Shaman
A dragonborn sits in an open field, donning the hide armor they just created from a fallen beast. They whistle and a spiritual entity apparates before them, a floating mote of light by their side.
An elf carefully walks through the forest. A sound in the canopy alters them, and they instantly raise their staff and unleash multiple bursts of elemental energy. The bodies of two intruders fall to the ground.
Spiritual Conduit
All things, all creatures, plants, natural objects, and places posses raw spiritual energy within them. Shaman act as a conduit between this energy and the material world. They draw energy from the spirits of everything around them, flowing rivers, towering trees, raging storms, unwavering stone, and everything in between.
Shaman are among the few able to harness this spiritual energy with such ease. They form a mystical connection with spirits, gaining facility with spells and magic through channeling their energy. Many shaman find peace with specific spirits derived from one element of the world, such as spirits of plants, beasts, or storms.
Shaman seek harmony with nature and the spiritual world. If an shaman goes against the natural way of the world or seeks corruption, it is possible to lose their spiritual connection.
Fan Content Policy
Shaman is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Ritualistic Practitioners
Shaman are ritualistic in nature, following ancient traditions and customs that they hold high. Often they only know of this path through the teaching of older shaman. As long as a tradition is rooted in good nature, a shaman will uphold it to the best of their ability. Much of a shaman's magic is preformed through ritual with sacred chants and ceremony being meticulously practiced to perfection.
Place in the World
Shaman tend to be wanderers without certain destiny. They often travel the world looking for natural locations of primal magic to commune with spirits. Many people seek them out believing them to be fortunetellers and guides, while others consider them witches because of the unusual nature of their magic. Shaman are often draw to the life of adventure because it allows them to connect with different spirits throughout the world.
Creating a Shaman
The most important this to consider when making a shaman is how you became connected with spirits. Did you have a mentor who taught you ancient traditions? Did you always have an inborn ability to harness spiritual energy? Perhaps you had a near death experience in a location prime with spirits, or participated in a sacred ceremony to call spirits to you. Whatever the case, there is a bond between you and spirits of the world, of respect and appreciation.
shaman
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|---|---|
1st | +2 | Shaman Magic, Ritualist, Shamanic Essence | 5 | 2 | 1 | 1st |
2nd | +2 | Primal Burst, Symbol of Nature | 5 | 2 | 1 | 1st |
3rd | +2 | Essence Cast | 5 | 3 | 2 | 1st |
4th | +2 | Ability Score Improvement | 6 | 3 | 2 | 1st |
5th | +3 | - | 6 | 4 | 2 | 2nd |
6th | +3 | Essence Feature | 6 | 4 | 2 | 2nd |
7th | +3 | Preservation | 6 | 5 | 2 | 2nd |
8th | +3 | Ability Score Improvement | 6 | 5 | 2 | 2nd |
9th | +4 | - | 6 | 6 | 2 | 3rd |
10th | +4 | Essence Feature | 7 | 6 | 2 | 3rd |
11th | +4 | Improved Cantrip | 7 | 7 | 2 | 3rd |
12th | +4 | Ability Score Improvement | 7 | 7 | 2 | 3rd |
13th | +5 | - | 7 | 8 | 2 | 4th |
14th | +5 | Essence Feature | 7 | 8 | 2 | 4th |
15th | +5 | Hearty Soul | 7 | 9 | 2 | 4th |
16th | +5 | Ability Score Improvement | 7 | 9 | 2 | 4th |
17th | +6 | Essence Cast (2) | 7 | 10 | 2 | 5th |
18th | +6 | Timeless | 7 | 10 | 2 | 5th |
19th | +6 | Ability Score Improvement | 7 | 10 | 2 | 5th |
20th | +6 | Spirit Spell | 7 | 10 | 2 | 5th |
Quick Build
You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit background.
Class Features
As an 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, hide armor
Weapons: Simple weapons
Tools: Herbalism kit
Saving Throws: Strength, Wisdom
Skills: Choose two from Animal Handling, Acrobatics, Athletics, Insight, Investigation, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background.
- (a) light armor or (b) hide armor
- (a) an explorer's pack or (b) a priest's pack
- Two simple weapons, and a spiritual focus
A spiritual focus acts as a connection to spirits and a spellcasting focus. It is often represented by a piece of nature closely related to spirits its wielder is close to, such as a wooden staff, beasts paw, animal bones, or a petrified flower of other piece of nature.
Shaman in Theme and Play
The shaman class is meant to fill an often thought missing archetype in 5e. Thematically this class shares much with druid, but with a heavier focus on spirits and animism. This concept was made into a full class due to the mechanical and lore implications that would come along with simply being a druid, warlock, or other subclass.
In play the shaman plays most similar to warlock, being a caster with short rest based slots. They rely on cantrips and ritual casting to keep up in power.
Shaman Magic
Starting at 1st level, you can draw on the primal magic of spiritual energy to cast spells. See chapter 10 in the Players Handbook for the general rules of spellcasting and the end of this class description for the shaman spell list.
Cantrips
At 1st level, you know five cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.
Spell Slots
The Shaman table shows how many spell slots you have. 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 3rd-level spell slots. To cast the 1st-level spell burning hands, you must spend one of those slots, and you cast it as a 3rd-level spell.
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 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new shaman spell, which can be 1st, or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
You cast spells through your connection with spirits. Wisdom is your spellcasting ability for your shaman spells, so 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 any shaman spell you know as a ritual if that spell has the ritual tag.
Spellcasting Focus
You can use a spiritual focus as a spellcasting focus for your shaman spells.
Ritualist
When you finish a long rest, you can choose a number of shaman spells up to your Wisdom modifier (minimum of one spell) that have the ritual tag, and that are of a level no higher than your Slot Level, as shown in the Shaman table. Until you use this feature again, you can cast a spell chosen this way as a ritual, even if you don't know it.
Shamanic Essence
Choose a shamanic essence that embodies your spiritual connection. A shamanic essence reflects the types of spirits you connect most with. Each essence is detailed at the end of this class description. Your choice grants you features when you choose it at 1st level, and again at 3rd, 6th, 10th and 14th level.
Essence Spells
Each essence has a list of associated spells, known as essence spells, that you gain at the shaman levels noted in the essence description. Once you gain an essence spell, you always know it, and it doesn't count against the number of spells you know. If you gain an essence spell that doesn't appear on the shaman spell list, that spell is nonetheless a shaman spell for you.
Primal Burst
Starting at 2nd level, when you cast a shaman cantrip as an action, you can cast another shaman cantrip you know that has a casting time of 1 action as a bonus action.
When you cast a cantrip as a bonus action this way, it uses your shaman level instead of your character level to determine any of the cantrip's effects.
Symbol of Nature
Also at 2nd level, you choose a specific symbol of nature to associate with. This symbol is often represented in a a shaman's clothing, weapons, or spiritual focus, and grants you a benefit as shown below.
Symbol of Beasts. You are as skilled as a noble beast of the wild. Whenever you make an Animal Handling or Survival check, you can roll 1d4 and add it to the result.
Symbol of Elements. Elemental energy flows through you. Whenever you make an Arcana or Nature check, you can roll 1d4 and add it to the result.
Symbol of Healing. Your magic heals both body and mind. Whenever you make a Medicine or Religion check, you can roll 1d4 and add it to the result.
Essence Cast
Starting at 3rd level, you can cast a spell that appears on your Essence Spells list without expending a spell slot. It is cast at a level equal to your Slot Level, as shown in the Shaman table, unless it is already a higher level. To be eligible, the spell must be of a level no higher than half your shaman level (rounded up).
Once you cast a spell this way, you can't do so again until you finish a long rest.
Beginning at 17th level in this class, you can cast a spell this way twice between long rests.
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.
Preservation
Starting at 7th level, you have full authority over yourself. Your body and soul can't be contained or used against your will, such as with the spells speak with dead, soul cage, animate dead, or other similar magic.
Improved Cantrip
Beginning at 11th level, once on each of your turns, when you damage a creature with a shaman cantrip, you can add your Wisdom modifier to the damage against that creature.
Hardy Soul
At 15th level, you gain proficiency in Constitution saving throws.
Timeless
By 18th level, your body is one with your spirit. You can't die of old age, and you don't need to breath. If you die, any spell cast on you with the sole purpose of bringing you back to life has no restriction on the amount of time you have been dead for.
Spirit Spell
By 20th level, your magic is in complete harmony with natural spirits. You can cast any spell that appears on the shaman spell list of 6th level or lower at 6th level.
Once you cast a spell this way, you can't do so again until you finish a long rest.
Shamanic Essence
Each shaman excels at channeling different kinds of spirits. Your shaman essence represents the fundamental type of spirits that you draw your magic from. For many this is the type of spirit they are most comfortable with, or the first kind they ever interacted with.
Essence of Frost
Frost represents the chilled bite of nature, from winter storms to cold nights. These aspects of nature can be harsh and unforgiving, but can also wipe away wrongdoings of the past and freeze out corruption. Shaman of this essence can easily tend to one end of this spectrum, but most fall somewhere in the middle, able to strike a balance within the circle of life.
Essence Spells
Shaman Level |
Spell Level | Spells |
---|---|---|
1st | 1st | armor of agathys, ice knife |
5th | 2nd | darkness, Sniloc's snowball swarm |
9th | 3rd | remove curse, sleet strom |
13th | 4th | ice storm |
17th | 5th | cone of cold |
Snow's Chill
At 1st level, you become accustomed to freezing climates. You are naturally adapted to cold climates as describes in chapter 5 of the Dungeons Master's Guide.
Winter Spirit
Also starting at 1st level, you gain a spiritual winter companion. This companion takes any form you like, as long as its size is Small or Tiny, and it is composed completely of snow. Your companion always follows you to remain within 10 feet of you, unless you otherwise command it.
You can summon or dismiss your winter companion at any time on your turn (no action required). It is automatically dismissed if it is ever more than 120 feet away from you.
You can command your companion in the following ways:
-
As a bonus action, your companion transforms into a small snow storm and follows a creature you can see. While a creature has your companion following it this way, you have advantage on any spell attack you make against it with a shaman cantrip, and it has disadvantage on any saving throw it makes against your shaman cantrips.
-
When you deal damage to a creature, you can destroy your companion to have it explode in a burst of snow around it. The target must make a Constitution saving throw against your spell save DC, taking 2d8 cold damage on a failed save, or half as much on a success. This damage increases to 3d8 at 6th level, and 4d8 at 10th level in this class.
-
As a reaction to taking damage, you can destroy your companion to have it take some of the damage for you. The damage you take is reduced by 2d8. This reduction increases to 3d8 at 6th level, and 4d8 at 10th level in this class.
When you finish a short or long rest and your companion is destroyed, it is recreated in the nearest unoccupied space to you.
Cleansing Touch
Starting at 6th level, even your touch can cleanse. As an action, you can touch a creature and end one effect that is causing it to be blinded, frightened, paralyze, poisoned, or stunned.
When you do so, you can destroy your winter companion to have the target ignore these conditions for the next hour.
Frostbite
By 10th level, your connection with winter has grown stronger. You reduce all cold damage you take by an amount equal to your Wisdom modifier (minimum of 1).
In addition, once per turn. when you deal cold damage to a creature, you can reduce that creature's speed by 10 feet until the start of your next turn.
Blizzard
Starting at 14th level, you can call the full furry of winter. As an action, you create a blizzard in a 60-foot sphere centered on you. It moves with you, and lasts for 1 minute, or until you lose concentration (as if concentrating on a spell). Whenever a hostile creature starts its turn in the blizzard, or enters it for the first time on a turn, it must make a Constitution saving throw against your spell save DC. A creature that fails its save takes 4d8 cold damage and can't see beyond 30 feet in the blizzard until the start of its next turn.
Once you use this feature, you can't use it again until you finish a long rest.
Essence of Ancestors
A shaman of the Essence of Ancestors draws magic from the spirits of their own ancestors. These spirits emphasizes healing energy and the ability to keep others protected. Shaman of this essence are known for passing down traditions ever more so than others, and even coming back as spirits themselves.
Essence Spells
Shaman Level |
Spell Level | Spells |
---|---|---|
1st | 1st | primal defense, spirit speak |
5th | 2nd | enhance ability, misty step |
9th | 3rd | speak with dead, spirit guardians |
13th | 4th | locate creature |
17th | 5th | mass cure wounds |
Spirit Manifest
Starting at 1st level, you can manifest a mote of spiritual energy in the world. As a bonus action, you conjure a mote of light that floats in the space of a creature you can see with 30 feet of you, and sheds bright light 5 feet around it. It stays in that creature's space and follows it until you use a bonus action to have it follow a different creature you can see within 30 feet of you. You can dismiss it at any time on your turn (no action required). If it is ever more than 120 feet from you, it is automatically dismissed. You can have no more than one mote of light created this way.
You can target the creature this mote is following with shaman spells as if you can see it and as if it is within range of the spell. Any spell cast this way ignores half and three-quarters cover.
Healing Channel
Also at 1st level, you are able to channel the energy of your ancestors to aid others. As a bonus action, you can restore 1d12 hit points to a creature you can see within 60 feet of you. This increases to 2d12 at 6th level, and 3d12 at 10th level in this class.
If the target has your mote of light following it, it regains additional hit points equal to your Wisdom modifier (minimum of 1).
You can use this feature twice, and you regain all expended uses when you finish a short or long rest.
Flow
Beginning at 6th level, spirits alter your movements in defense. As a reaction to making a saving throw, you can roll an additional d20 and use either result of your choice.
Once you use this feature, you can't use it again until you finish a short or long rest.
Spirit Light
At 10th level, you gain resistance to your choice of acid, cold, fire, lightning, or thunder damage. You can change this choice whenever you finish a long rest.
Additionally, when you die, you can choose to destroy your body permanently. If you do, you can't be brought back to life short of a wish spell, and your spirit remains as a Tiny mote of light that follows a creature of its choice and shines bright light 5 feet around it. While this mote of light is following a creature, that creature has advantage on death saving throws, and it can summon or dismiss the light as a bonus action.
Ancestral Spirits
By 14th level, you can conjure ancestral spirits into the material world. When you deal damage to a creature, you can call forth the spirits of your ancestors to materialize and attack it. Visible spirits swirl around the target until the start of your next turn. During this time, the creature is blind, has a speed of 0, and has total cover. At the start of your next turn, the target must make a Wisdom saving throw against your spell save DC. On a failed save, the target takes 8d8 psychic damage. On a successful save, it takes half as much damage.
Once you use this feature, you can't use it again until you finish a long rest.
Cosmic Essence
Those that follow the Cosmic Essence draw power from energy radiated from distant stars in the cosmos. This energy guides them, and their allies, as a spiritual north star guiding those that follow it.
Essence Spells
Shaman Level |
Spell Level | Spells |
---|---|---|
1st | 1st | faerie fire, frigid winds |
5th | 2nd | moonbeam, star light |
9th | 3rd | hypnotic pattern, primeval barrier |
13th | 4th | dimension door |
17th | 5th | dawn |
Light's Guide
Starting at 1st level, your wisdom guides you in the natural world. When you make an Intelligence (Nature) check, you can make a Wisdom (Nature) check instead. In addition, while can see starts, you can see out to a range of 60 feet in dim light and darkness as if you were in bright light.
Constellation
You are able to channel the inner energy of constellations. Each constellation you can channel represents a different facet; Courage, Power, and Understanding. When you gain this feature at 1st level, work with your GM to determine specific constellations that exist in your world that represent these facets, or keep them as generic ideas.
When you channel a constellation, you gain a benefit as detailed below:
Courage. As a reaction to taking damage, you can channel this constellation to reduce the damage you take by 1d6. This increases to 2d6 at 6th level.
Power. When you deal damage to a creature with a cantrip, you can channel this constellation to have the cantrip deal an addition 1d6 damage to that creature.
Understanding. When you make an ability check, you can channel this constellation to add 1d6 to that check. This increases to 2d6 at 6th level. You must choose to do so before you roll the check.
If you can see starts when you use this feature, you can reroll any 1s you roll as part of channeling a constellation.
You can use this feature 3 times, and regain all expended uses when you finish a short or long rest.
Resolute
Starting at 6th level, the range of the vision granted by your Lights Guide feature increases to 120 feet.
Additionally, when you fail a Constitution saving throw made to maintain concentration on one of your shaman spells, you can choose to succeed it instead. Once you do so, you can't do so again until you finish a short or long rest.
Burning Protection
At 10th level, you gain resistance to fire and radiant damage.
Additionally, whenever you finish a short or long rest, you can condense pure starlight into a jar of star dust, which lasts until you finish a short or long rest. While a creature is holding this star dust, it can expend it to use one of your channeled constellation abilities from you Constellation feature, without expending any of your uses.
Connecting Light
Beginning at 14th level, as an action, you can summon a miniature constellation of pure energy. The glowing image of a constellation of your choice fills a 20-foot radius sphere centered on a space you can see within 60 feet of you. Each creature of your choice in the area is overcome with burning light, and must make a Constitution saving throw against your spell save DC. Taking 6d8 fire or radiant damage (your choice) on a failed save, or half as much on a success. Each other creature in the area is overcome with healing star light, and regains the same amount of hit points.
Once you use this feature, you can't do so again until you finish a long rest.
Divine Essence
Those that follow this essence draw energy directly from divine spirits. This comes from lingering spirits of fallen divine creature's as well as energy exuded from existing divine beings, such as celestials and even deities.
These shaman wield this power to both protect the good willed, and bring justice to the ill willed.
Essence Spells
Shaman Level |
Spell Level | Spells |
---|---|---|
1st | 1st | ceremony, guiding bolt |
5th | 2nd | prayer of healing, zone of truth |
9th | 3rd | create food and water, daylight |
13th | 4th | death ward |
17th | 5th | greater restoration |
Divine Sprite
At 1st level, you gain a divine sprite that aids and guides you. This entity takes the form of your choice, but must be Tiny in size, and it floats in your space unless otherwise noted. You can summon or dismiss this sprite at any time on your turn (no action required).
The sprite has the following properties:
- Creed. You have proficiency in the Religion skill while your divine sprite is summoned. Your proficiency bonus is doubled for any check you make with this skill relating to a deity or divine spirit.
- Radiant Luminous. Once per turn, when you make a ranged spell attack as part of a shaman cantrip, your sprite can surge glowing light into it. The range of the attack becomes 120 feet unless it was already higher, it ignores half and three-quarters cover, and it deals radiant damage instead of its normal type.
- Divine Eye. As an action, you can have your sprite move up to 30 feet, and you can make an Intelligence (Investigation) or Wisdom (Perception) check as if you were in its space. It returns to you at the end of the turn.
Illuminating Light
Also starting at 1st level, you can call divine light down upon your enemies. As an action, choose a point within 60 feet of you, bright light shines in a 10 foot radius 100 foot high cylinder originating from that point. Each creature in the light must succeed on a Constitution saving throw against your spell save DC or be blinded until the start of your next turn, or until it takes damage.
Once you use this ability, you can't use it again until you finish a short or long rest.
Flight of the Divine
Beginning at 6th level, you can summon spectral wings of light from your back as a bonus action. These wings last until the end of your next turn and shine bright light 5 feet around you. During this time, you have a flying speed equal to your walking speed, and your movement doesn't provoke opportunity attacks.
Once you use this ability, you can't use it again until you finish a short or long rest.
Radiant Body
At 10th level, you gain resistance to radiant damage, and radiant damage you deal ignores resistance to radiant damage.
In addition, as an action, you can move your divine sprite up to 30 feet and teleport to its location in a flash of light. Once you teleport this way, you can't do so again until you finish a short or long rest.
Divine Calling
Starting at 14th level, your divine sprite can alter its form and cast spells for you. As an action, your divine sprite transforms, taking the appearance of a celestial of your choice. It then casts up to 5 shaman cantrips of your choice that each have a casting time of 1 action, using your Wisdom as its spellcasting ability, and your level as its character level. Each of these cantrips can benefit from its Radiant Luminous ability if it is able. It then returns to its normal form.
Once your divine sprite transforms this way, it can't do so again until you finish a long rest.
Heroic Essence
Shaman of the Heroic Essence connect directly to the spirits of fallen heroes, ranging from great military leaders to local adventuring warriors.
They channel these spirits into themselves and their weapons to preform feats unable by most, and protect the natural world like no other. These spirits flow through the shaman and guide their movements as if they were their own.
Essence Spells
Shaman Level |
Spell Level | Spells |
---|---|---|
1st | 1st | heroism, thunderous smite |
5th | 2nd | enhance ability, zone of truth |
9th | 3rd | daylight, tongues |
13th | 4th | banishment |
17th | 5th | legend lore |
Heroic Soul
By 1st level, the heroic spirits you channel grant you abilities beyond your normal training. You gain proficiency with martial melee weapons, all medium armor, and heavy armor.
In addition, Starting at 2nd level in this class, when you use your action on your turn to cast a shaman cantrip, you can make one melee weapon attack as a bonus action that turn.
Striking Spirit
Finally beginning at 1st level, you have advantage on saving throws against being charmed or frightened, you can use a weapon you are proficient in as a spellcasting focus for your shaman spells, and you don't have disadvantage on ranged spell attacks due to being within 5 feet of a hostile creature.
Quick Step
Beginning at 6th level, once on each of your turns, immediately before or after you make a melee weapon attack or a spell attack as part of a shaman cantrip, you can move up to 10 feet without provoking opportunity attacks. Every 2 feet of this movement expends only 1 foot of your movement.
Warrior's Guidance
Starting at 10th level, once per turn, you can add your Wisdom modifier to the damage of a weapon attack you hit.
Resilience
Also starting at 10th level, the first time on each turn you take damage from a creature you can see within 5 feet of you, that damage is reduced by 2.
Hero's Strike
By 14th level, as an action, you can channel the spirits of fallen heroes to strike with you in a whirlwind of magical attacks.
Make your choice of a melee weapon attack or melee spell attack that applies to each creature and object of your choice you can see in a 30-foot cone originating from you. On a hit, a target takes force damage equal to 2d12 + your Wisdom modifier (minimum of 1), and if it is a creature it is knocked prone and pushed up to 10 feet in a horizontal direction of your choice. On a miss, a target takes half as much damage and no other effects.
Once you use this ability, you can't use it again until you finish a long rest.
shaman Spells
Cantrip (Level 0)
- Bestial Strike❂
- Create Bonfire
- Death Read❂
- Elemental Bombardment❂
- Friends
- Guide Energy❂
- Gust
- Icicle❂
- Ignite Earth❂
- Light
- Lightning Leap❂
- Mending
- Message
- Mind Move❂
- Minor Illusion
- Poison Strike❂
- Rot❂
- Shape Water
- Sight and Sound❂
- Spare the Dying
- Summon Minor Spirit❂
- Thorn Whip
- Thunderclap
1st-level
- Absorb Elements
- Alarm
- Animal Friendship
- Burning Hands
- Cause Fear
- Chain Link❂
- Comprehend Languages
- Create or Destroy Water
- Cure Wounds
- Detect Magic
- Detect Poison and Disease
- Disguise Self
- Faerie Fire
- Find Familiar
- Fog Cloud
- Frigid Winds❂
- Healing Word
- Identify
- Lightning Arc❂
- Primal Defense❂
- Protection❂
- Protection from Evil and Good
- Purify Food and Drink
- Ray of Sickness
- Sense EmotionUA
- Silent Image
- Sleep
- Speak with Animals
- Spirit Speak❂
- Tasha’s Hideous Laughter
- Thunderwave
2nd-level
- Animal Messenger
- Beast Claw
- Beast Sense
- Blindness/Deafness
- Calm Emotions
- Continual Flame
- Darkness
- Darkvision
- Flair❂
- Flaming Sphere
- Gentle Repose
- Gust of Wind
- Heat Metal
- Hold Person
- Invisibility
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Moonbeam
- Nystul’s Magic Aura
- Phantasmal Force
- Protection from Poison
- Ray of Enfeeblement
- See invisibility
- Shatter
- Silence
- Spider Climb
- Star Light❂
- Suggestion
- Untold Knowledge❂
- Warding Wind
3rd-level
- Bestow Curse
- Catnap
- Create Totem❂
- Daylight
- Dispel Magic
- Fear
- Feign Death
- Fly
- Gaseous Form
- Hypnotic Pattern
- Leomund’s Tiny Hut
- Life Transference
- Magic Circle
- Major Image
- Mass Healing Word
- Nondetection
- Plant Growth
- Primeval Barrier❂
- Protection from Energy
- Rearrange❂
- Release Spirit❂
- Remove Curse
- Revivify
- Sending
- Sleet Storm
- Speak with Dead
- Speak with Plants
- Stinking Cloud
- Tidal Wave
- Tiny Servant
- Tongues
- Water Breathing
- Water Walk
- Wind Wall
4th-level
- Acid Stream❂
- Banishment
- Blight
- Compulsion
- Confusion
- Control Water
- Dominate Beast
- Greater Invisibility
- Hallucinatory Terrain
- Locate Creature
- Phantasmal Killer
- Polymorph
- Stone Shape
- Twist Body❂
- Wall of Fire
5th-level
- Blast of Air❂
- Chasm❂
- Cloudkill
- Commune with Nature
- Cone of Cold
- Contagion
- Control Winds
- Dominate Person
- Dream
- Geas
- Greater Restoration
- Hold Monster
- Infinite Choice❂
- Insect Plague
- Legend Lore
- Mass Cure Wounds
- Mislead
- Reincarnate
- Scrying
- Tree Stride
6th-level
- Circle of Death
- Druid Grove
- Eyebite
- Find the Path
- Harm
- Heal
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Mental Prison
- Move Earth
- Primordial Ward
- Transport via Plants
- True Seeing
- Wall of Ice
- Wall of Thorns
Cantrips (0-level Spells)
Bestial Strike
transmutation cantrip
- Casting Time: 1 action
- Range: 10 feet
- Components: V, S
- Duration: Instantaneous
You gain bestial natural weapons, such as claws, teeth, or a tail. Make two melee spell attacks against one creature, or two different creatures within range. On a hit, each attack deals 1d4 magical bludgeoning, piercing, or slashing damage (your choice). If you hit a same creature with both attacks, you can push it up to 5 feet directly away from you. After you make the attacks, the natural weapons fade.
The damage of each of this spell’s attacks increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Death Read
divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (a pinch of ash)
- Duration: Instantaneous
You touch the body or remains of a creature. If the creature died within the past 24 hours, you learn one of the following pieces of information of your choice:
- How long ago the creature died.
- The creature's name, if it had one.
- How the creature died.
- The type of the creature, and subtype it if has one.
After you cast this spell on a body or remains, you can't cast it on that target again.
When you cast this spell, you can increase the casting time by up to 3 minutes. For each minute you increase it, you learn an additional piece of information of your choice.
Elemental Bombardment
conjuration cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You conjure a ball of elemental energy and split it into its essential elements. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 1d8 damage of the chosen type.
You choose an additional damage type at 5th level (2 types), 11th level (3 types), and 17th level (4 types). The attack deals 1d8 damage of each of the chosen types on a hit.
Guide Energy
transmutation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You alter the spiritual energy given off by an object or plant of your choice within range. You can alter minor properties of the chosen object, such as flickering a fire, blooming a flower, or shinning metal. This effect must be something the object is naturally capable of doing. Alternatively, you can create a small sensory effect around the object, such as sparkles, sounds of the object, or moisture in the air. The effect persists for 1 round, unless you use your action to continue it for an additional round.
Icicle
evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You form an icicle in your free hand, and hurl it at a creature within range. Make a ranged spell attack against the creature. On a hit, the target takes 1d8 cold damage, and has its speed reduced by 10 feet until the start of your next turn.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Ignite Earth
evocation cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: Instantaneous
You ignite fire beneath a creature you can see within range. The target must make a Dexterity saving throw, taking 1d8 fire damage on a failed save, or half as much on a successful save.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Lightning Leap
evocation cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a Tiny piece of metal)
- Duration: Instantaneous
Make a ranged spell attack against a creature you can see within range, as a jolt of lightning arcs towards it. On a hit, the target takes 1d4 lightning damage. Hit or miss, the lightning arcs to up to one other creature of your choice within 10 feet of the target. If the attack roll would hit that creature, it takes 1d4 lightning damage.
This spell’s initial and secondary damage each increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Mind Move
enchantment cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
You temporarily influence the mind of a creature. One creature you can see within range must succeed on a Charisma saving throw or take 1d6 psychic damage and move up to 5 feet in a horizontal direction of your choice.
The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Poison Strike
evocation cantrip
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against a creature you can see within range, as you strike poison towards it. On a hit, the target takes 1d4 poison damage, and has disadvantage on the next attack it makes before the start of your next turn.
The spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Rot
necromancy cantrip
- Casting Time: 1 action
- Range: 120 feet
- Components: V, S
- Duration: 1 round
You attempt to rot the blood of a creature you can see within range. If the target has blood, it must make a Constitution saving throw. On a failed save, it takes 1d8 necrotic damage and its vision becomes lightly obscured until the start of your next turn, as blood is evaporated from its body.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Sight and Sound
divination cantrip
- Casting Time: 1 action
- Range: Touch
- Components: V, S M (a drop of blood of the target, which the spell consumes)
- Duration: 1 hour
You touch the creature who's blood was used as the material component to cast this spell, and create a bond between you. For the duration of the spell, you know whenever the target takes damage, or makes an attack, and you can use an action to see as if you were in its location until the end of the turn.
If the target is unwilling, it can make a Charisma saving throw when you cast the spell, and whenever it takes damage or makes an attack, ending the spell on a success.
Summon Minor Spirit
conjuration cantrip
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: 10 minutes
You conjure a Tiny spirit in an unoccupied space within range. You decide the spirit's appearance. If it would take any damage, it vanishes and the spell ends.
When you cast this spell, and if you cast it again during the duration, you move the spirit up to 30 feet and have it make a melee spell attack against a creature within 5 feet of it. This attack uses your spell attack modifier, and deals 1d8 radiant damage on a hit.
The damage dealt by this attack increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
1st-level Spells
Chain Link
1st-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (a ravens feather)
- Duration: Concentration, up to 1 minute
You create a mystical chain between yourself and another creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 necrotic damage and must succeed on a Strength saving throw or become tethered to you and be unable to willingly move more than 30 feet away from you. A creature tethered this way can use its action to repeat the saving throw, ending the tether on a success.
As an action on subsequent turns, you can repeat the spell attack against the target if it is within range. On a hit, the target must repeat the saving throw if it is not tethered to you, becoming tethered on a failure.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage the attack deals increases by 1d10 for each spell slot above 1st.
Frigid Winds
1st-level transmutation
- Casting Time: 1 action
- Range: Self (20 feet)
- Components: V, S
- Duration: Instantaneous
You create a 5 foot wide 20 foot long line of blistering cold winds originating from you. Each creature in the line must make a Constitution saving throw. A creature that fails its save takes 2d6 cold damage and has its speed reduced by 10 feet until the end of its next turn. A creature that succeeds takes half as much damage and doesn't have its speed reduced.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is increases by 1d6 for each spell level above 1st.
Lightning Arc
1st-level evocation
- Casting Time: 1 action
- Range: 90 feet
- Components: V, S, M (a Tiny piece of metal)
- Duration: Instantaneous
Lightning arcs towards a creature of your choice that you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 3d6 lightning damage and can't take reactions until the start of your next turn. On a miss, the lightning arcs to another creature and you make a new ranged spell attack against a different creature of your choice within 10 feet of the original target. On a hit, the target takes 2d6 lightning damage and suffers no other effects.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage of each attack increases by 1d6 for each slot level above 1st.
Primal Defense
1st-level abjuration (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: 8 hours
You surround yourself in primal energy to shield you from harm. Your base AC becomes 11 + your spellcasting ability modifier. The spell ends early if you don heavy armor or use a shield.
Protection
1st-level abjuration (ritual)
- Casting Time: 1 bonus action
- Range: Touch
- Components: V, S
- Duration: Concentration, up to 1 minute
You touch a creature and imbue it with protective energy. The first time that creature takes damage during the spell, the damage is reduced by 1d10 + your spellcasting ability modifier and the spell then ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage is reduced by an additional 1d10 for each spell slot above 1st.
Sense EmotionUA
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S
- Duration: Concentration, up to 1 minute
You attune your senses to pick up the emotions of others for the duration. When you cast the spell, and as your action on each turn until the spell ends, you can focus your senses on one humanoid you can see within 30 feet of you. You instantly learn the target’s prevailing emotion, whether it's love, anger, pain, fear, calm, or something else. If the target isn't actually humanoid or it is immune to being charmed, you sense that it is calm.
Spirit Speak
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Touch
- Components: V, S, M (an acorn or other nut or seed)
- Duration: Instantaneous
You touch a nonmagical plant or object and ask it one question. It answers you in your mind as truthfully as it can based on events that it has experienced in the last day.
2nd-level Spells
Beast Claw
2nd-level evocation
- Casting Time: 1 action
- Range: 10 feet
- Components: S, V
- Duration: Instantaneous
You summon the visage of a beast spirit around you, and make 3 melee spell attacks against targets of your choice within range. On a hit each attack deals 1d10 bludgeoning, piercing, or slashing damage (your choice).
At higher levels. When you cast this spell using a spell slot of 3rd-level or higher, you can make 1 additional melee spell attack for each slot level above 2nd, up to a maximum of 6 attacks.
Flair
2nd-level illusion (ritual)
- Casting Time: 1 action
- Range: 100 feet
- Components: V, S, M (a bit of ash)
- Duration: Instantaneous
You shoot a flair of illusory colors and effects into the air from a point you can see within range. The flair flies a distance of your choice up to 1000 feet straight up, then explodes into a burst of colors. You choose the colors of the burst and can add up to 3 additional simple visual effects to it, such as trailing tails, forming a simple shape, or shimmering. The size of the burst and effects can't exceed a 30-foot sphere. This illusion can be seen for up to 10 miles.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create an additional illusory burst for each spell slot above 2nd. You can choose the same or different colors and effects for each burst, and each can be shot from a different point you can see within range.
Star Light
2nd-level divination (ritual)
- Casting Time: 1 minute
- Range: Self
- Components: V, S, M (a pinch of silver dust)
- Duration: Concentration, up to 1 hour
You speak aloud a location you are familiar with (a place you have visited or seen before). If you can see the sky, and the location is on the same plane of existence as you, glowing star light only you can see appears in the sky as dots showing the direction from you to the location.
You can designate any number of creatures you can see to also be able to see these star lights. Whenever you move for the duration of the spell, the lights shift in the sky to show the new direction.
Untold Knowledge
2nd-level enchantment (ritual)
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S, M (a bit of hair or blood of the target which the spell consumes)
- Duration: Concentration, up to 10 minutes
You place a curse upon the creature who's hair or blood was used to cast the spell. The curse lasts the duration of the spell, or until the target is has a remove curse spell cast on it.
While the curse remains, you know when the target speaks a lie, but not the details of what was a lie, and you have advantage on any saving throw or ability check imposed on you by the target.
3rd-level Spells
Create Totem
3rd-level Conjuration
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S
- Duration: Concentration, up to 1 minute
You create a totem in an unoccupied space you can see within range. The totem is a Small magical wooden pole that radiates a magical aura within 30 feet of it. When you cast this spell, choose one of the following effects for the aura, and you can designate any number of creatures to be unaffected by it:
Determine. Creature's in the aura can add 1d6 to Wisdom, Charisma, and Intelligence saving throws.
Fortitude. Creature's in the aura can add 1d6 to Strength, Dexterity, and Constitution saving throws.
Menace. On each creature's turn while in the aura, it can add 1d6 to 1 attack roll it makes.
Nimble. Creature's ignore difficult terrain in the aura. A creature that starts its turn in the aura gains a 10 foot bonus to its speed that turn.
You can use your action on subsequent turns to move the totem up to 30 feet to an unoccupied space you can see.
At higher levels. When you cast this spell using a spell slot of 4th-level or higher, you create another additional totem for each spell slot above 3rd. You must choose a different effect for each totem. Each additional totem sits on top of the others and moves with the first.
Primeval Barrier
3rd-level abjuration
- Casting Time: 1 action
- Range: Self (10-foot-radius)
- Components: V S
- Duration: Concentration, up to 1 minute
You create a glowing barrier of energy around yourself. For the duration, you shed bright light in a 10-foot radius and dim light for another 10 feet, and the first time each turn a creature hits you with a melee attack, it takes radiant damage equal to your spellcasting ability modifier.
When the spell ends, the energy is expelled in a wave out from you, forcing each creature other than you within 10 feet of you to make a Dexterity saving throw, taking 4d10 radiant damage on a failed save, or half as much on a success.
At higher levels. When you cast this spell using a spell slot of 4th-level or higher, the damage from the spell ending increases by 1d10 for each slot level above 3rd.
Rearrange
3rd-level enchantment
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Choose up to 3 creatures or objects you can see within range. Each target is pulled up to 20 feet in a direction of your choice within range. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
At higher levels. When you cast this spell using a spell slot of 4th-level or higher, you can target one additional creature for each slot level above 3rd.
Release Spirit
3rd-level divination
- Casting Time: 1 minute
- Range: 10 feet
- Components: V, S
- Duration: Concentration, up to 10 minutes
Choose a willing creature to briefly separate its spirit from. The creature must remain within range for the entire casting of the spell, at the end of which, a ghostly visage of itself rises from its body. The creature becomes paralyzed for the duration of the spell, except it can't talk, it can see and hear as if it were in its visages space, and it can use its action to move its visage up to 15 feet, or make a Wisdom (Perception) check from its visages location.
The visage can move in any direction and it can move through objects and structures no more than 1 foot thick. The paralyzed creature can choose to end the spell at any time (no action required).
4th-level Spells
Acid Stream
4th-level conjuration
- Casting Time: 1 action
- Range: Self (30 feet)
- Components: V, S
- Duration: Instantaneous
You conjure a stream of acid in a 5-foot wide 30 foot long line originating from yourself. Each creature in the stream must make a Constitution saving throw. On a failed save, a creature takes 4d6 acid damage and becomes blinded until the start of your next turn. On a successful save, a creature takes half as much damage an isn't blinded.
At higher levels. When you cast this spell using a spell slot of 5th-level or higher, the damage increases by 1d6 for each spell level above 4th.
Twist Body
4th-level enchantment
- Casting Time: 1 action
- Range: 30 feet
- Components: V, S, M (the eye of a newt)
- Duration: Instantaneous
You can control of the body of a creature within range and attempt to pull it in all directions at the same time. The target must make a Constitutions saving throw. On a failed save, the target takes 6d6 force damage and is thrown up to 20 feet in a random direction. Roll a d4 for the direction: 1, north; 2, south; 3, east; or 4, west. If the target fails its saving throw by 5 or more, you can choose the direction instead, and you can choose for the direction to be directly up. On a successful save, the creature takes half as much damage and isn't thrown.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the damage increase by 1d6 for each slot level above 4th.
5th-level Spells
Blast of Air
5th-level transmutation
- Casting Time: 1 action
- Range: 60 feet
- Components: V, S
- Duration: Instantaneous
Make a ranged spell attack against a creature you can see within range, as you launch a blast of air towards it. On a hit, the target takes 10d6 bludgeoning damage, and is pushed up to 20 feet in a direction of your choice.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d6 and the distance you can push the creature increases by 10 feet for each spell level above 5th.
Chasm
5th level transmutation
- Classes: druid
- Casting Time: 10 minutes
- Range: 60 feet
- Components: V, S, M (5 pounds of stone from at least 30 feet beneath the ground which the spell consumes)
- Duration: Instantaneous
You rip open a 30 foot long 10 foot wide 30 foot deep chasm through the ground within range. Any creature, object, or structure on the ground directly above the chasm falls into the chasm if it can fit and there is nothing else holding it aloft.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the length of the chasm increases by 10 feet for each slot level above 5th.
Infinite Choice
5th-level divination
- Casting Time: 1 hour
- Range: Self
- Components: V, S, M (a strand of hair, fingernail, or other body part of the target, and 200 GP worth of charcoal, and incense, all of which the spell consumes)
- Duration: 8 hours
You preform a ritual cursing a creature you are familiar with that you have a piece of. At the end of the casting of the spell, if the target is on the same plane of existence as you, a curse is placed on it until the spell ends.
While a creature is cursed this way, you always know its distance from you.
You can target the cursed creature with any spell you cast of 5th level or lower that is capable of targeting that creature, without regard to range or your inability to see the cursed creature. Any part of the spell that would travel to the target is instead teleported to its space. Targeting the cursed creature this way ends the spell.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, you can target the cursed creature with a spell of a level less than or equal to the spell slot used.
Multiclassing
The prerequisite for multiclassing into or out of shaman is a Wisdom score of at least 13.
When you multiclass into shaman, you gain proficiency in light armor and hide armor.