##### 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.
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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.
##### 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
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](https://www.reddit.com/user/KaiTries5)
**Artist Credits:**
Cover - [*Shaman, by Diego de Almeida*](#p1)
Page 1 - [*Haunted Forest, by ReneAigner*](#p2)
Page 1 - [*Invincible Character, by Benjamin Giletti*](#p2)
Page 3 - [*Orc Shaman, by markmolchan*](#p4)
Page 4 - [*Shaman Spirit, by andreiaugrai*](#p5)
Page 6 - [*Spirits of War, by daarken*](#p7)
Page 8 - [*Llanowar Visionary, by Cristi Balanescu*](#p9)
Page 9 - [*Oracle, by Martina Facková*](#p10)
Page 10 - [*Guardian of Chaos, by 000Fesbra000*](#p11)
Page 11 - [*The Necromancer, by Benjamin Ee*](#p12)
Page 12 - [*The Ritual, by Solfour*](#p13)
Page 13 - [*Necromancer, by Hyun Lee*](#p14)
Back - [*Little Gifts, by Manuel Castañón*](#p15)
**Other Credits:**
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