Shaman

Level Proficiency Bonus Features Cantrips Known 1st-level Spell Slots 2nd-level Spell Slots 3rd-level Spell Slots 4th-level Spell Slots 5th-level Spell Slots 6th-level Spell Slots 7th-level Spell Slots 8th-level Spell Slots 9th-level Spell Slots
1st +2 Spellcasting, Spirit Domain 3 2 - - - - - - - -
2nd +2 Channel Spirits (1/rest), Spirit Domain feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Destroy Undead (CR 1/2) 4 4 3 2 - - - - - -
6th +3 Channel Spirits (2/rest), Spirit Domain feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Destroy Undead (CR 1), Spirit Domain feature 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Call on Spirits 5 4 3 3 3 2 - - - -
11th +4 Destroy Undead (CR 2) 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Destroy Undead (CR 3) 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Destroy Undead (CR 4), Spirit Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 Channel Spirits (3/rest) 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Call on Spirits Improvement 5 4 3 3 3 3 2 2 1 1
 

Class Features

Hit Points

 
  • Hit Dice: 1d8 per shaman level
  • HP at 1st Level: 8 + CON modifier
  • HP at Higher Shaman Levels: 1d8 + CON modifier
 

Proficiencies

 
  • Armor: Light, medium, shields
  • Weapons: Simple weapons
  • Tools: None
  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from: History, Insight, Medicine, Persuasion, and Religion
 

Equipment

 
  • A mace OR a warhammer
  • Scale mail, leather armor, or chain mail
  • A light crossbow and bolts OR any simple weapon
  • A priest's pack OR an explorer's pack
  • A shield and a holy symbol
 

Spellcasting

As a conduit for divine power, you can cast shaman (cleric) spells.  

Cantrips

At 1st level, you know three cantrips of your choice from the shaman (cleric) cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.  

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 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 shaman 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 prayer and 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. 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 + proficiency bonus + WIS modifier
  • Spell attack modifier: Proficiency bonus + WIS 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 holy symbol as a spellcasting focus for your shaman spells.  

Spirit Domain

Choose one domain from the Shaman section of the Subclasses folder. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Spirits when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.  

Domain Spells

Each domain has a list of spells—its domain spells— that you gain at the shaman levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.   If you have a domain spell that doesn’t appear on the shaman spell list, the spell is nonetheless a shaman spell for you.  

Channel Spirits (2nd-level)

At 2nd level, you gain the ability to channel divine energy directly from the spirits associated with your domain, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.   When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.   Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your shaman spell save DC.   Beginning at 6th level, you can use your Channel Spirits twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.  

Channel Spirits: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.   A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.  

Ability Score Improvement (4th-level and beyond)

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.  

Destroy Undead (5th-level)

Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the following table.  
Shaman Level Destroys Undead of CR
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower
 

Call on Spirits (10th-level)

Beginning at 10th level, you can call on the multitudes of forces aligned with your spiritual domain to intervene on your behalf when your need is great. Imploring such aid requires you to use your action.   Describe the assistance you seek, and roll percentile dice. If you roll a number equal to or lower than your shaman level, the spirits answer your call. The DM chooses the nature of the intervention; the effect of any shaman spell or shaman domain spell would be appropriate. If the spirits aligned with you intervene, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.   At 20th level, your call for intervention succeeds automatically, no roll required.

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