The Shaman v2

by KaiTries5

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The Shaman

An old human walks along a woodland trail, deep in thought. Suddenly, bandits burst out from the forest, brandishing knives and crossbows and demanding his valuables. Without missing a beat, black bolts of energy form in the man's hands and he sends them at his assailants, instantly killing some of the bandits and sending the rest scrambling.

A dwarf stands in the burial grounds, a battleaxe in hand. The necromancer that has been raising the dead of his clan stands across from him, taunting him to attack. The dwarf whispers a quiet communion to his ancestors, and his weapon begins to glow with spiritual energy as he charges.

An elf crouches next to a dying man, the din of the battle around them drowned out by the words of power she speaks. She grasps the man's wrist, a soft green glow emanating from her hand. As the man's wounds close, the elf helps him to his feet. She gives a smile, and he returns it before heading back into the fray.

Shamans are agents of the dead, wielding spiritual magic and manipulating life force in order to serve the fallen. They work alongside spirits, and are gifted power in order to carry out their ends----be they good or ill.

Ancient Traditions

Like druidism, shamanism was one of the first forms of magic to be used by the mortal races. In prehistoric cultures, there are two foremost things to respect: nature and the dead. Druids were borne of respect for nature, while shamans were borne of respect for the dead. Both of them were seen as indispensable to tribal societies, but as civilization developed, both fell out of favor----shamans more than druids.

But some still clung to the old ways, respecting the dead and communing with spirits. Rare as they are, shamans do still exist out there.

The Power of the Soul

Shamans are some of the few people that understand and can manipulate the most raw expression of one's soul, which they call Mana. Other cultures may call it anima or ki, but no matter the name, it is always the raw life-force stored in one's soul. Shamans know that all living beings have at least some mana, from plants to animals to people.

Shamans wield this force, manipulate its ebb and flow to their advantage. However, it must be drawn from somewhere
----usually from the shaman or the enemies they face. It is typically taboo among shamanic cultures to siphon mana from those who have not given their permission, unless the need proves great enough.

Optional Rule: Multiclassing

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 Wisdom 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 and simple weapons.

Spell Slots. You can add the spell slots you gain from the Spirit Magic feature to your spell slots from any other source.





































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: None

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

Equipment

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

  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a quarterstaff or (b) any simple weapon
  • (a) an explorer's pack or (b) a priest's pack
  • leather armor and a shamanic focus

The Shaman
Level Proficiency Bonus Features Mana Limit Cantrips Known Spell Slots Slot Level Rites Prepared
1st +2 Spirit Magic, Spirit Companion 3 1 1st
2nd +2 Mana, Rites, Shamanic Calling 1 3 2 1st 1
3rd +2 Inspirit 2 3 2 2nd 1
4th +2 Ability Score Improvement 2 4 2 2nd 1
5th +3 Soulsight 3 4 2 3rd 2
6th +3 Calling feature 3 4 2 3rd 2
7th +3 Mana Siphon (2 dice) 4 4 2 4th 2
8th +3 Ability Score Improvement 4 4 2 4th 2
9th +4 Walk Among Spirits 5 4 2 5th 3
10th +4 Inspirit Improvement, Calling feature 5 5 2 5th 3
11th +4 Mana Siphon (3 dice), Spiritual Awakening (6th) 6 5 3 5th 3
12th +4 Ability Score Improvement 6 5 3 5th 3
13th +5 Spiritual Awakening (7th) 7 5 3 5th 4
14th +5 Calling feature 7 5 3 5th 4
15th +5 Mana Siphon (4 dice), Spiritual Awakening (8th) 8 5 3 5th 4
16th +5 Ability Score Improvement 8 5 3 5th 4
17th +6 Spiritual Awakening (9th) 9 5 4 5th 5
18th +6 Calling feature 9 5 4 5th 5
19th +6 Ability Score Improvement 10 5 4 5th 5
20th +6 Idol of Veneration 10 5 4 5th 5

Spirit Magic

As a gift from the spirits with which you commune, you can cast spells.

Cantrips Known

At 1st level, you know three 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.

Preparing and Casting Spells

The Shaman table shows how many spell slots you have. The table also shows what level those slots are; 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, at 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your half shaman level, rounded up (minimum of one spell). 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.

You can change your list of prepared spells when you finish a short or long rest. Preparing a new list of shaman spells requires time spent communing, bargaining, or making deals with the spirits in order to gain access to a different set of spells.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, as your spells come from your ability to contact the spirits. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = Your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared. It is cast at its lowest level.

Spellcasting Focus

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

Spirit Companion

All shamans are bonded with a spirit companion, which usually takes the form of an animal. You learn the find familiar spell and always have it prepared, though it doesn't count against the number of spells you can prepare. You can only cast this spell as a ritual.

When you cast the spell, the familiar is an undead instead of a beast, it has resistance to necrotic and poison damage, and is immune to the charmed, frightened, and poisoned conditions, as well as exhaustion.

Mana

At 2nd level, you learn how to manipulate the life force within all living beings, which shamans call Mana. Your capacity to manipulate this force is represented by a number of mana points. The maximum number of mana points you can have at once at 2nd level is 1, which increases as you gain levels in this class, as shown in the Mana Limit column of the Shaman table.

When you finish a short or long rest, your amount of mana points is set to half your mana limit, rounded down (minimum of 1 point). For example, a 5th level shaman would have 1 mana point upon finishing a short or long rest, regardless of the number of mana points they had before their rest.

    You can use mana points to fuel various rites, which you learn as described by your Rites feature.

Mana Siphon

You draw mana from living beings. As a bonus action, you can choose a creature within 30 feet of you, including possibly yourself. If the chosen target is yourself or a willing creature, you or they can expend one hit die, allowing you to gain one mana point.

If the chosen target is an unwilling creature, they must make a Constitution saving throw against your shaman spell save DC. On a failure, they lose one of their hit dice and you gain one mana point.

When you reach certain levels in this class, the maximum amount of hit dice expended or lost increases: 2 at 7th level, 3 at 11th, and 4 at 15th. You gain mana points equal to the number of hit dice expended or lost.

Rites

Also at 2nd level, spirits grant you access to ancient shamanic incantations known as Rites. When you finish a short or long rest, you can choose a rite from the options listed at the end of the class description. You can use that rite until your next short or long rest, at which point you can choose the same rite or a different one.

The number of rites you can choose at the end of a short or long rest increases as you gain levels in this class, as shown in the Rites Prepared column of the Shaman table.

If a rite has a level prerequisite, it refers to your level in this class, not your character level.

Shamanic Calling

Finally, at 2nd level, the spirits guide you to one of the sacred Callings. Choose from the Calling of the Chieftain, the Calling of the Guide, the Calling of the Healer, the Calling of the Medium, the Calling of the Voodooist, or the Calling of the Witch, each detailed at the end of the class description.

Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.

Inspirit

At 3rd level, the you can draw mana from the spirit realm to restore the mana taken from you and your companions. When you finish a short or long rest, you regain half of the hit dice you expended for your Mana Siphon ability since your last short or long rest (rounded down). Additionally, any allied creatures within 30 feet of you also regain half of the hit dice they expended for your Mana Siphon ability since their last short or long rest (rounded down). You or they may still spend hit dice as normal.

When you reach 10th level, you and your allies regain all of the hit dice you or they expended for your Mana Siphon ability since your or their last short or long rest.

Soulsight

At 5th level, you can peer into the spirit realm as an action. When you do so, you can see into the Ethereal Plane (or a different plane where spirits reside, at your DM's discretion) out to 60 feet, and you know the location of any creature that has a soul within the same range. Both of these effects last until the start of your next turn.

You can use this feature a number of times equal to half your proficiency bonus (rounded down), and regain all expended uses when you finish a short or long rest.

Walk Among Spirits

At 9th level, you can briefly visit the spirit realm. As a bonus action, you can grant yourself the benefits of the etherealness spell until the end of your next turn, transporting you to the Border Ethereal (or to a different plane where spirits reside, at your DM's discretion).

Once you use this feature, you can't use it again until you finish a long rest.

Spiritual Awakening

At 11th level, you become awakened to true spiritual power. When you finish a long rest, choose one 6th-level spell from the shaman spell list as your awakening.

You can cast your awakening spell once without expending a spell slot. You must finish a long rest before you can do so again, at which point you may choose a different spell on the shaman spell list if you wish.

At higher levels, you can choose more shaman spells that can be cast in this way: a 7th-level spell at 13th level, a 8th-level spell at 15th level, and a 9th-level spell at 17th level. You can choose which spells are prepared in each slot at the end of a long rest. You regain all uses of your Spiritual Awakening when you finish a long rest.

Idol of Veneration

At 20th level, you have become one of the foremost servants of the spirits. You gain the following benefits.

  • The maximum amount of hit dice expended or lost when you use your Mana Siphon ability is now 5.
  • If you die, roll a d20. On an 11 or higher, you vanish with 0 hit points instead of dying, and you fall unconscious. You and your gear disappear. You appear at a spot of your choice 1d4 days later on the plane of existence where you died, having gained the benefits of one long rest.

Rites

The following rites are available to all shamans.

Ancestral Guidance

As an action, you can touch a creature and spend 1 mana point. The target has advantage on the first ability check, attack roll, or saving throw it makes within the next minute. This rite ends early if you use it again.

Essence Bolt

As an action, you can spend any number of available mana points and make a spell attack roll against a creature of your choice within 60 feet of you. On a hit, the creature takes 1d4 necrotic damage, plus an additional 1d4 necrotic damage for each mana point spent. This damage cannot be reduced in any way, as it harms the soul and not the body. It ignores resistance to necrotic damage but does not ignore immunity.

Exhilarate

As an action, you can spend any number of available mana points and choose a creature within 30 feet of you (including possibly yourself). That creature gains 5 temporary hit points, plus an additional 5 temporary hit points for each mana point spent. These temporary hit points fade after 10 minutes.

Ghost Step

As a bonus action, you can spend any number of available mana points. You then teleport to an unoccupied space you can see within a number of feet equal to 10 x the number of mana points spent.

Spear of the Elder

As a bonus action, you can touch a weapon with which you are proficient and spend 1 mana point. For the next 8 hours, you can use Wisdom, instead of Strength or Dexterity, for the attack and damage rolls of that weapon. The weapon also becomes magical, if it isn’t already. This rite ends if you use it again.

Spectral Armor

As an action, you can spend 1 mana point to don a set of ethereal armor for 1 hour. Your AC becomes 12 + your Wisdom modifier for the duration. You can use a shield and still gain this benefit.

Rejuvenate

As an action, you can touch a creature and expend any number of available mana points. The creature you touch regains 1d4 hit points per mana point expended.

Ebb and Flow

Prerequisite: 5th level


As an action, you can spend any number of available mana points and choose a creature within 30 feet of you. That creature must make a Constitution saving throw against your shaman spell save DC. On a failed save, the target takes 1d6 necrotic damage for each mana point spent, and a creature of your choice within 30 feet of them regains hit points equal to half the necrotic damage dealt.

Fade

Prerequisite: 5th level


As a reaction to being hit by an attack, you can spend 2 mana points to become partially incorporeal, halving the attack's damage against you.

Horrify

Prerequisite: 5th level


As an action, you can spend any number of available mana points. For every 2 mana points spent, you can force one creature within 30 feet of you to make a Wisdom saving throw against your shaman spell save DC. On a failure, a creature is frightened of you until the end of your next turn.

Bind Soul

Prerequisite: 9th level


As a reaction to a creature within 30 feet of you dying, you can spend a number of available mana points up to half your mana limit (rounded down) to bind that creature's soul to an object you are carrying. The soul remains bound to that object for 1 week (even if no longer have this rite prepared) or until you use this rite again.

While the soul remains bound to the object, you can use an action to release the soul if the object is still on your person. You immediately gain the number of mana points you initially spent to use this rite.

Vitiate

Prerequisite: 9th level


As an action, you can spend 5 mana points to force a creature within 30 feet of you to make a saving throw against your shaman spell save DC. On a failed save, the creature suffers a level of exhaustion. All levels of exhaustion suffered from this rite are removed upon finishing a long rest.

Back from Beyond

Prerequisite: 13th level


As an action, you can spend 7 mana points and touch the body of a creature that has died within the last 10 minutes. That creature returns to life with 1 hit point and with a level of exhaustion. This rite can’t return to life a creature that has died of old age.

Endure

Prerequisite: 13th level


When you are reduced to 0 hit points, you can spend 2 mana points (no action required) to have 1 hit point instead. You can use this rite as a reaction when a creature within 30 feet of you is reduced to 0 hit points to have them have 1 hit point instead by spending 3 mana points.

Beseech the Spirits

Prerequisite: 17th level


As an action, you can spend 9 mana points to beseech the aid of the spirits. You regain an expended spell slot from your Spirit Magic feature.






























Calling of the Chieftain

Those called to be Chieftains are destined to become great warriors. They commune with the souls of long-dead fighters, bringing the combat experience of a thousand generations before them to bear. Their purpose is to fight to protect the dead and those the dead still care for.

Calling of the Chieftain Features
Shaman Level Features
2nd Chieftain's Training, Spirit Strike
6th Extra Attack
10th Blade of the Spirits
14th Ancestral Chant
18th Army of a Thousand Fallen

Chieftain's Training

When you choose this calling at 2nd level, fallen warriors have taught you how to fight. You gain proficiency with medium armor, shields, and martial weapons.

Spirit Strike

Also at 2nd level, you gain an additional rite. You always have this rite prepared, but it doesn't count against the number of rites you can prepare.

As an action, you can spend a number of mana points up to half your mana limit (rounded up) and make a weapon attack. The attack gains a bonus to the attack and damage rolls equal to the number of mana points spent, as the spirits guide your strike to your target's weak point.










































Extra Attack

At 6th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Blade of the Spirits

At 10th level, your Spirit Strike rite improves. You can use it in place of any weapon attack, instead of as an action. You can only use it once per round.

Ancestral Chant

At 14th level, you can bolster your allies' spirits when you drain mana from others. When you use your Mana Siphon ability, each allied creature within 30 feet of you that can hear you gains temporary hit points equal to the number of mana points gained, unless it was the target of the ability.

Army of a Thousand Fallen

At 18th level, you can summon an army of spectral warriors. As an action, you call upon the army, which surrounds you in a 30-foot radius for 1 minute. When you summon them, and at start of each of your turns for the duration (no action required), you can decide whether they take a Phalanx formation or a Vanguard formation.

  • Phalanx. While the army is in this defensive formation, all attacks made against allied creatures within the radius have disadvantage.
  • Vanguard. While the army is in this offensive formation, all attacks made against hostile creatures within the radius have advantage.

The army follows you for the duration, and you can dismiss it early as a bonus action. Once you use this feature, you can't use it again until you finish a long rest.

Calling of the Guide

Those called to be Guides are given the task of helping spirits enter the world of the living and in turn, helping them return to the world of the dead. For their service, a powerful spirit known as a revenant aids them in their journeys, and they can call upon other souls in times of need.

Calling of the Guide Features
Shaman Level Features
2nd Revenant Companion, Spirit Coil
6th Essence Bond
10th Unfettered Souls
14th Spectral Conduit
18th Revenant's Wrath

Revenant Companion

When you choose this calling at 2nd level, your spirit companion grows in power, becoming a revenant bound to your will. When you summon a familiar as per your Spirit Companion feature, you can summon this revenant instead. It is friendly to you and your companions, and obeys your commands. See its game statistics in the Revenant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the revenant shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the spirit can take any action of its choice, not just Dodge.

If the spare the dying spell is cast on it, it regains 2d6 hit points. If it dies, it disappears, and you can resummon it by spending 1 mana point over the course of a minute. If you already have a spirit from this feature, the first one immediately disappears. It also disappears if you die.

Spirit Coil

Also at 2nd level, you gain an additional rite. You always have this rite prepared, but it doesn't count against the number of rites you can prepare.

As an action, you can spend a number of mana points up to half your mana limit (rounded up) and summon a number of souls that coil around you for 10 minutes or until you use this rite again. For the duration, when you would spend mana points, you can dismiss any number of the souls you summoned in place of spending that many mana points. This rite ends early if all the souls have been dismissed.

Essence Bond

At 6th level, the flow of mana through you and your revenant is linked. You can restore hit points your revenant with any shaman spell that restores hit points even if you normally couldn't, and your revenant can restore hit points to you using its Renew Soul action (which has a range of touch when used in this manner).

Unfettered Souls

At 10th level, your Spirit Coil rite improves. The souls you summon with that rite last for 1 hour, instead of 10 minutes.

Spectral Conduit

At 14th level, you can empower your revenant when you drain mana from others. When you use your Mana Siphon ability, the next time your revenant uses either its Rend Soul or Renew Soul action, it gains a bonus to the damage or healing roll equal to the number of mana points gained. This benefit lasts until the end of the revenant's next turn.

Revenant's Wrath

At 18th level, your revenant hasw grown even stronger under your guidance. It gains the following benefits.

  • The damage of your revenant's Rend Soul action increases to 1d10 + PB necrotic damage.
  • The hit points restored by the revenant's Renew Soul action increases to 5d4 + PB.
  • Whenever the revenant uses its Vex reaction, the attacker takes necrotic damage equal to 1d4 + your Wisdom modifier.

Revenant

Medium undead


  • Armor Class 15 (natural armor)
  • Hit Points 2 + your Wisdom modifier + 5 times your shaman level (the spirit has a number of Hit Dice [d8s] equal to your shaman level)
  • Speed 30ft., fly 10ft.

STR DEX CON INT WIS CHA
8 (-1) 12 (+1) 14 (+2) 10 (0) 14 (+2) 6 (-2)

  • Saving Throws Con +2 plus PB
  • Skills Perception +2 plus PB, Intimidation -2 plus PB
  • Damage Immunities poison
  • Damage Resistances necrotic
  • Condition Immunities exhaustion, frightened, poisoned
  • Senses darkvision 60 ft., passive Perception 12 plus PB
  • Languages any languages you speak
  • Proficiency Bonus (PB) equals your bonus

Foresight. The revenant can't be surprised.

Actions

Rend Soul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB necrotic damage.

Renew Soul (3/day). The revenant mends itself, regaining 4d4 + PB hit points.

Reactions

Vex. The revenant imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the spirit.

Calling of the Healer

Those called to be Healers are tasked with taking care of the living. As the spirits know, mortals are fragile beings, so some shamans are bestowed with incredible power to restore life to those unfortunate people who would succumb to famine, disease, or violence. Without them, prehistoric societies would likely have struggled to grow beyond their primitive roots into the world-spanning cultures of the modern day.

Calling of the Healer Features
Shaman Level Features
2nd Soulmending, Spirit Well
6th Shaman's Remedy
10th Symbiosis
14th Cascade
18th Soul Link

Soulmending

When you choose this calling at 2nd level, you can call upon the spirit realm to heal you and your allies' wounds. You have a pool of d6's, called soulmending dice, equal to half your shaman level (rounded up).

As a bonus action, you can choose a creature you can see within 60 feet of you and spend any number of available soulmending dice. Roll the spent dice and add them together. The target regains a number of hit points equal to the total.

You regain all expended soulmending dice when you finish a short or long rest.

Spirit Well

Also at 2nd level, you gain an additional rite. You always have this rite prepared, but it doesn't count against the number of rites you can prepare.

As an action, you can spend a number of mana points up to half your mana limit (rounded up) and choose a creature within 30 feet of you. A well of mana flows through that creature for 1 minute, or until you use this rite again. For the duration, whenever the target regains hit points, they regain an additional number of hit points equal to the mana points spent.

Shaman's Remedy

At 6th level, you can cure allies of any ailments afflicting them. When you use your Soulmending feature to restore hit points to a creature, you can forgo rolling one of the dice to cure one disease or neutralize one poison affecting the target.

You can forgo rolling multiple dice, curing one disease or neutralizing one poison for each die forgone.

Symbiosis

At 10th level, your Spirit Well rite improves. The rite does not end early if you use it a second time before the duration ends. If you attempt to use it a third time, the oldest use ends.

Cascade

At 14th level, you can redirect the flow of mana to heal your allies. When you use your Mana Siphon feature, one creature of your choice within 30 feet regains hit points equal to the number of mana points gained. You can't choose the target of the ability to gain this benefit.


Calling of the Medium

Those called to be Mediums are granted the supernatural power of foresight. They are given advice from thousands of generations of predecessors, and are able to sense the ebb and flow of fate. Their purpose is to guide society towards the greatest possible future.

Calling of the Medium Features
Shaman Level Features
2nd Advice from Beyond, Spirit Omen
6th Peer Past the Veil
10th Prophecy Manifest
14th Auspices
18th Vision Quest

Advice from Beyond

When you choose this calling at 2nd level, the spirits begin to guide you in everyday life. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Spirit Omen

Also at 2nd level, you gain an additional rite. You always have this rite prepared, but it doesn't count against the number of rites you can prepare.

As a reaction to you or a creature within 30 feet of you making an attack roll, ability check, or saving throw, you can spend a number of mana points up to half your mana limit (rounded up). The roll gains a bonus or takes a penalty (you choose which) equal to the number of mana points spent, as you predict the outcome of the action.

Peer Past the Veil

At 6th level, your rapport with the spirits lets you see into the spirit realm with ease. When you use your Soulsight feature, you can have it last for 10 minutes instead of until the start of your next turn. When you do this, you must concentrate on it as if you were concentrating on a spell.

Prophecy Manifest

At 10th level, your Spirit Omen rite improves. Once per round, you can use this rite even if you've already used your reaction by spending an additional mana point.

Auspices

At 14th level, as you drain mana from others, you catch glimpses of the future. When you use your Mana Siphon ability, you gain a bonus to the next ability check you make before the end of your next turn equal to the number of mana points gained.

Vision Quest

At 18th level, as you sleep, the spirits grant you oracular visions. When you finish a long rest, you can cast one of the following spells without material components and without expending a spell slot: commune, divination, or scrying. The entity you contact for commune or divination is a spirit, and the censor for scrying takes the form of a ghost.






















































Calling of the Voodooist

Those called to be Voodooists are allowed to maximize the raw power of mana. Though shamans have many taboos about how mana should be gathered and used, taboos the spirits typically enforce, voodooists are excluded from such precautions and practices. This gives them free reign to wield their shamanistic powers in destructive ways, with the souls of the fallen aiding them in this endeavor.

Calling of the Voodooist Features
Shaman Level Features
2nd Surge of Mana, Spirit Trance
6th Totem of Power
10th Ruination
14th Stolen Power
18th Reciprocity

Surge of Mana

When you choose this calling at 2nd level, you can gather mana directly from the spirit realm. You can spend 1 minute focusing, and afterwards you gain mana points equal to half your limit (rounded up).

Once you do this, you can't do it again until you finish a short or long rest.

Spirit Trance

Also at 2nd level, you gain an additional rite. You always have this rite prepared, but it doesn't count against the number of rites you can prepare.

As a bonus action, you can spend mana points to enter a trance that allows you to cast a shaman spell or use a rite that has a casting time of 1 action or that takes an action to use. The number of mana points spent is equal to the level of the spell slot used to cast the spell (1 mana point for cantrips) or half the number of mana points spent to use the rite (rounded up). This counts as casting a spell as a bonus action.

Totem of Power

At 6th level, the spirits grant you a special focus that empowers your magic, called a totem of power. This Tiny object can be used as a focus for your shaman spells. When you cast a shaman spell through the focus, you can roll a d8 ands add the result to one of the spell's damage rolls.

If you ever lose this totem, you can perform a ritual over the course of a short or long rest to be granted a replacement by the spirits.

Ruination

At 10th level, your Spirit Trance rite improves. You can use immediately after you take your action, instead of as your bonus action, by spending an addtional mana point.

Stolen Power

At 14th level, draining mana from others empowers your own magic. When you use your Mana Siphon ability, the next time you deal damage with a shaman spell before the end of your next turn, you gain a bonus to the damage roll equal to the number of mana points gained.

Reciprocity

At 18th level, you can exchange part of your power to gain equal power from the spirits. When you use your Surge of Mana feature, you can expend a shaman spell slot. If you do so, you do not expend the use of that feature.

Alternatively, you can use your Surge of Mana feature to gain a 5th-level spell slot instead of mana points. If not used before your next short or long rest, this spell slot is lost.

Calling of the Witch

Those called to be Witches are often done so by wicked or malignant spirits. Whether the shaman themself is evil is a different matter; and perhaps even the fallen that guide them are virtuous, and have a reason for allowing such malevolent forces to be used. For witches command the power of curses, afflicting their foes with terrible maledictions that weaken the body and break the spirit.

Calling of the Witch Features
Shaman Level Features
2nd Witchcraft, Spirit Hex
6th Witchcraft Improvement
10th Torment
14th Evil Eye
18th Misery and Misfortune

Witchcraft

At 2nd level, you become a master of weaving curses of all kinds. You know the bane and hex spells and always have them prepared, but they don't count against the number of shaman spells you can prepare. You can cast either spell without expending a spell slot at the slot level of your Spirit Magic spell slots. Once you cast either spell in this manner, you can't do so again until you finish a long rest, but you can still cast them by expending spell slots as normal.

When you reach 6th level in this class, you also learn the bestow curse and remove curse spells, and can cast them without expending a spell slot as per this feature.

Spirit Hex

Also at 2nd level, you gain an additional rite. You always have this rite prepared, but it doesn't count against the number of rites you can prepare.

As an action, you can spend a number of mana points up to half your mana limit (rounded up) and choose a creature within 30 feet of you. That creature must make a Wisdom saving throw against your shaman spell save DC. On a failure, they are cursed by you for 1 minute or until you use this rite on them again. Choose one of the following effects.

  • Hex of Weakness. The target suffers a penalty to all weapon damage rolls equal to the number of mana points spent for the duration of the curse.
  • Hex of Lethargy. The target suffers a penalty to its movement speeds equal to 5 x the number of mana points spent for the duration of the curse.
  • Hex of Pain. The target takes additional damage from all sources equal to the number of mana points spent of the curse.
  • Hex of Stupidity. The target suffers a penalty to all spell damage rolls equal to the number of mana points spent for the duration of the curse.

Torment

At 10th level, your Spirit Hex rite improves. When you use it, you can spend twice as many mana points to choose a second effect that the target suffers from for the duration of the curse.

Evil Eye

At 14th level, you afflict your foes with minor hexes as you drain their mana. When you use your Mana Siphon ability, you can choose to grant the target a penalty to the next ability check they make equal to the number of hit dice lost.

Misery and Misfortune

At 18th level, you can curse a creature's entire existence. As an action, you can choose a creature within 60 feet of you that you can see. That creature takes double damage from all sources until the end of your next turn.

Once you use this feature, you can't use it again until you finish a long rest.

Shaman Spell List

Cantrips (0 Level)
  • Chill Touch
  • Guidance
  • Light
  • Resistance
  • Sapping Sting
  • Spare the Dying
  • Thaumaturgy
  • Toll the Dead
  • True Strike
1st Level
  • Bane
  • Bless
  • Cause Fear
  • Ceremony
  • Command
  • Comprehend Languages
  • Cure Wounds
  • Detect Evil and Good
  • Detect Magic
  • Detect Poison and Disease
  • False Life
  • Healing Word
  • Hex
  • Identify
  • Inflict Wounds
  • Protection from Evil and Good
  • Purify Food and Drink
  • Ray of Sickness
  • Sanctuary
2nd Level
  • Aid
  • Augury
  • Blindness/Deafness
  • Borrowed Knowledge
  • Darkvision
  • Enhance Ability
  • Find Traps
  • Flock of Familiars
  • Gentle Repose
  • Healing Spirit
  • Hold Person
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Prayer of Healing
  • Protection from Poison
  • Ray of Enfeeblement
  • See Invisibility
  • Spiritual Weapon
  • Wither and Bloom
3rd Level
  • Animate Dead
  • Aura of Vitality
  • Beacon of Hope
  • Bestow Curse
  • Clairvoyance
  • Dispel Magic
  • Fear
  • Feign Death
  • Life Transference
  • Magic Circle
  • Mass Healing Word
  • Nondetection
  • Remove Curse
  • Revivify
  • Sending
  • Speak with Dead
  • Spirit Guardians
  • Spirit Shroud
  • Summon Undead
  • Tongues
  • Vampiric Touch
4th Level
  • Aura of Life
  • Aura of Purity
  • Banishment
  • Blight
  • Death Ward
  • Divination
  • Freedom of Movement
  • Locate Creature
  • Shadow of Moil
5th Level
  • Antilife Shell
  • Commune
  • Contact Other Plane
  • Contagion
  • Danse Macabre
  • Dispel Evil and Good
  • Dream
  • Enervation
  • Greater Restoration
  • Hallow
  • Hold Monster
  • Legend Lore
  • Mass Cure Wounds
  • Raise Dead
  • Scrying
  • Skill Empowerment
6th Level
  • Circle of Death
  • Create Undead
  • Eyebite
  • Find the Path
  • Forbiddance
  • Harm
  • Heal
  • True Seeing
7th Level
  • Etherealness
  • Finger of Death
  • Plane Shift
  • Power Word: Pain
  • Regenerate
  • Resurrection
  • Symbol
  • Tether Essence
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Clone
  • Power Word: Stun
9th Level
  • Astral Projection
  • Foresight
  • Mass Heal
  • Power Word: Heal
  • Power Word: Kill
  • Time Ravage
  • True Resurrection

Necrolyte Variant

The following class variant is available to characters who select shaman as one of their classes.

The Necrolyte is a master of necromantic magic. Through study and rigor, they have learned how to manipulate life force, shaping it to their will. They steal fragments of souls and use them to power their dark arts and wicked magic, with the ultimate goal of immortality.

Multiclassing

You must have an Intelligence score of 13 or higher, instead of Wisdom, to take a level in this class, or to take a level in another class if you are already a necrolyte.

Proficiencies

A necrolyte's proficiencies are identical to the shaman's, with the following changes.

  • You are proficient in Intelligence saving throws instead of Charisma saving throws.
  • You remove Nature, Animal Handling, and Survival from the skills available to you at 1st level, and replace them with Arcana, History, and Deception.

Black Magic

A necrolyte's Black Magic feature functions identically to the shaman's Spirit Magic, with the following changes.

  • You use Intelligence as your spellcasting ability, instead of Wisdom. You use Intelligence when determining your spell attack modifier and your spell save DC, as well as when calculating the number of spells you can prepare at the end of a short or long rest.

Renamed Features

The following features are renamed, but are not altered in any other way.

  • Spirit Companion is renamed to Undead Familiar.
  • Mana is renamed to Soul Fragments.
    • Mana points are renamed to soul fragments.
    • Mana Limit is renamed to Fragment Limit.
    • Mana Siphon is renamed to Sever Fragment.
  • Rites is renamed to Dark Arts. Rites are renamed to dark arts.
  • Shamanic Calling is renamed to Foul Craft.
    • Calling of the Chieftain renamed to Craft of Reaping.
    • Calling of the Guide renamed to Craft of Spirits.
    • Calling of the Healer renamed to Craft of Blood.
    • Calling of the Medium renamed to Craft of Secrets.
    • Calling of the Voodooist is renamed to Craft of Power.
    • Calling of the Witch is renamed to Craft of Curses.
  • Inspirit is renamed to Grim Regeneration.
  • Walk Among Spirits is renamed to Deathwalk.
  • Spiritual Awakening is renamed to Macabre Magery.
    • Awakenings renamed to mageries.
  • Idol of Veneration is renamed to Lichdom.

Ability Score Replacement

Any feature from this class that refers to your Wisdom modifier instead refers to your Intelligence modifier.

The Shaman

A spiritual spellcaster that harnesses the power of the soul. Commune with the spirits of the dead! Use the life-force known as mana as both a weapon and a tool! Become the guru of one of the six Shamanic Callings!

Created by: u/KaiTries5

Artist Credits:
Cover - Shaman, by Diego de Almeida
Page 1 - Haunted Forest, by ReneAigner
Page 1 - Invincible Character, by Benjamin Giletti
Page 3 - Orc Shaman, by markmolchan
Page 4 - Shaman Spirit, by andreiaugrai
Page 6 - Spirits of War, by daarken
Page 8 - Llanowar Visionary, by Cristi Balanescu
Page 9 - Oracle, by Martina Facková
Page 10 - Guardian of Chaos, by 000Fesbra000
Page 11 - The Necromancer, by Benjamin Ee
Page 12 - The Ritual, by Solfour
Page 13 - Necromancer, by Hyun Lee
Back - Little Gifts, by Manuel Castañón

Other Credits:
Page Stains by Jared Ondricek
Shaman Icon by Game-icons.net