Shaman
Level | Proficiency Bonus | Features | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|
1st | +2 | Companion Spirit | — | — | — | — | — |
2nd | +2 | Healing Spirits, Spellcasting, Speak with Spirits | 2 | — | — | — | — |
3rd | +2 | Spirit Eyes, Shamanic Rite | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 3 | — | — | — | — |
5th | +3 | Extra Attack, Healing Spirit Improvement | 4 | 2 | — | — | — |
6th | +3 | Fangs of the Spirit | 4 | 2 | — | — | — |
7th | +3 | Shamanic Rite Feature | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 4 | 3 | — | — | — |
9th | +4 | — | 4 | 3 | 2 | — | — |
10th | +4 | Empowered Companion Spirit, Healing Spirit Improvement | 4 | 3 | 2 | — | — |
11th | +4 | Shamanic Rite Feature | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 4 | 3 | 3 | — | — |
13th | +5 | — | 4 | 3 | 3 | 1 | — |
14th | +5 | Spiritual Shroud | 4 | 3 | 3 | 1 | — |
15th | +5 | Shamanic Rite Feature, Healing Spirit Improvement | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Spirit Tide | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Undaunted Khan | 4 | 3 | 3 | 3 | 2 |
Companion Spirit
As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. Choose one of the following Companion Spirit options. Your choice provides you with a Spirit Boon as well as a special ability used through your spirit companion. Your companion spirit shares your statistics except where noted below. Your spirit companion uses your Wisdom modifier for its attack and damage rolls. Your companion spirit rolls its own initiative and takes its own turn in combat, following your telepathic commands with no action required. If your companion spirit dies, you may spend one hour communing with the spirit realm to re-summon it. If, during this time, you are disturbed at all, you must restart from the beginning. You may re-summon your spirit companion a number of times equal to half your proficiency bonus, regaining all uses when you finish a long rest.Protector Spirit
You draw on the strength of the bear, horse, or a similar protective spirit to defend and bolster your allies. AC: 15 HP: 10 times your Shaman level Damage: 1d8 force Spirit Boon: Any creature of your choice adjacent to your spirit companion regains additional hit points equal to your Constitution modifier when he or she regains hit points from an ability you use or spell you cast. Spirit Ability: Whenever your companion spirit hits a creature with an opportunity attack, a creature of your choice within 30 feet of the spirit regains hit points equal to your Constitution modifier.Stalker Spirit
You draw on the stealth and cunning of the panther, spider, or a similar stalking spirit to empower and position your allies. AC: 13 HP: 7 times your Shaman level Damage: 1d8 force Spirit Boon: Any creature of your choice adjacent to your spirit companion gains a bonus to attack rolls against bloodied enemies equal to half your Intelligence modifier, rounded up. Spirit Ability: Whenever your companion spirit hits a creature with an opportunity attack, that creature's speed is reduced by an amount of feet equal to five times your Intelligence modifier and takes a penalty to attack rolls against your allies equal to your Intelligence modifier until the end of its next turn.Vengeful Spirit
You draw on the raw power and ferocity of the drake, tiger, or a similar vengeful spirit to strike down your foes before they can upset the balance of the world. AC: 13 HP: 7 times your Shaman level Damage: 1d10 force Spirit Boon: Any creature of your choice adjacent to your spirit companion gains a bonus to damage rolls against bloodied enemies equal to your Strength modifier. Spirit Ability: Whenever your companion spirit hits a creature with an opportunity attack, that creature takes additional damage equal to twice your Strength modifier.Spirit Siphon
Beginning when you reach 2nd level, you gain the ability to draw in the essence of the recently dead around you. When a non-construct, non-undead creature dies within 30 feet of you, you can use your reaction to draw in part of its soul and restore a 1st-level spell slot. When you reach 10th level, you can restore a 2nd-level spell slot instead. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest.Healing Spirit
Also at 2nd level, you can let loose pulses of healing spiritual energy as an action. Each creature within 30 feet of your Guardian spirit gains 1d6 + your Wisdom modifier hit points. This healing increases by 1d6 at 5th level (2d6), 10th level (3d6), and 15th level (4d6). You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.Spellcasting
By the time you reach 2nd level, you have learned to use the raw force of the spirits that guide you to cast spells, similarly to your druidic kin.Spell Slots
The Shaman table shows how many spell slots you have to cast your shaman 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. For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.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 5th 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.Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, since your magic draws on the knowledge you gain from the spirits that guide your path and watch over you. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you can 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 know the spell.Spellcasting Focus
You can use a totem of your companion spirit as a spellcasting focus for your shaman spells.Spirit Eyes
Beginning at 3rd level, you gain the ability to share your senses with those of your spirit companion. You gain darkvision out to a range of 60 feet, and you can see onto the ethereal plane out to 30 feet while on the prime material plane or vise versa. As an action, you can see through your spirit companion’s eyes and hear what it hears until the start of your next turn.Shamanic Rite
At 3rd level, you choose the rite you wish to emulate in the exercise of your shamanic rituals and powers. Your Rite grants you features at 3rd level, and again at 7th level, 11th level, and 15th level.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.Extra Attack
Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on Your Turn.Fangs of the Spirits
Starting at 6th level, the spirits guide your weapons and cause you to strike powerfully. Whenever you hit a creature with a melee weapon attack, you deal an additional 1d4 force damage to that creature. If you are adjacent to your companion spirit, you instead deal an additional 1d8 force damage to that creature.Empowered Companion Spirit
Beginning when you reach 10th level, your spirit companion gains a special attack and becomes more adept in combat, as shown below.Protector Spirit
Your spirit becomes stronger and better at resisting the blows of your foes. AC: 17 HP: 12 times your Shaman Level Protector's Strike: As an action, the spirit makes a Melee Weapon Attack against a creature within 5 feet of it. On a hit, each creature of your choice that is adjacent to the spirit gains temporary hit points equal to your Constitution modifier.Stalker Spirit
Your spirit becomes more stealthy and better at keeping your foes from fleeing. AC: 15 HP: 9 times your Shaman level Stalker's Strike: As an action, the spirit makes a Melee Weapon Attack against a creature within 5 feet of it. On a hit, each creature of your choice that is adjacent to the spirit gains a +2 bonus to attack rolls against that target until the start of the spirit's next turn.Vengeful Spirit
Your spirit becomes more hateful and seeks to tear your foes apart. AC: 14 HP: 10 times your Shaman level Vengeful Strike: As an action, the spirit makes a Melee Weapon Attack against a creature within 5 feet of it. On a hit, each creature of your choice that is adjacent to the spirit gains a +2 bonus to attack rolls against that target until the start of the spirit's next turn.Spiritual Shroud
Starting when you reach 14th level, the spirits who guide you have begun to diffuse into your very body. You gain proficiency in Constitution saving throws. In addition, when you fail a Constitution saving throw, you can use your reaction to add your Wisdom modifier to it. You can use this feature a number of times equal to your Wisdom modifier, regaining all expended uses when you finish a long rest.Spirit Tide
Beginning at 18th level, any time you apply your Fangs of the Spirits to an attack, or your Companion Spirit deals damage, you may have another creature adjacent to the target take force damage equal to your Wisdom modifier.Undaunted Khan
When you reach 20th level, you become the epitome of a spirit master. Your Wisdom score increases by 4 to a maximum of 24. In addition, while within 10 feet of your companion spirit you and creatures of your choice take 5 less damage from all sources except for bludgeoning, piercing, and slashing.
A yanatheran wearing heavy bear hides raises her arms high, a ghostly bear appearing in front of her and rushing at her foes, the powers of nature wrapping around it and empowering its charge.
A Sylvarin points his finely crafted spear forward, his polished leathers glistening in the moonlight as a swarm of translucent ravens flock his ally, protecting her from the blows of an ogre.
A green dragonborn shakes a yew totem in one hand and a wicked knife in the other. As the totem rattles, the ground bursts to life around him, encasing him and his allies in a cage of briars.
A minotaur with nature runes etched into his horns snorts out, the spirit of a bull bursting to life from the mist and goring his target.
One with Spirits
Shamans are inspiring and dangerous battle leaders. They command spirit guides, and through them lead their allies. These nature spirits bolster their allies' attacks and offer protection and healing when needed.Speaker of the Dead
Due to their strong connection with spirits, shamans often have a good relationship with those in between life and death. They have an easier time speaking with the dead and piercing the veil that separates their souls from the prime material plane.Leader of the Tribe
Shamans are first and foremost warriors of nature and their tribe, leading them into battle with a fury rivaled only by the spirits of the beasts they command. Shamans will strike first and ask questions later, tearing apart any who would harm nature or their tribe. They will gladly sacrifice themselves if it means the continuation of their people, confident that their spirit will join those of their forefathers and allow them to guide the next generation of shamans. When a shaman is successful in a dangerous battle, they often take time to thank each of the spirits and guide the new spirits of the freshly dead to the afterlife. They have utmost respect for the dead, even if it was something or someone who had been trying to kill them just moments before and will never desecrate a corpse if they have a choice. If one of their allies does so, they often have a hard time trusting that person and will typically aid others before the offender. In a good party though, a shaman will become a powerful leader and useful ally. They overcome any odds to see their allies safely delivered from the jaws of death. When a shaman feels they are relied on, their confidence will seem to grow as they ignore all else other than protecting those they have deemed worth it. Shamans typically follow the gods closely, but especially Kith-Jora and D'hurgen, believing that only in a merging of natural life and death can true peace be achieved for themselves and their tribe. They are far more religious than their druid counterparts, but respect the choices of any who walk a proper path in their eyes.Creating a Shaman
Creating a shaman needs a backstory explaining how they achieved such a status and why they have left their original tribe to join a new party. Was your character's tribe attacked while you were away, causing you to blame yourself and seek out others to lead to seek forgiveness? How did your character first learn to speak with the dead? Where you trained under an elder, or were you sought out by the spirits of past shamans of your tribe, chosen by them to carry their mantle, or perhaps even anointed by a god such as Kith-Jora to be a champion of balance? What drew you into the path of the shaman? Do you seek to continue a balance of life and death through the help of spirits? Do you want to create peace through destruction of opposition, or perhaps through relating to the core similarities in all living beings with a soul?Quick Build
You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution, Intelligence, or Strength depending on the companion spirit you choose. Second, choose a background that explains how you came upon your unique spiritual connection, such as an Acolyte, Outlander, or a Sage.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 1stProficiencies
Armor: Light Armor, Hide Weapons: Simple Melee Weapons, Longspears Tools: None Saving Throws: Strength, Wisdom Skills: Choose three from Acrobatics, Animal Handling, Carving, Disguise, Endurance, Intimidation, Leadership, Medicine, Nature, Perception, Religion, Stealth, Survival, and TumbleEquipment
You start with the following equipment, in addition to the equipment granted by your background:- (a) a longspear or (b) two simple melee weapons
- (a) five javelins or (b) three handaxes
- (a) leather armor or (b) hide armor
- (a) an explorer's pack or (b) a dungeoneering pack
- a wooden totem of your chosen companion spirit
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