The Spirit Shaman is a specialist in communing with unliving creatures, and manipulation of their own life force. As you traverse the path between life and death, the lifeforce within you will swell and empower you. As you progress, you will learn to borrow power from other creatures not of this world, and temporarily fragment your own soul to use as an ally, weapon, or shield. Spirit Shaman are known to commune with the spirits residing in the natural world and the objects, plants, and creatures that exist within.
In combat, the Spirit Shaman makes for a mysterious ally and concerning foe. Much of their abilities are hidden from the eyes of those without the ability to see the spirits in the world around them.
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Soul Split
At 3rd level, when you claim this tradition, you gain the ability to fragment your soul into weapons and shields. When in combat, you may use one action to manifest a melee weapon, or shield, that you are proficient in. This object is invisible to creatures other than yourself, unless a creature is under the effect of a See Invisibility spell, or is a ghost or other non-corporeal creature. Weapons created in this way deal magical damage. The chosen item functions as it normally would otherwise, and last for 1 minute. You may use this feature a number of times equal to your Constitution modifier (minimum of once), regaining expended uses after a short or long rest.
When you reach 9th level, you may manifest two objects in this way.
Bonus Proficiencies
At 3rd level, when you claim this tradition, you gain additional proficiencies in simple and martial weapons, as well as medium armor and shields.
Spirit Shaman Totems
At 3rd level, when you claim this tradition, your totems list expands. Totems made by Spirit Shaman manifest as intricate designs you carve as scars or tattoos into your skin. These designs glow when you use your totems, and can temporarily leave an echo of their shape on a surface instead of being physically placed.
- Drums. The rhythmic beat of the drums resonates with the spirit world, granting you and your allies advantage on Wisdom saving throws for 1 minute.
- Bear. You and your allies within 30 feet of the totem gain temporary hit points equal to your Shaman level at the start of each of their turns for 1 minute.
- World Tree. *requires level 10 When activated, you and your allies within 30 feet gain the ability to cast the "Tree Stride" spell without expending a spell slot once.
- Fire. You can use a bonus action to cause your next melee attack to deal additional fire damage equal to your Wisdom modifier for 1 minute.
- Mask. *requires level 10 When activated, you cast "Etherealness" on yourself without expending a spell slot.
Shade Manipulation
At 6th level, you have gained the ability to reach inward and pull at the darkness of your own soul. You create a duplicate of yourself, enshrouded by shadows. This duplicate shares your stats, AC, and abilities but cannot cast spells. Its hit points are equal to your Shaman level + your Spellcasting Ability. This shade will last for 3 rounds, or until its HP drops to 0. If the shade takes damage that would put its HP below 0, it drops to 0 and disappears, and you take the remaining damage. The shade's turn in combat will come directly after your own, and it will attack any single target you command it to attack. You cannot use this ability again until you complete a short or long rest.
Haunting
At 9th level, your mastery of the spirit extends beyond yourself. You may call to your location 1d6 tormented souls that become visible to all creatures for 6 rounds. Any creature within 30 feet of you must make a Wisdom saving throw against your spell save DC + the number of souls called to you, or be frightened for the duration of this feature. You cannot use this feature again until you complete a short or long rest.
Remote Possession
At 14th level, you have mastered all there is to find in the human soul. You may send your soul, or a friendly spirit nearby, to a chosen creature. That creature must succeed a Wisdom saving throw against your spell save DC. Should they fail they become possessed, and can be controlled by you as completely as you control yourself. Should you send a friendly spirit, that spirit gains this control instead. Any actions taken that directly threaten the life of the possessed creature cause this feature to end. Otherwise, this feature lasts for a number of rounds equal to your proficiency modifier. When this feature ends, the creature is rendered unconscious. On a successful save, the creature instead takes 1d12 psychic damage. The target creature may reattempt this saving throw every round at the beginning of its own turns.
When using this feature, your target for possession cannot be larger than one size category above your own.
You cannot use this feature again until you complete a long rest.
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