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Shaman


Hit Points

Hit Dice: d8 per Shaman level
Hit Points at first Level: 8+your constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your constitution modifier per outlaw level after 1st

Proficiences

Armor: Light Armor, Medium Armor, and Shields
Weapons: Simple Weapons,scimitar, shortswords, blowgun, longbow, net
Tools: Herbalism Kit
Saving Throws: Strength & Wisdom
Skills: choose two from Arcana, Athletics, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Overview & Creation

Some people run themselves insane trying to forget their pasts. But Shamans revel in their pasts, both the past that they’ve experienced and the past of those that came before them. They draw their magic from the influential spirits that are tied to them. Be it their ancestors or a creature that represents what the Shaman stands for, Shamans rely heavily on the support of the past. They have a respect with all things living and the spirits that they represent. Shamans are able to communicate with their spiritual companions in order to harness their focus, to speak with others’ spirits (be them living, dead, or otherwise), or to relive spiritual events related to objects or locations. For Shamans death is only a stage in the greater scheme of life. A Shaman’s spiritualism can be relative to a specific spirit or to life as a whole: these are denoted by the Animism and Totemism spiritual pathways.   Animists are able to wield the dormant spiritual energies within any environment that they encounter. They are able to draw from the spiritual planes in order to fuel their spellcasting ability, though drawing these energies comes at a cost to their own spiritual stability. Animists are also able to channel the energies of the spiritual planes through them. In this channeling, the are able to emit these spiritual energies to protect themselves and their companions. Some skilled Animists are even able to temporarily enter or send others to the spiritual planes.   Totemists channel the influence of specific animal spirits in order to physically represent the traits of those spirits. Those who channel the bear are given strength and are made more resilient to physical damage by their bear spirits. Those who channel the wolf are made more hearty and pact-like by their wolf spirits. Those who channel the eagle are made more swift, agile, and dexterous by their eagle spirits. While a Totemist’s spirit animal is not required to be a bear, eagle, or wolf, it should represent similar traits to one of the three.


Class Features

Shamanic Path

At 1st level, you start down your shamanic path. Most shamans have similar practices but each has a particular path they follow that when followed have different practices and give them different abilities specialized for their own path. The two major paths are Animism and Totemism, both detailed at the end of the class description. Your choice grants you features at 1st level and again at 6th, 11th, and 18th level.  

Spirit Companion

Starting at 1st level, you have a spirit companion (you may choose the form it appears to you as). As a bonus action you can summon your spirit companion and either gain advantage on all Wisdom checks and saving throws for the next 5 minutes or or you can add your wisdom modifier to your attack rolls and damage rolls for the next 30 seconds. You regain the use of this feature of a short or long rest.   At 7th level, your spirit companion allows you to communicate with all creatures you can cast speak with beasts, speak with plants, and speak with the dead as rituals without expending a spell slot.   As of 14th level, your spirit companion can allow you to see into the past. you can call up visions of the past that relate to an object you hold or your immediate surroundings. You spend at least 1 minute in meditation and prayer guided by your spirit companion, then receive dreamlike, shadowy glimpses of recent events. You can meditate in this way for a number of minutes equal to your Wisdom score and must maintain concentration during that time, as if you were casting a spell. Once you use this feature, you can't use it again until you finish a short or long rest.   Object Reading. Holding an object as you meditate, you can see visions of the object's previous   After meditating for 1 minute, you learn how the owner acquired and lost the object, as well as the most recent significant event involving the object and that   If the object was owned by another creature in the recent past (within a number of days equal to your Wisdom score), you can spend 1 additional minute for each owner to learn the same information about that creature.   Area Reading. As you meditate, you see visions of recent events in your immediate vicinity (a room, street, tunnel, clearing, or the like, up to a 50-foot cube), going back a number of days equal to your Wisdom score. For each minute you meditate, you learn about one significant event, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.  

Healing Touch

At 2nd level, your touch becomes blessed with spiritual energy and you can use this energy to heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your shaman level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of healing touch, expending hit points separately for each one. This feature has no effect on undead and constructs.  

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.  

Land’s Stride

Starting at 10th level, moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.  

Shamanic Mysticism

At 11th level, you gain access to primal mystical spells that only deep understanding of the world around you has allowed you to master. Choose one 6th-level spell from the shaman spell list because unlike the spells you prepare every day these spells must be learned completely and attempting to master them all can disrupt your inner balance and cause may disastrous effects. You can cast your spell once without expending a spell slot. You must finish a long rest before you can do so again. At higher level, you gain more shaman spells of your choice that can be cast in this way: one 7th level spell at 13th level, one 8th level spell at 15th level, and one 9thlevel spell at 17th level. You regain all uses of your Shamanistic Mysticism when you finish a long rest.  

Immortal Body

Starting at 20th level, the primaI magic that you wield causes you to age and act far differently than a normal human’s. For every 10 years that pass, your body ages only 1 year, suffer none of the frailty of old age, you can't be aged Magically, and you’re immune to disease and poison.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:   a tomahawk and a simple or martial weapon   a long bow and 20 arrows   a hide armor or a duster   an explorer’s pack   a shaman focus


Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the PHB for the general rules of spellcasting and chapter 11 for the Druid spell list. (For your list of spells refer to the Druid list from the PHB also including the following spells: Cantrip: shocking grasp 1st level: ensnaring strike, hail of thorns, hunter’s mark 2nd level: cordon of arrows, silence 3rd level: conjure barrage, lightning arrow, nondetection 5th level: conjure volley, swift quiver 6th level: otto’s irresistible dance 9th level: astral projection, true polymorph)  

Preparing and Casting spells

The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these Shaman spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a short or long rest. 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 + half of your Shaman level (minimum of one spell). The spells must be of a level for which you have spell slots. The Shaman table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To casl 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, when you are 5th level, you have two 3rd-level spell slots. To cast the 1sl-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.  

Spellcasting Ability

Wisdom is your spellcasting ability for your Shaman spells, since your magic draws upon your devotion and attunement to nature. 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 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.  

Spellcasting Focus

You can use a shaman focus (found in chapter 5) as a spellcasting focus for your Shaman spells.


Subclass Options

Shamans represent many different things for many kinds of people. For their own they are healers and medicine men and the one among them that can commune with the spirits. They tread a line between our world and others, they can even draw power from this connection. For a Shaman, the shamanic path they choose is one of great importance. Those who walk this path usually end up being a student of totemism or animism and both have very different ways of interacting with the spirits around them.  

Animism

Communion with souls  

Cantrips

At 1st level, you know two 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. You learn an additional cantrip at 4th level and an additional one at 10th level.  

Unyielding Magic

At 1st level, you have learned to use your own life energy to tap into magic that you possess. You can cast a spell that is 5th level or lower that you have prepared without expending a spell slot by expending an amount of hit points equal to 5 times the spell’s level that you are casting. You can also cast spells at higher levels using this feature, to do so you expend a number of hit points for the spell you are casting equivalent to what you would expend on a normal spell of that higher level. Any spells that allow you to regain hit points when cast using this feature can not be used on yourself.  

Aura of Warding

Beginning at 6th level, ancient magic lies so heavily upon you that it forms a spiritual ward. You and friendly creatures within 10ft of you have resistance to damage from spells.  

Twilight State

At 11th level, you gain the ability to put yourself and others into a state of existence that would make the creature unable to interact with the world around you. You can use this feature on yourself or a creature within touch range and it acts as if you casted the Etherealness spell with the following exceptions: the plane they have been put in is the twilight plane, a coalition of deep darkness or blinding light and they can only perceive the material plane while in this plane by making a DC 15 Wisdom (perception) Ability check, you are stuck in the place in which you were transported to the twilight plane and can not move from that spot, and you can not dispel Twilight State early.   If you attempt to use this feature on an unwilling creature they can make a Charisma Saving Throw vs. your Shaman Spell Save DC. On a success they are not affected by Twilight State. Once you use this feature, you must finish a long rest before you can use it again.  

Primal Spirit

At 18th level, through channeling powerful spiritual energies you can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane. Using your action, you undergo a transformation. For 1 minute, you gain the following benefits: You and friendly creatures within 30ft of you can't be charmed or frightened while you are in this form All allies within 30ft you regain 5 health per turn Enemies within 60ft of you have disadvantage on all saving throws made against your Shaman spells that you cast    

Totemism

Communion with nature  

Spiritual Path

At 1st level, you choose a totem animal from bear, eagle, and wolf, the totem animal you choose will affect the benefits you get at this level as well as affect benefits you gain from abilities at later levels.   Bear: you immediately gain 2 HP and you gain an additional 2 HP whenever you take a level into the Shaman class   Eagle: you gain flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.   Wolf: you gain proficiency with constitution saving throws  

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn.  

Animalistic Ferocity

By 11th level, you’ve learned how to channel your animalistic nature to give you an edge on the battlefield. On your turn you can channel your totem animal as a bonus action to gain benefits based on your spirit animal for 1 minute.You may use this feature a number of times equal to your wisdom modifier, you regain all uses of this feature after a long rest. Bear: You gain resistance to all non-magical bludgeoning, piercing, and slashing damage Eagle: Once per turn you may disengage as a free action and you may dash as a bonus action Wolf: You and all allies within 5ft of you gain advantage on all attack rolls  

Primal Power

At 18th level, you can feel the the primal power of your totem animal flowing through your veins and it allows you push past human limitations based upon your totem animal.   Bear: your Strength ability score maximum is now 24 and you gain +4 to your Strength score   Eagle: your Dexterity ability score maximum is now 24 and you gain +4 to your Dexterity score   Wolf: your Constitution ability score maximum is now 24 and you gain +4 to your Constitution score.


LevelProficiency BonusFeaturesCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
1st+2Sagely Inspiration, Spellcasting242
2nd+2Sage School, Renewal of Magic253
3rd+2Expertise2642
4th+2Ability Score Improvement3743
5th+3Constant Musings, Sagely Inspiration (d8)38432
6th+3Magical Insight, Sage School feature39433
7th+3Serene Mind3104331
8th+3Ability Score Improvement3114332
9th+431243331
10th+4Magical Secrets, Sage School feature, Sagely Inspiration (d10)41343332
11th+4413433321
12th+4Ability Score Improvement414433321
13th+5Lingual Essence4154333211
14th+5Magical Secrets, Sage School feature4164333211
15th+5Sagely Inspiration (d12)41643332111
16th+5Ability Score Improvement41743332111
17th+6Inscrutable Soul418433321111
18th+6Magical Secrets418433331111
19th+6Ability Score Improvement420433332111
20th+6Superior Inspiration420433332211

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Mancon815.

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