells along with a few healing spells.

Works best with Potent Cantrip due to features focusing on spell damage and Wisdom.

Astrologican

The "pet" caster. Gains a Echo Knight Fighter or (UA) Archivist Artificer style "clone" that is an extension from you, even granting you the ability to cast spells from the clone. Features power up your clone. Utility-focused. Spell list is a mix of detection spells and recurring damage spells.

Works well with both Extra Attack and Potent Cantrips, with a slight edge to Potent Cantrips due to features improving spells slightly.