Shaman

by 7Cashew

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Shaman

Shaman


A lizardfolk child walks into the graveyard after being dared by the bullies at his school. He creeps around the mausoleum and peeks inside. A green light pierces through a crack in the marble, and as the child peers in, the spirits peer back.

Ancient Spirits


Shamans are friends of the spirits, using them as weapons and tools to protect and to destroy. The relationship between the spirits and the shamans are old and ancient, a force that has been present for a long time, just now resurfacing.

Creating A Shaman


When creating a shaman you should think about how your shaman made contact with the spirits and how they made a deal with them. You may also consider a spiritual teacher and whether or not your character is friendly with his spirits.

Quick Build


You can quickly create a shaman by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution or Dexterity.

Class Name
Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th
1st +2 Totems, Spiritual Essence
2nd +2 Spellcasting 3 2
3rd +2 Spirit Sanctum, Sanctum Feature 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Totem Mastery 5 4 2
6th +3 Sanctum Feature 5 4 2
7th +3 6 4 3
8th +3 Ability Score Improvement 6 4 3
9th +4 Sanctum Features 7 4 3 2
10th +4 7 4 3 2
11th +4 Ancient Summoning 8 4 3 2
12th +4 Ability Score Improvement 9 4 3 3
13th +5 Sanctum Feature 10 4 3 3
14th +5 11 4 3 3 1
15th +5 12 4 3 3 1
16th +5 Ability Score Improvement 13 4 3 3 2
17th +6 14 4 3 3 2 1
18th +6 Release the Spirits 15 4 3 3 3 1
19th +6 Ability Score Improvement 16 4 3 3 3 2
20th +6 17 4 3 3 3 2

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

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Performance, Insight, Intimidation, Medicine, Persuasion, and Religion

Equipment

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

  • a simple weapon
  • (a) five daggers or (b) a spear
  • (a) an explorer's pack or (b) an entertainer's pack
  • a spellcasting focus

Totems


At 1st level, from your connection with the spirits you have learned how to create totems that can be used to store and utilize the spirits.

You have created three totems starting at level one and may choose from the options in the Totem List later on.

Some totems have requirements including that some totems must require you to catch a spirit. Although some spirits will simply come to your aid, some of them are less... willing.

Every long rest you may change your current totems for different ones.

Totem Save DC = 8 + your proficiency bonus +

your Wisdom modifier

Spiritual Essence


Starting at 1st level, you learn to harness the spiritual capabilities of your otherworldly companions. Choose between the following options of spiritual essences, based on your chosen essence, you may choose your preferred method of using your totems.

Vengeful Spirit


You can use an action to summon your totem and attach them onto a creature you can see within 60 feet of you. The creature must make a Wisdom saving throw using your Totem Save DC. If they fail the DC, they take 1d10 + your spellcasting modifier force damage. You can use this feature a number of times equal to your spellcasting modifier / 3. At level 6 the damage increases to 2d10, at level 9 it increases to 3d10 and 4d10 at level 13. All uses of this feature are regained after a long rest.

Healing Spirit


You can use an action to summon your totem and attach them onto a creature you can see within 60 feet of you. The creature receives 1d8 + your spellcasting modifier healing. You can use this feature a number of times equal to your spellcasting modifier / 3. At level 6 the healing increases to 2d8, it increases to 3d8 at level 9 and 4d8 at level 13. All uses of this feature are regained after a long rest.

Spellcasting


Starting at 2nd level, you gain the ability to cast level 1 spells and higher.

Spell Slots The shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

Spells Known of 1st-Level and Higher You know four 1st-level shaman spells of your choice from the Shaman spell list.

You learn additional spells chosen from the shaman spell list as indicated in the spells known column on the Shaman Table.

Ritual Casting You can cast a shaman spell as a ritual if that spell has the ritual tag and you know the spell

Spirit Sanctum


Starting at 3rd level, you choose which spiritual sanctum you learned from, choosing between the Voodoo Sanctum, Primal Sanctum and the Battle Sanctum.

Your Spirit Sanctum grants you features at 3rd level, 6th level, 9th level and 13th level.

Spirit Spells


Each Sanctum has a list of spells that you learn at the levels indicated in their spell lists. These spells will not count against your total number of learned spells.

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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.

Totem Mastery


Starting at 5th level, you have gained a deeper understanding of the spirits and their abilities. Every totem you have chosen are now enhanced and amplified under your spiritual domain. Under each totem description there is an Awakening section that will now be used.

Ancient Summoning


Starting at 11th level, you may now permanently use a specific totem. Upon activating the ancient ritual, your totem is enhanced tenfold and expelled. After using the Ancient Summoning your totem is permanently gone and will not be regained on a long rest. The only way to recover the totem is by catching a spirit (this will be explained later.)

Release the Spirits


Beginning at 18th level, you may focus all of your totemic energy creating a field of effects. Choose three of your totems to activate in an AOE. You place each totem in a 20 foot circle with a 60 foot range. You can choose which creatures in the AOE are effected. You may use this feature once per long rest.

Spiritual Sanctum


Choose between the following choices of sanctum.

Voodoo Sanctum


The Voodoo Sanctum is one steeped with mystery. For deep in the swamps of Knothic, the Voodoo Shamans lurk and wait.

Voodoo Sanctum Spells


3rd level Voodoo Sanctum Feature

Shaman Level Spells
3rd Hex, Tasha's Hideous Laughter
5th Darkness, Moonbeam
9th Animate Dead, Fast Friends
14th Watery Sphere, Phantasmal Killer

Baron's Brew ;)


3rd level Voodoo Sanctum Feature

You can use your knowledge of spells and brews to create both a toxic and helping potion. Sacrificing 100 gold pieces worth of supplies and a 1st level spell slot, you create your brew (you get to name it). The brew has two effects, when given to an ally it puts them under the effect of the Haste spell, however, when given to an enemy, they suffer from the poisoned status effect, taking 3d8 necrotic damage. The damage increases to 5d8 at 6th level. The poison will only take effect if ingested.

Zombi Loa


6th level Voodoo Sanctum Feature

A Zombi Loa is an undead spirit, and with your ability as a shaman, you may summon an undead creature and infuse it permanently with one of your totems. The Zombi Loa is under your command and is permanently effected by your totem of choice. If your Zombi Loa dies, you may spend 50 gold pieces and 3 hours performing a ritual to resummon it.

The Crossroads


9th level Voodoo Sanctum Feature

The Crossroads is the place where the spirit world meets with that of the material. Once per long rest you may enter into the Ethereal Plane, and may leave whenever you see fit. If you reach 0 hit points while in the ethereal plane you are sent back to the material. If you return into an object you are shunted to the nearest empty space and take 1d10 force damage for each 10 feet you travel.

Dead Man Walking


13th level Voodoo Sanctum Feature

Your Baron's Brew has gained two new functionalities. When you drink your baron's brew you will gain a burst of hp when reaching 0 hit points, as if you were under the effect of the Death Ward spell. The difference is that you gain 30 hit points instead of 1. The effect will last for 8 hours. When the brew is used on an enemy, they now undergo petrification.

Primal Sanctum


The Primal Sanctum is an ancient and beastly sanctum of shamans who interact with animals and the environment around them.

Primal Sanctum Spells


3rd level Primal Sanctum Feature

Shaman Level Spells
3rd Beast Bond, Speak with Animals
5th Summon Beast, Spiritual Weapon
9th Conjure Animals, Phantom Steed
14th Dominate Beast, Polymorph

Hybrid Primus


3rd level Primal Sanctum Feature As a primal Shaman, you are in touch with all different parts of the world, but each shaman must choose one to specialize in.

Beastly Primus


Choosing the Beastly Primus permits you the senses of a wild beast, you gain advantage on all smell and hearing based perception checks. You also gain an extra 5 foot walking speed.

Nature Primus


Choosing the Nature Primus allows you to cast the spell Entangle at will a number of times equal to your Shaman level / 3. You regain any uses after finishing a long rest.

Wild Shape: Shaman


6th level Primal Sanctum Feature Depending on your choice of Hybrid Primus you gain a transformation you may use by expending a spell slot. While you are transformed you will use the stat block shown after this section. You can talk with your DM on how you want your transformation to look. Your form lasts for one hour, however you may end it early with a bonus action. This form follows the same rules as a druid's Wild Shape. Should you have chosen a beastly Primus you will also have three choices of Attributes that your shape must follow, you may change your choice every time you use this feature.


Beastly Primus

Medium


  • Armor Class 14 + PB (natural armor)
  • Hit Points 40 + 5 x your Shaman level
  • Speed 40 ft.

STR DEX CON
18 (+4) 18 (+4) 14 (+2)

  • Senses Darkvision 60 ft.
  • Languages the languages you speak

Actions

Bite. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 1d8+4 Slashing damage

Claw. Melee Weapon Attack: +4 + PB to hit, 5 ft., one target. Hit: 2d6+4 Slashing damage


Nature Primus

Medium


  • Armor Class 14 + PB (natural armor)
  • Hit Points 40 + 5 x your Shaman level
  • Speed 30 ft.

STR DEX CON
18 (+4) 18 (+4) 14 (+2)

  • Languages the languages you speak

Actions

Bite. Melee Weapon Attack: +4 + PB to hit, reach 5 ft., one target. Hit: 1d8+4 Slashing damage

Vines. Melee Weapon Attack: +4 + PB to hit, 15 ft., one target. Hit: 2d6+4 Slashing damage

Beastly Primus Attributes


Pack Creature When attacking a creature, if you have an ally within 5 feet, you gain advantage on the attack roll.

Rampage After reducing a creature to 0 hitpoints, you may move 40 feet to another target.

Large Your form increases to the Large size, for the purpose of carry capacity and riding features.

Totemic Savagery


9th level Primal Sanctum Feature In tune with your primal nature, you have now learned to channel your rage and fury into your Primus state. While in your Primus state, you may activate an extra totem.

Primal Convergence


13th level Primal Sanctum Feature Summoning all of your totems into one, you may place your totems into one, summoning your Primus without transforming. It follows all of your orders and works as if it were a summoned familiar.

Battle Sanctum


The Battle Sanctum is filled with combat obsessed shamans, who believe that conflict is the only way to resolve their issues.

Battle Sanctum Spells


3rd level Battle Sanctum Feature

Shaman Level Spells
3rd Burning Hands, Compelled Duel
5th Branding Smite, Shadow Blade
9th Fire Ball, Lightning Bolt
14th Shadow of Moil, Wall of Fire

Extra Attack


3rd level Battle Sanctum Feature You can attack twice, instead of once, whenever you take the Attack action on your turn. You can also use your Vengeful Spirit feature instead of one of your attacks.

The Spirits Anger


6th level Battle Sanctum Feature Eventually your anger filters into the spirits as well. Your spiritual essence, vengeful spirit, becomes empowered. When you emit your vengeful totem at an enemy, they must make a Wisdom Saving Throw, using your Totem Save DC, or they will fall prone and take an extra 1d10 force damage.

Vengeance, Converted


9th level Battle Sanctum Feature You may consume a Vengeful Spirit use as a reaction when an ally attacks, giving the ally a +4 to their attack roll.

Raging Impulse


13th level Battle Sanctum Feature When an enemy makes an attack on you, and hits, your rage kicks in and you may use your reaction to use your Vengeful Spirit or you may grapple.

Totem List

Totem of the Sky


Prerequisite: 5th-level Shaman

An average wind spirit that grants you the ability to fly, with a 30 foot fly speed.

Totem of the Ram


A weak ram spirit that grants you the ability to push people with enhanced strength. You gain advantage on checks to knock creatures prone.

Awoken: You gain advantage on grapple checks

Totem of the Ember


A weak spirit of fire that grants you resistance to fire damage.

Awoken: You gain 3 quarters resistance to fire damage

Totem of the Wind


A weak wind spirit that allows you to move like the wind, you gain 5 feet of movement speed.

Awoken: You gain 15 feet of movement speed

Totem of the Surge


Prerequisite: 13th-level Battle Sanctum Shaman A powerful raging spirit that allows you to make an extra action once per long rest.

Totem of the Rogue


A weak roguish spirit that grants you advantage on stealth checks

Awoken: grants advantage on sleight of hand checks

Totem of the Eagle


A weak avian spirit that grants you advantage on sight-based perception checks.

Totem of the Dwarf


A weak dwarven spirit that grants you 30 feet of darkvision.

Awoken: you gain 60 feet of darkvision

Totem of the Blind


Prerequisite: Must be caught

A powerful blind swordsman spirit that takes away your sight in exchange for an increase in all other senses.

Totem of the Wolf


Prerequisite: Primal Sanctum Shaman

An average spirit of a wolf that grants you pack tactics.

Totem of the Toad


Prerequisite: 6th-level Shaman An average toad spirit that grants you the ability to breathe underwater

Totem of the Badger


Prerequisite: Must be caught

A powerful badger spirit that unleashes a toxic gas that knocks creatures unconscious when they smell it, they must make a Con Save using your Totem Save DC.

Totem of the Blaze


Prerequisite: 8th-level Shaman

A strong blazing spirit that allows you to cast the spell Fireball at will once per long rest.

Totem of the Lion


Prerequisite: 13th-level Primal Sanctum Shaman

A powerful lion spirit that allows you to roar, forcing all creatures who can hear you to make a Wis Save using your Totem Save DC, or become frightened.

Totem of the Eldritch


A weak eldritch spirit that grants you the eldritch blast cantrip.

Totem of the Swamp


Prerequisite: 8th-level Voodoo Sanctum Shaman

A strong swamp-like spirit that can effect your enemies. Once per long rest you may choose an enemy to make a Dex Save using your Totem Save DC or have their movement speed halved.

Totem of the Harvest


A weak harvest spirit that can generate enough bread to fill up a basket.

Awoken: 2 baskets!

Totem of the Chemist


Prerequisite: Must be caught

A powerful chemist spirit that can conjure potions out of thin air.

Totem of the Monkey


A weak monkey spirit that grants you a 20 foot climb speed.

Awoken: You gain 40 feet of climb speed

Totem of the Elemental


Prerequisite: 14th-level Shaman

A powerful elemental spirit that allows you to cast the Summon Elemental spell at will once per long rest.

Totem of the Shadow


Prerequisite: 6th-level Voodoo Sanctum Shaman

An average shadow spirit that allows you to cast the Invisibility spell at will once per long rest.

Shaman Spell List

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Fire Bolt
  • Dancing Lights
  • Gust
  • Infestation
  • Lightning Lure
  • Magic Stone
  • Toll the Dead
  • Thorn Whip
  • Poison Spray
  • Mold Earth
  • Minor Illusion
  • Thunderclap
  • Vicious Mockery
4th Level
  • Banishment
  • Blight
  • Confusion
  • Death Ward
  • Dimension Door
  • Elemental Bane
  • Fire Shield
  • Giant Insect
  • Grasping Vine
  • Hallucinatory Terrain
  • Locate Creature
  • Phantasmal Killer
  • Lemound's Secret Chest
  • Sickening Radiance
  • Stone Skin
  • Summon Abberation
  • Vitrolic Sphere
1st Level
  • Absorb Elements
  • Bane
  • Catapult
  • Cause Fear
  • Chaos Bolt
  • Color Spray
  • Detect Evil and Good
  • Disguise Self
  • Erath Tremor
  • Entangle
  • Faerie Fire
  • Find Familiar
  • Hex
  • Ice Knife
  • Longstrider
  • Ray of Sickness
  • Silvery Barbs
  • Sleep
  • Witch Bolt
  • Healing Word
  • Cure Wounds
5th Level
  • Animate Objects
  • Antilife Shell
  • Bigby's Hand
  • Cloudkill
  • Commune with Nature
  • Cone of Cold
  • Conjure Volley
  • Control Winds
  • Contagion
  • Dream
  • Enervation
  • Far Step
  • Greater Restoration
  • Insect Plague
  • Raise Dead
  • Maelstrom
  • Transmute Rock
2nd Level
  • Aid
  • Alter Self
  • Animal Messenger
  • Barkskin
  • Beast Sense
  • Calm Emotions
  • Continual Flame
  • Darkness
  • Darkvision
  • Dust Devil
  • Earthbind
  • Enlarge/Reduce
  • Enthrall
  • Find Traps
  • Gust of Wind
  • Healing Spirit
  • Heat Metal
  • Invisibility
  • Knock
  • Levitate
  • Locate Animals or Plants
  • Acid Arrow
  • Mirror Image
3rd Level
  • Animate Dead
  • Bestow Curse
  • Call Lightning
  • Catnap
  • Conjure Animals
  • Counterspell
  • Create Food and Water
  • Daylight
  • Erupting Earth
  • Fear
  • Feign Death
  • Glyph of Warding
  • Hypnotic Pattern
  • Incite Greed
  • Major image
  • Meld Into Stone
  • Plant Growth
  • Sleet Storm
  • Revivify
  • Speak with Dead
  • Speak with Plants
  • Tidal Wave

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