Shaman
Hit Points
Hit Dice: d6 per Shaman level
Hit Points at first Level: 6+Con Modifier
Hit Points at Higher Levels: 1d6 (or 4) plus your Con modifier per Shaman level after 1st
Proficiences
Armor: none
Weapons: daggers, darts, slings, quarterstaffs, blowgun, clubs
Tools: herbalism kit, poisoner's kit, brewer's supplies
Saving Throws: Wisdom, Charisma
Skills: Choose three from: Arcana, Insight, Medicine, Nature, Perception, Religion, and Survival.
Class Features
Shamanistic Practices
When you reach 2nd level, you choose a shaman practice from the list of available practices, shaping your practice of magic. Your choice grants you features at 2nd level and again at 4th, 6th, and 14th level.
Summon Totem
When you reach 2nd level, you have learned how to infuse your totems with supernatural power. As a bonus action you can place a totem any point you can see within 15ft of you. The totem is a small object with 10 AC and 10 HP, and cannot occupy the same space as another creature.
As a bonus action you can move the totem up to 30ft in any direction you can see. Alternatively the totem can be grappled with an action and forced move for half the movement speed of the creature moving it.
The totem persists for 1 minute, until you are incapacitated, or when it is destroyed. You can use this feature a number of times equal to your proficiency bonus and cannot use it again until you finish a short rest or long rest.
The effect of the totem depends on the type of totem you summon listed below:
Healing Totem: This totem has a 30ft aura. Creatures of your choice in the aura regain HP equal to your Wisdom modifier (minimum of 1) at the start of their turn.
Warrior Totem: You can target up to 2 creatures within 15ft of this totem. A creature that is affected by this totem can add +1 to their attack rolls. This effect ends if the targets move out of range of the totem or when the totem dissipates.
Skillful Totem: This totem has a 30ft aura. Creatures of your choice can choose one skill check and gain proficiency with that skill check for the duration this totem is active. If the creature already has proficiency with the chosen skill the proficiency bonuses do not stack.
Shamanistic Practice Feature
At 4th level you gain a feature granted to you by your Shamanistic Practice.
Ability Score Improvement
When you reach 5th 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.
If your DM allows the use of feats, you may instead take a feat.
Cantrip Versatility
5th-level shaman optional feature
Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace one cantrip you learned from this class's Spellcasting feature with another cantrip from the shaman spell list.
Shamanistic Practice Feature
At 6th level you gain a feature granted to you by your Shamanistic Practice.
Elemental Guidance
When you reach 8th level, you have mastered control over the elements. During a long rest you may choose one of the elemental abilities listed below. You may switch between elemental abilities once per long rest.
Stone Protection: When you choose this ability you gain a +2 to AC and are resistant to poison, slashing, piercing, and bludgeoning damage from non-magical sources. You gain vulnerability to Thunder damage.
Flowing Water: When you choose this ability you gain proficiency in Dexterity (Acrobatics) checks. If you are already proficient in Dexterity (Acrobatics) checks you double your proficiency bonus. You gain resistance to cold and fire damage. You gain vulnerability to Lightning damage.
Fiery Passion: When you choose this ability your weapon attacks deal an additional 2d6 fire damage. You are resistant to fire damage. You gain vulnerability to cold damage.
Light as Air: When you choose this ability you gain an additional fly speed of 15ft. You are resistant to lightning and thunder damage. You are vulnerable to bludgeoning damage.
Ability Score Improvement
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Spiritual Guidance
When you reach 10th level, you gain the ability to commune with the spirits. Once per long rest you may conjure a spirit that aids you. The spirit is medium sized and incorporeal, it cannot attack or take damage, it has a movement of 30ft. The spirit can do any action that a normal creature could do such as move an object, give the aid action, or move. While the spirit is summoned you are resistant to necrotic damage. The spirit lingers for one hour or until you are incapacitated. You regain the use of this ability after you finish a long rest.
When you reach 10th level, you gain the ability to infuse yourself with elemental power. Choose one of the elemental abilities listed below and gain that benefit. You can choose a different ability to benefit from once per long rest, doing so swaps the abilities.
Ability Score Improvement
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Shamanistic Practice Feature
At 14th level you gain a feature granted to you by your Shamanistic Practice.
Ability Score Improvement
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Ability Score Improvement
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Elder's Ways
At 20th level you have learned the ways of the ancient Elders. As part of a long rest you can commune with the spirits of your ancestors and learn the outcome of one scenario you ask them. Once you use this ability you cannot use it again for one week.
Starting Equipment
You start with the following items, plus anything provided by your background:
- (a) any simple weapon or (b) a blowgun and 30 blowgun needles
- (a) a component pouch or (b) an arcane focus
- (a) a scholar's pack or (b) a dungeoneer's pack
Spellcasting
As a shaman you have mastered the arts of nature and spirituality, be it controlling the elements, communing with the dead, or being a leader for you people. You cast spells from both the Druid and Cleric spell list these spells count as shaman spells for you.
Cantrips
At 1st level, you know three cantrips of your choice from the cleric and druid spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.
Preparing and Casting Spells
The Cleric table shows how many spell slots you have to cast your cleric 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.
You prepare the list of shaman spells that are available for you to cast, choosing from the cleric and druid spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells. The power of your spells comes from nature and the spirits you commune with. You use your Wisdom whenever a shaman 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 an arcane focus as a spellcasting focus for your shaman spells.
Subclass Options
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