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# The Shaman, the Bamstacks Variant An orc strides confidently alongside her adventuring party, chanting sacred prayers to aid them in the upcoming battle. As the orc’s stirring voice begins to lift their spirits, her comrades would swear they can see an ethereal warrior floating beside their friend. Quickly extending his hand, a kalashtar exorcist focuses the power of his quori partner to sear an abjuring mark onto an attacking demon. As the fiend recoils from the innocent woman it was attempting to possess, the kalashtar blasts it with ethereal flame, forcing the demon back to the Abyss. Chiseling the finishing touches onto a stone statue, a dwarf looks to their spirit guide for approval. The fire spirit, in the form of a fox, flares with happiness and leaps to inhabit the totem. Shamans cultivate connections with spirits and become conduits between the material and spirit worlds. Whether shamans are carefully mixing poultices, joyously blessing a couple’s new union, or protecting their allies in a desperate battle, it is their symbiotic relationships with the spirits that give them access to their spiritual knowledge and powers.
##### The Shaman | Level | Proficiency Bonus | Features | Spirit Guides | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Shamanic Ritual Spellcasting, Medium | 2 | 2 | 2 | - | - | - | - | - | - | - | - | | 2nd | +2 | Adept Ritualist, Spiritual Practice | 2 | 2 | 3 | - | - | - | - | - | - | - | - | | 3rd | +2 | See Beyond | 2 | 2 | 4 | 2 | - | - | - | - | - | - | - | | 4th | +2 | Ability Score Improvement | 2 | 2 | 4 | 3 | - | - | - | - | - | - | - | | 5th | +3 | Call From Beyond | 3 | 3 | 4 | 3 | 2 | - | - | - | - | - | - | | 6th | +3 | Spirited Ritual, Spiritual Practice feature | 3 | 3 | 4 | 3 | 3 | - | - | - | - | - | - | | 7th | +3 | — | 3 | 3 | 4 | 3 | 3 | 1 | - | - | - | - | - | | 8th | +3 | Ability Score Improvement, Ritual Potency (2nd Level) | 3 | 3 | 4 | 3 | 3 | 2 | - | - | - | - | - | | 9th | +4 | — | 4 | 3 | 4 | 3 | 3 | 3 | 1 | - | - | - | - | | 10th | +4 | Hastened Ritual, Spiritual Practice feature | 4 | 4 | 4 | 3 | 3 | 3 | 2 | - | - | - | - | | 11th | +4 | Improved Medium | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 12th | +4 | Ability Score Improvement, Ritual Potency (3rd Level) | 4 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - | | 13th | +5 | — | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 14th | +5 | Spiritual Practice feature | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - | | 15th | +5 | — | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 16th | +5 | Ability Score Improvement, Ritual Potency (4th Level) | 5 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - | | 17th | +6 | Step Beyond | 6 | 4 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 | | 18th | +6 | Spirit Nexus | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 | | 19th | +6 | Ability Score Improvement | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | | 20th | +6 | Master Ritualist, Ritual Potency (5th Level) | 6 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Note, this is a slightly modified version of Ross Leiser's Shaman class found [here](https://www.dmsguild.com/product/359339/OAP-Shaman-Class?src=by_author_of_product). \pagebreakNum ## Class Features As a shaman, you gain the following class features. #### Hit Points - **Hit Dice:** 1d8 per shaman level - **Hit Points at 1st Level:** 8 + your Constitution modifier - **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per shaman level after 1st #### Proficiencies - **Armor:** Light armor - **Weapons:** Simple weapons - **Tools:** Herbalism kit - **Saving Throws:** Wisdom, Charisma - **Skills:** Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* any two simple weapons or *(b)* a light crossbow and 20 bolts - *(a)* an explorer’s pack or *(b)* a priest’s pack - Leather armor, an herbalism kit, and a shamanic totem (see the Spellcasting Focus section of the Shamanic Ritual Spellcasting feature for examples) Alternatively, you can roll 3d4 x 10 gp and buy your starting equipment. ### Shaman Multiclassing Shamans follow all the normal rules for multiclassing. The following tables function as additions to those listed on page 163 and 164 of the Player’s Handbook. If your group uses the optional rule on multiclassing in the Player’s Handbook, here’s what you need to know if you choose shaman as one of your classes. ***Ability Score Minimum.*** As a multiclass character, you must have at least a Charisma score of 13 to take a level in this class, or to take a level in another class if you are already a shaman. ***Proficiencies Gained.*** If shaman isn’t your initial class, here are the proficiencies you gain when you take your first level as a shaman: light armor, herbalism kits. ***Spell Slots.*** Add all your levels in the shaman class to the appropriate levels from other classes to determine your available spell slots. ### Shamanic Ritual Spellcasting Beginning at 1st level, most of a shaman’s spellcasting abilities come directly from channeling a spirit guide (see the Medium feature later in the class’s description). However, through the rituals you’ve studied to commune with the spirits and your repeated contact with the spirit world, you have also learned to cast a modest selection of ritual spells on your own, without needing to channel a spirit. See chapter 10 of the *Player’s Handbook* for the general rules of spellcasting. \columnbreak #### Cantrips You know two 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. You cast your shaman cantrips normally, not as rituals. When you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Shamanic Ritual Spellcasting feature with another cantrip from the shaman spell list. #### Preparing and Casting Ritual Spells In the
shaman spell list
, each spell of 1st level and higher has the ritual tag. You prepare the list of shaman ritual spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman ritual spells equal to half your shaman level, rounded up (minimum of two spells). The spells must be of a level for which you have spell slots. Unless you gain a shaman ritual spell from another source, you can cast the spell only as a ritual. For example, if you’re a 5th-level shaman, you have four 1st-level, three 2nd-level, and two 3rd-level spell slots. Your list of prepared shaman ritual spells can include three spells of 1st, 2nd, or 3rd level, in any combination. Casting a ritual spell doesn’t remove it from your list of prepared spells. You can change your list of prepared ritual spells when you finish a long rest. Preparing a new list of shaman ritual spells requires time spent preparing the materials and rehearsing the rites: at least 1 minute per spell level for each spell on your list. #### Spell Slots The Shaman table shows how many spell slots you have to cast the spells granted by a spirit guide you’re channeling (see the Medium feature later in the class’s description). To cast one of these spells of 1st level or higher, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. #### Spellcasting Ability Charisma is your spellcasting ability for your shaman spells. Your magic comes from your connection to the spirit world, powered by the strength of your relationships with its ethereal denizens. You use Charisma whenever a shaman spell refers to your spellcasting ability. In addition, you use your Charisma 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 Charisma modifier
**Spell attack modifier** =
your proficiency bonus +
your Charisma modifier
\pagebreakNum #### Spellcasting Focus You can use a shamanic totem as a spellcasting focus for your shaman spells. A shamanic totem is a physical item that helps strengthen the bond between you and the spirits. A shamanic totem could take many forms: an energy-resonant crystal, a doll made from leather or straw, the femur of an ancestor, a spirit board, a staff carved with symbols, a pouch of ground herbs, a hand drum used in rituals, a piece of jewelry made from animal bones, or any other such significant object, depending on your method of contacting the spirit world. ## Shaman Spell List Here’s the list of spells you consult when you learn a shaman cantrip or ritual spell. The list is organized by spell level, not character level. All shaman ritual spells of 1st level and higher have the ritual tag for you. You can’t cast the spells except as rituals, unless you’ve learned them by some other means.
#### Cantrips (0-Level) Create Bonfire
Dancing Lights
Friends
Ghostfire^HB^
Guidance
Lay to Rest^HB^
Light
Mage Hand
Message
Minor Illusion
Speak True^HB^
Thaumaturgy
Toll the Dead #### 1st-Level Alarm
Ceremony
Comprehend Languages
Detect Magic
Fertility Rites^HB^
Find Familiar
Guiding Apparition^HB^
Identify
Last Rites^HB^
Make Camp^HB^
Oath-Sealing Covenant^HB^
Purify Food and Drink
Unseen Servant #### 2nd-Level Animal Messenger
Augury
Gentle Repose
Locate Animals or Plants
Magic Mouth
Protective Apparitions^HB^
Silence
Skywrite #### 3rd-Level Bolstering Apparitions^HB^
Detect Past^HB^
Feign Death
Find Greater Familiar^HB^
Leomund's Tiny Hut
Phantom Steed
Water Breathing
Water Walk #### 4th-Level Curse Ward^HB^
Divination
Ghostsight^HB^
Harrowing Apparition^HB^ #### 5th-Level Breaching Apparition^HB^
Commune
Rary's Telepathic Bond #### 6th-Level Forbiddance
Forecast^HB^ #### 7th-Level Possessive Apparition^HB^
\columnbreak ### Medium Starting at 1st level, you are able to channel spirits from the spirit world to borrow their abilities and become a conduit for their powers. Choose two spirit guides from the Spirit Guides section at the end of the class’s description. You choose additional spirit guides at higher levels, as shown in the Spirit Guides column of the Shaman table. Whenever you gain a level in this class, you can replace one of your chosen spirit guides with a different one. Whenever you finish a long rest, you can conduct a unique ritual to contact one of your spirit guides. The specifics of the ritual are your choice; you might light incense and pray, craft a small charm, sing a traditional song, or perform a sacred dance to a beating drum. Regardless of how you choose to contact the other side, the ritual takes 10 minutes to complete, at the end of which you begin channeling one of your spirit guides. You can perform this ritual at the same time you prepare a new list of ritual spells. While you channel the spirit guide, you gain the features and spells it grants. Each spell granted by a spirit guide counts as a shaman spell for you and can be cast using your spell slots, following the normal rules for spellcasting, rather than only as a ritual. You channel the spirit guide until you choose to dismiss it as an action, until you channel a new spirit guide by using this feature again, or until you die. In any of these cases, the spirit guide returns to the spirit world until you choose to channel it again. ### Adept Ritualist Beginning at 2nd level, when you cast a shaman ritual spell, it takes you only 1 minute longer to cast the spell, instead of 10 minutes. ### Spiritual Practice Starting at 2nd level, you choose a spiritual practice that shapes the way your communion with the spirits affects the greater world: Exorcism, Sympatheticism, Totemism, Warchanting, or Witch Medicine, each of which is detailed at the end of the class’s description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. ### See Beyond Beginning at 3rd level, your connection to the spirit world allows your vision to pierce the veil between realities. You always have the *see invisibility* spell prepared as a shaman ritual spell. It doesn’t count against the number of shaman ritual spells you can prepare each day. ### 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. \pagebreakNum ### Call From Beyond Starting at 5th level, you can call upon spirits that have crossed over to the other side to briefly reinhabit their abandoned vessels. You always have the *speak with dead* spell prepared as a shaman ritual spell. It doesn’t count against the number of shaman ritual spells you can prepare each day. ### Spirited Ritual Beginning at 6th level, you can tap the other side to channel raw spiritual power into your ritual casting. When you cast a shaman ritual spell, you can cast it at a level equal to your highest level spell slot. You still don’t expend a spell slot when you cast a ritual spell with this feature. Once you use this feature, you can’t use it again until you finish a long rest. ### Ritual Potency Starting at 8th level, your expertise in channeling the power of the spirit world makes your minor rituals more potent. When you cast a 1st level shaman ritual spell, you can cast it at 2nd level. It still doesn’t expend a spell slot to cast the spell this way. When you reach certain levels in this class, your rituals continue to increase in power. Once you reach 12th level in this class, when you cast a 1st or 2nd level shaman ritual spell, you can cast it at 3rd level. Once you reach 16th level in this class, when you cast a shaman ritual spell of 3rd level or lower, you can cast it at 4th level. Once you reach 20th level in this class, when you cast a shaman ritual spell of 4th level or lower, you can cast it at 5th level. ### Hastened Ritual Beginning at 10th level, you can perform your shaman ritual spells with acute speed. When you cast a shaman ritual spell, you can do so with the spell’s normal casting time, instead of it taking 1 minute longer to cast the spell. You still don’t expend a spell slot when you cast a ritual spell with this feature. Once you use this feature, you can’t use it again until you finish a long rest. ### Improved Medium Starting at 11th level, you can perform the ritual to channel a new spirit guide whenever you finish a short or long rest. ### Step Beyond Beginning at 17th level, you are so attuned to the other side that you can pass through the boundaries of reality to walk amongst the spirits. You always have the *etherealness* spell prepared as a shaman ritual spell. It doesn’t count against the number of shaman ritual spells you can prepare each day. ### Spirit Nexus Starting at 18th level, when you perform the ritual to channel a new spirit guide, you can choose to channel two of your spirit guides simultaneously, gaining the benefits associated with both for as long as you channel them. When you use your action to dismiss a spirit guide you’re channeling, you can choose to dismiss one or both spirits. ### Master Ritualist Beginning at 20th level, you always have each ritual spell on the shaman spell list prepared, ignoring the number of shaman ritual spells you can normally prepare each day. Additionally, you regain the use of your Hastened Ritual when you finish a short or long rest.
# Spirit Guides
Air Spirit
Ancestral Spirit
Animal Spirit
Benevolent Spirit
Earth Spirit
Fire Spirit
Lost Spirit
Malevolent Spirit
Mischievous Spirit
Mournful Spirit
Vengeful Spirit
Warrior Spirit
Water Spirit
\pagebreakNum
Air Spirit
Often mistaken for elementals, air spirits are shaped from winds, crackling lightning, and booming thunder. Tempestuous and adventurous, the most common forms air spirits take are those of eagles, owls, rocs, and other predatory avians. #### Bonus Cantrips While you channel this spirit, you know the *gust* and *thunderclap* cantrips. They count as shaman cantrips for
you and don’t count against the number of cantrips you
know. #### Air Spirit Spells
#### 1st-Level Storm Step^HB^
Fog Cloud
Thunderwave #### 2nd-Level Dust Devil
Gust of Wind
Shatter #### 3rd-Level Call Lightning
Wind Wall #### 4th-Level Elemental Bane (lightning or thunder)
Storm Sphere #### 5th-Level Conjure Elemental
Control Winds #### 6th-Level Investiture of Wind #### 7th-Level Whirlwind #### 8th-Level Control Weather #### 9th-Level Storm of Vengeance
\columnbreak
Ancestral Spirit
Ancestral spirits are manifestations of the departed souls of tribal elders and beloved forebears. These spirits carry whole lifetimes of experience, and they freely offer their wisdom, knowledge, and protection to the shamans who are wise enough to listen. #### Bonus Cantrips While you channel this spirit, you know the *blade ward* and *resistance* cantrips. They count as shaman cantrips for you and don’t count against the number of cantrips you know. #### Ancestral Spirit Spells
#### 1st-Level Command
Detect Poison and Disease
Shield of Faith #### 2nd-Level Find Traps
Warding Bond
Zone of Truth #### 3rd-Level Create Food and Water
Remove Curse #### 4th-Level Death Ward
Guardian of Faith #### 5th-Level Dispel Evil and Good
Legend Lore #### 6th-Level Find the Path #### 7th-Level Mordenkainen's Magnificent Mansion #### 8th-Level Antimagic Field #### 9th-Level Foresight
\pagebreakNum
Animal Spirit
Though these spirits do often take the form of animals like wolves, bears, deer, and other creatures native to their surrounding habitat, animal spirits are actually broader embodiments of the natural order. Animal spirits offer a connection with all beasts, and allow a shaman who channels them to access animal abilities. #### Bonus Cantrips While you channel this spirit, you know the *infestation*
and *primal savagery* cantrips. They count as shaman
cantrips for you and don’t count against the number of cantrips you know. #### Animal Spirit Spells
#### 1st-Level Animal Friendship
Beast Bond
Speak with Animals #### 2nd-Level Alter Self (aquatic adapation or natural weapons only)
Animal Messenger
Beast Sense #### 3rd-Level Conjure Animals
Haste \columnbreak #### 4th-Level Giant Insect
Guardian of Nature (primal beast only)
Polymorph #### 5th-Level Awaken
Commune with Nature
Insect Plague #### 8th-Level Animal Shapes #### 9th-Level Mass Polymorph
\columnbreak
Benevolent Spirit
Benevolent spirits are formed from the souls of saints, heroes, and martyrs who spent their lives in service of others. So great was their virtue that even from beyond the veil of death, these spirits remain suffused with positive energy that a shaman can channel to heal and comfort the living. #### Bonus Cantrips While you channel this spirit, you know the *sacred flame* and *spare the dying* cantrips. They count as shaman cantrips for you and don’t count against the number of cantrips you know. #### Benevolent Spirit Spells
#### 1st-Level Bless
Cure Wounds
Protection from Evil and Good #### 2nd-Level Aid
Enhance Ability
Lesser Restoration #### 3rd-Level Beacon of Hope
Revivify #### 4th-Level Aura of Life #### 5th-Level Greater Restoration
Mass Cure Wounds #### 6th-Level Heal #### 7th-Level Resurrection #### 8th-Level Great Heal^HB^
Holy Aura #### 9th-Level Power Word Heal
\pagebreakNum
Earth Spirit
Earth spirits are resolute and steadfast, created from both the unyielding stone that forms great mountains and the patient vines that slowly break boulders down to dirt. They most commonly present themselves as tortoises, bears, and wolves. #### Bonus Cantrips While you channel this spirit, you know the *mold earth* and *thorn whip* cantrips. They count as shaman cantrips for you and don’t count against the number of cantrips you know. #### Earth Spirit Spells
#### 1st-Level Earth Tremor
Entangle
Hail of Thorns #### 2nd-Level Earthbind
Maximilian's Earthen Grasp
Spike Growth #### 3rd-Level Erupting Earth
Plant Growth #### 4th-Level Stone Shape \columnbreak #### 5th-Level Conjure Elemental (earth elemental only)
Wall of Stone #### 6th-Level Investiture of Stone
Move Earth #### 8th-Level Earthquake #### 9th-Level Cataclysm^HB^
Imprisonment (burial, chaining, or minimus containment only)
\columnbreak
Fire Spirit
Passionate and excitable, fire spirits exemplify both the bright warmth of a playful bonfire and the fierce heat of a roaring inferno. These spirits most often appear as foxes, rabbits, sparrows, and other fleet creatures formed from embers, smoke, and flame. #### Bonus Cantrips While you channel this spirit, you know the *control flames* and *produce flame* cantrips. They count as shaman cantrips for you and don’t count against the number of cantrips you know. #### Fire Spirit Spells
#### 1st-Level Burning Hands
Chromatic Orb (fire only)
Hellish Rebuke #### 2nd-Level Continual Flame
Flaming Sphere
Heat Metal #### 3rd-Level Fireball
Melf's Minute Meteors #### 4th-Level Elemental Bane (fire only)
Wall of Fire #### 5th-Level Conjure Elemental (fire elemental only)
Immolation #### 6th-Level Investiture of Flame #### 7th-Level Fire Storm #### 8th-Level Incendiary Cloud #### 9th-Level Nova
\pagebreakNum
Lost Spirit
Sometimes a soul passes through the veil with such pressing unfinished business that, through sheer force of will, it manifests itself back onto the Material Plane as a spirit. Each time the spirit crosses the veil, it degrades, eventually becoming a shade bent on one singular purpose - one it has long forgotten the meaning behind. These lost spirits wander through the boundaries of reality, inflicting their confusion and disorientation upon others. #### Bonus Proficiencies While you channel this spirit, you have proficiency with forgery kits and in the Deception skill. If you are already proficient in the Deception skill, you add double your proficiency bonus to ability checks you make with it. #### Lost Spirit Spells
#### 1st-Level Color Spray
Sleep
Tasha's Hideous Laughter #### 2nd-Level Mind Spike
Misty Step
Pass Without Trace #### 3rd-Level Enemies Abound
Slow #### 4th-Level Banishment
Confusion #### 5th-Level Mislead
Synaptic Static #### 6th-Level Scatter #### 7th-Level Plane Shift #### 8th-Level Feeblemind #### 9th-Level Psychic Scream
\columnbreak
Malevolent Spirit
Malevolent spirits coalesce from the souls of cruel villains, tyrannical despots, and those who, even in death, retain a desire to inflict terror and suffering. These dark spirits will often refuse to partner with a shaman until the shaman sacrifices something deeply treasured, like a beloved friend or family member, or an important piece of themself. #### Mien of Terror While you channel this spirit, you know the *toll the dead* cantrip. If you already know *toll the dead*, when you cast this cantrip, a target that succeeds on its saving throw takes half the damage, instead of none.
Additionally, while you channel this spirit, you have proficiency in the Intimidation skill. If you are already proficient in the Intimidation skill, you add double your proficiency bonus to ability checks you make with it. #### Malevolent Spirit Spells
#### 1st-Level Cause Fear
Dissonant Whispers #### 2nd-Level Blindness/Deafness
Crown of Madness
Darkness #### 3rd-Level Fear
Fist of Haunted Wood (HB)
Summon Lesser Demons #### 4th-Level Phantasmal Killer
Summon Greater Demon #### 5th-Level Destructive Wave (necrotic only)
Infernal Calling #### 6th-Level Eyebite #### 7th-Level Finger of Death #### 8th-Level Maddening Darkness #### 9th-Level All Time Low^HB^
\pagebreakNum
Mischievous Spirit
Some corrupted souls don’t desire to cause harm, but instead have an irrepressible spark of whimsy that even the veil between worlds can’t bedim. These mischievous spirits can often be found playing pranks on the living - moving objects around rooms, slamming doors and opening shutters, and otherwise drawing mortals into their shenanigans. #### Bonus Cantrips While you channel this spirit, you know the *thaumaturgy* and *vicious mockery* cantrips. They count as shaman cantrips for you and don’t count against the number of cantrips you know. If you already know the *thaumaturgy* cantrip, you can create up to two of the spell’s magical effects each time you cast it. #### Mischievous Spirit Spells
#### 1st-Level Catapult
Disguise Self
Grease #### 2nd-Level Invisibility
Knock
Magic Mouth #### 3rd-Level Blink
Major Image #### 4th-Level Greater Invisibility
Hallucinatory Terrain #### 5th-Level Passwall
Seeming #### 6th-Level Programmed Illusion #### 7th-Level Mirage Arcane #### 8th-Level Glibness #### 9th-Level True Polymorph
\columnbreak
Mournful Spirit
Mournful spirits are the remnants of souls that experienced great tragedy in life, usually through deep loss or unbearable loneliness, and have carried that sorrow with them into the afterlife. Eternally anguished, they seek connections with the living and excel at inspiring sympathy. #### Elicit Pity While you channel this spirit, you know the *friends* cantrip. It counts as a shaman cantrip for you and doesn’t count against the number of cantrips you know. Once per short or long rest when you cast this spell, you can use this feature to prevent the target of the spell from automatically becoming hostile toward you when the cantrip ends. The target is still aware that you used magic to influence it. #### Mournful Spirit Spells
#### 1st-Level Charm Person
Heroism
Sanctuary #### 2nd-Level Calm Emotions
Enthrall
Suggestion #### 3rd-Level Sending
Tongues \columnbreak #### 4th-Level Charm Monster
Compulsion #### 5th-Level Contact Other Plane
Dream #### 6th-Level Mass Suggestion
Otto's Irresistible Dance #### 8th-Level Antipathy/Sympathy
Telepathy
\pagebreakNum
Vengeful Spirit
Some souls cross to the other side with a burning hatred in their hearts. Such vengeful spirits almost always died violently; in death, they are driven by a terrible, otherworldly need to revisit that violence and destruction upon the world of the living. #### Spiteful Strike While you channel this spirit, once on each of your turns when you hit with a weapon attack or deal damage to only one target with a shaman spell, you can add your Charisma modifier to the damage you deal. #### Vengeful Spirit Spells
#### 1st-Level Compelled Duel
Guiding Bolt
Hex #### 2nd-Level Hold Person
Melf's Acid Arrow
Shadow Blade #### 3rd-Level Bestow Curse
Vampiric Touch #### 4th-Level Iron Maiden^HB^
Locate Creature #### 5th-Level Enervation
Hold Monster #### 6th-Level Disintegrate #### 7th-Level Power Word Pain #### 8th-Level Power Word Stun #### 9th-Level Power Word Kill
\columnbreak
Warrior Spirit
All throughout history, great warriors have fought bravely and died nobly in the name of honor and glory. These warrior spirits gleefully grant their skills and resilience to the shamans who channel them, eager to experience the thrill of battle once more. #### Bonus Proficiencies While you channel this spirit, you have proficiency with martial weapons and shields. #### Warrior Spirit Spells
#### 1st-Level Absorb Elements
Hunter's Mark
Zephyr Strike #### 2nd-Level Barkskin
Magic Weapon
Spiritual Weapon #### 3rd-Level Conjure Barrage
Elemental Weapon \columnbreak #### 4th-Level Freedom of Movement
Stoneskin #### 5th-Level Holy Weapon
Steel Wind Strike #### 6th-Level Tenser's Transformation #### 7th-Level Mordenkainen's Sword #### 9th-Level Invulnerability
\pagebreakNum
Water Spirit
Water spirits shape themselves from all forms of water, some from the sea, others from snow and ice. Shamans who channel these spirits may feel the fury of the tides or experience the tranquility of still, deep waters. Equal parts serene and stern, water spirits often take the forms of fish, serpents, and raccoons. #### Bonus Cantrips While you channel this spirit, you know the *frostbite* and *shape water* cantrips. They count as shaman cantrips for you and don’t count against the number of cantrips you know. #### Water Spirit Spells
#### 1st-Level Create or Destroy Water
Ice Knife #### 2nd-Level Blur
Mirror Image
Snilloc's Snowball Swarm #### 3rd-Level Babbling Brook, Roaring River^HB^
Sleet Storm
Tidal Wave #### 4th-Level Control Water #### 5th-Level Cone of Cold
Conjure Elemental (water only)
Maelstrom #### 6th-Level Investiture of Ice
Wall of Ice #### 7th-Level Drifting Glaciers^HB^ #### 8th-Level Tsunami
\pagebreakNum
# Spiritual Practices
When a shaman channels a spirit guide, they form a symbiotic connection that grants the shaman access to the spirit’s knowledge and abilities, while allowing the spirit to once again experience life on the mortal planes. Though the nature of these bonds is only directly beneficial to the shaman and the spirit, adventuring shamans also engage in spiritual practices or professions that allow them to channel the spirit guides’ powers in new ways.
Exorcist
Sympatheticism
Totemism
Warchanting
Witch Medicine
\pagebreakNum
Exorcism
Exorcism is the practice of hunting and banishing extraplanar entities that seek to spread their evil into the prime material. Shamans of this profession - widely known as exorcists - study sacred religious rites and use their spiritual power to defend innocents both living and dead from the corrupting influence of malicious aberrations, celestials, elementals, fey, fiends, and undead. #### Exorcist Lore *2nd-level Exorcism feature*
You gain proficiency in the Religion skill, and you can use a holy symbol as a spellcasting focus for your shaman spells. If you are already proficient in Religion, choose another skill from the shaman skill list. Additionally, when you make an Intelligence (Religion) check for the purpose of determining the rites required to end a possession or banish an aberration, celestial, elemental, fey, fiend, or undead from the Material Plane, your proficiency bonus is doubled. #### Banishing Brand *2nd-level Exorcism feature*
You can mark creatures with a spiritual brand meant to repel extraplanar invaders. As a bonus action, you can magically mark a creature you can see within 30 feet of you. The mark remains on the target for 1 minute, until you lose concentration (as if you were concentrating on a spell), or until you use this feature again. When you deal damage to the marked target with a weapon attack or shaman spell, the mark deals an additional 1d6 force damage to the target. When the marked target is reduced to 0 hit points, if the target is native to a different plane of existence than the one you’re on, the target is banished to its home plane and can’t return to the plane from which you banished it by any means short of the *wish* spell for 24 hours. Once you mark a creature with this feature, you can’t do so again until you finish a long rest. Alternatively, you can expend a spell slot of 1st level or higher to use this feature again. #### Hunter-Protector *6th-level Exorcism feature*
You always have the *detect evil and good* and *protection from evil and good* spells prepared as shaman ritual spells. They don’t count against the number of shaman ritual spells you can prepare each day. #### Guided Brand *10th-level Exorcism feature*
Your Banishing Brand becomes suffused with the power of the spirits. When you are channeling a spirit guide, your mark gains additional effects for the duration. If such an effect requires a saving throw, it uses your shaman spell save DC. Once you reach 18th level in this class and can channel two spirit guides simultaneously, your mark gains both spirits guides’ effects. ***Air Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, the target is pushed 10 feet in a straight line away from you if it is Large or smaller. \pagebreakNum
***Ancestral Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, you can choose one creature you can see within 30 feet of you. During the chosen creature’s next turn, the first time the creature deals damage to the marked target with a weapon attack or spell, the mark deals an additional 1d6 force damage to the target. ***Animal Spirit.*** You have advantage on any Wisdom (Perception) or Wisdom (Survival) check to find or track the marked target, and not being able to see the target doesn’t impose disadvantage on your attack rolls against it. ***Benevolent Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, you can cause a creature you can see within 30 feet of you to regain a number of hit points equal to the damage the mark dealt. ***Earth Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, the target must succeed on a Strength saving throw or be knocked prone. If the target is knocked prone with this ability, you can cause the ground in a 10-foot radius centered on the prone creature to become difficult terrain for 1 minute. ***Fire Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, the target takes an additional 1d6 fire damage from the mark. ***Lost Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, the target must succeed on an Intelligence saving throw or suffer the effects of the confusion spell until the end of its next turn. ***Malevolent Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, the target must succeed on a Wisdom saving throw or become frightened of you until the end of its next turn. \columnbreak
***Mischievous Spirit.*** When you mark the target or as a bonus action on your turn, you can cause the mark to create a harmless sensory effect that distracts the marked target. The next attack roll made against the target is made with advantage. ***Mournful Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, the target must succeed on a Wisdom saving throw or become charmed by you until the end of its next turn. ***Vengeful Spirit.*** When the marked target deals damage to you, you can use your reaction to make a weapon attack against the target or cast a shaman cantrip at it. The cantrip must deal damage and have a casting time of 1 action. ***Warrior Spirit.*** You gain a +1 bonus to your attack and damage rolls against the marked target. ***Water Spirit.*** The first time during each of your turns that the mark deals damage to the marked target, the target must succeed on a Constitution saving throw or its speed is halved until the end of its next turn. #### Threshold Guardian *14th-level Exorcism feature*
You always have the *dispel evil and good* spell prepared as a shaman ritual spell. It doesn’t count against the number of shaman ritual spells you can prepare each day. When you cast the spell as a ritual, each of the spell’s effects also affects aberrations for the duration, and the spell doesn’t end early until you have used its special functions 3 times, in any combination. \pagebreakNum
Sympatheticism
Sympatheticism is the practice of binding the spiritual essence of two entities together through the use of a symbolic focus - often a doll, effigy, or poppet. Though it is most common among shamans of this practice - usually referred to as sympaths - to create their blessings or curses by binding spirits to the souls of the living, it is also possible for advanced sympaths to bind themselves directly to others to help absorb and reduce their pain. Tradition holds that the art of sympatheticism was discovered due to the blending of faiths and practices of peoples who were enslaved together in close proximity. As a result, most sympaths become champions of the oppressed, binding the spirits to imbue the downtrodden with protection and luck while bringing misfortune upon tyrants and slavers. #### Bonus Proficiency *2nd-level Sympatheticism feature*
You gain proficiency with two of the following artisan’s tools of your choice: leatherworker’s tools, weaver’s tools, or woodcarver’s tools. You add double your proficiency bonus to ability checks you make with the chosen tools. With 1 hour of light activity and 1 gp worth of wood, herbs, and cloth or leather, you can use any combination of leatherworker’s tools, weaver’s tools, and woodcarver’s tools to create a poppet. The poppet is a Tiny object that can take the form of a doll, a bag of sticks and herbs, or an effigy. You can use a poppet created with this feature as a spellcasting focus for your shaman spells. #### Spirit Bond *2nd-level Sympatheticism feature*
You can create sympathetic bonds between your spirits and other creatures. As an action while holding or wearing a poppet, you can magically bond a spirit guide you’re channeling to a creature you can see within 60 feet for 1 minute. The bond breaks if you lose concentration (as if you were concentrating on a spell), if the poppet is destroyed, or if you use your action to end the bond. Once you create a Spirit Bond, you can’t use this feature again until you finish a long rest. Alternatively, you can expend a spell slot of 1st level or higher to use this feature again. You can have only one bond at a time, and you can’t create a new bond while you already have one active. When you create a Spirit Bond, you choose whether it is a blessing or a curse: ***Blessing.*** At the start of each of the bonded creature’s turns, it gains 1d6 temporary hit points. When the bonded creature makes an ability check, attack roll, or saving throw, it can choose to make the roll with advantage. It must choose to do so before it makes the roll. If the affected roll was a saving throw, the strength of the protective magic is consumed and the bond breaks; otherwise, the bond remains intact, but the creature can’t use this ability again until the start of its next turn. When the bond breaks, the creature loses any remaining temporary hit points from the bond. \columnbreak
***Curse.*** As a bonus action, you can cause the bonded creature to take 1d6 necrotic or psychic damage (your choice when you create the bond). When the bonded creature makes an ability check or attack roll, you can use your reaction to force it to make the roll with disadvantage. At the end of each of the target’s turns, it can make a Wisdom saving throw against your spell save DC, breaking the bond on a successful save. #### Bond of Empathy *6th-level Sympatheticism feature*
You can bind yourself directly to other creatures and reduce a portion of their pain by taking it into yourself. You always have the *warding bond* spell prepared as a shaman ritual spell. It doesn’t count against the number of shaman ritual spells you can prepare each day. When you cast the spell as a ritual, you ignore its material components, and the spell lasts until dispelled. #### Guiding Bond *10th-level Sympatheticism feature*
You can use your poppet as a focus to guide magic through the spiritual pathways created by your Spirit Bond. When you have a Spirit Bond established and you cast a spell with any range other than Self that is granted by a spirit guide you’re channeling, you can target the bonded creature across any distance, so long as the target is on the same plane as you. You ignore the spell’s range, and being able to see the poppet counts as being able to see the target and the target’s space for the purposes of the spell. If the spell normally targets more than one creature or affects an area, it instead targets or affects only the bonded creature. #### Master Sympath *14th-level Sympatheticism feature*
You become a master of weal and woe. The d6 for your Blessing’s temporary hit points and Curse’s damage becomes a d12, and you can have up to two bonds active at the same time, given that each one uses a different poppet, one bond is a Blessing, and the other bond is a Curse. You can create two bonds with the same action, but you must expend a separate spell slot for each bond. Additionally, you always have the *bestow blessing* and *bestow curse* spells prepared as shaman ritual spells. They don’t count against the number of shaman ritual spells you can prepare each day. \pagebreakNum
Totemism
Totemism is the belief that every living creature carries a deep kinship with a spirit-being, and that becoming the best version of oneself means cultivating this bond. A shaman who practices totemism - called a totemist - creates totems both to proudly display their bonded spirits and to give those spirits a physical conduit for their powers and abilities. Due to the strength of their bonds with each of their spirit guides, a totemist can use their totems to call on the power of a spirit even if they are not channeling it. #### Bonus Proficiencies *2nd-level Totemism feature*
You gain proficiency with two of the following artisan’s tools of your choice: carpenter’s tools, mason’s tools, painter’s supplies, or woodcarver’s tools. You add double your proficiency bonus to ability checks you make with the chosen tools. #### Call Totem *2nd-level Totemism feature*
You can create totems through which you can channel your spirit guides’ abilities. As an action, you can magically conjure a Small totem in an unoccupied space that you can see on the ground within 30 feet of you. Alternatively, you can conjure the totem onto the back of a willing creature you can see within 30 feet of you that is Medium or larger. The totem is a magical object that has AC equal to 13 + your Charisma modifier and a number of hit points equal to five times your shaman level. The totem is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss the totem early as an action. When you create the totem, you determine its appearance and which spirit guide’s powers it’s channeling, choosing from one of the spirit guides you chose for your Medium feature. You don’t have to be actively channeling the spirit guide yourself to channel its powers through the totem, but at higher levels, channeling the same spirit guide as the totem enhances its effect. On each of your turns, you can use a bonus action to activate the totem’s effects, which are detailed in the Spirit Totems table. If such an effect requires a saving throw, it uses your shaman spell save DC. While you are within 5 feet of your totem, you can use your action to cause it to teleport up to 30 feet to an unoccupied space on the ground or onto the back of a willing Medium or larger creature you can see. Once you conjure a totem, you can’t do so again until you finish a long rest. Alternatively, you can expend a spell slot of 1st level or higher to use this feature again. If you conjure a totem while you already have one conjured, the previous totem disappears. #### Locus of Power *6th-level Totemism feature*
You can cast a spell of 1st level or higher granted by one of your chosen spirit guides that you aren’t currently channeling. The spell must be of a level you can cast, and you must expend a spell slot of the appropriate level to cast it. Once you use this feature, you must finish a short or long rest before you can use it again. \columnbreak
#### Totemic Repair *10th-level Totemism feature*
Casting your spirit guides’ spells bolsters your totems with spiritual energy. When you cast a spell of 1st level or higher granted by one of your spirit guides while you have a totem conjured, the totem regains a number of hit points equal to twice the level of the spell. #### Call Totem Pole *14th-level Totemism feature*
As an action, you can magically conjure a Large totem pole in an unoccupied space that you can see on the ground within 30 feet of you. It takes the form of a number of totems equal to the number of spirit guides you have, each stacked atop one another and channeling one of your spirit guides. You choose the order in which the totems are stacked and the appearance of each totem; these choices have no effect on the totem pole’s statistics. The totem pole counts as a totem created by your Call Totem feature for the purpose of your Totemism features. The totem pole is a magical object that has AC equal to 13 + your Charisma modifier and a number of hit points equal to ten times your shaman level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all of its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 minute. You can dismiss the totem pole early as an action. On each of your turns, you can use a bonus action to teleport the totem pole up to 30 feet to an unoccupied space you that you can see on the ground and then activate the effects of two of the totems within the pole, each of which are detailed in the Spirit Totems table. Once you conjure a totem pole, you can’t do so again until you finish a long rest. Alternatively, you can expend a spell slot of 6th level or higher to use this feature again. If you conjure a totem or totem pole while you already have a totem or totem pole conjured, the previous one disappears. \pagebreakNum
#### Spirit Totems | Spirit Guide | Totem Activation Effect | |:---|:-----------| | Air | Lightning arcs off of the totem to strike at a creature you can see within 30 feet of it. The target must make a Dexterity saving throw. The target takes 1d8 lightning damage on a failed save, or half as much on a successful one. Once you reach 10th level in this class, while you and your totem are both channeling an Air Spirit, the damage increases to 2d8. | | Ancestral | An ethereal guide reaches out from the totem to support a creature you can see within 30 feet of it. Once before the start of your next turn, the target can choose to gain a +2 bonus to one ability check, attack roll, or saving throw it makes. The target can wait until after it rolls the d20 before deciding to gain the bonus, but must decide before the DM says whether the roll succeeds or fails. Once you reach 10th level in this class, while you and your totem are both channeling an Ancestral Spirit, the bonus increases to +4. | | Animal | The totem imbues a creature you can see within 30 feet of it with primal vigor. Choose an ability score. The target has advantage on ability checks and saving throws it makes using the chosen ability until the start of your next turn. Once you reach 10th level in this class, while you and your totem are both channeling an Animal Spirit, you can choose two ability scores. The target has advantage on ability checks and saving throws it makes using both of the chosen abilities until the start of your next turn. | | Benevolent | A creature you can see within 30 feet of the totem is suffused with protective energy. It gains 1d6 temporary hit points that last until the start of your next turn, and it has advantage on saving throws against spells and other magical effects while it has at least 1 of these temporary hit points. Once you reach 10th level in this class, while you and your totem are both channeling a Benevolent Spirit, the amount of temporary hit points increases to 2d6. | | Earth | The ground quakes in a 10-foot radius centered on the totem. Each creature in the area must succeed on a Dexterity saving throw or take 1d6 force damage. The ground in the area also becomes difficult terrain until the start of your next turn. Once you reach 10th level in this class, while you and your totem are both channeling an Earth Spirit, the damage increases to 2d6. | | Fire | A line of flame 15 feet long and 5 feet wide erupts from the totem in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or take 1d8 fire damage. The fire ignites flammable objects not being worn or carried. Once you reach 10th level in this class, while you and your totem are both channeling a Fire Spirit, the damage increases to 2d8. | | Lost | A creature you can see within 30 feet of the totem feels its mind begin to cloud. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and have disadvantage on the first ability check or attack roll it makes before the start of your next turn. Once you reach 10th level in this class, while you and your totem are both channeling a Lost Spirit, the damage increases to 2d6. | | Malevolent | A bolt of necrotic energy launches from the totem toward a creature you can see within 30 feet of it. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and have its hit point maximum reduced by an amount equal to the necrotic damage taken. The target dies if this effect reduces its hit point maximum to 0. Once you reach 10th level in this class, while you and your totem are both channeling a Malevolent Spirit, the damage increases to 2d6. | | Mischievous | The totem surrounds a creature you can see within 30 feet of it with distracting, glittering motes. The next attack roll made against the target before the start of your next turn has advantage. Once you reach 10th level in this class, while you and your totem are both channeling a Mischievous Spirit, you can surround two targets with the glittering motes. Each target must be a creature you can see within 30 feet of the totem, and the next attack roll made against each target before the start of your next turn has advantage. | | Mournful | A creature you can see within 30 feet of the totem feels a wave of melancholy wash over it. The target must succeed on a Wisdom saving throw or its speed is halved until the start of your next turn. A creature with its speed halved by this ability can use either an action or a bonus action on its turn, not both, and it can’t make more than one melee or ranged attack during its turn. Once you reach 10th level in this class, while you and your totem are both channeling a Mournful Spirit, you can force two targets you can see within 30 feet of the totem to each make the saving throw or have its speed halved. | | Vengeful | The totem empowers the next strike of a creature you can see within 30 feet of it. The next time the target hits with an attack roll before the start of your next turn, the attack deals an additional 1d6 damage. Once you reach 10th level in this class, while you and your totem are both channeling a Vengeful Spirit, the damage increases to 2d6. | | Warrior | An ethereal warrior projects from the totem to guard a creature you can see within 30 feet of the totem. Until the start of your next turn, the target gains a +2 bonus to its AC. Once you reach 10th level in this class, while you and your totem are both channeling a Warrior Spirit, you can choose two creatures you can see within 30 feet of the totem to gain this bonus. | | Water | The totem spouts water in an adjacent 10-foot cone that you designate. Each creature in that area must succeed on a Strength saving throw or take 1d6 magical bludgeoning damage and be knocked prone. Once you reach 10th level in this class, while you and your totem are both channeling a Water Spirit, the damage increases to 2d6. |
\pagebreakNum
Warchanting
Warchanting is practiced primarily by shamans raised in warrior tribes who hold their courageous spiritualists in high regard. Shamans who practice warchanting - known as warchanters - fight on the front lines even in the most dire of conflicts, channelling their spiritual power into songs, intonations, drumbeats, and dances that boost morale and inspire greater martial feats from their comrades in arms. #### Bonus Proficiencies *2nd-level Warchanting feature*
You gain proficiency with medium armor and an instrument of your choice. #### Warchant *2nd-level Warchanting feature*
You can use your spiritual power to strengthen your allies, bolster their courage, and inspire them to great deeds. As an action, you begin a magical Warchant, which lasts for 1 minute or until you become incapacitated. You can end your Warchant at any time on your turn (no action required). Your Warchant can be a song of battle, a rhythmic drum beat, a wordless intonation, or any other stirring auditory performance. For the duration of your Warchant, you and friendly creatures within 30 feet of you that can hear you gain the following benefits: * At the start of the creature’s turn, it gains temporary hit points equal to half your shaman level. * When the creature hits with an attack roll, it gains a +1 bonus to the attack’s damage roll. Once you start a Warchant, you can’t use this feature again until you finish a long rest. Alternatively, you can expend a spell slot of 1st level or higher to use this feature again. #### Extra Attack *6th-level Warchanting feature*
You can attack twice, instead of once, whenever you take the Attack action on your turn. \columnbreak #### Guided Chant *10th-level Warchanting feature*
Your Warchant becomes suffused with the power of your spirit guides. While you are channeling a spirit guide, each creature who benefits from your Warchant gains an additional benefit depending on the spirit guide you’re channeling. Once you reach 18th level in this class and can channel two spirit guides simultaneously, both spirit guides’ benefits apply. ***Air Spirit.*** When the creature starts its turn within the area, its speed increases by 10 feet until the end of the turn. ***Ancestral Spirit.*** The creature has advantage on any saving throw it makes against being charmed, frightened, or poisoned. ***Animal Spirit.*** The creature has advantage on Wisdom (Perception) checks it makes using hearing, sight, or smell, and it can take the Search action as a bonus action. ***Benevolent Spirit.*** The number of temporary hit points granted by your Warchant increases to equal your shaman level + your Charisma modifier. ***Earth Spirit.*** The creature has advantage on any saving throw it makes against being moved or knocked prone against its will, and nonmagical difficult terrain created by earth or plants costs it no extra movement to traverse. ***Fire Spirit.*** Once during each of the creature’s turns when it deals damage with a weapon attack or cantrip, it can choose to deal additional fire damage to one target affected by the attack or spell. The damage is equal to half your shaman level. ***Lost Spirit.*** On each of the creature’s turns, it can forgo its movement to teleport a number of feet up to its walking speed to an unoccupied space it can see. ***Malevolent Spirit.*** The bonus to damage rolls granted by your Warchant increases to +3. ***Mischievous Spirit.*** The creature can take the Help action as a bonus action. ***Mournful Spirit.*** When the creature is hit by an attack, it can use its reaction to force the target to reroll the die and use the new roll. ***Vengeful Spirit.*** Once during each of the creature’s turns, when the creature misses with an attack roll, it can reroll the die and must use the new roll. ***Warrior Spirit.*** The creature gains a +1 bonus to its AC and to each attack roll it makes. ***Water Spirit.*** The creature gains the ability to breathe, hear, and speak normally while underwater, and gains a swimming speed of 25 feet. #### Warleader *14th-level Warchanting feature*
Your words and songs are so suffused with spiritual power that they can give your comrades in arms the will to continue fighting even through grievous injury. If a creature other than you that you can see drops to 0 hit points but doesn’t die outright, you can use your reaction to attempt to protect it from death. The target must be able to hear you. Make a DC 10 Charisma check, adding your proficiency bonus. If you succeed, the creature drops to 1 hit point instead. Each subsequent time you use this feature, the DC increases by 5. When you finish a short or long rest, or when you expend a spell slot of 5th level or higher to use your Warchant, the DC resets to 10. \pagebreakNum
Witch Medicine
Witch Medicine is a form of alchemy created long ago by shamans who sought to tap the power of the spirits to treat the injured and cleanse victims of dark magic; in the modern day, this spiritual practice has become more often associated with traveling apothecaries. As the practice developed, these shamans - most often referred to as witch doctors - discovered methods of distilling the abilities of spirits into draughts, tinctures, and potions. This empowers a shaman and their allies to utilize the abilities of a spirit while the shaman remains free to channel another. #### Bonus Proficiencies *2nd-level Witch Medicine feature*
You gain proficiency in the Medicine skill and with one of the following artisan’s tools: alchemist’s supplies or brewer’s supplies (your choice). If you are already proficient in the Medicine skill, you add double your proficiency bonus to ability checks you make with it. #### Spell Brewing *2nd-level Witch Medicine feature*
You can brew tinctures to hold and store your spirit guides’ powers. With 10 minutes of light activity, you can use alchemist’s supplies or brewer’s supplies to magically create a potion containing a spell of 1st level or higher granted by a spirit guide you’re channeling. The spell must have a casting time of 1 action or 1 bonus action, and you must expend a spell slot of the spell’s level or higher to imbue the potion with spiritual magic. If the spell consumes any of its material components, you must expend those components as part of brewing the potion. A potion created with this feature lasts until you finish a long rest, at which time it becomes inert unless you expend a spell slot of the potion’s spell’s level or higher to replenish its magic. Replenishing a potion will preserve its power until you finish your next long rest. You can replenish any number of your potions this way simultaneously, expending a separate spell slot for each potion. You don’t need to be channeling the spirit guide that grants a potion’s spell or touching the potion to replenish it, but you must be on the same plane as the potion. \columnbreak As an action, a creature holding or carrying one of your potions can drink it to immediately cast the potion’s spell as part of the same action, without requiring any of the spell’s normal components. The drinker is treated as the spell’s caster and chooses the spell’s targets, though the spell uses your spellcasting ability modifier, spell attack bonus, and spell save DC for the duration. If the spell requires concentration, the drinker is responsible for maintaining concentration on it for the duration. #### Tincture Stockpile *6th-level Witch Medicine feature*
When you replenish one or more potions upon finishing a long rest, you can replenish some of their magic without expending your spell slots. The combined level of the spells contained within the potions you replenish this way can’t exceed your shaman level divided by 3. For example, as a 6th level shaman, you can replenish up to two spell levels’ worth of potions without expending spell slots: either one potion containing a 2nd-level spell, or two potions each containing a 1st-level spell. When you use this feature to replenish potions without expending spell slots, you can still replenish the magic of any number of your other potions at the same time, provided you expend a spell slot of the appropriate level for each one of them, as per the normal Spell Brewing rules. #### Witch Remedy *10th-level Witch Medicine feature*
You are able to concentrate raw spiritual power into a cleansing force, purging harmful magics from yourself and others. You always have the *dispel magic* and *remove curse* spells prepared as shaman ritual spells. They don’t count against the number of shaman ritual spells you can prepare each day. When you cast a spell granted by this feature as a ritual, its range becomes Touch, and it can target only one creature. #### Sublime Elixir *14th-level Witch Medicine feature*
Your talent for imbuing your creations with spiritual power is so well-honed that you can brew potions with exceptional potency. When you imbue a potion with a spell that requires concentration, you can choose to use this feature to create a Sublime Elixir. When a creature drinks one of your Sublime Elixirs, the spell it contains lasts for its full duration without requiring any creature to maintain concentration. Once a creature drinks one of your Sublime Elixirs, it can’t benefit from another until it finishes a rest. If the last Sublime Elixir it drank contained a spell of 5th level or lower, it can’t benefit from another one until it finishes a short or long rest; otherwise, it can’t benefit from another Sublime Elixir until it finishes a long rest. If a creature drinks a Sublime Elixir while it can’t benefit from one, it must maintain concentration on the potion’s spell, as per the normal Spell Brewing rules. \pagebreakNum > ##### Art Credits > Art (Page 4): **Monika Eidintaite: Spirit Shaman** [(Link)](https://www.artstation.com/artwork/W2q0xJ)
> Art (Page 5 top): **S. Baring-Gould; D. Murray Smith: A Book of Ghosts** [(Link)](https://archive.org/details/abookofghosts36638gut/36638-h/images/illus1.jpg)
> Art (Page 5 bottom): **Wizards of the Coast: Air Elemental** [(Link)](https://www.dndbeyond.com/monsters/air-elemental)
> Art (Page 6 top): **Art and Anthroposophy: Queen of Heaven and Earth** [(Link)](https://artandanthroposophy.wordpress.com/category/art/)
> Art (Page 6 bottom): **Tej2point0: Wolf - Spirit Animal Art Print** [(Link)](https://society6.com/product/spirit-animal-wolf-ubc_print)
> Art (Page 7 top): **Francesco Liviello: Fire Spirit** [(Link)](https://www.artstation.com/artwork/RYxwnm)
> Art (Page 7 bottom): **Angga Prasetyawan: Earth Spirit** [(Link)](https://www.artstation.com/artwork/Z0WRm)
> Art (Page 8 top): **jocarra: Endless Realms bestiary - Corrupt Cave Spirit** [(Link)](https://www.deviantart.com/jocarra/art/Endless-Realms-bestiary-Corrupt-Cave-Spirit-577006571)
> Art (Page 8 bottom): **unknown** [(Link)](https://br.pinterest.com/pin/547609635914450086/)
> Art (Page 9 top): **Joseph Vargo: Lector** [(Link)](https://josephvargo.com/spirits.html)
> Art (Page 9 bottom): **Aria Baskakova: Firefly spirit** [(Link)](https://www.artstation.com/artwork/GqRyQ)
> Art (Page 10 top): **Alex Pushkarev ― Worldsforge Art: Ghost warriors** [(Link)](https://www.artstation.com/artwork/DWrAE)
> Art (Page 10 bottom): **Svetlin Velinov: Vengeful Ancestor** [(Link)](https://www.artstation.com/artwork/B1drZz)
> Art (Page 13): **Ricardo Ow: Dead of Winter - Righteous Exorcist** [(Link)](https://www.artstation.com/artwork/59gPJ)
> Art (Page 14): **AlexanderExorcist: Exorcist** [(Link)](https://www.deviantart.com/alexanderexorcist/art/Exorcist-150472295)
> Art (Page 15): **unknown** [(Link)](https://www.pinterest.com/pin/281263939212359242/)
> Art (Page 16): **Johanna Pieterman: Totem** [(Link)](https://fineartamerica.com/featured/totem-johanna-pieterman.html?epik=dj0yJnU9SHVCcnRVQXVyemVZOHBORk9oQkU0VTlUSTF2N0ZBLU8mcD0wJm49akMwM1lva3hGMllVRUVkSlZDeS0xZyZ0PUFBQUFBR0dBWnN3)
> Art (Page 18): **Mariusz Kozik: "Getae". Dacians warriors.** [(Link)](https://www.artstation.com/artwork/128AZ)
> Art (Page 19): **Stranger & Stranger Games: ProjectYaga** [(Link)](https://stranger-and-stranger.itch.io/projectyaga)
> Page Stains: /u/flamableconcrete
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