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.
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|
1st | +2 | Sagely Inspiration, Spellcasting | 2 | 4 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Sage School, Renewal of Magic | 2 | 5 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Expertise | 2 | 6 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | 7 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | Constant Musings, Sagely Inspiration (d8) | 3 | 8 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Magical Insight, Sage School feature | 3 | 9 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Serene Mind | 3 | 10 | 4 | 3 | 3 | 1 | — | — | — | — | — |
8th | +3 | Ability Score Improvement | 3 | 11 | 4 | 3 | 3 | 2 | — | — | — | — | — |
9th | +4 | ─ | 3 | 12 | 4 | 3 | 3 | 3 | 1 | — | — | — | — |
10th | +4 | Magical Secrets, Sage School feature, Sagely Inspiration (d10) | 4 | 13 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | ─ | 4 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 4 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | Lingual Essence | 4 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Magical Secrets, Sage School feature | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Sagely Inspiration (d12) | 4 | 16 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
16th | +5 | Ability Score Improvement | 4 | 17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | — |
17th | +6 | Inscrutable Soul | 4 | 18 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18th | +6 | Magical Secrets | 4 | 18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19th | +6 | Ability Score Improvement | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20th | +6 | Superior Inspiration | 4 | 20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |