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Shaman Class
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##### Shaman Class | Level | ProficiencyBonus | Features | CantripsKnown | SpellsKnown | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Spellcasting, Primordial Shield | 4 | 2 | 2 | — | — | — | — | | 2nd | +2 | Overload, Spirit Guide | 4 | 3 | 2 | — | — | — | — | | 3rd | +2 | Shaman Archetype | 4 | 4 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 5 | 3 | — | — | — | — | | 5th | +3 | Spiritshape | 5 | 6 | 4 | 2 | — | — | — | | 6th | +3 | Archetype Feature | 5 | 7 | 4 | 2 | — | — | — | | 7th | +3 | Guided Strikes | 5 | 8 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 5 | 9 | 4 | 3 | — | — | — | | 9th | +4 | — | 5 | 10 | 4 | 3 | 2 | — | — | | 10th | +4 | Archetype Feature | 5 | 10 | 4 | 3 | 2 | — | — | | 11th | +4 | Primordial Bulwark | 5 | 11 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 5 | 11 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 6 | 12 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Archetype Feature | 6 | 12 | 4 | 3 | 3 | 1 | — | | 15th | +5 | ─ | 6 | 13 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 6 | 13 | 4 | 3 | 3 | 2 | — | | 17th | +6 | True Reincarnation | 6 | 14 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | ─ | 6 | 14 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 6 | 15 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Ascendance | 6 | 15 | 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, Medium Armor, Shields **Weapons:** Simple Weapons **Tools:** Herbalism Kit **Saving Throws:** Strength, Wisdom **Skills:** Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, and Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: **•** (a) a mace and a shield or (b) any two simple weapons **•** a dagger and hide armor **•** Herbalism kit, a priest's pack, and a druidic focus If you forego choosing starting equipment, you begin with 3d4 × 10gp to purchase your own instead. ### Spellcasting Calling upon and acting as a conduit for spiritual and elemental energies, you can cast spells to shape those essences to your will. #### Cantrips At 1st level, you know four 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. #### Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the shaman spell list. The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots. #### Ritual Casting You can cast spells as rituals if they have the ritual tag. \pagebreak #### Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells. Your magic comes from the channeling of ancient spirits and primordial elements. You use your Wisdom whenever a 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 PB + your Wisdom modifier **Spell attack bonus** = your PB + your Wisdom modifier #### Spellcasting Focus You can use a druidic focus as a spellcasting focus for your shaman spells ### Primordial Shield You learn the *armor of agathys* spell, not counting against your total number of known spells. When you cast it, its range becomes 30 ft. and you can target creatures other than yourself with its effects. You can cast it once per long rest at the highest spell level which you have slots for. Additionally, choose one of the following elemental options when you select a target, giving them the chosen elemental boon's effects while they benefit from the temporary hit points granted by the spell: ***Air.*** The target's movement speed increases by 10 ft. and the spell's damage type becomes Lightning. ***Earth.*** The target's Armor Class increases by +1 and the spell's damage type becomes Bludgeoning. ***Fire.*** The target's attacks deal an additional 1d6 Fire damage and the spell's damage type becomes Fire. ***Water.*** The spell is cast at one spell level higher than the one you actually used to cast it. ### Overload Starting at 2nd level, by expending a Hit Die when you cast a spell of 1st Level or higher using a spell slot, you can treat that spell as if it were cast at two spell levels higher than the slot you actually used to cast it. When you do so, you can't cast any other leveled spells until the end of your next turn. ### Spirit Guide Starting at 2nd level, you learn two spells from the shaman spell list with the ritual tag and must be of a level for which you have spell slots. You learn one additional ritual spell each time you gain one or more spell slots. You can only ritual cast the chosen spells. Additionally, when you long rest, you can enter a meditative trance which takes 4 consecutive hours to complete. Doing so grants you all of the benefits of a long rest and you can replace a shaman cantrip you know with another cantrip from the shaman spell list. ### Shamanic Archetype Starting at 3rd level, choose an archetype to pursue: **Balance, Earthwarden, or Primalist** Your shaman archetype choice grants features at 3rd level and again at 6th, 10th, and 14th levels. ### 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. ### Spiritshape Starting at 5th level, as a bonus action, you can transform into the ghostly visage of your spirit animal, one who embodies your character or that you carry a strong bond with. You can use this feature twice and you regain its expended uses when you finish a short or long rest. You can stay in this form for a number of hours equal to half your Shaman level before reverting to your normal form. You can revert to your normal form earlier by using a bonus action, and revert automatically if you become unconscious, drop to 0 HP, attack, cast a spell, or die. While you are transformed, the following rules apply: * Your movement speed becomes 50 ft. * You're considered to be unarmored and you add your Wisdom modifier to your Armor Class * Transforming doesn't break your concentration on a spell you've already cast, how-ever, or prevent you from taking actions that are part of a spell that you've already cast, such as call lightning. * Your ability to speak or take any actions that require hands is limited to the capabilities of your ghost form. * Your equipment merges into your ghost form and has no effect until you leave the shape again. * You're considered to be constantly under the effects of the *speak with animals* spell ### Guided Strikes Starting at 7th level, you can enhance your devastating strikes with one of the following damage types: Bludgeoning, Cold, Fire, or Lightning. Choose whether your newfound elemental wrath comes from your Weapons or Cantrips. ***Weapons.*** Once on each of your turns when you hit with a weapon attack, you can deal additional damage of one of the listed types equal to your Wisdom modifier. ***Cantrips.*** Once on each of your turns when you deal damage with a cantrip, you can deal additional damage of one of the listed types equal to your Wisdom modifier. ### Primordial Bulwark Starting at 11th level, when using your Primordial Shield feature, your armor of agathys casts are treated as if they were cast one spell level higher than the slot you actually used. The target of the spell is cleansed of a single condition or magic effect which is afflicting them. Additionally, the elemental boon effects improve: ***Air.*** Target's movement doesn't trigger reactions and ignores difficult terrain. ***Earth.*** Target's Armor Class increases by another +1 ***Fire.*** Target's attacks each deal an additional 1d6 Fire ***Water.*** You restore 2d8 hit points to the target \pagebreak ### True Reincarnation Starting at 17th level, you no longer suffer any of the drawbacks of old age, and you can't be aged magically. If you die and your body was not destroyed, your spirit will linger around it for up to 24 hours. During this time, you can choose to return to your body and come back to life with 1 hit point. Once used, you can't use this feature again for 7 days. ### Ascendance Starting at 20th level, you can use your bonus action to draw upon your powers and ascend into a raw manifestation of spiritual and elemental power. For 1 minute, you gain the following benefits: * You gain resistance to bludgeoning, piercing, and slashing damage * You have advantage on saving throws * Your first heal or spell damage dealt during each of your turns is increased by an amount equal to your Wisdom score ## Balance Shaman
##### Balance Spells | Shaman Level | Spells | |:---:|:---:| | 3rd | Cure Wounds, Inflict Wounds | | 5th | Blindness/Deafness, Gentle Repose | | 9th | Revivify, Speak with Dead | | 13th | Death Ward, Stoneskin | | 17th | Hallow, Raise Dead |
Caring about nothing more than the cycle of life and death, you make sure none arrive at their grave early and to punish those who have managed to escape the cold grasp of the afterlife. ### Gravekeeper's Sycophant Starting at 3rd level, you learn the *mage hand* cantrip, not counting against your number of known cantrips, and you can control the hand as an interaction instead. You can cast it as a bonus action and when you do, its range increases to 50 ft. and it can be up to 50 ft. away from you before it automatically vanishes. When you cast a spell with a range of touch or *armor of agathys*, your mage hand can deliver the spell as if it had cast the spell. Doing so causes the mage hand to vanish. ### Hound of Ill Omen Starting at 6th level, when you use your Spiritshape feature, you can choose one of the following effects as your spirit form takes on an appearance and demeanor which is closer to a watchdog: * You choose an unoccupied space you can see within 20 ft, then instantly burrow and emerge at that location (this doesn't cost your movement speed). * You instantly summon your *mage hand* (this doesn't count as casting the spell). Additionally, you gain resistance to all nonmagical damage until the end of your current turn. ### Grasp of the Dead Starting at 10th level, you gain a pool of shimmering life energy, with a total amount of points equal to 3 × your shaman level. You can expend any amount of points from this pool to touch a willing a creature an restore hit points to them equal to the amount expended. You can also choose to deliver this healing remotely through your *mage hand* touching the target instead. If you spend 5 or more points, you can cure the target of one poison or disease which is afflicting them. Alternatively, you can touch an unwilling creature, making a melee spell attack against the target. On a hit, you can expend any amount of points from the pool to deal your choice of necrotic or radiant damage equal to the amount spent. You can also choose to deliver this attack remotely through your *mage hand* touching the target instead. ### Strength of the Fallen Starting at 14th level, when you cast a spell which would originate from your *mage hand*, you can expend the free use of your Primordial Shield feature to Overload that spell without expending a Hit Die or suffering the penalty of not being able to cast spells. Additionally, any healing or damage which your *mage hand* would be the source of is increased by an amount equal to half your shaman level. ## Earthwarden Shaman
##### Earthwarden Spells | Shaman Level | Spells | |:---:|:---:| | 3rd | Thunderous Smite, Zephyr Strike | | 5th | Dragon's Breath, Enlarge/Reduce | | 9th | Ashardalon's Stride, Wall of Water | | 13th | Elemental Bane, Stone Shape | | 17th | Far Step, Summon Draconic Spirit |
Protectors of the earth itself, these draconic worshippers beckon the ever-powerful entities and use their shamanic magic to emulate their poise and presence. ### Majestic Might You gain proficiency with martial weapons. You learn how to speak, read, & write the draconic language and gain expertise in your choice of Persuasion or Intimidation. \pagebreak ### Dragoon Style Starting at 3rd level, you develop a specialized fighting style, granted to you by your choice of draconic aspect: ***Flametongue.*** When you engage in Two-Weapon Fighting, you can make your second attack as part of your Attack action and it deals an additional 2d6 Fire damage. ***Frostbrand.*** When you are wielding a melee weapon in one hand and no other weapons, that weapon deals +2 Cold damage and reduces a creature's speed by 10 ft. when they're hit by it. ***Rockbiter.*** When you are wielding a two-handed weapon or a versatile weapon you're holding in two-hands, you gain a +1 bonus to AC and attack rolls with that weapon and it deals additional Bludgeoning damage equal to 1d6 + half your shaman level. ***Windlash.*** Immediately after you take the Attack action or the Cast a Spell action to use a cantrip, you can make two attacks with a non-Heavy weapon you're holding (no action required). You use this effect once per turn. ### Dragonscale Barrier Starting at 6th level, you can ward those which are about to be harmed by using the fortitude of a dragon's scale. As a reaction, when a creature you can see within 30 ft. becomes the target of an attack or would be forced to make a saving throw, you can cast *armor of agathys* on that creature, before the attack or saving throw resolves. ### Overloaded Claws Starting at 10th level, you can strike with the vicious might of a ferocious dragon's claws. Once during your turn, when you take the Attack action, you can use your Overload feature to make your next weapon attack be a critical hit and be considered magical. If you do so, you can roll one additional weapon damage die when determining the extra damage for that attack. ### Dragon Soul Starting at 14th level, while you're under the effects of *armor of agathys*, you're imbued with the great intensity of a dragon's soul, granting you Advantage on all saving throws, Intimidation, and Persuasion checks. Additionally, you can cast *armor of agathys* as a bonus action but can only target yourself with it if you do so. ## Primalist Shaman
##### Primalist Spells | Shaman Level | Spells | |:---:|:---:| | 3rd | Chromatic Orb, Thunderwave | | 5th | Dust Devil, Scorching Ray | | 9th | Erupting Earth, Fireball | | 13th | Summon Elemental, Wall of Fire | | 17th | Cone of Cold, Wrath of Nature |
Beckoners of elemental fury, the agents of nature's force, and harbingers of savage storms, Primalist shamans are known to many as nature's wrath incarnate. ### Potent Cantrips Starting at 3rd level, when you cast a cantrip and miss with a spell attack or if a creature would make a successful save against its damage, you deal half the damage which would be dealt on a hit or failed save. ### Potent Spells Starting at 3rd level, when you cast a spell from the Primalist spell list, you can treat the spell as if it was cast one spell level higher than the slot you actually used. This effect is additive with your Overload feature. ### Maelstrom Magic Starting at 6th level, you hold a raging storm of elements within your soul, granting you a pool of malestrom points to enhance your spellcasting. This pool has an amount of points equal to twice your Proficiency Bonus and regain all of its expended points when you finish a long rest. You can use only one of the following Maelstrom options on a cantrip or spell when you cast it. ***Dilate Spell (2 points).*** When casting a spell that effects an area, you can increase the range of the spell's area by 5 ft. in each dimension. ***Explosive Spell (1 point).*** When you hit a target with a spell attack roll, each creature that is within 5 ft. of the original target takes damage of the spell's type equal to your Wisdom modifier. ***Heightened Spell (3 points).*** When you cast a spell that forces a creature to make a saving throw to resist its effects, you can give each target of the spell disadvantage on its first saving throw made against the spell. ***Twinned Spell (X points).*** When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of maelstrom points equal to the spell's level to target a second creature in range with the same spell (1 maelstrom point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. ### Primalist Overload Starting at 10th level, when you Overload a spell from the Primalist spell list, you can treat the spell as if it were three spell levels higher than the slot you actually used. ### Agent of Nature Starting at 14th level, you can expend two uses of your Spiritshape to cast one of the spells from the list below, being considered a shaman spell when you do so: | | | |:---:|:-----------:| | Investiture of Flame | | Investiture of Ice | | Investiture of Stone | | Investiture of Wind | \pagebreak
##### Cantrips (0 Level) - Druidcraft - Firebolt - Frostbite - Guidance - Gust - Infestation - Mold Earth - Shape Water - Shillelagh - Spare the Dying - Toll the Dead ##### 1st Level - Absorb Elements - Armor of Agathys - Bane - Ceremony - Create or Destroy Water - Cure Wounds - Detect Evil and Good - Detect Magic - Detect Poison and Disease - Earth Tremor - Feather Fall - Floating Disk - Hellish Rebuke - Ice Knife - Identify - Purify Food and Drink - Speak with Animals - Thunderwave - Unseen Servant - Witchbolt ##### 2nd Level - Aganazzar's Scorcher - Animal Messenger - Air Bubble - Augury - Beast Sense - Dust Devil - Earthbind Totem* - Gentle Repose - Hold Person - Lesser Restoration - Locate Animals or Plants - Locate Object - Ray of Enfeeblement - Resistance Totem* - Searing Totem* - Sentry Totem* - Summon Beast - Warding Wind - Windrush Totem* - Wither and Bloom \columnbreak ##### 3rd Level - Call Lightning - Clairvoyance - Counterspell - Dispel Magic - Erupting Earth - Feign Death - Fly - Life Transference - Lightning Bolt - Meld into Stone - Plant Growth - Remove Curse - Revivify - Sleet Storm - Tidal Wave - Wall of Water - Water Breathing - Water Walk ##### 4th Level - Capacitor Totem* - Conjure Minor Elementals - Control Water - Divination - Grasping Vine - Healing Tide Totem* - Ice Storm - Locate Creature - Polymorph - Tremor Totem* - Vesper Totem* - Watery Sphere - Windfury Totem* ##### 5th Level - Awaken - Commune with Nature - Control Winds - Danse Macabre - Hold Monster - Raise Dead - Reincarnate - Scrying - Spirit Link* - Wall of Stone \columnbreak ##### \columnbreak
\pagebreak #### Capacitor Totem *4th-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S, M* - **Duration:** 1 round ___ You create a small effigy of storms in an unoccupied space you can see within range, which sits immobile and gathers energy. The totem has AC equal to 10 + your spellcasting ability and has 25 hit points. At the start of your next turn, the totem erupts, destroying itself, and releasing a surge of cacophonous lightning, forcing each creature within a 15 ft. radius to make a Constitution saving throw. On a failed save, a creature takes 2d6 Lightning damage and becomes stunned until the end of its next turn. On a successful save, a creature takes half as much damage. #### Earthbind Totem *2nd-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S, M* - **Duration:** 1 minute ___ You create a small effigy of roots in an unoccupied space you can see within range, which sits immobile and pulses slowing energy. The totem has AC equal to 10 + your spellcasting ability and has 15 hit points. For the duration, each hostile creature within a 15 ft. radius of the totem treats the area as difficult terrain. #### Healing Tide Totem *4th-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S, M* - **Duration:** 1 minute ___ You create a small effigy of roots in an unoccupied space you can see within range, which sits immobile and pulses slowing energy. The totem has AC equal to 10 + your spellcasting ability and has 30 hit points. When you cast the spell, the totem restores a number of hit points equal to 1d4 + your spellcasting ability to two creatures you can see within 30 ft. of the totem. During each of your turns thereafter, you can use your bonus action to have the totem repeat this effect. #### Resistance Totem *2nd-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S, M* - **Duration:** 1 minute ___ You create a small effigy of earth in an unoccupied space you can see within range, which sits immobile and emits warding energy. The totem has AC equal to 12 + your spellcasting ability and has 15 hit points. \columnbreak For the duration, when a creature you can see within a 30 ft. radius of the totem would take acid, cold, fire, lightning, or thunder damage, you can use your reaction to grant that creature resistance to that damage type until the start of your next turn. #### Searing Totem *2nd-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S, M* - **Duration:** 1 minute ___ You create a small effigy of magma in an unoccupied space you can see within range, which sits immobile and radiates burning energy. The totem has AC equal to 8 + your spellcasting ability and has 10 hit points. When you cast the spell, the totem makes a ranged spell attack using your spell attack bonus against a creature you can see within 60 ft. of the totem. On a hit, the totem deals 2d6 + your spellcasting ability as Fire damage. During each of your turns thereafter, you can use your bonus action to have the totem repeat this effect #### Sentry Totem *2nd-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 60 ft. - **Components:** V, S, M* - **Duration:** 8 hours ___ You create a small effigy of detection in an unoccupied space you can see within range, which sits immobile and emanates a careful aura. The totem has AC equal to 10 + your spellcasting ability and has 5 hit points. For the duration, the totem produces the effects of the *alarm* spell, alerting you when it detects anything. Additionally, you can use your bonus action to focus your vision through the totem to see what it sees. #### Spirit Link *5th-level Necromancy Spell* ___ - **Casting Time:** 1 action - **Range:** 60 ft. - **Components:** V, S - **Duration:** 1 minute ___ Choose three other willing creatures to form a spirit tether with you for the duration. When you first cast this spell, combine the total hit points of each tethered creature then redistribute the hit points evenly amongst each tethered creature. When you or another tethered creature takes damage, you can use your reaction to have that damage be evenly distributed between each tethered creature instead. A creature becomes untethered from the others if they're ever more than 60 ft. away from you. \pagebreak #### Tremor Totem *4th-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S, M* - **Duration:** 1 minute ___ You create a small effigy of stone in an unoccupied space you can see within range, which sits immobile and continuously rumbles. The totem has AC equal to 12 + your spellcasting ability and has 30 hit points. When you cast the spell, each friendly creature within 15 ft. of the totem immediately wake up if they're sleeping and can make a saving throw with Advantage to end any charmed, frightened, or stunned condition affecting them. For the duration, each friendly creature in the radius can't fall asleep and has Advantage on saves made against effects which would afflict them with a condition. #### Vesper Totem *4th-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S, M* - **Duration:** 1 minute ___ You create a small effigy of stone in an unoccupied space you can see within range, which sits immobile and rings with harmonzing energy. The totem has AC equal to 10 + your spellcasting ability and has 100 hit points. For the duration, when a creature you can see within a 15 ft. radius of the totem would take damage, you can use your reaction to cause the totem to ring, redirecting all of the damage to the totem instead. #### Windfury Totem *2nd-level Conjuration Spell* ___ - **Casting Time:** 1 action - **Range:** 30 ft. - **Components:** V, S, M* - **Duration:** 1 minute ___ You create a small effigy of squalls in an unoccupied space you can see within range, which sits immobile and exudes guiding winds. The totem has AC equal to 10 + your spellcasting ability and has 10 hit points. For the duration, when you or a friendly creatures rolls damage for an attack or spell against a creature standing within 15 ft. of the totem, they may choose to reroll any of the damage dice but must use the new results. \columnbreak
##### Totem Material Component The material component for all of your "Totem" spells is a small wooden totem. While this can be replaced by the use of a spellcasting focus, totems which you conjure with spells can still be picked up and held in a single arm.
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Swagalicious Dopealicious Fergilicious
Inspirations for this class: **•** Shaman class from World of Warcraft **•** Shaman class from Hearthstone **•** Cleric, Druid, and Wizard classes from 5e **•** Real shamans Cover Art: [Steven Shan](https://www.artstation.com/artwork/wYRnw)
Created by oNiRed_ and Strifent
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