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Shaman

Shamans are beings who commune with the spirits from beyond, known as the Otherworld, and spirits still residing on the mortal plane. Many mistakenly believe that the only spirits in the world are ghosts and specters haunting people’s homes. These disturbed or cursed spirits are most vocal, but many different spirits still exist, also eager to be heard. Shamans know that even beings who have peacefully moved on to the otherworld still leave behind a small part of their spirit. Drawing on the strength of these spirits, shamans gain the ability to cast spells and channel other magical powers. Through their powers they can commune with many different types of spirits. These spirits can be benevolent, tricksters, grant restorative boons or even be malevolent. Shamans can speak to the spirits of many kinds of creatures but most commonly draw upon the spirits of ancestors. Shamans strive to maintain balance between their world and the otherworld. The living are guided to not overstep and desecrate those who have passed or risk falling victim to their supernatural wrath returning from the grave. Conversely, the living must also be protected. Spirits from all realms and of all kinds linger in the mortal realm, some seeking harm or misfortune on the living for sinister purposes. Undead are the greatest example of this imbalance and must be laid to rest immediately. Shamans can often be found acting as the spiritual leaders of their communities, but sometimes are called away for a greater calling. When dangers grow and the imbalance spreads too far, shamans seek out the source of this disturbance to combat it as adventurers.
hit dice: 1d8
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
weapon proficiencies: Simple weapons
tools: Herbalism Kit
saving throws: Constitution, Wisdom
skills: Choose two from Arcana, History, Insight, Medicine, Perception, and Religion
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a club or (b) a sickle

  • (a) a shortbow and 20 arrows or (b) any simple ranged weapon

  • (a) an explorer’s pack (b) a priest’s pack

  • Leather armor, and a shamanic focus


spellcasting:
As a voice for spirits, you can cast shaman spells. See Spells Rules for the general rules of spellcasting and the shaman spell list below.

Cantrips

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

Preparing and Casting Spells

The Shaman table shows how many spell slots you have to cast your shaman spells. To cast one of your shaman spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + half your shaman level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a shamanic focus as a spellcasting focus for your shaman spells.

Shaman Spell List:

Cantrips- Blade Ward, Chill Touch, Create Bonfire, Dancing Lights, Guidance, Light, Mage Hand, Magic Stone, Mending, Prestidigitation, Sacred Flame, Shillelagh, Spare the Dying, Thaumaturgy, Toll the Dead
1st Level- Cause Fear, Ceremony, Command, Detect Evil and Good, Detect Magic, Dissonant Whispers, Faerie Fire, Guiding Bolt, Healing Word, Heroism, Ice Knife, Identify, Protection from Evil and Good, Sanctuary
2nd Level- Aid, Augury, Blur, Borrowed Knowledge, Calm Emotions, Continual Flame, Detect Thoughts, Gentle Repose, Heat Metal, Lesser Restoration, Locate Object, Magic Weapon, Moonbeam, Pass without Trace, See Invisibility, Spiritual Weapon, Zone of Truth
3rd Level- Clairvoyance, Daylight, Dispel Magic, Fear, Feign Death, Glyph of Warding, Life Transference, Magic Circle, Revivify, Sending, Speak with Dead, Spirit Guardians, Tongues
4th Level- Arcane Eye, Banishment, Black Tentacles, Charm Monster, Compulsion, Death Ward, Divination, Locate Creature, Private Sanctum, Resilient Sphere
5th Level- Banishing Smite, Circle of Power, Contact Other Plane, Dispel Evil and Good, Dream, Hallow, Legend Lore, Raise Dead, Reincarnate, Scrying
class features:
LevelProf BonusFeaturesCantrips Known1st2nd3rd4th5th
1st +2 Commune with Spirits, Spellcasting 2 2 - - - -
2nd +2 Spiriutal Aspect, Invoke the Spirits 2 2 - - - -
3rd +2 Spirit Touched 2 3 - - - -
4th +2 Ability Score Improvement 2 3 - - - -
5th +3 - 2 4 2 - - -
6th +3 Invoke the Spirits (2/rest), Spiritual Aspect Feature 2 4 2 - - -
7th +3 Spirit Blast 2 4 3 - - -
8th +3 Ability Score Improvement 2 4 3 - - -
9th +4 - 2 4 3 2 - -
10th +4 Spiritual Aspect Feature 3 4 3 2 - -
11th +4 Aura of the Veil 3 4 3 3 - -
12th +4 Ability Score Improvement, Invoke the Spirits (3/rest) 3 4 3 3 - -
13th +5 - 3 4 3 3 1 -
14th +5 Spiritual Aspect Feature 3 4 3 3 1 -
15th +5 Spirits Be With You 3 4 3 3 2 -
16th +5 Ability Score Improvement 3 4 3 3 2 -
17th +6 - 3 4 3 3 3 1
18th +6 Spirit Blast Improvement 3 4 3 3 3 1
19th +6 Ability Score Improvement 3 4 3 3 3 2
20th +6 Bridge of Souls 3 4 3 3 3 2

Commune with Spirits

Distressed denizens of the otherworld seek a voice and you act as that conduit. As an action, you can attempt to communicate with any spirits that may be in your area, up to 60 feet. The spirits tell you one of the following of your choice:
  • If any disturbed spirits or undead are present
  • The location of any source to the disturbed spirits or undead if one is present
  • If anyone has died here in the last 7 days and how
  • You can use this feature a number of times equal to 1 + your Wisdom Modifier.

Spiritual Aspect

At 2nd level, you choose one spiritual aspect to strengthen your connection with: Spirit of Benevolence, Spirit of Guile, Spirit of Rancor, and Spirit of Restoration. Your choice grants you spiritual spells and other features when you choose it at 2nd level.

Invoke the Spirits

At 2nd level, you gain the ability to invoke the power of the spirits you have strengthened you connection with to create magical effects. Your effect is determined by your Spiritual Aspect. Each Spiritual Aspect will grant additional effects as you advance in levels, as noted in the Spiritual Aspect description. You must finish a long rest to regain uses of your Invoke the Spirits again. Some Invoke the Spirits effects require saving throws or spell attack rolls. When you use such an effect from this class, the DC equals your shaman spell save DC and the spell attack modifier equals your shaman spell attack modifier. Beginning at 6th level, you can use your Invoke the Spirits twice between rests, and beginning at 12th level, you can use it three times between rests.

Spirit Touched

Beginning at 3rd level, when you are not wearing any armor, the spirits defend you. Your Armor Class equals 10 + your Constitution (max 2) + your Wisdom modifier + your Dexterity modifier. You cannot use a shield and still gain this benefit.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Spirit Blast

Starting at 7th level, you gain the ability to channel the spirits’ magical energy into a burst of power. You release a blast 10 feet long and 5 feet wide from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A failed creature takes 4d6 damage on a failed save, or half as much damage on a successful one. This damage is radiant, necrotic, or cold (your choice when you use the ability). You can use this feature a number of times equal to your proficiency bonus and regain expended uses when you finish a short or long rest.

Aura of the Veil

At 11th level, whenever you and friendly creatures within 10 feet of you are reduced to 0 hit points, you automatically start with one successful death saving throw. All death saving throws made within the aura are made at advantage.

Spirits be With You

By 15th level, your ability to channel the spirits is so great that some of their power flows from you and into your nearby allies. Whenever you or an ally within 10 feet of you hits a creature with a weapon attack roll, the creature takes an extra 1d6 necrotic damage. Additionally, your allies have a +1 bonus to AC.

Spirit Blast Improvement

At 18th level, your spirit blasts deals an additional 2d6 damage and adds your Wisdom modifier to the damage. If a creature fails the saving throw by 5 or more, they are also knocked prone.

Bridge of Souls

Upon reaching 20th level, whenever you use Invoke the Spirits, roll a d4. If you roll a 4, you do not use a charge of Invoke the Spirits. Additionally, you now regain uses of Invoke the Spirits on a short rest, any saving throws made against your Invoke the Spirits are made at disadvantage and attacks rolls made by Invoke the Spirits are made at advantage.
subclass options:

Spiritual Aspect

While others struggle to tell the difference between a wrathful specter or a guardian spirit, a shaman speaks to and helps channel them to maintain the balance. Spirits take on certain attributes and forms based on the lives they lived and how they died. This creates a form of classification, known as their nature. Spirits of each nature can become quite powerful and will require a shaman to be aligned with their nature to properly channel them. To further strengthen their bond to the otherworld, a shaman of proper experience will undergo a ritual to align themselves with one their natures. Taking a spirit’s nature and intertwining it with your own is known as taking on a Spiritual Aspect.

Aspect of Benevolence

Shamans that seek to channel the kindhearted nature of spirits to aid the living take on the Aspect of Benevolence. As a conduit for guardian spirits, the shaman spreads boons to those in need and ensures they remain protected from harm. The spirits called upon for these acts are often those that have passed along peacefully, and an echo of their will remains behind or spirits that have chosen to remain in some sort of act of service to those they left behind.

Aspect of Benevolence Spells

Shaman LevelSpells
2nd Alarm, Bless
5th Enhance Ability, Warding Bond
9th Glyph of Warding, Motivational Speech
13th Freedom of Movement, Locate Creature
17th Dispel Evil and Good, Hallow

Invoke the Spirits: Blessings of Good Fortune

Starting at 2nd level, you can use your Invoke the Spirits to grant a boon upon your allies. As an action, you broach your shamanic focus, and grant a number of allies equal to your Wisdom modifier, within 15 feet of you, advantage on a number of ability checks equal to your proficiency bonus. The effect lasts until the target takes a long rest. At 12th level each creature within 15 feet of you gains temporary hit points equal to your Wisdom modifier + twice your shaman level until the next long rest.

Repel Dark Spirits

At 6th level you can direct your protective spirits to ward your allies from the dark forces of the Otherworld. You target one creature that you can see within 60 feet and grant them advantage on all saving throws against being charmed for one minute. During this duration, all attack rolls made by undead against your target are made at disadvantage. Additionally, as an action, you can end any possession of that creature if you can see them, and they are within 60 feet. You can use this feature a number of times equal to your proficiency bonus and regain all expended uses when you finish a long rest.

Otherworldly Intervention

Starting at 10th level, you gain the ability to shield yourself or your allies from harm with your spirits’ powers. As a reaction when you or a creature you can see within 30 feet is hit by an attack roll, you can grant the creature a +3 bonus to their AC, including against the triggering attack, until the start of their next turn. You can use this feature a number of times equal to your Wisdom modifier and regain expended uses when you finish a short or long rest.

Eternal Vigil

At 14th level the spirits of benevolence help protect you and your allies from sudden threats. You can’t be surprised while you are conscious and your allies within 10 feet of you have a +3 bonus to initiative.

Aspect of Guile

Not every spirit that can cause harm does so by attacking the living but can be just as dangerous given enough time. Spirits known as tricksters sow deceit and chaos among the living world. Some see it as comeuppance against slights in life and others see it as a form of entertainment to turn the living against one another. Left unchecked, these spirits can cause communities to collapse to distrust and disorder. By taking on the Aspect of Guile, shamans connect to these spirits in hopes of directing their tricks and plots. As their conduit, their deceptions are guided to more deserving targets in the service for the greater good.

Aspect of Guile Spells

Shaman LevelSpells
2nd Hideous Laughter, Unseen Servant
5th Phantasmal Force, Suggestion
9th Enemies Abound, Incite Greed
13th Confusion, Greater Invisibility
17th Geas, Modify Memory

Invoke the Spirits: Seeds of Discord

Starting at 2nd level, you can use your Invoke the Spirits to beguile your foes. As an action, you broach your shamanic focus, and you cause a number of creatures equal to your Wisdom modifier that you can see to make a Wisdom saving throw. If the creature fails its saving throw, it has disadvantage on Perception and Insight checks and all Persuasion and Deception checks against them are made at advantage for one minute. An affected creature does not know it was affected by any magical effect when the minute ends. A creature that is immune to being charmed is not affected by this ability. After you reach 12th level, you can choose to infect the target with paranoia, forcing them to see all other creatures as hostile for one minute on a failed save. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

False Identity

At 6th level, the spirits grant you the ability to alter the identities of others around you. Target a creature that you can see within 60 feet and their appearance changes as if under the Disguise Self spell, but you may choose all the details of the new appearance. The effect lasts one hour, and the target will not notice the change in their appearance in any reflections or similar effects. You can use this feature a number of times equal to your wisdom modifier and regain all expended uses on a long rest.

Discordant Murmur

At 10th level you target a creature you can see within 120 feet. The target must make a Wisdom saving throw and become charmed by you for an hour if it fails. You can speak directly to the target as a disembodied voice only they can hear so long as you can see them and remain in range. The target regards the voice as a trusted friend and any persuasion or deception checks made against the target with the voice are made at advantage. Once you use this feature, you cannot use it again until you finish a long rest.

Friend or Foe

At 14th level the spirits allow you to take advantage of the chaos on the battlefield. Whenever you or an ally that you can see within 30 feet makes a weapon attack roll, you can use your reaction to disguise either of you as an ally of the target that you can see until the start of your next turn. While disguised by this ability, enemies have disadvantage on attack rolls against the target if the disguised form is of one of their allies and the target has advantage on attack rolls against them. You can use this feature once per short or long rest.

Aspect of Rancor

Some spirits linger in the living world, anchored by malice or despair. These spirits were usually severely wronged in life by such a strong source of misery that it twisted their spirit upon death. Fueled by a supernatural thirst for vengeance, the spirit will lash out at anything and endanger innocents who have caused it no harm. Shamans take on this pain and suffering into themselves by becoming the spirits’ Aspect of Rancor. With the connection formed, the shaman is able to tame these spirits and vent their anger away from innocents and towards evil. By directing the spirits’ wrath, the shaman hopes that they can finally grant them peace.

Aspect of Rancor Spells

Shaman LevelSpells
2nd Bane, Ray of Sickness
5th Mind Spike, Ray of Enfeeblement
9th Bestow Curse, Spirit Shroud
13th Blight, Phantasmal Killer
17th Contagion, Enervation

Invoke the Spirits: Rage of the Otherworld

Starting at 2nd level, you can use your Invoke the Spirits to unleash the spirits’ wrath on others around you. As an action, you broach your shamanic focus, and you make an attack roll against all creatures of your choice within a 15-foot radius. On a hit the creature takes 3d8 necrotic damage and must make a Wisdom saving throw. On a fail, the target becomes freighted of you for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. After you reach 12th level, the damage increases to 6d8 + your Wisdom modifier and you heal for half of the damage taken by each target.

Tormented Wail

At 6th level, you gain the ability to channel the anguish of the spirits connected to you. With an action you release a wail and force all creatures of your choice within 30 feet to make a Constitution saving throw. On a failure, the target is cursed and takes 2d6 necrotic damage at the end of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Creatures afflicted by this curse grant advantage to attack rolls made by your Invoke the Spirits. You can use this feature a number of times equal to your Wisdom modifier and regain expended uses on a long rest.

Dreadful Stare

Starting at 10th level, your baleful spirits begin to prey on the fear of your enemies. Creatures that can see you and are frightened of you take 2d8+ your Wisdom modifier necrotic damage at the start of their turn.

Torment

At 14th level, you gain the ability to direct the malevolent spirits to focus their terror upon a single target. With an action, you target a creature that you can see within 30 feet. The target must succeed on a Wisdom saving throw or become paralyzed for one minute due to the overwhelming dread. While paralyzed, you can use an action to cause the target to make another Wisdom saving throw. On a failed save, the target takes 4d10 psychic damage or half as much on a successful save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature twice and regain expended uses on a long rest.

Aspect of Restoration

Many spirits watch the mortal realm and see the hardship and suffering inflicted upon its denizens. Some of these spirits are unable to rest in peace with this knowledge and remain after death. Other spirits who have moved on choose to come back from the other side to try and help those in need and fix things. These spirits focus on correcting wrongs and mending the broken. Shamans channel this empathic nature through themselves to become their Aspect of Restoration. As their bridge, the shaman hopes to put these spirits to rest by granting their restorative powers to all in need.

Aspect of Restoration Spells

Shaman LevelSpells
2nd Cure Wounds, Goodberry
5th Healing Spirit, Lesser Restoration
9th Create Food and Water, Mass Healing Word
13th Aura of Life, Death Ward
17th Greater Restoration, Mass Cure Wounds

Invoke the Spirits: Bonds of Mending

Starting at 2nd level, you can use your Invoke the Spirits to release restorative powers upon your allies. As an action, you broach your shamanic focus, and you place a boon on each creature of your choice within 10 feet of you. Until the end of your next turn each creature regains the maximum number of hit points possible from any healing. After you reach 12th level, the range increases to 15 feet, each target immediately regains 5 hit points and if possible, restores a 1st level spell slot.

Relieve Suffering

Starting at 6th level, you can release your spirits to mend you and your allies. As an action, you choose a number of creatures equal to your Wisdom modifier that you can see within 30 feet and cure one of the following conditions: blinded, deafened, frightened, or poisoned. If the target is not suffering from any of these conditions, they regain a number of hit points equal to twice your shaman level. Once you use this feature, you can’t use it again until you finish a short or long rest.

Lingering Watch

At 10th level you can empower restorative spirits with your spells. As an action you can target yourself or a creature you can see within 30 feet with your empowered spirit and expend a spell slot. A creature you target becomes safeguarded by your spirit and heals 2d4 + your Wisdom modifier at the start of their turn for a number of turns equal to 1 + the level of spell slot expended. For example, using a first level spell slot for Lingering Watch will give the effect a duration of three turns. You can move the spirit to a new target within range with a bonus action on your turn, you can only have one Lingering Watch spirit active at a time. You can use this feature a number of times equal to your proficiency bonus and regain expended uses on a long rest.

Life Surge

At 14th level you gain the ability to draw out the body’s natural healing with the power of your spirits. As an action, you can touch a creature and channel the restorative powers of the spirits through that creature. The target can expend as many hit dice that current remain from their pool and regain that many hit points as if they were taking a short rest. Once you have used this feature, you can’t do so again until you finish a long rest.

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dracus07.

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