Shaman

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Shaman

A female half-orc lumbered through the forest, her primal tattoos glistened in the light of the moon. A child of her tribe had seen a group of hobgoblins cutting lumber from their sacred grove of trees. Slicing her hand, the half-orc used her dark blood to inscribe a glyph on a the hilt of her greatclub. The weapon began to pulse with a deep green aura as she ventured forth to deal with the foolish hobgoblins that had dared profane the sacred grove of her tribe. The trespassers would pay with their lives for desecrating the sacred grove of the local spirits.   A hunched over, elderly halfling griped his necklace as he faced down the massive ogre who had come to threaten his village. The necklace, made from the finger bones of the villiage's previous shamans, allowed their spirits to empower his aging body. Drawing upon this power, he could once again move with the vigor of his youth. Quick as lightning, he struck the ogre’s head with the quarterstaff that marked him as the elder of his people. As his foe's body slumped to the ground, the elderly halfling reflected on his time as champion. Soon it would come to an end, and his body would return to the earth. However, his spirit would live on, providing aid to the next shaman.   In the dead of night, a thin elvish woman completed her sinister ritual, binding a spirit of pestilence to a lock of stolen hair. The following morning, far across the town, the man who had insulted the elvish woman the previous day came down with a sudden illness, and within hours he succumbed to the strange pox. The villagers suspected dark magic was at play, but after a few days they buried the fool and moved on.  

Conduits of Spiritual Energy

Every living thing; plants, animals, and even the landscape, is suffused with spiritual power. Those who learn to draw out this latent primal energy, and even control sentient spirits, are known as Shamans. Once they open themselves to the spirit of the world around them, they can use their magic enhance their bodies, curse their foes, shape the landscape, channel the elements, and heal the sick. This spiritual power is ancient in origin, and since its discovery, its has been passed from one to the next in an unending chain of sages.  

Power Overwhelming

Through meditation and introspection shamans learn to tap into the spiritual power of creation innate to all living things. Once they open themselves, their connection to the spiritual world is intense. Each time they do so, they run a the risk of being overwhelmed by the wild spirits they wield. One wrong move, and novice and expert alike can consumed by the spiritual power they draw into themselves. But, for the few that strike a balance between themselves and this power, they are able to wield the primal magic that was instrumental in the creation of the multiverse and all things that live within.  

Creating Your Shaman

When creating your shaman, consider how you first learned to wield the power of spirits. Were you trained from birth to become the next champion of your tribe, destined to bear the power of your ancestors? Did a hag raise you in her ways, teaching you the secrets of hex magic? Or did you study under an ancient hermit, learning to draw upon the spiritual power within in all living things in order to heal the broken?  

Quick Build

You can make a shaman quickly by using these suggestions. First, make Wisdom your highest ability score followed by Constitution. Second, choose the hermit background. Third, choose the guidance and shillelagh cantrips, the spells entangle and heroism, and the Body Sacred Technique.
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 1st
armor proficiencies: Light armor, shields
weapon proficiencies: Simple weapons, blow guns, nets.
tools: None
saving throws: Wisdom, Charisma
skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Performance, or Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background.

(a) a quarterstaff or (b) any simple weapon

(a) a shortbow and 20 arrows or (b) 5 javelins

(a) a priest's pack or (b) an explorer's pack

Leather armor and a Shamanistic Fetish.
spellcasting:

Primal Magic

You have learned to draw upon the primal spirits of creation within all things in order to cast spells. See chapter 11 of the Player's Handbook for the general rules of spellcasting and the end of this class description for the shaman spell list.  

Cantrips

At 1st level, you learn two cantrips of your choice from the shaman spell list, which is included at the end of this class description. As you gain levels in this class, you learn additional shaman cantrips of your choice, as shown in the Cantrips Known column of the Shaman table above.  

Spell Slots

The Spell Slots column of Shaman table above shows how many spell slots you have, with the level of these spell slots indicated in the Slot Level column. All of your spell slots are of the same level. To cast a shaman spell of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.
For example, a 5th level shaman will have two 3rd-level spell slots. In order for them to cast cast the 1st-level spell cure wounds, they must spend one of their 3rd-level slots, and cast cure wounds as a 3rd-level spell.  

Spells Known of 1st-Level and Higher

At 1st level, you learn two 1st-level spells of your choice from the shaman spell list at the end of this class description. The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new shaman spell, which can be 1st, 2nd, or 3rd-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 of your choice 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, so 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 any shaman spell you know as a ritual so long as that spell has the ritual tag.  

Spellcasting Focus

You use a shamanistic fetish as a spellcasting focus for your shaman spells. Shamistic fetishes are mundane items of personal significance to the shaman worth at least 1 gold.
class features:

Sacred Focus

In order to safely channel the overwhelming power of the spirit world, shamans must focus on a powerful aspect of themselves in order to avoid being consumed. At 1st level, choose one of the aspects below to be your Sacred Focus, each of which grants you certain innate benefits.
Bodily Focus. You draw spiritual power through your body, bending the spirits to your will with your might. When you choose this focus your hit point maximum increases by 1, and it increases by 1 again each time you gain a level in this class.
Mental Focus. You channel spiritual power through your wondrous mind, manipulating the spirits with your cunning wit. When you make an ability check or saving throw that uses your Intelligence score, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).
Emotional Focus. You draw spiritual power into your heart and overwhelm spirits with your powerful emotions. When make a saving throw, you can choose to make the save with advantage, or disadvantage. However, the next saving throw you make is make with the opposite modifier.
For example, if you choose to have advantage on a saving throw, your next saving throw is made at disadvantage.
Spiritual Focus. You gently guide the spirits to do what you wish using the inner serenity of your soul. This same serenity grants you a measure of protection. While not wearing armor or wielding a shield, your Armor Class is equal 10 + your Dexterity modifier + your Wisdom modifier.
 

Spirituality

At 1st level, a shaman chooses their Spirituality, the method of shamanistic magic that you practice: Curse Binder, Earth Shaker, Spirit Warrior, Storm Caller, Wild Heart, or Witch Doctor, each of which is detailed at the end of this class description. Your Spirituality grants you features at 3rd level, and again at 6th, 10th, and 14th level in this class.  

Spirituality Spells

Each Spirituality has a list of spells that you learn at the shaman levels noted in the Spirituality description. These Spirituality Spells count as shaman spells for you, but they don't count against your total number of Spells Known.  

Totemic Magic

You have learned the signature power of a shaman, binding the primal power of spirits into totems. These small items are imbued with the spiritual power, and allow you to channel mystical abilities. At 2nd level, you learn two totems of your choice from the list at the end of this class description. Some totems have a shaman level prerequisite. You must meet the prerequisite level in order to learn it. You can learn a totem at the same time you meet its prerequisites. You learn additional totems as you gain levels in this class, as shown in the Totems Known of the Shaman Table. Each time you finish a long rest, you can choose one of the totems you know and replace it with another totem of your choice from the list at the end of this class description.  

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.  

Primeval Conduit

At 11th level, you can channel the magic of powerful, almost sentient spirits, manifesting as a Primeval Conduit, a spell of great spiritual power. Choose one shaman spell of 6th-level or lower as your Primeval Conduit . You can cast this Conduit spell once, at 6th-level, without expending a spell slot. Each time you gain a level, you can replace one of your Primeval Conduits with another shaman spell of your choice. As you gain levels in this class, you learn 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 9th-level spell at 17th level. You regain all expended uses of your Primeval Conduit spells when you finish a long rest. Your Primeval Conduit spells don't count against your total number of Spells Known. If you selected a spell of 5th-level or lower to be upcast as one of your Primeval Conduit spells, you cannot cast it using your Primal Magic spell slots unless it is also one of your Spells Known.  

Spiritual Ascension

Your body is nothing more then a vessel for your ascended spirit. Starting at 20th level, you no longer age, and you are immune to all disease and the poisoned condition. If you die, roll a d20. On a roll of 10 or higher, in place of dying, you turn into a discorporate spirit with 0 hit points and fall unconscious. Your body disappears, but anything you were wearing or carrying falls to the ground. 1d4 days later, you appear at a place of your choice, on the plane where you would have died, having gained all the benefits of a long rest.  

Totems

Below are the totems available to a shaman. If a totem has a prerequisite, like your shaman level or your Spirituality, you must meet them in order to learn it. You can learn a totem at the same time that you meet its prerequisites.  

Totem of the Autumn Wind

Once per turn, when you hit a creature with an attack, you can force the target to make a Constitution saving throw. On a failed save, the creature cannot regain hit points until the beginning of your next turn.  

Totem of the Bear

As a bonus action, you can cause your fingers to grow into savage claws. While you have these claws manifested, your unarmed strikes deal slashing damage equal to 1d6 + your Strength modifier on hit. If you have two free hands, the d6 becomes a d8. You can use a subsequent bonus action to cause your claws disappear.   Starting at 5th level, your claw attacks count as magical for the sake of overcoming resistances and immunities.  

Totem of the Beast

Primal spirits enhance your senses. You gain proficiency in the Perception skill, and you have advantage on any Wisdom (Perception) checks that rely on your hearing or smell.  

Totem of the Earthquake

Once per turn, when you hit a creature with a melee weapon attack, your weapon deals an additional 1d6 damage. This damage increases as you gain levels in this class; at 6th level (1d8), 11th level (1d10), and 17th level (1d12).  

Totem of the Forest

Your spirit is one with the woods. You gain proficiency in the Stealth skill, and you have advantage on Dexterity (Stealth) checks you make to Hide in natural environments.  

Totem of the Harvest

At the end of each short or long rest, you cast the goodberry spell without expending a spell slot or material components. The berries last until the end of your next short or long rest, at which point they wither into nothing.  

Totem of the Mountain

Your skin becomes resilient like the mountains. While you are not wearing any armor or wielding a shield, your Armor Class is equal to 13 + your Constitution modifier (minimum of 13).  

Totem of the North Wind

Spirits of the air speed your steps. Your base movement speed increases by 5 feet. As you gain levels in this class, this bonus to your movement increases; at 5th level (10 feet), 11th level (15 feet), and 17th level (20 feet).  

Totem of the Pond

You have a spiritual connection with water. You develop a viscous coating on your skin that allows you to hold your breath for up to 1 hour while underwater. This coating also grants you advantage on ability checks to resist grapples.  

Totem of the Rainstorm

Your spirit washes away poison like purifying rain. You gain resistance to acid and poison damage, and have advantage on saving throws to resist being poisoned.  

Totem of the Trailblazer

Spirits of the wild guide you. You gain proficiency in the Survival skill, and you have advantage on Wisdom (Survival) checks to track creatures while in natural environments.  

Totem of Twilight

Spirits of night enhance your sight. You gain Darkvision to a radius of 120 feet, within which you can see in dim light as if it were bright light, and in darkness as if it were dim light. Starting at 9th level, you can see in magical darkness.  

Totem of the Waves

Your body is able to flow like the waters of the sea. When you are hit by a critical hit, you can use your reaction to turn it into a normal hit. Once you use this feature you must finish a short or long rest before you can use it again. When you reach 12th level in this class, you can use this reaction twice between each short or long rest.  

Totem of the Whirlwind

The wind itself empowers your strikes. As a reaction when you score a critical hit with a weapon attack, you can make one additional weapon attack against the same target.  

Totem of the Wilds

Your spiritual connection to nature allows you to converse with wild creatures. You can cast speak with animals at-will, without expending a spell slot.   Upon reaching 5th level in this class, you can cast speak with plants at-will, without expending a spell slot.  

Totem of the Avalanche

Prerequisite: 5th-level shaman
Once per short or long rest, you can cast the 'enlarge' version of the enlarge/reduce spell as a bonus action on your turn, targeting only yourself, without expending a spell slot.  

Totem of the Bloom

Prerequisite: 5th-level shaman
You can cast the plant growth spell, without expending a spell slot. Once you do so you must finish a long rest before you can cast plant growth in this way again.
If you don't use this feature before your next long rest, the 8 hour version of plant growth takes effect on the land surrounding you during the course of your next long rest.  

Totem of the Eruption

Prerequisite: 5th-level shaman
Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your Primal Magic spell slots to deal additional cold, fire, lighting, magical bludgeoning, or thunder damage (your choice) to the target.
The extra damage is 1d8 for a 1st-level slot, plus 1d8 for each spell level higher than 1st, to a maximum of 6d8.  

Totem of the Grave

Prerequisite: 5th-level shaman
You call forth spirits of long dead warriors to defend you. You can expend a Primal Magic spell slot to cast the animate dead spell, without providing the material components. Once you cast animate dead in this way, you must finish a long rest before you can do so again.  

Totem of Light

Prerequisite: 5th-level shaman
Your spirit is restored when you soothe the wounds of others. When you cast a spell of 1st-level or higher that restores hit points to a creature other then yourself, you gain temporary hit points equal to your shaman level.  

Totem of the Quagmire

Prerequisite: 5th-level shaman
You are immune to any effect that would read your thoughts, sense your emotions, or detect your alignment, as well as any divination spell that you refuse. Additionally, when a creature makes a Wisdom (Insight) check to ascertain your true intentions or sincerity they do so at disadvantage.  

Totem of the Spirits

Prerequisite: 5th-level shaman
You can call upon local spirits to protect you. Once per long rest, you can grant yourself temporary hit points equal to your shaman level as a bonus action on your turn.  

Totem of the Swamp

Prerequisite: 5th-level shaman
As an action on your turn, you can exude noxious gas, forcing creatures within 15 feet of you to make a Constitution saving throw. On a failed save, they are poisoned until the beginning of your next turn. On a success, creatures are immune to the effects of this feature for the next 24 hours.  

Totem of the Woodlands

Prerequisite: 5th-level shaman
You can summon wild spirits to protect you. You can cast summon beast at a level equal to your Primal Magic spell slots, without expending a spell slot or material components. Once you cast summon beast in this way, you must finish a long rest before you can do so again.  

Totem of the Hunt

Prerequisite: 7th-level shaman
You call on savage spirits of the wild to empower your strikes. Once per turn, you can grant yourself advantage on an attack roll if the target is within 5 feet of a creature friendly to you.  

Totem of the Hurricane

Prerequisite: 7th-level shaman
Your limbs grow long, allow you to deal destruction like a mighty hurricane. Your reach, including the range of your melee weapon attacks, increases by 5 feet.  

Totem of the Ooze

Prerequisite: 7th-level shaman
As a bonus action on your turn, you can cause your body, and any equipment you are wearing or carrying to become slimy and pliable. You can move through spaces as narrow as 1 inch without squeezing, and you can escape from nonmagical restraints or a grapple by expending 5 feet of movement.  

Totem of the River

Prerequisite: 7th-level shaman
You are one with the spirits of the waters. You can breathe both air and water, and you gain a 30 foot swimming speed.  

Totem of the Cave

Prerequisite: 9th-level shaman
You are attuned to the spirits of the earth. So long as you are touching the ground, you gain tremorsense out to a radius 30 feet, allowing you to sense anything else touching the ground. When you reach 15th level in this class, the radius of your tremorsense grows to become 60 feet.  

Totem of the Dawn

Prerequisite: 9th-level shaman
You can imbue your allies with the protection of the dawn. At the end of each long rest, you can cast death ward on a creature of your choice, without expending a spell slot.  

Totem of the Fey Court

Prerequisite: 9th-level shaman
You call upon spirits of the Feywild for aid. You can cast the summon fey spell at a level equal to your Primal Magic spell slots, without expending a spell slot or material components. Once you cast summon fey in this way, you must finish a long rest before you can do so again.  

Totem of the Sun

Prerequisite: 9th-level shaman
Once per short or long rest, when you fail a saving throw, you can choose to re-roll, possibly turning a failure into a success. When you reach 15th level in this class, you can use this ability twice per short or long rest.  

Totem of the Vine

Prerequisite: 9th-level shaman
You can call upon the spirits and plants of the wild to restrain your foes. You can cast the ensnaring strike spell at 1st-level, at will, without expending a spell slot.  

Totem of the Eclipse

Prerequisite: 15th-level shaman
Your connection to the spirit world grants you an innate magic resistance, You are resistant to damage from spells.  

Totem of the Elements

Prerequisite: 15th-level shaman
You can shape the raw elements of creation to fight for you. You can cast the summon elemental spell at a level equal to your Primal Magic spell slots, without expending a spell slot or material components.
Once you cast summon elemental in this way, you must finish a short or long rest before you can do so again.  

Totem of the Sapling

Prerequisite: 15th-level shaman
The magic of creation that you channel restores your spirit. At the start of each of your turns, you regain hit points equal to your Wisdom modifier (minimum of 1 hit point), so long as you have no more than half of your hit points left. You do not gain this benefit if you have 0 hit points.  

Totem of the Skies

Prerequisite: 15th-level shaman
The spirits of the wind propel your flight. You gain a 30 foot flying speed, and when you take falling damage you reduce that damage by an amount equal to your shaman level.  

Shaman Spell List

When you learn a shaman spell, consult the list of spells below. They are organized by spell level, not character level. The spells
listed below can be found in the Player's Handbook, Xanathar's Guide to Everything*, and Tasha's Cauldron of Everything**.  
Cantrips (0-Level)
  blade ward
chill touch
control flames*
create bonfire*
druidcraft
frostbite*
guidance
gust*
magic stone*
mold earth*
poison spray
produce flame
primal savagery*
shape water*
shillelagh
spare the dying
thaumaturgy
thorn whip
thunderclap*
toll the dead*
vicious mockery
1st-Level
  absorb elements*
animal friendship (ritual)
armor of arcane ice
bane
bless
caustic brew**
ceremony (ritual)*
command
cure wounds
detect evil and good
dissonant whispers
entangle
expeditious retreat
false life
find familiar (ritual)
fog cloud
heroism
inflict wounds
longstrider
protection from evil and good
shield of faith
sleep
witch bolt

2nd-Level
  aid
alter self
augury (ritual)
barkskin
continual flame
darkness
dust devil*
earthbind*
enhance ability
flame blade
gentle repose (ritual)
gust of wind
heat metal
locate animals or plants (ritual)
misty step
moonbeam
pass without trace
protection from poison
spike growth
warding wind*

  3rd-Level
  clairvoyance
daylight
dispel magic
elemental weapon
feign death (ritual)
gaseous form
haste
life transference*
meld into stone (ritual)
nondetection
plant growth
protection from energy
remove curse
sleet storm
slow
speak with dead
spirit guardians
stinking cloud
thunder step*
tidal wave*
tiny hut (ritual)
wall of sand*
wall of water*
wind wall

4th-Level
  arcane eye
banishment
control water
divination (ritual)
elemental bane*
faithful hound
fire shield
freedom of movement
giant insect
grasping vine
guardian of nature*
ice storm
sickening radiance*
stoneskin
watery sphere*
5th-Level
  awaken
cloudkill
commune with nature (ritual)
dawn*
dispel evil and good
dream
far step
maelstrom*
reincarnate
scrying
skill empowerment*
wrath of nature*
6th-Level
blade barrier
bones of the earth*
chain lightning
eyebite
flesh to stone
freezing sphere
investiture of flame*
investiture of ice*
investiture of stone*
investiture of wind*
primordial ward*
sunbeam
transport via plants
wall of thorns
wind walk

7th-Level
  crown of stars*
divine word
etherealness
finger of death
delayed blast fireball
fire storm
plane shift
power word: pain*
regenerate
resurrection
reverse gravity
sequester
symbol
whirlwind*

  8th-Level
  animal shapes
antimagic field
antipathy/sympathy
control weather
dominate monster
earthquake
horrid wilting*
incendiary cloud
maddening darkness*
power word: stun
sunburst
tsunami

  9th-Level
  astral projection
foresight
imprisonment
invulnerability*
meteor swarm
power word: heal
power word: kill
shapechange
storm of vengeance
true resurrection
weird

 
subclass options:

Spirituality


The following Spirituality options are available for shamans to choose from at 3rd level: Curse Binder, Earth Shaker, Spirit Warrior, Storm Caller, Wild Heart, or Witch Doctor.  

Curse Binder

While most shamans use the power of local spirits to work magic and heal the sick, some twist this connection, binding sinister spirits to their foes. These dark shamans are known as Curse Binders, and they wield the grim spiritual power present in the world. Often taught their craft by vile hags or mysterious entities from the shadowfell, these shamans use ancient techniques to bind hexes and curses to their foes.  

Curse Binder Magic

When you gain a level in this class, you can replace one spell from this feature with an enchantment or necromancy spell of the same level from the shaman or warlock spell list.  

Curse Binder Spells

Shaman Level
1st
3rd
5th
7th
9th
Spells
cause fear, hex
blindness/deafness, ray of enfeeblement
bestow curse, vampiric touch
blight, phantasmal killer
contagion, enervation
 

Evil Eye

When you adopt this Spirituality at 1st level, you can twist the latent spiritual energy of creatures in harmful ways with a simple glance. As a reaction, when a creature you can see within 30 feet makes an ability check, attack roll, or saving throw, you can impose disadvantage on their roll. You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.  

Primal Curse

Starting at 3rd level, you can inflict one of the Primal Curses below on a creature that you can see within 30 feet as an action. Each Curse lasts for 1 minute, and ends early if you are incapacitated or end it as a bonus action. Cursing a second creature immediately ends any other Curses.   Curse of Binding. You force the target to make a Strength saving throw. On a failure, its movement speed is reduced by a number of feet equal to 5 times your Wisdom modifier (minimum of 5 feet). The target can repeat the saving throw at the end of each of its turns, ending the Curse on a success.   Curse of Draining. The target must make a Constitution saving throw. On a failed save, it takes 1d4 necrotic damage and cannot regain hit points. At the end of each of its turns, the target repeats the saving throw. They take a 1d4 necrotic damage on a failed save, and the Curse ends on a success.   Curse of Lethargy. You force the target to make a Wisdom saving throw. On a failed save, it must subtract your Wisdom modifier (minimum of -1) from any attack roll it makes. The creature can repeat the saving throw at the end of each turn, ending the Curse on a success.  

Sinister Spellcasting

Dark and twisted spirits empower your magic. Starting at 6th level, you can add your Wisdom modifier (minimum of +1) to any damage you deal with a shaman cantrip or Primal Curse.  

Shamanistic Ward

  Starting at 10th level, you can ward yourself against magical assaults. At the end of each long rest, you choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. You gain resistance to damage of that type until the end of your next long rest. As a reaction when you take the damage type you selected above, you can grant yourself immunity to that instance of damage. After which, you immediately lose the damage resistance you gained from this feature. In addition, you can have two Primal Curses active at one time. A single creature can only be affected by one Curse.  

Foul Conjuration

You have reached the apex of sinister shamanism, the ability to conjure spirits of pure darkness. Starting at 14th level, you can cast create undead at 6th-level, without expending a spell slot or requiring the normal material components. For you, this spell doesn't require the normal material components, and shadows rise from the ground to form the undead. Once you cast create undead in this way, you must finish a long rest before you can cast it in this way again. In addition, you can have three Primal Curses active at one time. A single creature can only be affected by one Curse.    

Earth Shaker

Some shamans gain their abilities while living near places of raw elemental power; active volcanoes, the sands of blazing deserts, or deep underground. Drawing upon the elemental spirits around them, and the inner flame within their soul, Earth Shaker shamans wield the destructive spiritual power of the earth itself. The cataclysmic power of earthquakes, the inferno that is an erupting volcano, and the crushing weight of a the mountains, this is the power of an Earth Shaker.  

Earth Shaker Magic

When you gain a level in this class, you can replace one spell from this feature with a spell of the same level that deals fire or bludgeoning damage from the druid or shaman spell list.  

Earth Shaker Spells

Shaman Level
1st
3rd
5th
7th
9th
Spells
burning hands, earth tremor
earthen grasp, flaming sphere
erupting earth, fireball
stone shape, wall of fire
immolation, wall of stone
   

Elemental Body

Your spirit has been suffused with elemental power. When you adopt this Spirituality at 1st level, you gain resistance to fire damage, and you have advantage on saving throws to resist being moved against your will or being grappled. In addition, when you cast a shaman cantrip that deals fire or magical bludgeoning damage, the damage dice for that cantrip become d12s if they were not already.  

Primal Stone & Flame

You wield spirits of stone and flame as an extension of your very self. Starting at 3rd level, you can use an action on your turn to hurl molten magma or viscous slag at a creature that you can see within 30 feet. The creature must succeed on a Dexterity saving throw, or suffer the effect below. The effect lasts until the start of your next turn, or until a creature uses its action to scrape the magma or slag off the target. Magma. Blistering hot magma weakens the defenses of your foe. The Armor Class of the target is reduced by an amount equal to your Wisdom modifier (minimum of -1). Slag. Viscous mud and stone reduce the mobility of your foe. The movement speed of the target is halved, and it has disadvantage on Dexterity ability checks and saving throws.  

Elemental Spellcasting

Your mastery over earth and flame empowers your elemental assaults. Starting at 6th level, when you cast a spell that deals bludgeoning or fire damage, you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of +1). In addition, when you cast a spell of 1st-level or higher that deals fire or bludgeoning damage, you can choose one target of the spell to suffer the corresponding effect of your Primal Stone & Flame feature; fire (Magma), bludgeoning (Slag).  

Aegis of Stone & Flame

Your spirit is empowered by the elemental earth and fire that powers your magic. Beginning at 10th level, when you cast a shaman spell of 1st-level or higher that deals bludgeoning or fire damage, you gain temporary hit points equal to the level at which you cast the spell + your Wisdom modifier.  

Cataclysmic Form

Beginning at 14th level, you can allow wild spirits of flame and stone to overwhelm your body. As an action on your turn, you enter a cataclysmic form, gaining the following benefits: You are immune to fire damage, and are resistant to bludgeoning, piercing, and slashing damage. If a creature hits you with a melee attack, it must succeed on a Constitution saving throw or take 2d10 fire damage. As an action, you can cause a burst of magma to erupt from point that you can see within 30 feet. Creatures within 5 feet of the point must succeed on a Dexterity saving throw or take 4d8 fire damage and fall prone. Your cataclysmic form lasts for one minute, and only ends early if you are incapacitated or end it as a bonus action. You can use this feature once per long rest with no penalty. Each subsequent time you use your cataclysmic form, you suffer one level of exhaustion at the end of your transformation.      

Spirit Warrior

Since the dawn of time, shamans have looked to spirits for guidance in the present, insights from the past, and glimpses into the future. Some shamans take this spiritual relationship a step further, allowing these incorporeal beings to work through their bodies, granting them increased physical and martial abilities. Known as Spirit Warriors, these warlike shamans are often found guarding sacred places, ancient holy sites, and places of great spiritual power. Woe to those who would rouse the ire of these spiritual guardians.  

Spirit Warrior Magic

When you gain a level in this class, you can replace one spell from this feature with an abjuration or evocation spell of the same level from the paladin or shaman spell list.  

Spirit Warrior Spells

Shaman Level
1st
3rd
5th
7th
9th
Spells
[icompelled duel, wrathful smite
magic weapon, spiritual weapon
clairvoyance, spirit shroud
guardian of faith, staggering smite
contact other plane, steel wind strike[/i
 

Bonus Proficiencies

When you adopt this Spirituality at 1st level, the spirits of ancient warriors lend you their martial skills. You gain proficiency with medium armor and all martial weapons.  

Primal Weapon

Starting at 3rd level, you can imbue your weapons with spirits of war and battle, increasing your combat potency. At the end of each long rest, touch one weapon of your choice, imbuing it with one of the Spirits below. The Spirit remains within the weapon until the end of your next long rest. Only a Spirit Warrior can make use of the enhanced abilities granted by these Spirits, for others it functions as a normal weapon.   Spirit of Draining. This Spirit can siphon the life force of others to restore you. Once per turn, when you hit a creature with this weapon, you can deal extra necrotic damage equal to your Wisdom modifier (minimum of 1), and you gain temporary hit points equal to the necrotic damage dealt. This ability does not work against constructs or undead creatures.
Spirit of Power. This Spirit draws out the full potential of your physical strength. While wielding the this weapon, you add your Wisdom modifier (minimum of +1) to Strength checks, Strength saving throws, and attack rolls you make against creatures that are grappled or restrained by you.
Spirit of Wounding. This Spirit inflicts grievous spiritual wounds. Once per turn, when you hit a creature with this weapon, you can inflict a spiritual wound. A creature that you wound in this way has disadvantage on the first saving throw they are forced to make before the start of your next turn.  

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action. Moreover, you can cast one of your shaman cantrips in place of one of those attacks.  

Spiritual Strikes

Also at 6th level, attacks you make with your Primal Weapon count as magical for the sake of overcoming resistances and immunities to non-magical attacks.  

Warrior of the Grave

Your connection with the spirit realm allows you to sacrifice your vitality to resist the grasp of death. Starting at 10th level, when you are reduced to 0 hit points but not killed outright, you can choose to to expend one of your shaman Hit Dice, allowing you to drop to 1 hit point instead of falling to 0.  

Champion of the Spirit Realm

Your connection to the spirit realm has grown great, allowing you to briefly give spirits full control of your body. Starting at 14th level, you can use a bonus action on your turn to enter a possessed state, gaining the following benefits for 1 minute:
You can take the Dash action as a bonus action.
You gain resistance to all bludgeoning, piercing, and slashing damage from non-magical attacks.
When you hit a creature with a melee weapon attack you deal an additional 2d6 necrotic damage on hit.
Your possessed state lasts for one minute, and only ends early if you are incapacitated or end it as a bonus action. You can use this feature once per long rest with no penalty. Each subsequent time you enter this possessed state, you suffer one level of exhaustion at the end of the transformation.    

Storm Caller

Some shamans gain their abilities while living near places of raw elemental power; atop sheer cliffs, on the stormy coasts of the ocean, or amongst the winds of frigid mountain peaks. Drawing on the elemental spirits around them, and the inner storm that rages within the soul, Storm Caller shamans wield the destructive power of the weather itself. The wild winds of the air, the destructive power of a hurricane, the frigid frost and snow of blizzards, this is the power of a Storm Caller.  

Storm Caller Magic

When you gain a level in this class, you can replace one spell below with a spell of the same level that deals cold, lightning, or thunder damage from the druid or shaman spell list.  

Storm Caller Spells

Shaman Level
1st
3rd
5th
7th
9th
Spells
ice knife, thunderwave
cloud of daggers, shatter
call lightning, fly
ice storm, storm sphere
cone of cold, control winds
   

Elemental Body

Your spirit has been suffused with the elemental powers of wind and frost. When you adopt this Spirituality at 1st level, you gain resistance to cold and thunder damage. Also starting at 1st level, when you cast a shaman cantrip that deals cold or thunder damage, the damage dice for that cantrip become d12s if they were not already.  

Primal Frost & Wind

You wield elemental frost and wind as an extension of your very self. Starting at 3rd level, you can use an action on your turn to hurl powerful squalls or frigid frost at a creature that you can see within 30 feet. The creature must succeed on a Strength saving throw, or suffer the elemental effect below.
Squall. A violent burst of wind blows your target back. The target is knocked back a number of feet equal to 5 times your Wisdom modifier (minimum of 5 feet). Creatures at least one size larger then you have advantage on their saving throw.
Frost. You cover a foe in a blast of frigid ice. On a failed save, the creature's movement speed is reduced to 0, and they have disadvantage on Dexterity saving throws until the start of your next turn. A creature can use its action to scrape the ice off the target, ending this effect early.  

Elemental Spellcasting

Your mastery over wind and frost empowers your elemental assaults. Starting at 6th level, when you cast a spell that deals cold, lightning, or thunder damage, you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of +1). In addition, when you cast a spell of 1st-level or higher that deals cold, lightning, or thunder damage, you can cause one target to suffer the corresponding effect of your Primal Frost & Wind feature; cold (Frost), lightning or thunder (Wind).  

Aegis of Frost & Wind

Your spirit is empowered by the elemental wind and ice that powers your magic. Beginning at 10th level, when you cast a shaman spell of 1st-level or higher that deals cold, lightning, or thunder damage, you gain temporary hit points equal to the level at which you cast the spell + your Wisdom modifier.  

Tempestuous Form

Beginning at 14th level, you can allow the raw power of frost and wind to overwhelm your spirit. As an action on your turn, you enter a tempestuous form, gaining the following benefits: You are resistant to cold, lightning, and thunder damage. You gain a flying speed of 60 feet and can hover. As an action, you can cause a burst of freezing wind and frost to rage at a point you can see within 30 feet. Creatures within 5 feet of the point must succeed on a Strength saving throw or take 4d6 cold damage and become restrained until the start of your next turn. A creature can use its action to scrape the ice off the restrained creature, ending this effect early.
Your tempestuous form lasts for one minute, and only ends early if you are incapacitated or end it as a bonus action. You can use this feature once per long rest with no penalty. Each subsequent time you use your tempestuous form, you suffer one level of exhaustion at the end of your transformation.      

Wild Heart

Raised by wild beasts, feeling more at home with animals then their own kin, or developing a spiritual connection with a bestial spirit, the shamans known as Wild Hearts often live a double life. On one hand, they are humanoids with families and cultures of their own, on the other they battle an intense desire to dwell amongst the wild beasts of the world. Drawing upon their intense spiritual connection with bestial spirits of the land, Wild Hearts are able to assume the form of great and terrible animals, serving as guardians of all wildlife.  

Wild Heart Magic

When you gain a level in this class, you can replace one spell from this feature with an abjuration or divination spell of the same level from the ranger or shaman spell list.  

Wild Heart Spells

Shaman Level
1st
3rd
5th
7th
9th
Spells
beast bond, speak with animals
animal messenger, beast sense
catnap, fear
dominate beast, locate creature
hold monster, insect plague
   

Bestial Adaptation

When you adopt this Spirituality at 1st level, the spirits of the wild grant you one of the adaptations below. You gain another adaptation at 6th level, and they final adaptation at 14th level. Agile Adaptation. Your movement speed increases by 10 feet, and you ignore the effects of mundane difficult terrain. Alpine Adaptation. You gain a 30 foot climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your shaman level. Aquatic Adaptation. You gain a 30 foot swimming speed, and you can hold your breath underwater for up to 1 hour.  

Primal Wild Shape

Your connection with the spirits of the wild allows you to take on the shape of a Great Beast, the legendary guardian of all wild creatures. Beginning at 3rd level, you can expend one of your Primal Magic spell slots as bonus action on your turn to transform into a Great Beast. While transformed, you use the Great Beast stat block, which uses your proficiency bonus (PB) in several places. You determine the appearance of your Great Beast, but its appearance has no effect on its abilities. While you are transformed the following rules apply: Your Great Beast gains one Bestial Trait of your choice from the list at the end of this Spirituality. You use the Strength, Dexterity, and Constitution scores of the Great Beast, but you retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.   You assume the hit points and Hit Dice of the Great Beast. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert because you dropped to 0 hit points, any excess damage carries over to your normal form. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Great Best form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell. You retain the benefit of any features from your class, race, or other source and can use them if the Great Beast is capable of doing so. However, you can't use any of your special senses unless the Great Beast also has that sense. Any equipment you are wearing or carrying merges into your Great Beast form. Equipment that merges with your great beast form has no effect while transformed.   Your Great Beast form lasts for 1 hour. You then revert to your normal form unless you expend another Primal Magic spell slot. You also revert to your normal form if you use a bonus action to do so, fall unconscious, drop to 0 hit points.  

Savage Strikes

You attack with the speed and accuracy of an apex predator. Starting at 6th level, when you are in your Great Beast form and you take the Bite or Claw action, you can make one additional Bite or Claw attack as part of the same action. Your attacks in Great Beast form also count as magical for the sake of overcoming resistances and immunities. In addition, when you use your Primal Wild Shape, your Great Beast form gains two Bestial Traits of your choice.  

Fury of the Wild

You can draw upon your pain to fuel your stamina. Beginning at 10th level, you can expend one of your Hit Dice as a bonus action on your turn, immediately regaining hit points equal the Hit Die roll + your Wisdom modifier (minimum of 1). Any hit points you gain from this feature that would exceed your hit point maximum become temporary hit points for you. In addition, when you use your Primal Wild Shape, your Great Beast form gains three Bestial Traits of your choice.  

Apex Predator

Your Great Beast stands as a legendary guardian of the wild. Starting at 14th level, when you transform into your Great Beast form, its Strength score becomes 20, and the damage of your Bite and Claw attacks each increase by 1d6. In addition, when you use your Primal Wild Shape, your Great Beast form gains four Bestial Traits of your choice.  
Stats for the Great Beast appear at the end of this article.
 

Bestial Traits

Each time you use your Primal Wild Shape to transform into a Great Beast, you choose your Bestial Traits from the list below, which last for the duration of that transformation.
Aggressive. As a bonus action, the Beast can move up to its full movement speed toward a hostile creature it can see.
Amphibious. The Beast can breathe both air and water. Aquatic. The Beast gains a swimming speed of 40 feet.
Charge. If the Beast moves at least 20 feet in a line toward a target and hits it with a Claw attack on the same turn, the attack deals an extra 1d6 damage. If the target is one size larger than you or smaller, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Keen Senses. The Beast has advantage on any Wisdom (Perception) checks that rely on its sight, hearing, or smell.
Pack Tactics. The Beast has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature, and the ally isn't incapacitated.
Large. The Beast grows to become a Large creature. If ridden as a mount, you act independently of your rider.
Light Step. The Beast gains proficiency in the Stealth skill.
Powerful Build. The Beast counts as one size larger when determining the weight it can push, drag, lift, or carry.
Savage Bite. If the Beast hits a creature that is equal to its size or smaller, with a Bite, it can choose to grapple the target (escape DC is equal to your spell save DC). Until the grapple ends, the target is restrained, and the Beast cannot Bite targets other then the creature it is grappling.
Standing Leap. The Beast's long jump is 15 feet, and its high jump is 10 feet, with or without a running start.
Sure Footed. The Beast gains a climbing speed of 40 feet, and has advantage on saving throws to resist being moved against its will, grappled, or knocked prone.
   

Witch Doctor

Long before the gods took notice of mortals, Witch Doctors wandered the land, providing spiritual healing and medicine. These shamans work in tandem with spirits of life, bounty, and blessing to the spirits of those who are broken or cursed. The most powerful Witch Doctors are known for binding powerful spirits to those that fight alongside them, granting them mystical abilities. These selfless sages are usually peaceful in nature and can often be found wandering the wilds tending to the spiritual needs of those they meet.  

Witch Doctor Magic

When you gain a level in this class, you can replace one spell from this feature with an abjuration or evocation spell of the same level from the cleric or shaman spell list.  

Witch-Doctor Spells

Shaman Level
1st
3rd
5th
7th
9th
Spells
healing word, sanctuary
lesser restoration, warding bond
beacon of hope, revivify
aura of life, death ward
creation, greater restoration
 

Life Bearer

When you adopt this Spirituality at 1st level, you learn how to stimulate spiritual healing. As a bonus action, you can touch a creature, causing them to regain a number of hit points equal to 1d10 + your Wisdom modifier (minimum 1 hit point). You can heal a creature in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest. Upon reaching 14th level, this feature restores hit points equal to 2d10 + your Wisdom modifier each time you use it.  

Primal Blessing

Beginning at 3rd level, you gain the ability to bind totems to your allies, allowing them to share in your mystical power. At the end of a long rest, you can bind one of your totems to a willing creature you touch, losing the totem abilities yourself. The benefits last for the target until the end of your next long rest, at which point the totem's power returns to you. As you gain levels in this class, the amount of totems you can bind to other creatures increases; at 6th level (2 totems), 12th level (3 totems), and 18th level (4 totems). A single totem can only be bound to one creature at a time, and a creature can only have one totem bound to them at a time.  

Bound Totems & Abilities


Witch Doctors have the ability to bind their totems to another creature, granting them the benefits of that totem. When you do so, keep in mind that two instances of the same feature do not stack, they must choose which instance of the ability to use. For example, if you bind Totem of the Mountain to a creature with Unarmored Defense, they must choose one Armor Class calculation to use.
 

Empowered Strike

Beginning 6th level, you can empower your strikes with your bountiful spiritual power. Once per turn, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 radiant damage.   When you reach 14th level in this class, this additional radiant damage becomes 2d8.  

Improved Primal Blessing

Your spirit is invigorated by the mystical binding of totems to your allies. Starting at 10th level, you gain a +1 bonus to all saving throws for each totem you bind to another creature. In addition, a creature with one of your totems bound to them gains a +1 bonus to all saving throws.  

Spiritual Abundance

Your spiritual practice has filled you with an abundance of positive life-giving energy. Beginning at 14th level, when you are forced to make a death saving throw, you can choose to instantly spring to your feat with a burst of healing power. You immediately regain half of your maximum hit points and stand up. A number of creatures of your choice equal to your Wisdom modifier (minimum of 1) that are within 30 feet of you regain hit points equal to 2d10 + your Wisdom modifier. Once you use this feature, you can’t use it again until you finish a long rest.
LevelProficiency BonusFeaturesCantrips KnownSpells KnownSpell SlotsSlot LevelTotems Known
1st+2Primal Magic, Sacred Focus, Spirituality2211st-
2nd+2Totemic Magic2321st2
3rd+2Spirituality Feature2422nd2
4th+2Ability Score Improvement3522nd3
5th+3-3623rd3
6th+3Spirituality Feature3623rd4
7th+3-3724th4
8th+3Ability Score Improvement3724th4
9th+4-3825th5
10th+4Spirituality Feature4825th5
11th+4Primeval Conduit (6th)4835th5
12th+4Ability Score Improvement4935th6
13th+5Primeval Conduit (7th)4935th6
14th+5Spirituality Feature4935th6
15th+5Primeval Conduit (8th)41035th7
16th+5Ability Score Improvement41035th7
17th+6Primeval Conduit (9th)41045th7
18th+6-41145th8
19th+6Ability Score Improvement41145th8
20th+6Spiritual Ascention41145th8
 

Great Beast CR: NA

Medium beast, unaligned
Armor Class: 13 + PB
Hit Points: 10 + Six times your shaman level
Speed: 39 ft

STR

16 +3

DEX

12 +1

CON

16 +3

INT

-5

WIS

-5

CHA

-5

Senses: Darkvision 60 Ft.
Languages: Understands the languages you speak
Challenge Rating: NA

Primal Fury. Whenever the Beast makes an ability check or saving throw that uses its Strength, Desterity, or Constitution, it gains a bonus to the roll equal to your proficiency bonus.

Actions

Bite. Melee Weapon Attack: +3 plus PB to hit, reach 5ft., one target. Hit: 1d6+3 piercing damage. Claw. Melee Weapon Attack: +3 plus PB to hit, reach 5ft., one target. Hit: 2d6+3 piercing damage.

 

Multiclassing and the Shaman

If your group uses the rule on multiclassing in the Player's Handbook, here's what you need to know if you choose the shaman as one of your classes. Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class, or to take a level in another class if you are already a shaman. Proficiencies Gained. If shaman isn't your initial class, you gain proficiency in light armor, shields, simple weapons, and one skill from the shaman skill list when you take your first level in shaman. Spellcasting. If you have a feature from another class that allows you to learn and cast spells, you can use your Primal Magic spell slots to cast the spells you gained through that feature, and you can use those spell slots to cast your shaman spells.

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