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Shaman
\pagebreak ## 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. \columnbreak
##### 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 | — | — | — | — |
\pagebreak ## 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. \pagebreak ### 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.
\pagebreak ### 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. \columnbreak ### 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 >
\pagebreak ___ > ## 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.
\columnbreak ### 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. \pagebreak ## 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. \pagebreak ## 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 \columnbreak ##### 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 \columnbreak ##### 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 \columnbreak ##### 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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