Shaman

The shaman is a feral mage, casting spells through an innate connection with nature much like a druid, but doing so by talking with ephemeral spirits that permeate the land. A shaman is distinct from other spellcasters in their reliance on touch to channel their energies. Most shaman spells either emanate from the casters or require tactile contact with their target, meaning the shaman is often required to be in the front lines of the battlefield. Shamans tend to focus their power into necromancy or divination spells, though some become brutal melee fighters, augmenting their fighting prowess with combat spells.

 

LvL Prof. Bonus Spells Known Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Features
1 +2 3 3 2 Spellcasting, Totem
2 +2 4 3 3 Totemic Summoning
3 +2 5 3 4 2 Shamanic Manifestations
4 +2 5 4 4 3 Ability Score Increase
5 +3 6 4 4 3 2
6 +3 7 4 4 3 3 Manifestation Feature
7 +3 8 4 4 3 3 1
8 +3 8 4 4 3 3 2 Ability Score Increase
9 +4 9 4 4 3 3 3 2
10 +4 10 5 4 3 3 3 2 Manifestation Feature
11 +4 11 5 4 3 3 3 2 1 Herbal Medicines
12 +4 11 5 4 3 3 3 2 1 Ability Score Increase
13 +5 12 5 4 3 3 3 2 1 1
14 +5 13 5 4 3 3 3 2 1 1 Alpha Dominance
15 +5 14 5 4 3 3 3 2 1 1 1
16 +5 15 5 4 3 3 3 2 1 1 1 Ability Score Increase
17 +5 16 5 4 3 3 3 2 1 1 1 1 Manifestation Feature
18 +5 16 5 4 3 3 3 3 1 1 1 1 Advanced Herbal Medecines
19 +5 17 5 4 3 3 3 3 2 1 1 1 Ability Score Increase
20 +5 18 5 4 3 3 3 3 2 2 1 1 Totemic Mastery

 

 

Starting Equipment:

-Leather armor

-Any martial melee weapon

-5 Javelins OR any 2 simple weapons

-Explorer’s Pack OR Priest’s Pack

-Totem

OR Starting Gold: 4d4 x 10

 

Hit Points:

Hit Die: 1d10 per level

Hit points at first level: 10 + Con modifier

 

Proficiencies:

Weapons: All Simple Weapons and Martial Melee Weapons

Armor: Light Armor

Saves: Con, Wis

Languages: Either Sylvan or Primordial

Skills: Pick 1 from Animal Handling, Medicine, Survival, Intimidation, Athletics, Insight, Perception, Nature, and Stealth.

 

Spellcasting:

Your spellcasting modifier is Wisdom. Spells you know are always prepared, and you know the number of spells in the spells known table above. You may choose your spells from the Shaman spell list printed below.

Spell Attacks = Proficiency Bonus + Wis Modifier

Spell Save DC = 8 + Proficiency Bonus + Wis Modifier

 

Totem:

Your Totem is the conduit through which you talk to the spirits. Much like a barbarian’s totem, these are tied to specific animal spirits for each shaman. Each spirit comes with a corresponding skill proficiency. The spirits, and their skills, are Crow (Insight), Jaguar (Stealth), Deer (Perception), Coyote (Intimidation), and Bison (Athletics). Your particular spirit may be a different animal, but for game purposes find the animal that best suits your individual spirit (the Crow could be an Eagle or a Pteranodon, for example, or Bison could be a Bear or a Rhinoceros).

 

Totemic Summoning:

Shamans can tap into the spirit of their Totem to briefly bring forth a bestial ally befitting their Totem. At second level, you gain the ability to summon a large Undead beast that takes the form of your particular Totem spirit. This consumes a spell slot, and the power of the ally is based on the level that you cast the spell at. Each Totem spirit has its own stats (shown below) specific to the type of Totem you use.

 

This table shows the hit points (HP), armor class (AC), Proficiency bonus applied to attacks (Prof), and the damage dice used in the totem spirit’s attacks (Dice) for each of the five totems when cast using a 1st through 9th level spell slot. The duration of each totem is the same at each level.

Spell Lvl

1

2 3 4 5 6 7 8 9
Totem Duration 1 minute 5 minutes 10 minutes 15 minutes 20 minutes 30 minutes 35 minutes 45 minutes 1 hour
Bison HP = 25 HP = 40 HP = 55 HP = 70 HP = 85 HP = 100 HP = 115 HP = 130 HP = 145
Move = 25 AC = 15 AC = 16 AC = 17 AC = 18
Prof = +2 Prof = +3 Prof = +4 Prof = +5 Prof = +6
Dice = 2d4 Dice = 3d4 Dice = 4d4 Dice = 5d4 Dice = 6d4
Crow HP = 15 HP = 25 HP = 35 HP = 45 HP = 55 HP = 65 HP = 75 HP = 85 HP = 95
Move = 10 AC = 13 AC = 14 AC = 15 AC = 16
Fly = 50 Prof = +2 Prof = +3 Prof = +4 Prof = +5 Prof = +6
2d8 3d8 4d8 5d8 6d8
Jaguar HP = 20 HP = 30 HP = 40 HP = 50 HP = 60 HP = 70 HP = 80 HP = 90 HP = 100
Move = 40 AC = 13 AC = 14 AC = 15 AC = 16
Prof = +2 Prof = +3 Prof = +4 Prof = +5 Prof = +6
2d6 3d6 4d6 5d6 6d6
Deer HP = 15 HP = 25 HP = 35 HP = 45 HP = 55 HP = 65 HP = 75 HP = 85 HP = 95
Move = 60 AC = 14 AC = 15 AC = 16 AC = 17
Prof = +2 Prof = +3 Prof = +4 Prof = +5 Prof = +6
2d4 3d4 4d4 5d4 6d4
Coyote HP = 20 HP = 30 HP = 40 HP = 50 HP = 60 HP = 70 HP = 80 HP = 90 HP = 100
Move = 30 AC = 14 AC = 15 AC = 16 AC = 17
Prof = +2 Prof = +3 Prof = +4 Prof = +5 Prof = +6
2d8 3d8 4d8 5d8 6d8

 

The following statistic blocks show each spirit when summoned using a first level spell slot.

 

Bison: Large Beast (Undead)

Str = 14; Dex = 8; Con = 16; Int = 6; Wis = 10; Cha = 8

Attacks: Horns: +4/ 2d4 +2 Bludgeoning

Stalwart: The Bison gains a +1 bonus to its AC if it did not move more than 5ft that turn.

Crow: Large Beast (Undead)

Str = 8; Dex = 16; Con = 10; Int = 8; Wis = 14; Cha = 8

Attacks: Claws: +5/ 2d8 +3 Piercing

Flyby: The Crow does not take opportunity attacks from a creature it has hit in combat this turn.

Jaguar: Large Beast (Undead)

Str = 14; Dex = 14; Con = 12; Int = 10; Wis = 12; Cha = 10

Attacks: Claws: +4 / 2d6 +2 Slashing

Pouncing Strike: If the enemy is caught by surprise the Jaguar may make an additional Bite attack (+4 / 2d10 +2 Piercing).

Deer: Large Beast (Undead)

Str = 8; Dex = 14; Con = 14; Int = 8; Wis = 16; Cha = 6

Attacks: Hooves: +4 / 2d4 +2 Bludgeoning

Trample: The Deer may move through a Medium size or smaller enemy’s space once per turn, making two hoof attacks. The enemy must succeed on a Str save vs the Shaman’s spell save DC or be knocked prone. This movement does not provoke an attack of opportunity.

Coyote: Large Beast (Undead)

Str = 12; Dex = 14; Con = 14; Int = 12; Wis = 14; Cha = 10

Attacks: Bite +4 / 2d8 +2

Cleverness: The Coyote may attempt to trip, shove 10ft, or grapple an opponent of Medium size or smaller after it hits with its Bite attack. The target must make a Dex save or suffer the effect the Coyote chose. Save DC is the Shaman’s spell save DC.

 

Ability Score Increase:

At 4th, 8th, 12th, 16th, and 19th level you may add two points divided as you choose to your statistics, or you may take a feat.

 

Herbal Medicines:

At 11th level you have become an expert at finding the right herbs to cure most ailments. You may make a Wisdom (Medicine) check to find and apply the appropriate herbs to stop any non-magical poison or disease. The DC of your check is the save DC of the ailment. Each attempt takes 10 minutes. You may only make this check in an area where you could feasibly find the right plants and ingredients (A lush forest, a town with apothecaries who may make you pay for the right herbs). At 18th level this ability also cures magical afflictions.

 

Alpha Dominance:

Beasts fear and respect you as they would their pack leaders once you hit 14th level. Your proficiency bonus is doubled for Handle Animal checks. (If you do not already know the Handle Animal skill you learn it).

 

Totemic Limit Break:

At 20th level you have reached the peak of your bond to your Totem Spirit, you may maintain your Totemic Summons indefinitely, but for each hour past your limit you suffer 2d10 Psychic damage. This damage compounds, so the first hour is 2d10, the second 4d10, the third 6d10, and so on. You may not rest while this feature is active because the mental strain is rather intense. If you drop to zero hit points from this damage you fall unconscious but remain stable, while you are unconscious your mind is in the astral plane with your spirit. You wake up 1d4 hours later, and no healing, magical or otherwise, can wake you up sooner.

 

Shamanic Manifestation:

Every shaman has a manifestation of their spiritual energies, and two of these manifestations are available for play. The Spirit of the Bones allows the Shaman to peer through the veil of time into the future. The Spirit of the Plague summons putrid necromantic pestilence at the Shaman’s behest.

 

Spirit of the Bones (Divination)

3rd level

Ritual Caster: You may cast any spells with the ritual tag as rituals. Additionally, any divination spells you cast as a ritual with a spell failure chance automatically succeed.

You gain proficiency in two knowledge skills of your choice (Nature, Religion, Arcana, or History).

6th level

Seer: You know just before an ambush who is about to strike you. Enemies have disadvantage to hit you during their surprise round.

10th level

True Sight: you gain the devils’ True Sight property out to 60ft.

17th level

Foresight: You may rewind one turn per day as a reaction, either yours or someone else’s. This means that at the end of the turn you reset the position, HP, and status modifiers of each character to where they were at the start of the turn and replay the last turn made. The turn you are rewinding must occur within your line of sight. If you rewind your own turn you have advantage on any skill checks, attacks, or saving throws that you made the first time through, as you now know what not to do. Similarly, if you rewind an enemy’s turn they have disadvantage on any attacks against you (if your DM groups enemy turns together this only affects one of them in that turn order). If you rewind an ally’s turn and they are within earshot you may communicate a simple warning or instruction to them, allowing them advantage on one attack, skill check, or save of your choice.

 

Spirit of the Plague (Necromancy)

3rd level

Spellrot: Whenever you hit a creature with a Necromancy spell attack, that creature may not regain hit points until the beginning of your next turn. This can cause regenerative creatures to die.

Dangerous Medicines: You gain proficiency with the Poisoner’s Kit. You may use a poisoners kit to make healing checks, as most poisons have healing properties when used appropriately. But if you fail the check by five or more your target suffers 2d6 poison damage and is poisoned for the next minute.

6th level

Dark Energies: You add your Wis modifier to damage on spells that deal Necrotic damage.

10th level

Aura of Plague: Enemies within 5ft of you must make a Con saving throw or become sickened while they remain within 5ft of you. At the end of each of their turns an enemy may make this saving throw again, and an enemy who succeeds on this save is immune to your aura for 24 hours.

17th level

Death Walker: Your attunement to the afterlife allows you to travel between realms. Once per day, as an action, you may transport yourself into the ethereal plane, becoming an undead ghost type creature for a number of minutes equal to your Wis modifier. In this state you are translucent, have resistance to non-magical attacks, and can walk through solid obstacles as though they were difficult terrain. You may end this effect at any time as a bonus action.

New Cantrips:

Cripple – Touch; V, S; 1d12 necrotic damage

Voodoo – Touch; V, S, M; The caster can create strange, reality-altering effects around themselves or objects they touch. You may only have three of this spell’s effects active at one time. You may:

  • Create a harmless sensation of heat with a moderate glow (Lasts up to 1 minute).
  • Create magical motes of light that chime softly within the same space as yourself (Lasts up to 1 minute).
  • Light or put out a fire or torch.
  • Briefly cause your appearance to shift and warp as though under a hallucination (1 round duration).

 

 

Shaman Spell List

Cantrips: Blade Ward, Cripple, Guidance, Light, Mending, Shocking Grasp, Spare the Dying, Voodoo

1st Lvl: Animal Friendship, Cure Wounds, Detect Evil/Good, Detect Magic, Detect Poison/Disease, Disguise Self, Ensnaring Strike, Expeditious Retreat, False Life, Goodberry, Longstrider, Heroism, Identify, Inflict Wounds, Jump, Mage Armor, Protection from Evil/Good, Purify Food/Drink, Shield, Speak With Animals

2nd Lvl: Alter Self, Animal Messenger, Augury, Barkskin, Beast Sense, Blur, Darkvision, Detect Thoughts, Enhance Ability, Flame Blade, Gentle Repose, Invisibility, Lesser Restoration, Locate Animals/Plants, Locate Object, Magic Weapon, Misty Step, Pass Without Trace, Protection from Poison, See Invisibility, Spider Climb

3rd Lvl: Animate Dead, Aura of Vitality, Bestow Curse, Blink, Clairvoyance, Create Food/Water, Elemental Weapon, Fear, Feign Death, Meld Into Stone, Nondetection, Protection from Energy, Remove Curse, Revivify, Speak with Dead, Speak with Plants, Spirit Guardian, Tongues, Vampiric Touch

4th Lvl: Arcane Eye, Aura of Life, Aura of Purity, Blight, Death Ward, Divination, Fire Shield, Freedom of Movement, Greater Invisibility, Locate Creature, Stone Shape, Stoneskin

5th Lvl: Antilife Shell, Awaken, Circle of Power, Commune, Commune with Nature, Contact Other Plane, Contagion, Destructive Wave, Dispel Evil/Good, Greater Restoration, Hallow, Legend Lore, Reincarnate, Scrying, Tree Stride

6th Lvl: Contingency, Create Undead, Drawmij’s Instant Summons, Eyebite, Find the Path, Forbiddance, Globe of Invulnerability, Magic Jar, Transport via Plants, True Seeing, Harm

7th Lvl: Etherealness, Plane Shift, Prismatic Spray, Regenerate, Resurrection, Simulacrum, Finger of Death

8th Lvl: Antimagic Field, Clone, Control Weather, Glibness, Holy Aura, Mind Blank

9th Lvl: Astral Projection, Foresight, Power Word Heal, Shapechange, Storm of Vengeance, True Resurrection