Remove these ads. Join the Worldbuilders Guild

laserllama

Shaman

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:

  • (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 channel the primal spirits present in all things. Beginning at 2nd level, this spiritual power allows you to produce spells.  

Cantrips

At 2nd level, you learn two cantrips of your choice from the shaman spell list. You learn an additional shaman cantrip of your choice when you reach 4th level and again at 10th level.  

Spell Slots

The Shaman table above shows the number of spell slots you have to cast your shaman spells of 1st through 5th-level. The Shaman table also shows what the level of those slots is; all of your spell slots are the same level. To cast a shaman spell of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   For example, at 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must expend one of your 3rd-level spell slots, and cast cure wounds at 3rd-level.  

Spells Known of 1st-Level and Higher

At 2nd level, you learn three 1st-level spells of your choice from the shaman spell list. The Spells Known column of the Shaman table shows when you learn additional 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. For example, when you reach 6th level, 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

As you draw your magic from your understanding of primal spirits, Wisdom is your spellcasting ability for your shaman spells. You use your Wisdom whenever a spell refers to your spellcasting ability, when setting the saving throw DC for a shaman spell, 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 use your spiritual knowledge to cast the ritual version of any shaman spell you know so long as it has the ritual tag.  

Spellcasting Focus

You use a shamanistic fetish as a spellcasting focus for your shaman spells. Shamanistic fetishes are mundane items of personal significance to the shaman worth at least 1 gold. Examples include the skull of an ancestor, the feather of a guardian beast, or an ancient stone engraved with runes.
class features:

Sacred Focus

To channel the overwhelming power of spirits without being consumed, shamans must draw this power through an aspect of themselves. At 1st level, you choose your Sacred Focus, each of which grants you certain benefits as detailed below:  
Body
You channel spiritual power through your body, bending the spirits to your will with physical might. When you choose this Sacred Focus your hit point maximum increases by 1, and it increases by 1 again each time you gain a level in this class.  
Heart
You channel spiritual power into your heart and overwhelm spirits with powerful emotions. Whenever you make a saving throw, you can expend one Hit Die to roll with advantage.  
Mind
You channel spiritual power through your mind, manipulating the spirits with your wit. When you make an ability check or saving throw that uses your Intelligence or your Charisma, you gain a bonus to your roll equal to your Wisdom modifier.  
Soul
You channel spiritual power through your soul, your inner serenity soothes wild spirits and wards you from harm. While not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.  

Totems

At 1st level, you learn to bind primal nature spirits into sacred Totems
Below is the list of Totem that a shaman can learn to bind spirits to their will. If a Totem has a prerequisite, like a shaman level or Sacred Focus, you can learn that Totem at the same time that you meet any prerequisites it may have.  
Totem of the Autumn Wind
You bind a minor spirit of death that comes with the changing of the seasons. When you hit a creature with an attack, you can force it to make a Constitution saving throw. On a failed save, it can't regain hit points until the start of your next turn.  
Totem of the Bear
You bind a minor bestial spirit that grants you the ferocity of a bear. As a bonus action, you can grow claws from your fingers. With your claws, your unarmed strikes deal magical slashing damage equal to 1d6 + your Strength modifier on hit. If you have two free hands, the d6 becomes a d8. You can use another bonus action to cause your claws to disappear.  
Totem of the Crossroads
Prerequisites: Heart Sacred Focus
You bind a minor Fey spirit that allows you to converse with wild creatures in your own tongue. You are always under the effect of speak with animals while you are conscious.   When you reach 5th level in this class, you are also always under the effect of speak with plants while you are conscious.  
Totem of the Eagle
You bind a minor bestial spirit that grants you the sight of an eagle. You gain proficiency in Perception, and you have advantage on Wisdom (Perception) checks that rely on sight.  
Totem of the Earthquake
You bind a spirit of earth that grants you destructive power. Once per turn when you hit with a melee weapon attack, you can deal an additional 1d6 damage of your weapon's type.   This damage bonus increases as you gain shaman levels; at 6th level (1d8), 11th level (1d10), and 17th level (1d12).  
Totem of the Harvest
Prerequisites: Soul Sacred Focus
You bind a minor spirit of wild growth and bounty. When you finish short or long rest, you automatically cast goodberry without expending a spell slot or material components.   The berries from this spell last until the end of your next short or long rest, at which point they wither into nothing.  
Totem of the Hound
You bind a minor bestial spirit that grants you the senses of a hound. You gain proficiency in Survival and have advantage on Wisdom (Survival) checks while in natural environments.  
Totem of the Mountain
Prerequisites: Body Sacred Focus
You bind a minor spirit of the earth that hardens your skin like that of solid rock. While you are not wearing any armor or wielding a shield, your Armor Class is equal to 13 + your Constitution modifier (minimum of 13 Armor Class).  
Totem of the Panther
You bind a minor bestial spirit that grants you the steps of a panther. You gain proficiency in Stealth, and have advantage on Dexterity (Stealth) checks to hide in natural environments.  
Totem of the Pond
You bind a minor spirit of water that grants you a protective viscous coating. While underwater, you can hold your breath for up to 1 hour, and you have advantage on any ability check or saving throw you make to resist being grappled.  
Totem of the Quagmire
Prerequisite: Mind Sacred Focus
You bind a minor spirit of darkness that guards your mind. 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. Moreover, if a creature makes a Wisdom (Insight) check to ascertain your true intentions or sincerity it does so at disadvantage.  
Totem of the Rains
You bind a minor spirit of water that washes poison away like rain. You gain resistance to acid and poison damage, and you have advantage on saving throws to resist being poisoned.  
Totem of Twilight
You bind a minor spirit of darkness that grants you enhanced sight in the shadows. You gain Darkvision out 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
You bind a minor spirit of water that allows you to shift like the sea. As a reaction when you take a critical hit, you can to turn it into a normal hit. Once you use this feature you must finish a short or long rest before you can do so 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
You bind a minor spirit of air that speeds your strikes. When you score a critical hit with a melee weapon attack, you can use your reaction to make another attack against that target.  
Totem of the Winds
You bind a minor spirit of the air which lends speed to your steps with a gust of mighty wind. Your walking speed increases by 5 feet.   This bonus to your speed increases as you gain shaman levels; at 5th level (10 feet), 11th level (15 feet), and finally at 17th level (20 feet).  
Totem of the Bloom
Prerequisite: 5th-level shaman, Soul Sacred Focus
You bind a spirit of wild growth that enriches the land around you. You can cast plant growth without expending a spell slot.   Once you cast plant growth in this way, you must finish a short or long rest before you can cast it in this way again.   If you begin a long rest and have not used this feature to cast plant growth since your previous long rest, the 8-hour version of plant growth takes effect on the land immediately surrounding you during the course of your long rest.  
Totem of Drought
Prerequisite: 5th level shaman
You bind a minor spirit of elemental flame. When you cast a Shaman spell that deals either acid, cold, lighting, or poison damage, you can choose for it to deal fire damage instead.  
Totem of the Eruption
Prerequisite: 5th-level shaman
You bind an elemental spirit that lends you its destructive power. 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, lightning, 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 5d8.  
Totem of Growth
Prerequisite: 5th-level shaman, Body Sacred Focus
You bind a spirit of wild growth that can temporarily increase your size. You can cast the 'enlarge' version of enlarge/reduce as a bonus action, targeting only yourself, without expending a spell slot. This effect does not require your concentration.   Once you cast enlarge/reduce in this way, you must finish a short or long rest before you can cast it in this way again.  
Totem of the Grave
Prerequisite: 5th-level shaman
You bind a spirit of undead power which you can summon to your service. You can expend one of your Primal Magic spell slots to cast animate dead, without providing the normal material components required for this spell.   Once you cast animate dead in this way, you must finish a long rest before you can cast it in this way again.  
Totem of Light
Prerequisite: 5th-level shaman
You bind a spirit of radiance that restores your spirit when you aid 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 Wisdom modifier.  
Totem of the Mirth
Prerequisite: 5th-level shaman, Heart Sacred Focus
You bind a spirit of revelry and life that grants you renewed vigor. Once per long rest, you can use a bonus action to grant yourself temporary hit points equal to your shaman level.  
Totem of the Mystic
Prerequisite: 5th-level shaman, Mind Sacred Focus
You bind a spirit of secret knowledge that grants you the ability to peer into the minds of others. As an action, you can cast detect thoughts without expending a spell slot, or requiring the normal verbal or somatic components.   Once you cast detect thoughts in this way, you must finish a short or long rest before you can cast it in this way again.  
Totem of the Swamp
Prerequisite: 5th-level shaman
You bind a spirit of disease which can poison foes. As an action, you can exude noxious gas and force creatures within 15 feet to make a Constitution saving throw. On a failed save, they are poisoned until the beginning of your next turn. On a success, they are immune to this effect for 24 hours.  
Totem of the Wild
Prerequisite: 5th level shaman
You bind a bestial spirit which you can call to your aid. You can cast summon beast at a level equal to your Primal Magic 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 cast it in this way again.  
Totem of Wrath
Prerequisite: 5th level shaman
You bind a spirit of anger that increases your power. When a creature fails its saving throw against Totemic Assault, you can add your Wisdom modifier to the damage roll.  
Totem of Venom
Prerequisite: 5th level shaman
You bind a minor spirit of elemental sickness. When you cast a Shaman spell that deals either acid, cold, fire, or lighting damage, you can choose for it to deal poison damage instead.  
Totem of Corrosion
Prerequisite: 7th level shaman
You bind a minor spirit of elemental decay. When you cast a Shaman spell that deals either cold, fire, lighting, or poison damage, you can choose for it to deal acid damage instead.  
Totem of Frost
Prerequisite: 7th level Shaman
You bind a minor spirit of elemental frost. When you cast a Shaman spell that deals either acid, fire, lighting, or poison damage, you can choose for it to deal cold damage instead.  
Totem of the Hunt
Prerequisite: 7th-level shaman
You bind a spirit of the wild hunt that enhances your ferocity. Once per turn, you can grant yourself advantage on an attack roll if your target is within 5 feet of one of your allies.  
Totem of the Ooze
Prerequisite: 7th-level shaman
You bind a spirit of elemental water which allows your body to flow like ooze. As a bonus action, you can cause your body to become pliable. You can move through spaces as narrow as 1 inch without squeezing, and escape from nonmagical restraints or a grapple by expending 5 feet of movement.  
Totem of the River
Prerequisite: 7th-level shaman
You bind a spirit of elemental water which allows you to live underwater. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.  
Totem of Tempests
Prerequisite: 7th level shaman
You bind a minor spirit of elemental storms. When you cast a Shaman spell that deals acid, cold, fire, or poison damage, you can choose for it to deal lightning damage instead.  
Totem of the Cave
Prerequisite: 9th-level shaman
You bind a spirit of elemental earth that lends you its ability to sense movement through the ground. So long as you are touching the ground, you gain tremorsense out to a radius of 30 feet, allowing you to sense anything touching the ground.  
Totem of the Dawn
Prerequisite: 9th-level shaman
You bind a spirit of radiance which you can shield creatures from death. At the end of a long rest, you can cast death ward on a creature of your choice, without expending a spell slot.  
Totem of the Fey
Prerequisite: 9th-level shaman
You bind a fey spirit which you can call to your aid. You can cast summon fey at a level equal to your Primal Magic 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 cast it in this way again.  
Totem of Midnight
Prerequisite: 9th level shaman
You bind a sinister spirit which you can call to you. You can cast summon shadowspawnp at the level of your Primal Magic slots, without expending a spell slot or material components.   Once you cast summon shadowspawn this way, you must finish a long rest before you can cast it in this way again.  
Totem of the Sun
Prerequisite: 9th-level shaman
You bind a spirit of radiance that allows you to succeed when all hope seems lost. When you fail a saving throw, you can choose to re-roll, possibly turning a failure into a success.   Once you use this feature to re-roll a saving throw you must finish a short or long rest before you can use it again.   When you reach 15th level in this class, you can use this feature twice between each short or long rest.  
Totem of the Vine
Prerequisite: 9th-level shaman
You bind a spirit of wild growth which lends you the power to restrain your foes. You can cast ensnaring strike at 1st-level, at will, without expending a spell slot.  
Totem of Binding
Prerequisite: 15th-level shaman
You can quickly bind a spirit to regain some of your power. Once per long rest, you can use an action to regain one of your expended Primal Magic spell slots.  
Totem of the Eclipse
Prerequisite: 15th-level shaman
You bind a powerful spirit that grants you resistance to the arcane. You gain resistance to all damage from spells.  
Totem of the Elements
Prerequisite: 15th-level shaman
You bind an elemental spirit which you can call to your aid. You can cast summon elemental at the level of your Primal Magic slots, without expending a spell slot or 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
You bind a powerful spirit of wild growth which blesses your body with wondrous regeneration. At the start of each of your turns, you regain hit points equal to your Wisdom modifier, 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
You bind a powerful spirit of elemental air which propels you through the air. You gain a flying speed equal to your walking speed, and whenever you take falling damage you reduce the damage by an amount equal to your shaman level.
so that you may safely channel their mystical abilities. Any Tiny object of your choice can be a Totem, but most often they are objects reminiscent of the spirit within. At 1st level, you know two Totems of your choice from the list at the end of the class. If a Totem has any prerequisites, you must meet them in order to learn that Totem.   You learn additional Totems as you gain shaman levels, as shown in the Bound Totems column of the Shaman Table on the page above.     Saving Throws. If a Totem requires a creature to make a saving throw, the DC is calculated as follows:  
Totemic save DC = 8 + your proficiency bonus
+ your Wisdom modifier
 

Totemic Assault

You can temporarily unleash the primal spirits bound within your Totems to assault your foes. While you are holding one of your Totems, you can use your action to force one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage.   At certain shaman levels, this damage increases: at 5th level (2d8), at 11th level (3d8), and at 17th level (4d8).  

Spirituality

At 3rd level, you choose the Spirituality, that best represents the discipline you use to channel spirits, detailed at the end of this class.   Your Spirituality grants you features at 3rd level, and again when you reach 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.  

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 two ability scores by 1. As normal, you can't increase one of your ability scores above 20 using this feature.  

Totemic Versatility

You have gained greater control over the spirit world. Starting at 5th level, at the end of a long rest, you can replace a Totem you know with another Totem of your choice.  

Greater Totem Spirit

Your understanding of the spirit world allows you to conjure and bind greater primal spirits to one of your Totems. At 11th level, choose a Greater Totem Spirit

Greater Spirit of Death

Spirits of Death are drawn from the Shadowfell, the Hells, or the Abyss. They lend shamans their powerful sinister magic.
Shaman LevelSpell
11thflesh to stone
13thfinger of death
15thhorrid wilting
17thpower word: kill
 

Greater Spirit of Life

Spirits of Life come to aid shamans from the Upper Planes or the Feywild. They bless shamans with mystic healing magic.
Shaman LevelSpell
11thheal
13thregenerate
15thholy aura
17thpower word: heal
 

Greater SPirit of the Dark Star

Spirits of the Dark Stars are called from the Outer Realms beyond the known planes. They grant Shamans strange abberant powers.
Shaman LevelSpell
11thsoul cage
13thprismatic spray
15thmaddening darkness
17thpsychic scream
 

Greater Spirit of the Fissure

Spirits of Fissure are conjured from the realms on the Plane of Earth. They lend Shamans the unyielding power of stone.
Shaman LevelSpell
11thbones of the earth
13thsymbol
15thearthquake
17thinvulnerability
 

Greater Spirit of the Inferno

Spirits of the Inferno are summoned from the great Plane of Fire. They grant Shamans overwhelming destructive power.
Shaman LevelSpell
11thinvestiture of flame
13thfire storm
15thincediary cloud
17thmeteor swarm
 

Greater Spirit of the Moon

Spirits of the Moon can be summoned from the Astral Sea or the Ethereal Plane. They grant shamans wondrous magic power.
Shaman LevelSpell
11thprimordial ward
13threverse gravity
15thantimagic field
17thastral projection
 

Greater Spirit of the Sea

Spirits of the Sea are called up from the depths of the Plane of Water. They bestow Shamans with frigid ethereal magics.
Shaman LevelSpell
11thfreezing sphere
13thetherealness
15thtsunami
17thinvulnerability
 

Greater Spirit of the Storm[/h3[ Spirits of the Stormm are drawn from the great tempests of the Plane of Air. They lend Shamans the wild magic of storms.
Shaman LevelSpell
11thchain lightning
13thwhirlwind
15thcontrol weather
17thstorm of vengeance
 

Greater Spirit of the Sun

Spirits of the Sun are drawn from places of powerful radiant magic. They lend shamans restorative and purifying power.
Shaman LevelSpell
11thsunbeam
13thresurrection
15thsunburst
17thtrue resurrection

to bind to one of your Totems. Your Greater Totem Spirit doesn't count against your number of Bound Totems.   Each Greater Totem Spirit includes a list of four Greater Totem Spells, one for each spell level from 6th through 9th, that you learn at the shaman levels listed in the description, which do not count against your number of Spells Known.   Once you reach the shaman levels in your Greater Totem Spirit's description, you can cast that spell once, at its lowest level, without expending a spell slot. Once you do so you must finish a long rest before you can cast that spell again.   For example, if you choose the Greater Spirit of the Sun at 11th level, you can cast sunbeam once per long rest.   When you finish a long rest, in place of using your Totemic Versatility feature, you can replace your Greater Totem Spirit with another Greater Totem Spirit of your choice.  

Spiritual Ascension

You have transcended the need for a corporeal form. At 20th level, your physical body no longer ages, and you are immune to all disease, the poisoned condition, and poison damage. When you finish a long rest, you can choose to reduce your number of Bound Totems by one and create a special Totem that is attuned to your soul. Should you die, that Totem grows into an exact replica of your body, though it lacks a soul.   When you die, you become an incorporeal creature, unable to interact with the world around you. If you can return to the replica of your body, you return to life at the following dawn. If you do not return to the replica of your body, you die at the following dawn.
subclass options:

Spirituality

The following spiritualities are available for a shaman to choose from at 3rd level. These reflect how the shaman views and interacts with the spiritual world.   Curse Binder
While most shamans use the power of spirits to work magics and heal the sick, some twist this connection, binding sinister spirits to their foes. Known as Curse Binders, these shamans wield the sinister spiritual power present in the world. Often apprentices of hags or entities from the Shadowfell, they use ancient techniques to afflict their foes with hexes and curses.  

Curse Binder Spells

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.
Shaman LevelSpells
3rd,
5thbestow curse, vampiric touch
7thblight, phantasmal killer
9thcontagion, enervation
 

Evil Eye

Starting at 3rd level, you can curse with a glance. As a reaction, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can impose disadvantage on its roll.   You can use this reaction a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.  

Totemic Curse

Also at 3rd level, you bind spirits of pain, suffering, and despair to your will, using them to inflict curses upon your enemies. When a creature fails its saving throw against Totemic Assault, you can inflict it with one of the following conditions of your choice until the start of your next turn:
  • Its speed is reduced by a total number of feet equal to 5 times your Wisdom modifier.
  • It cannot regain hit points, and when it takes damage it takes an additional 1d4 necrotic damage.
  • Whenever it makes an ability check or an attack roll, it must subtract your Wisdom modifier from the result of its roll.
The conditions inflicted by this feature can be ended early with lesser restoration or remove curse. The afflicted creature can repeat the saving throw as an action on its turn, ending the effect on a success.  

Sinister Spellcasting

At 6th level, dark spirits empower your magic. When you deal damage to a creature with a shaman cantrip or Totemic Assault, you add your Wisdom modifier (minimum of +1) to your damage roll.  

Shamanistic Ward

Beginning at 10th level, sinister spirits ward you against elemental assaults. At the end of each long rest, choose either acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of your next long rest, you are resistant to that damage.   When you take damage of a type that you resist, you can use Totemic Assault as a reaction, targeting your attacker.  

Foul Conjuration

At 14th level, you have reached the apex of sinister shamanism, the ability to create corporeal bodies for the spirits you conjure. As an action on your turn, you can cast create undead at 6th-level, without expending a spell slot or the material components.   Once you cast create undead in this way, you must finish a long rest before you can cast it in this way again.
  Elementalist
Some Shamans gain their abilities while living near places of raw elemental power: active volcanoes, amongst the sands of blazing deserts, atop frigid mountain peaks, or on the stormy coasts of the ocean. Known as Elementalists, these Shamans learn to draw out the most destructive spirits of nature and wield them to devastating effect against their foes.   Whether they master a single element or learn to wield the powers of air, earth, flame, and water, Elementalists are among the most powerful channelers of the four elements.  

Elemental Mastery

The primordial spirits of nature have taught you the secrets of elemental mastery. Choose one of the following elements to master: Air, Earth, Fire, or Water. This choice grants you both an affinity with, and resistance to, the type of damage associated with that element, as shown on the table below:
ElementAirEarthFireWater
Damagethunderbludgeoningfirecold
  In addition, your mastery over the elements can empower the spirits of your Totemic Assault. When you use Totemic Assault, you can empower it with one of the elements that you have mastered, granting it the corresponding benefits:
  • Air. Your Totemic Assault deals thunder damage in place of necrotic damage, and on a failed save, a Large or smaller creature is moved 5 feet in a direction of your choice.
  • Earth. Your Totemic Assault deals magical bludgeoning damage in place of necrotic damage, and on a failed save, a Large or smaller creature is knocked prone in its space.
  • Fire. Your Totemic Assault deals fire damage in place of necrotic damage, and the damage dice you roll for Totemic Assault become d12s (instead of the normal d8s).
  • Water. Your Totemic Assault deals cold damage in place of necrotic damage, and when you use Totemic Assault you can target two creatures that are within 5 feet of each other.
 

Elementalist Spells

You gain the Spirituality Spells from the tables below that correspond to any of the four elements you have mastered. When you gain a level in this class, you can replace one spell from this feature with another spell of the same level from any spell list that deals only the damage type of its element.   Alternatively, you can replace the spell with another spell of a similar elemental theme at the discretion of your DM.
Shaman LevelAir SpellsEarth SpellsFire SpellsWater Spells
thunderwave, shatterearth tremor, earthen graspburning hands, flaming sphereice knife, snowball storm
lightning bolterupting earthfireballtidal wave
storm spherestone shapewall of fireice storm
control windswall of stoneimmolationscone of cold
  [h43Greater Elemental Master At 6th level, the power you draw from the elemental spirits has grown. You gain one of the following benefits of your choice:
  • You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.
  • You can cast one Elementalist Spell at the level of your Primal Magic spell slots, without expending a spell slot. Once you do so, you must finish a long rest before you can cast an Elementalist spell in this way again.
  Also, whenever you cast a Shaman spell or use a Shaman feature that deals the damage type of any element you have mastered, you add your Wisdom modifier to the damage roll.  

Primal Conduit

At 10th level, Your power rivals native spirits of the four elemental planes. You gain one of the following benefits of your choice:
  • You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.
  • You can cast one Elementalist Spell at the level of your Primal Magic spell slots, without expending a spell slot. Once you do so, you must finish a long rest before you can cast an Elementalist spell in this way again. If you chose this feature previously you can cast two spells in this way.
  Additionally, whenever you cast a Shaman spell of 1st-level or higher that deals the damage type of any element you have mastered, you gain temporary hit points equal to the level of the spell slot you expended + your Wisdom modifier.  

Elemental Ascension

At 14th level, you wield the raw elemental power of the most destructive aspects of nature. You gain one of the following benefits:
  • You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.
  • Choose an element that you have mastered, and you learn the corresponding investiture spell from Xanathar's Guide to Everything: Air (wind), Earth (stone), Fire (flame), Water (ice). The spell counts as a Shaman spell for you, but does not count against your number of Spells Known. Once per long rest, you can cast it without expending a spell slot.
  • If you have mastered only one element, you gain all the benefits of the Greater Totem Spirit of the element: Air (Storm), Earth (Fissure), Fire (Inferno), or Water (Sea). This Greater Totem Spirit doesn't count against the total number of Greater Totem Spirits you can have bound at one time.

  •  
      Far Seer
    Many Shamans initially discover their connection to the spirit world when they perform rituals to divine the future. Should these amateur spiritualists pursue this connection they learn to channel spirits as a Far Seer, a Shaman who can glimpse both past and future, and use spiritual power to alter fate.  

    Far Seer Spells

    When you gain a level in this class, you can replace one spell from this feature with either a divination spell or a spell with the ritual tag, of the same level from any class spell list.
    Shaman LevelSpells
    3rdaugury, detect thoughts
    5thclairvoyance, tongues
    7tharcane eye, divination
    9thcontact other plane, scrying
     

    Spirits of Fate

    Beginning at 3rd level you have learned to bind minor spirits of Fate and unleash them to influence the world around you in minor ways. Each time you finish a short or long rest, roll two d4s and record the numbers you rolled. When you or a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to apply one of these Fate rolls to the triggering roll, adding or subtracting it from the result. You can use this reaction after you know the result of the roll, but before you know if the roll succeeds or fails.   Each of your Fate rolls can be used only once. When you finish a short or long rest, you lose any unused Fate rolls.   At certain levels in this class, the dice you roll for these Fate rolls increase in size: at 6th level (d6s), at 10th level (d8s), and finally at 14th level (d12s).  

    Totemic Ritualist

    Also at 3rd level, you can draw on the power within your Totems to enhance your ritual magic. When you cast the ritual version of a spell, you can use a Totem in place of the material components of that spell. When you do, the ritual version of that spell only takes 1 additional minute to cast instead of 10 minutes.   Also, when you cast a divination spell and use a Totem as your spellcasting focus, it can replace material components with a gold value so long as they are not consumed.  

    Ascended Awareness

    At 6th level, the spirits of Fate constantly whisper their secrets to you. You cannot be surprised while you are conscious, and you gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are conscious.  

    Certain Fate

    Starting at 10th level, the future is fickle and constantly changing, but once you glimpse something, it nearly always comes to pass. When you use your reaction to add a Fate die to a roll and it does not change the outcome of that roll, the die is not expended.  

    Tip the Scales

    At 14th level, you can effect Fate in ways that rival the greatest spirits of the multiverse, if only for a moment. When a creature you can see within 60 feet finishes its turn, you can use your reaction to expend one of your Fate dice, and force that creature to repeat its turn exactly as it did before.   Anything the creature did on that turn is undone, and it must repeat its turn exactly, taking the same exact course of action, but any dice rolled on that turn are rolled again, and all creatures must use the new results.  
     
      Spirit Guide
    Unlike most Shamans who bind themselves to many spirits, those who become Spirit Guides form a bond with a single powerful spirit known as a Geist. These unique spirits can grow in power alongside the Shaman they are bound to, and can even wield the power of other spirits with Totems.  

    Spirit Guide Spells

    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 either the Cleric or Shaman spell list.
    Shaman LevelSpells
    3rdspiritual weapon, warding bond
    5thblink, spirit guardians
    7thdeath ward, guardian of faith
    9tharcane hand, wall of light
     

    Totemic Bond

    You have bound your soul with a unique spirit known as a Geist. You determine its spectral appearance, but the choice has no effect on its game statistics. Your Geist is friendly to you and your allies, and it obeys your commands.   In combat, the Geist acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take one of the actions listed in its stat block, or another action.   At the end of a long rest, you can choose for any Totems you know to be bound to your Geist in place of you. You lose any benefits from those Totems and the Geist gains them.   If your Geist is reduced to 0 hit points it is banished back to the Outer Planes. As an action, you can expend a Primal Magic spell slot to conjure the Geist in an unoccupied space within 5 feet of you, restoring it to its full hit points.   At the end of each long rest the Geist is restored to full hit points, and reappears next to you if it had been banished.  

    Spectral Empowerment

    At 6th level, you can infuse your Geist with spiritual power. As an action, you can expend a Primal Magic spell slot to empower it. For 1 minute, the Geist gains resistance to bludgeoning, piercing, and slashing damage from nonsilvered attacks, and can move through creatures and objects as if they were difficult terrain.   If the Geist ends its turn inside a creature or object, it is instantly shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet it was forced to travel.  

    Soul Bound

    Starting at 10th level, the bond between kindred soul and spirit empowers your resolve. When a creature you can see hits you with an attack, and the Geist is within 30 feet of you, you can use a reaction to instantly switch places with the Geist, causing it to become the target of the triggering attack in your place.   The Geist can also use this same reaction when it is hit by an attack to instantly switch places with you.  

    Ghastly Strikes

    At 14th level, The spiritual bond between you and the Geist has reached its full potential. Whenever you command the Geist to use its Spectral Touch, it can use its Spectral Touch action twice.   Also, the Geist permanently gains the benefits of Spectral Empowerment, and you can expend a Primal Magic spell slot to gain the benefits of Spectral Empowerment yourself.
     
      Spirit Warrior
    Serving as the guardians of sacred groves and places of great spiritual power, Spirit Warriors draw on the power of ancient spirits to enhance their physical form. When they allow these incorporeal beings to walk the world through their physical bodies, they gain increased physical and martial abilities.  

    Ancestral Knowledge

    When you adopt this Spirituality at 3rd level, spirits of ancient warriors grant you their lifetimes' worth of combat experience. You gain proficiency with medium armor and all martial weapons.  

    Spirit Warrior Spells

    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 either the paladin or shaman spell list.
    Shaman LevelSpells
    3rd,
    5thclairvoyance, spirit shroud
    7thblight, phantasmal killer
    9thcontagion, enervation
     

    Totemic Weapon

    At 3rd level, you can bind powerful spirits to your weapons for use in battle. At the end of a long rest, you can perform a ritual to bind one of the spirits below to a melee weapon you touch. The benefits last until the end of your next long rest.   Moreover, you can use your Wisdom, in place of Strength, for attack and damage rolls with your Totemic Weapon, and attacks with your Totemic Weapon count as magical for the sake of overcoming resistances and immunities.  
    Spirit of Challenge
    Also at 3rd level, this spirit compels your foes to stand and fight against you. When you hit a creature with an attack with this weapon, it has disadvantage on any attacks it makes against creatures other than you until the beginning of your next turn.  
    Spirit of Draining
    This spirit siphons the life force of other creatures to restore you. Once per turn when you hit a creature with this weapon, you can cause the damage of the attack to be necrotic, and you gain temporary hit points equal to your Wisdom modifier.  
    Spirit of Might
    This spirit draws out the full potential of your body. While wielding this weapon you gain a bonus to Strength checks and saving throws equal to your Wisdom modifier.   Moreover, you have advantage on attack rolls with this weapon against any creature that is grappled by you.  

    Extra Attack

    Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a shaman cantrip you know, or use your Totemic Assault feature in place of one of your attacks.  

    Warrior of the Grave

    At 10th level, you can offer your very life force to the spirit realm to resist the grasp of death. When you are reduced to 0 hit points but not killed outright, you can expend one of your Hit Dice to drop to 1 hit point instead of falling to 0.  

    Spiritual Champion

    Starting at 14th level, you can offer the spirits full control of your body, granting you temporary mystical power. As a bonus action, you can 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-silvered attacks.
    • Once per turn when you hit a creature with your Totemic Weapon, you can apply the effects of Totemic Assault as if the creature had failed its Charisma saving throw.
      Once you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a Primal Magic slot to use this feature again.
      Wild Heart
    Often raised by, or closely with, wild beasts, shamans known as Wild Hearts develop an intense spiritual connection with the wild. This intense devotion, when combined with spiritual power, allows a Wild Heart to transform into the Great Beast, a legendary guardian of the wild animals of the natural world.  

    Wild Heart Spells

    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 either the ranger or shaman spell list
    Shaman LevelSpells
    3rdAnimal Messenger,
    5thconjure animals, fear
    7thdominate beast, locate creature
    9thhold monster, tree stride
     

    Bestial Adaptations

    When you adopt this Spirituality at 3rd level, your time spent in the wild has given you bestial qualities. You gain an Adaptation of your choice from the list below.   You gain another Adaptation at 6th level and 10th level.  
    Agile Adaptation
    Your speed, long jump, and high jump distances increase by 10 feet, and you can ignore the effects of all difficult terrain.  
    Alpine Adaptation
    You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including sheer surfaces and upside down on ceilings, without making an ability check.  
    Aquatic Adaptation
    You gain a swimming speed equal to your walking speed, and while you are underwater you can take the Dash action as a bonus action, and you can hold your breath for up to 1 hour.  

    Totemic Wild Shape

    Also at 3rd level, your connection with the spirits of the wild allows you to take on the shape of the Great Beast, the legendary guardian of all wild creatures. As a bonus action, you can expend a Primal Magic spell slot to transform into the Great Beast.   While you are transformed, you use the Great Beast stat block linked here. It uses your proficiency bonus (PB) in several places. You determine the appearance of your Great Beast, but this has no effect on its abilities. For the duration of your transformation the following rules apply:
    • The Great Beast gains a number of Bestial Traits from the list at the end of this Spirituality equal to the level of the spell slot expended to transform.
    • You use the Strength, Dexterity, and Constitution scores on the Great Beast stat block, but you retain your Intelligence, Wisdom, and Charisma scores, and 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. If the Great Beast drops to 0 hit points, you revert to your normal form, and any excess damage carries over to your normal form.
    • You can't cast spells, and your ability to speak or take any action requiring 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, including your Totems and Totemic Assault. However, you cannot 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 the 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 slot to extend the duration of your transformation.   You can also revert to your normal form as a bonus action.  

    Savage Strikes

    At 6th level, when you are in Great Beast form and you take the Bite or Claw action, you can make one additional Bite or Claw attack as part of that action. Attacks in your Great Beast form also count as magical for overcoming resistances and immunities.  

    Fury of the Wild

    At 10th level, you can draw upon your pain to fuel your drive. As a bonus action, you can expend a Hit Die to regain hit points equal to your Hit Die roll + your Wisdom modifier (minimum of 1).   Any hit points you regain from this feature that exceed your maximum hit points become temporary hit points for you.  

    Apex Predator

    Beginning at 14th level, your Great Beast stands as a legendary guardian of the wild. When you transform into your Great Beast form, its Strength, Dexterity, and Constitution scores are all increased by 2, to a maximum of 20 (this increases both the attack and a damage bonus of the Great Beast's Bit and Claw attack by 1).   Also, the damage of its Bite and Claw increase by 1d6.  

    Bestial Traits

    Each time you use your Primal Wild Shape to transform into the Great Beast, you choose Bestial Traits from the following list. These traits last for the duration of that transformation.   Any saving throws are made against your spell save DC.  
    Aggressive
    As a bonus action, the Great Beast can move up to its speed toward a hostile creature that it can see, hear, or smell.  
    Amphibious
    The Great Beast gains a swimming speed equal to its walking speed, and it can breathe both air and water.  
    Charge
    When the Great Beast moves at least 20 feet in a straight line toward a target and hits it with a Claw attack it deals an extra 1d6 damage. A creature that is the Great Beast's size, or smaller, must make a Strength saving throw or fall prone.  
    Keen Senses
    The Great Beast has advantage on Wisdom (Perception) or Wisdom (Survival) checks that rely on its hearing or smell.  
    Large
    The Great Beast becomes a Large creature. If it is ridden as a mount, the Great Beast can act independently of its rider.  
    Light Step
    The Great Beast has advantage on Dexterity (Stealth) checks while it is lightly obscured by natural foliage or weather.  
    Savage Bite
    If the Great Beast hits a creature equal to its size or smaller with a Bite attack, it can grapple the target. Until the grapple ends, the target is restrained, and the Great Beast cannot Bite targets other than the creature it is currently grappling.  
    Savage Grip
    The Great Beast gains a climbing speed equal to its walking speed, and it can climb sheer surfaces and upside down on ceilings without making an ability check. The Great Beast also has advantage on saving throws to resist being moved against its will, grappled, restrained, or knocked prone.  
    Standing Leap
    The Great Beast has a minimum long jump of 15 feet, and a minimum high jump of 10 feet, even without a running start.   Pack Tactics The Great Beast has advantage on attack rolls against any target that has one of its conscious allies within 5 feet of it.   Powerful Build The Great Beast counts as one size larger when determining creatures it can grapple, and the weight it can move or lift.
      Witch Doctor
    Long before the gods took notice of mortals, Witch Doctors wandered the land, providing spiritual healing and medicine. Working in tandem with spirits of life, Witch Doctors heal the wounded and grant their allies mystical abilities. These sages are peaceful in nature and can often be found traveling the wilds tending to the spiritual needs of those they meet.  

    Witch Doctor Spells

    When you gain a level in this class, you can replace one spell from this feature with an abjuration or enchantment spell of the same level from either the cleric or shaman spell list.  
    Shaman LevelSpells
    3rd,
    5thbeacon of hope, revivify
    7thaura of life, death ward
    9thcreation, greater restoration
     

    Life Bearer

    At 3rd level, you can channel spirits of abundance and life to heal others. As an action, you can touch a creature and cause it to regain hit points equal to 1d8 + your Wisdom modifier. This feature has no effect on undead creatures or constructs.   You can use this feature a number of times equal to your level, and you regain all uses when you finish a long rest.  

    Totemic Blessing

    Also at 3rd level, you bind only willing spirits to the Totems you wield. Your Totemic Assault deals radiant damage on a failed save.   You can also bind Totems to your allies, allowing them to make use of their mystical power. At the end of a long rest, you can bind one of your Bound Totems to a willing creature you touch, losing the Totem abilities for yourself. The Totem remains bound to the creature until the end of your next long rest, at which point the power of the Totem returns to you.   At certain shaman levels, the number of Totems you can bind to other creatures increases: at 6th level (2 Totems), at 12th level (3 Totems), and finally 18th level (4 Totems).   A single Totem can only be bound to one creature at a time, and a creature can only have a single Totem bound to them.  

    Mystical Focus

    At 6th level, you work in tandem with the spirits bound to you, drawing out more of their power. When you use your action to cast one of your Witch Doctor spells, or to restore hit points to a creature, you can use Totemic Assault as a bonus action on that turn.  

    Empowered Blessing

    At 10th level, your allies can channel the spiritual power within your Totems. As an action on its turn, a creature that has one of your Totems bound to it can use Totemic Assault, using your Totemic save DC.   Other creatures only gain the benefits from Totems that improve Totemic Assault if they are bound to the Totem that grants those benefits.  

    Selfless Ward

    Also at 10th level, your spirit is invigorated by the binding of Totems to your allies. You gain a +1 bonus to all saving throws for each of the Totems that you bind to another creature.   This includes any death saving throws you make.  

    Spiritual Awakening

    Finally at 14th level, your spiritual practice has filled you with an abundance of life-giving energy. As a reaction when a creature you can see makes a death saving throw, you can move up to your full speed and touch the creature, imbuing it with life-giving energy. The creature instantly regains hit points equal to your Shaman level + your Wisdom modifier and can stand up.   You can use this feature on yourself, without requiring your reaction, when you are forced to make a death saving throw.   Once you use this feature, you can’t use it again until you finish a long rest. When you have no uses remaining, you can expend a Primal Magic spell slot to use this feature again.
      Wyrmbound
    Unknown to many mortals, some of the most powerful spirits of the multiverse are those of dragons who have passed on. In their desire to affect the material plane, for good or ill, these draconic spirits attach themselves to mortals open to the spiritual, transforming them into Wyrmbound Shamans.  

    Wyrmbound Spells

    When you gain a level in this class, you can replace one spell from this feature with an evocation or transmutation spell of the same level from either the Shaman or Sorcerer spell list.
    Shaman LevelSpells
    3rddragon's breath, suggestion
    5thfear, fly
    7thdominate beast, polymorph
    9thgeas, summon draconic spirit
     

    Draconic Form

    At 3rd level, you draw on draconic power to transform for a short time. As a bonus action, you can transform into a Spirit Dragon.   While transformed, you use the Spirit Dragon stat block. It uses your Totemic save DC and proficiency bonus (PB) in several places. You determine the appearance of your Spirit Dragon form, but this has no effect on its abilities. For the duration of your transformation, the following rules apply:
    • You use the Spirit Dragon's Strength, Dexterity, and Constitution, but retain your Intelligence, Wisdom, and Charisma and your skill and saving throw proficiencies.
    • You assume the Spirit Dragon's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. If the Spirit Dragon drops to 0 hit points, you revert to your normal form, and any excess damage carries over to you.
    • You can't cast spells, and your ability to take actions is limited to the capabilities of your Spirit Dragon form. Transforming doesn't break your concentration on spells or prevent you from taking actions that are part of a spell.
    • You retain the benefit of features from your class, race, or other source and can use them if the Spirit Dragon is capable of doing so, including your Totems and Totemic Assault. However, you cannot use any of your special senses unless the Spirit Dragon also has that sense.
    • Any equipment you are wearing or carrying merges into your Spirit Dragon form. Equipment that merges with the Spirit Dragon form has no effect while transformed.
      Your transformation lasts for 1 minute, and it ends early if you use a bonus action to revert to your normal form.   Once you transform you must finish a short or long rest before you can do so again. When you have no uses left, you can expend a Primal Magic spell slot to transform again.  

    Totemic Conduit

    Also at 3rd level, the draconic spirit bound to your soul grants you ambient power. You can speak, read, and write Draconic. Whenever you make a Charisma check to interact with dragons, you gain a bonus to your roll equal to your Wisdom modifier.  

    Savage Strikes

    At 6th level, the ferocity of your draconic spirit has grown. When you are in Spirit Dragon form and you take the Spectral Slash action, you can make two Spectral Slash attacks. Also, your attacks in Spirit Dragon form also count as magical for overcoming resistance and immunity to nonmagical attacks and damage.  

    Serpentine Speed

    At 10th level, your movements are enhanced by the power of your draconic spirit. You can take the Dash action as a bonus action on your turn, and when you do so, all opportunity attacks against you have disadvantage until the end of your current turn.   Moreover, when you transform into your Spirit Dragon form, you can choose to become Large in size, causing your Spirit Dragon form to double in length, much like a snake.  

    Ascended Conduit

    At 14th level, your physical form can handle the full might of your draconic spirit. When you are in Spirit Dragon form you retain your ability to cast spells as if you were in your normal form.   In addition, Your Spirit Dragon's Spirit Breath no longer requires you to expend a Primal Magic spell slot in order to use it. Instead, once you use it, you roll a d6 at the start of each of your turns. On a roll of 5 or 6, you regain the use of the Spirit Dragon's Spirit Breath ability.
     
    LevelProficiency BonusFeaturesBound TotemsCantrips KnownSpells KnownSpell SlotsSlot Level
    1st+2Sacred Focus, Totems2--------
    2nd+2Primal Magic22321st
    3rd+2Spirituality22422nd
    4th+2Ability Score Improvement33522nd
    5th+3Totemic Versatility36223rd
    6th+3Spirituality Feature43623rd
    7th+3--43724th
    8th+3Ability Score Improvement43724th
    9th+4--53825th
    10th+4Spirituality Feature54935th
    11th+4Greater Totem Spirit (6th-level)54935th
    12th+4Ability Score Improvement64935th
    13th+5Greater Totem Spirit (7th-level)641035th
    14th+5Spirituality Feature641035th
    15th+5Greater Totem Spirit (8th-level)741135th
    16th+5Ability Score Improvement741135th
    17th+6Greater Totem Spirit (9th-level)741145th
    18th+6--841245th
    19th+6Ability Score Improvement841245th
    20th+6Spiritual Ascension841245th

    Created by

    MeepOfWar.

    Statblock Type

    Class Features

    Link/Embed