Ancient Power
Before the gods took notice of mortals and bestowed power on Clerics and Paladins, Shamans served as protectors and guides. Using ancient techniques, Shamans were able to bind spirits to Totems, small objects of spiritual significance, and channel that power for good of their people. This ancient art was passed from elder to elder in a continuous chain, down to the Shamans of today. Those who master the powers of shamanism are part of a truly ancient spiritual tradition.
Spiritual Existence
Shamans spend their lives maintaining the delicate balance between the physical mortal world, and the ethereal spiritual world. They are trained to recognize the spirits that dwell in every living thing and use this spiritual sight to protect those they love from sinister spirits who seek to destroy all life.
Sometimes, Shamans will seek out spirits of love and life that willingly bind themselves to Totems so that they may aid the Shaman in their spiritual warfare. Other malevolent and vile spirits are bound to Totems against their will and used by Shamans to help defeat other spirits of destruction.
Spiritual Leaders and Medicine Men
Spirit Magic is the primal, emotional magic of the ethereal, the harnessed power of souls since departed, and the raw, untapped magical roil of reality. Shamans are those who claim this power. Through their chants and wild dances, they bridge this world to the unseen, taking power from the beyond and letting it channel through them.
Shamans have a connection to the outer elements and natural order much like druids do, but Shamanism and Druidism are not compatible. Where druids seek to preserve the natural order and live in harmony, shamans seek to bend nature’s potential to their will. In a similar way, some would compare shamans and warlocks; both seek power from bonds made with preternatural entities. Unlike warlocks, who often must pay some sort of price for the power they gain, shamans enter communion with spirits as a relationship of mutual benefit and respect.
Spirit magic is not something that can be easily taught. It requires a bond as strong as blood or a commitment to legacy and one's own ancestors. A novice seeking to become a shaman would need to gain the trust of an elder spirit or a small tribe to call their own before beginning to learn even the most basic shaman spells. The ability to use shamanic magic stems from this adherence to learned rituals and respect for traditions.
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, shields
weapon proficiencies:
Simple weapons, blow guns, nets.
tools:
saving throws:
Wisdom, Charisma
skills:
Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Performance, or Religion
starting equipment:
As a Shaman, you start with the following 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 one object used as a Totem.
spellcasting:
You have learned to channel the primal spirits present in all things. Beginning at 2nd level, this spiritual power allows you to produce spells. See the Player's Handbook for the rules of Spellcasting. The Shaman spell list is at the end of the class.
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 at the end of this class. 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 can use any Totem to which you have bound a spirit as the spellcasting focus for your Shaman spells. See the Totem feature for a description of what can be used as a Totem.
class features:
Sacred Focus
In order to channel the supernatural power of spirits without being consumed, Shamans must draw this wondrous power through the strongest aspect of themselves. At 1st level, you choose a Sacred Focus from the options listed 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. When you are forced to make a saving throw to resist the charmed or frightened condition, you gain a bonus to your roll equal to your Wisdom modifier.
Mind
You channel spiritual power through your mind, manipulating the spirits with your wit. Whenever you would make an ability check or a saving throw that uses your Intelligence score, you can choose to use your Wisdom score instead.
Soul
You channel spiritual power through your soul, your serenity soothes spirits and wards you from harm. While not wearing armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Wisdom modifier.
Totems
At 1st level, you learn to bind primal nature spirits into sacred Totems 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, it takes 1d8 necrotic damage.
At certain Shaman levels, this damage increases: at 5th level (2d8), at 11th level (3d8), and at 17th level (4d8).
Sixth Sense
At 1st level the shaman can sense the auras of the recently dead.
As an action, you become aware if any creatures have died in a 30 foot area around you in the last 24 hours. You do not know how they died, but you do know what type of creature they were (Such as humanoid, beast or monstrosity).
This feature can be used a number of times per long rest equal to 1 + your Wisdom modifier.
Additionally, you have advantage on Charisma checks made to interact with spirits and the dead.
You can also gain some benefits after communing with nature for 1 minute.
- When you forage alone, you find twice as much as you normally would.
- You can move stealthily at a normal pace.
- You are aware of recent events in the region, like storms, landslides, etc.
Mystic Memory
Staring at 2nd level, You gain the ability to reach out to the local spirits, asking for their guidance. As an action, summon one of these spirits to aid you. Choose one of the following benefits:
- You ask a single question about a specific goal, event, or activity that might have happened within the last 24 hours around the area, usually within 1 mile of you. Spirits will answer this to the best of their knowledge, usually in a short phrase, cryptic rhyme, or an omen. As you gain levels in this class, you can seek out older, wiser spirits for guidance. At 5th level you may ask about events up to one week old, at 9th level up to one month, at 13th level one year, and at 17th ten years. (The quality of information may also increase with your levels in this class, at your DM’s discretion.)
- The spirit will offer you some of its knowledge. Choose one of the spells you have prepared. Replace it with another Shaman Spell. This spell must be of a level equal to or less than your current spell cap.
You can use Mystic Memory a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Spirit Animal
At 2nd level you gain the companionship of a spirit who has sworn to serve alongside you.
You learn the Find Familiar ritual , when you cast this ritual you can opt to gain a point of exhaustion and instead of summoning a familiar, you may summon a spirit animal.
The spirit animal is more durable and powerful than a standard familiar. It shares the shamans proficiency bonus, and has maximum hit points equal to five x your character level.
Additionally, it has proficiency in all saving throws.
Your spirit animal also has inherent boons and magical effects. When you summon a spirit animal, select from the list of spirit boons below.
Spirit Boons
Your spirit animal has two spirit boons from the list below. When you gain a level in this class, you can choose one of the spirit boons your spirit animal has and replace it with another.
At 7th, 13th and 18th level you may select one additional spiritual boon for your spirit animal to know.
Boon of Bolstering
The spirit animal can grant the Help action from 15 feet away.
Boon of Bonding
The shaman can always percieve through the spirit animals senses if they are on the same plane, regardless of distance.
Boon of Direction
The spirit animal can use its action to target an ally within 15 feet. The target can immedietly use its reaction to move 15 feet.
Boon of Endurance
The spirit animal gains a bonus +2 to their AC and proficiency in one saving throw of your choice.
Boon of Elements
If a spell that would hit a creature within 5 feet of the spirit animal would deal acid, cold, fire, lightning, poison, or thunder damage, the spirit animal may use its reaction to change the type of damage to another type from that list.
Boon of Fury
While within 5 feet of the spirit animal, the shaman can use their Wisdom modifier for calculating to hit and damage bonuses with melee weapons.
Boon of Life
Creatures of the shamans choice 5 feet from the spirirt animal have advantage on death saving throws.
Boon of Origin
While within 15 feet of the spirit animal, if the shaman casts a spell the spirit animal may use its reaction and become the point of origin for that spell.
Boon of Protection
When a creature attacks a target within 5 feet of the spirit animal, the shaman may use his reaction to impose disadvantage on the roll.
Boon of Rituals
While within 15 feet of the spirirt animal, any ritual cast by the shaman takes only half the listed time to cast.
Boon of Stone
As an action the spirit animal can give temporary hit points equal to your shaman level to a creature within 15 feet that it can see. This boon can only affect one creature at a time. If this boon is used again, any other instances of temporary hit points given from this boon dissapear. This boon can be used a number of times per short or long rest equal to your Wisdom modifier.
Boon of Telepathy
The spirit animal gains limited telepathy to communicate simple ideas, emotions and images to any creature within 100 feet of itself that can understand a language.
Boon of Travel
While summoned, both the spirit animal and shaman gain an additional 10 feet of movement.
Boon of Vigilance
Enemies within 15 feet of the spirirt animal don't benefit from half cover.
Boon of Vigor
If the spirit animal takes any damage while within 15 feet of the shaman, the shaman may use their reaction to take the damage themselves instead.
Boon of Vitality
Allies within 15 feet of the spirit animal may roll their hit die twice and use either result when recovering hit points during a short or long rest.
Boon of Whispers
While within 15 feet of the spirit animal, the shaman can understand the vague meaning of any intelligent spoken language that they hear.
Spirituality
At 3rd level, you choose the Spirituality, that best represents the discipline you use to channel spirits: Curse Binder, Spirit Warrior, Wild Heart, or Witch Doctor, each of which is detailed at the end of this class.
More Spirituality options, including Elementalist, Far Seer, Guru, Oungan, Spirit Guide and Wyrmbound
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 do not 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.
Ancestral Revelation
Through your dedication to your shamanic path, you have gained a special audience with some of the oldest and most revered spirits of your tradition. These spirits are collectively the masters of all trades and forms of Magic, and they can enter your mind to grace you with knowledge of spells outside your normal reach. As a bonus action, you gain the knowledge necessary to cast a single spell from any class, (including this one). You name this spell, and may cast it once within the next 10 minutes without expending a spell slot. This spell counts as a Shaman spell for you and must obey all the rules of your Spell Cap. Once you cast the spell, the spell’s knowledge leaves you, and you may not use this ability again until after you have completed a long rest.
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 from the list at the end of this class 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 to 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 spirit, 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.
Spiritual Sight
At 20th level the Shaman can perceive both the physical and spiritual plane in perfect sync.
When you gain this feature you can see all invisible creatures, objects, illusions and can sense the alignments of creatures.
Additionally, your Sixth Sense class feature gains unlimited uses and you're able to communicate with any spirits you can see.
Greater Totems
Below is the list of Greater Totem Spirits available for Shamans to choose from starting when they reach 11th level.
Greater Spirit of the Dark Star
Spirits of Dark Stars are called from outer realms beyond the known planes. They grant Shamans strange aberrant powers.
Shaman Level Spell
- 11th: soul cage
- 13th: prismatic spray
- 15th: maddening darkness
- 17th: psychic scream
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 Level Spell
- 11th: flesh to stone
- 13th: finger of death
- 15th: horrid wilting
- 17th: power word: kill
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 Level Spell
- 11th: bones of the earth
- 13th: symbol
- 15th: earthquake
- 17th: invulnerability
Greater Spirit of the Inferno
Spirits of the Inferno are summoned from the great Plane of Fire. They grant Shamans overwhelming destructive power.
Shaman Level Spell
- 11th: investiture of flame
- 13th: fire storm
- 15th: incendiary cloud
- 17th: meteor swarm
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 Level Spell
- 11th: heal
- 13th: regenerate
- 15th: holy aura
- 17th: power word: heal
Greater Spirit of the Moon
Spirits of the Moon can be summoned from the Astral Sea or Etherial Plane. They grant Shamans wondrous magic power.
Shaman Level Spell
- 11th: primordial ward
- 13th: reverse gravity
- 15th: antimagic field
- 17th: astral 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 Level Spell
- 11th: freezing sphere
- 13th: etherealness
- 15th: tsunami
- 17th: invulnerability
Greater Spirit of the Storm
Spirits of the Storm are drawn from the great tempests of the Plane of Air. They lend Shamans the wild magic of storms.
Shaman Level Spell
- 11th: chain lightning
- 13th: whirlwind
- 15th: control weather
- 17th: storm 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 Level Spell
- 11th: sunbeam
- 13th: resurrection
- 15th: sunburst
- 17th: true resurrection
Totems
Below is the list of Totems 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 the 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.
At 5th level in this class, you are also always under the effects 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. So long as you are not wearing any armor or wielding a shield, your Armor Class is equal to 13 + your Constitution modifier.
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 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 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 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 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 Faerie
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 shadowspawn 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.
subclass options:
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
3rd-level Curse Binder feature
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 Level Spells
- 3rd: blindness/deafness, ray of enfeeblement
- 5th: bestow curse, vampiric touch
- 7th: blight, phantasmal killer
- 9th: contagion, enervation
Evil Eye
3rd-level Curse Binder feature
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
3rd-level Curse Binder feature
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
6th-level Curse Binder feature
Sinister spirits empower your magic. You gain the Totem of Wrath, but it doesn't count against your number of Totems Known. If you already know this Totem, you learn another Totem of your choice for which you meet the prerequisties.
Shamanistic Ward
10th-level Curse Binder feature
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
14th-level Curse Binder feature
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.
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
3rd-level Spirit Warrior feature
When you adopt this Spirituality, 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
3rd-level Spirit Warrior feature
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 Level Spells
- 3rd: magic weapon, spiritual weapon
- 5th: clairvoyance, spirit shroud
- 7th: guardian of faith, staggering smite
- 9th: contact other plane, steel wind strike
Totemic Weapon
3rd-level Spirit Warrior feature
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
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
6th-level Spirit Warrior feature
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 Totemic Assault in place of one of your attacks.
Warrior of the Grave
10th-level Spirit Warrior feature
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
14th-level Spirit Warrior feature
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 creautre 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
3rd-level Wild Heart feature
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 Level Spells
- 3rd animal messenger, beast sense
- 5th conjure animals, fear
- 7th dominate beast, locate creature
- 9th hold monster, tree stride
Bestial Adaptations
3rd-level Wild Heart feature
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
3rd-level Wild Heart feature
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 on the next page. 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
6th-level Wild Heart feature
When you are in Great Beast form and you take the Bite or Maul action, you can make one additional Bite or Maul attack as part of that action. Attacks in Great Beast form also count as magical for overcoming resistances and immunities.
Fury of the Wild
10th-level Wild Heart feature
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
14th-level Wild Heart feature
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 Bite and Maul attack by 1).
Also, the damage of its Bite and Maul increase by 1d6.
Bestial Traits
When you use your Totemic 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 Maul 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.
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.
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.
Vicious 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.
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
3rd-level Witch Doctor feature
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 Level Spells
- 3rd: restoration, warding bond
- 5th: beacon of hope, revivify
- 7th: aura of life, death ward
- 9th: creation, skill empowerment
Life Bearer
3rd-level Witch Doctor feature
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
3rd-level Witch Doctor feature
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 at 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
6th-level Witch Doctor feature
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
10th-level Witch Doctor feature
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
10th-level Witch Doctor feature
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
14th-level Witch Doctor feature
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.
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
3rd-level Elementalist feature
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:
Element | Damage
- Air: thunder
- Earth: bludgeoning
- Fire: fire
- Water: cold
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
3rd-level Elementalist feature
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.
Air Spells
- 3rd: thunderwave, shatter
- 5th: lightning bolt
- 7th: storm sphere
- 9th: control winds
Earth Spells
- 3rd: earth tremor, earthen grasp
- 5th: erupting earth
- 7th: stone shape
- 9th: wall of stone
Fire Spells
- 3rd: burning hands, flaming sphere
- 5th: fireball
- 7th: wall of fire
- 9th: immolation
Water Spells
- 3rd: ice knife, snowball swarm
- 5th: tidal wave
- 7th: ice storm
- 9th: cone of cold
Greater Mastery
6th-level Elementalist feature
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, when you use a Shaman spell or feature that deals the damage of an element you have mastered, you add your Wisdom modifier to the damage if you don't do so already.
Primal Conduit
10th-level Elementalist feature
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
14th-level Elementalist feature
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
3rd-level Far Seer feature
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 Level Spells
- 3rd: augury, detect thoughts
- 5th: clairvoyance, tongues
- 7th: arcane eye, divination
- 9th: contact other plane, scrying
Spirits of Fate
3rd-level Far Seer feature
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
3rd-level Far Seer feature
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
6th-level Far Seer feature
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
10th-level Far Seer feature
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
14th-level Far Seer feature
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.
Guru
Shamans who undertake a spiritual journey of harmony are called Guru's. A Guru focuses on making amends between spirits and the world. They forge a closer bond with spirits than their other kin, and are rewarded with more powerful spiritual magic in turn. Guru are also well known are guiding people along on their spirutal jouney, offering wisdsom and sagely advice. Dreams hold a significant role in both the nature of the Weave of Magic as well as the connection of the various planes.
Spiritual Knowledge
3rd-level Guru Feature
When you select this journey at 3rd level you learn one additional shaman cantrip.
Guru Spells
3rd-level Guru Feature
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 Level Spells
- 3rd: animal messenger, phantasmal force
- 5th: Aid, catnap
- 7th: hallucinatory terrain, Sending
- 9th: dream, Greater Restoiration
Ever Watchful
3rd-level Guru feature
Your sleeping state does not hinder your experience of the world. While you are unconscious, you can choose to be aware of your surroundings perceiving as if you were conscious and can telepathically communicate with creatures within 10 feet of you, if you share a language. You may also communicate telepathically with unconscious creatures within 10 feet of you, if you share a language.
Healing Sleep
3rd-level Guru feature
You can have any creature of your choice that completes a long rest within 60 feet of you regain an additional number of Hit Dice equal to its proficiency bonus.
Spiritual Equilibrium
6th-level Guru feature
At 6th level whenever a creature within 60 feet of you dies, you may use a reaction to give temporary hit points to a creature you can see within 60 feet of you.
These temporary hit points equal your shaman level + your Wisdom modifier. Only one creature at a time can benefit from this feature.
This boon can be used a number of times per short or long rest equal to your Wisdom modifier.
Peaceful Sleep
6th-level Guru feature
You can help ensure your companions remain unharmed whilst asleep. When a creature targets an unconscious ally within 30 feet of you with an attack or a harmful spell, you may use your reaction to have the creature make a Wisdom saving throw against your shaman spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This doesn't protect the unconscious ally from area effects, such as the explosion of a fireball.
Day Dream
10th-level Guru feature
When you cast the catnapXGE spell, you can choose to target three additional willing creatures. In addition, a creature can be affected by this spell for this casting even if it hasn't finished a long rest since the last time it was affected by this spell.
Once you use this feature, you must finish a long rest before you can use it again.
Sedate
14th-level Guru feature
You may aid a creature into rest. As an action, choose one creature within 30 feet of you to make a Constitution saving throw against your shaman spell save DC. On a failure, the target falls unconscious for 8 hours or until it takes damage. At the end of each hour it is unconscious, the target may make another Constitution saving throw, ending the effect on a success.
Once you use this feature, you can't use it again until you finish a short or long rest.
Spiritual Flight
14th-level Guru feature
At 14th level as a bonus action the shaman can form a pair of spectral wings on their back. When summoned the shaman gains a flight speed equal to their current speed. The wings last until they are dismissed as a bonus action.
Oungan
While most shamans focus primarily on healing, those of the Voodoo Discipline focus on the opposite side of nature’s coin. They use the necrotic arts as a useful tool to fight their foes. Legends say these shaman feel the burning revenge of the dead in their veins at all times. Voodoo magic is one of the more sinister aspects of magic since it focuses on bringing harm in many forms.
Bind Effigy
3rd-level Oungan Feature
Starting at 3rd level, you learn to bind the soul of an individual to an inanimate object, granting you special abilities when near them. As an action, you can touch an object that you have crafted while uttering the name or description of the creature you wish to bind it to. When you do so, you force the creature to make a Charisma saving throw against your spell save DC or be bound to the effigy.
When conducting this binding rite, you can grant the target creature a penalty on its saving throw by spending time honing the effigy to match the creature's visage. For every 2 hours you spend during this ritual, you can give the creature a -1 penalty on its saving throw, to a maximum of -12. In addition, this saving throw is made with disadvantage if you have a body part, such as a lock of hair or fingernail clipping, or alternatively, a deep or dark secret belonging to the creature (as per the DM’s discretion). If you bind an effigy to a creature already bound by you, the previous effigy becomes inert, losing all magical properties.
Voodoo Abilities
3rd-level Oungan Feature
Also at 3rd level, you know 3 voodoo abilities, Needle Piercing and two others of your choice. You learn one additional voodoo ability at 6th level, 10th level and at 14th level. Each time you learn new voodoo ability, you can also replace one voodoo ability you know with a different one. To use Voodoo Abilities you have to have vision on the target.
Different Voodoo Abilities cost different amount of Voodoo Points. Your Voodoo Points are equal to your Shaman level + your charisma modifier with a minimum of 1. You regain all Voodoo Points during a long rest. The following are the voodoo abilities you can choose from:
- Decapitation. You can spend 18 Voodoo Points to rip of the head of the doll as an action, forcing the Voodoo Cursed target to make a wisdom saving throw. If the target fails the target takes 10d10 Force damage and becomes Stunned for a minute. It takes half as much damage on a successful save and doesn't become stunned. The doll is then ruined and has to be restored during a short rest.
- Kiss. You can spend 2 Voodoo Points to kiss the doll as a bonus action, forcing the Voodoo Cursed target to make a Wisdom saving throw equal to your spell save DC. If the target fails it becomes charmed until the end of your next turn.
- Life Rip. You can spend 4 Voodoo Points and 1HP to draw with your blood on the doll as an action, dealing 2d12 necrotic damage to the Voodoo Cursed target and healing you the amount of damage dealt.
- Needle Piercing. You can spend 2 Voodoo Points to pierce the doll with a needle as a bonus action. To do this you have to have both hands free. The Voodoo Cursed target then takes 2d6 Force damage. The damage increases to 3d6 at 6th level, 4d6 at 10th level and 5d6 at 14th level.
- Nightmares. You can spend 2 Voodoo Points to hold your fingers over the doll's eyes as a bonus action, forcing the Voodoo Cursed target to make a Wisdom Saving Throw with a DC equal to your Spell save DC. If the Voodoo Cursed target fails it becomes frightened until the end of your next turn.
- Psychological Darkness. You can spend 2 Voodoo Points to spread darkness over the doll as an action, forcing the Voodoo Cursed target to make a Wisdom Saving throw equal to your Spell Save DC. If the Voodoo Cursed target fails it gets the blinded condition until the end of your next turn.
- Strangle. You can spend 1 Voodoo Point to strangle the doll with your fingers as a bonus action, forcing the Voodoo Cursed target to make a wisdom saving throw with a DC equal to your Spell Save DC. If the creatures fails it starts suffocating (see Player's Handbook page 183.) until it succeeds the saving throw or you use another Voodoo Ability.
- Vulnerable. You can spend 5 Voodoo Points to hold the dolls limbs with your hands. As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits vulnerability to all of that attack's damage, and then the curse ends.
Oungan Spells
3rd-level Oungan Features
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 Level Spells
- 3rd: blindness/deafness, protection from poison
- 5th: animate dead, bestow curse
- 7th: blight, death ward
- 9th: antilife shell, contagion
Corruption
6th-level Oungan feature
You can empower your spells with voodoo essence. When you deal damage with a spell, you can choose one target affected by the spell and roll up to half your Hit Dice, expending them. You deal additional necrotic damage to the target equal to the total.
Animate Voodoo doll
6th-level Oungan feature
At level 6 you have worked with spirits so long that you can create or bound a sprirt to your dolls. As an action you can bring the Voodoo doll to life. The doll's size is small and has HP equal to twice your Shaman level, AC equal to 10 + your Wisdom, walking speed of 20 ft. All its stats are equal to 14 and you can verbally command it on your turn to move or make a melee unarmed strike dealing 2d10 psychic damage. The doll lasts up to an hour after which it dies and turns to dust. You can use this feature once per day. At level 10 the doll deals an extra 1d10 psychic damage.
Blood Magic
10th-level Oungan feature
Starting at 10th level you've learned that you can sacrifice your own blood to use your voodoo abilities. As an action, you can choose to take 10 damage and get 10 Voodoo Points. The amount of Voodoo Points cannot exceed your maximum. You can do this once per long rest
Zombify
10th-level Oungan feature
You can control your defeated foes. When you reduce a Small or Medium humanoid to 0 hit points on your turn, you may cast the animate dead spell without expending a spell slot as a bonus action targeting only that corpse. You may do this even if you’ve already cast a spell this turn. As a result of casting the spell in this way, you take 2d10 necrotic damage. This damage to you can't be reduced or prevented in any way.
Once you use this feature, you must finish long rest before you can use it again.
Master of Dark Arts
14th-level Oungan feature
You've mastered the art of voodoo. Starting at 14th level your Voodoo Points are equal to your Shaman level + your Charisma modifier + your proficiency bonus. Additionally, if you have 0 Voodoo Points when you roll initiative you gain 8.
Copy Soul
14th-level Oungan feature
At level 14 you have mastered the soul and can make an almost perfect copy called a shadow. You can cast Simulacrum without expending a spell slot or material components and the casting time for it when you use this feature is 6 hours. The duplicate made through the use of this feature can only exist for 24 hours before is dies. You can use this feature once per 1d4 long rests.
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
3rd-level Spirit Guide feature
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 Level Spells
- 3rd: spiritual weapon, warding bond
- 5th: blink, spirit guardians
- 7th: death ward, guardian of faith
- 9th: arcane hand, wall of light
Totemic Bond
3rd-level Spirit Guide feature
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. It uses the Geist stat block on the following page, its abilities use your Totemic Save DC, and it uses your proficiency bonus (PB).
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
6th-level Spirit Guide feature
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 Bond
10th-level Spirit Guide feature
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
14th-level Spirit Guide feature
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.
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
3rd-level Wyrmbound feature
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 Level Spells
- 2rd: dragon's breath, suggestion
- 5th: fear, fly
- 7th: dominate beast, polymorph
- 9th: geas, summon draconic spirit
Draconic Form
3rd-level Wyrmbound feature
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
3rd-level Wyrmbound feature
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
6th-level Wyrmbound feature
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
10th-level Wyrmbound feature
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
14th-level Wyrmbound feature
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.
Level | Proficiency Bonus | Features | Bound Totems | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|
1st | +2 | Sacred Focus, Totems, Sixth Sense | 2 | — | — | — | — |
2nd | +2 | Primal Magic, Mystic Memory, Spiritual Animal | 2 | 2 | 3 | 2 | 1st |
3rd | +2 | Spirituality | 2 | 2 | 4 | 2 | 2nd |
4th | +2 | Ability Score Improvement | 3 | 3 | 5 | 2 | 2nd |
5th | +3 | Totemic Versatility | 3 | 3 | 6 | 2 | 3rd |
6th | +3 | Spirituality Feature | 4 | 3 | 6 | 2 | 3rd |
7th | +3 | Spirit Boon | 4 | 3 | 7 | 2 | 4th |
8th | +3 | Ability Score Improvement | 4 | 3 | 7 | 2 | 4th |
9th | +4 | Ancestral Revelation | 5 | 3 | 8 | 2 | 5th |
10th | +4 | Spirituality Feature | 5 | 4 | 8 | 2 | 5th |
11th | +4 | Greater Totem Spirit (6th-level) | 5 | 4 | 9 | 3 | 5th |
12th | +4 | Ability Score Improvement | 6 | 4 | 9 | 3 | 5th |
13th | +5 | Greater Totem Spirit (7th-level), Spirit Boon | 6 | 4 | 10 | 3 | 5th |
14th | +5 | Spirituality Feature | 6 | 4 | 10 | 3 | 5th |
15th | +5 | Greater Totem Spirit (8th-level) | 7 | 4 | 11 | 3 | 5th |
16th | +5 | Ability Score Improvement | 7 | 4 | 11 | 3 | 5th |
17th | +6 | Greater Totem Spirit (9th-level) | 7 | 4 | 11 | 4 | 5th |
18th | +6 | Spirit Boon | 8 | 4 | 12 | 4 | 5th |
19th | +6 | Ability Score Improvement | 8 | 4 | 12 | 4 | 5th |
20th | +6 | Spiritual Ascension, Spiritual Sight | 8 | 4 | 12 | 4 | 5th |