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Shaman


Hit Points

Hit Dice: d8 per Shaman level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier per level above 1st

Proficiences

Armor: Light, Medium and Shields
Weapons: Simple Weapons
Tools: You gain proficiency in either one musical instruments of your choice or one type of artisan's tools.
Saving Throws: Wisdom and Charisma
Skills: You know how to speak and write Primordial. Choose two from the following: Insight, Medicine, Nature, Perception, Performance, Religion, Survival.

Overview & Creation

A figure with a hood draped with animal bones comes across the body of his kin in the woods. Within a few moments he knows the faces of those that murdered his kin. A fiercesome yeti roaring at a band of frost-bitten travelers is quickly struck down by a snap of electricity burst forth from the fingers of a lone highlander, watching from a high ledge. A clan of lizardfolk groan at the sight of the abandoned and desolate cavern in front of them. The young apprentice walks forth and drags her finger in the sand, unleashing a secret stream of precious water for the clan to drink.   Alone or surrounded by friends or clansmen, every shaman is united by their connection to the spirits of the land. Where clerics find their power from the divine and druids gain it from their connection to nature, the shaman use their connection to the primal forces of the elements to protect their friends and obliterate their enemies. While many may find the use of such powers crude and uncivilised, none can deny how effective they are.

Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Spiritual Companion,Totems 3 2
2nd +2 Shamanistic Discipline, Sight Beyond Sight 3 3
3rd +2 - 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 - 4 4 3 2
6th +3 Shamanistic Discipline, Piecing the Veil 4 4 3 3
7th +3 - 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 - 4 4 3 3 3 1
10th +4 Shamanistic Discipline, Primordial Understanding 5 4 3 3 3 2
11th +4 - 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 Shamanistic Discipline 5 4 3 3 3 2 1 1
14th +5 Shamanistic Discipline 5 4 3 3 3 2 1 1
15th +5 - 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 - 5 4 3 3 3 2 1 1 1 1
18th +6 Veiled Spirit Warrior 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Shamanistic Discipline 5 4 3 3 3 3 2 2 1 1

 


Class Features

Spiritual Companion   Every shaman starts their journey with a spiritual companion. Starting at 1st level, a shaman picks a form for their spiritual companion to take. This creature can be an elemental, fey or beast in form, but it must have a CR of 0 and it will be incapable of any spell-like abilities (For example, a polymorph spell cannot be cast if your companion is of the form of a pixie). Use the statistics of an appropriate familiar and then change it's form and creature type to that of beast, fey or elemental. This companion functionally acts like a familiar from a Find Familiar spell, except that you are unable to cast touch spells through the companion. Once you have chosen a form for your companion, it cannot be changed. If your companion is reduced to 0 hitpoints, its body dissipates as it returns to the spiritual plane to recuperate. It will return to you at the end of your next long rest.   If you wish to dismiss the companion, it will willingly go into the spiritual plane, where it will await for you to resummon it.   Totems You can bind elemental energies to totems that you carry and activate. You can only have one totem per element active at a time, but can have any combination of elements active at a time, including all of them at once. They have an AC equal to Shaman's spell save DC, 10 to durability and must be placed within 30ft of the Shaman. The totems effect dice increase to 2d4 at 3rd, 3d4 at 6th, 2d8 at 9th, and 3d8 at 12th. Once used the totem is inactive and you cannot use it again until you have finished a long rest.   Fire Totem. As a bonus action, you place a totem on the ground that is active for thirty seconds. Each turn the totem is active it inflicts 1d4 fire damage to a creature of the Shamans choice within 20ft of the totem ,.   Earth Totem. As a bonus action, you place a totem on the ground that is active for thirty seconds. While the totem is active, terrain within 20 feet of it is considered difficult terrain to any creatures of the Shamans choice.   Water Totem. As a bonus action, you place a totem on the ground that is active for thirty seconds. Each turn the totem is active, it restores 1d4 Hit Points to a creature of your choice within 20ft of the totem.   Air Totem. As a bonus action, you place a totem on the ground that is active for thirty seconds. While the totem is active, the first time an ally within 30 feet of the totem would be affected by an offensive spell, the totem nullifies the spell entirely.     Sight Beyond Sight   At 2nd level, the shaman gains the ability to sense the spirits more clearly. In addition, you always have See Invisibility prepared and it does not count towards the number of spells you have prepared. You are also able to cast it once without using a spell slot. Once you have done so in this way, you cannot do it again until you finish a long rest.   Ability Score Improvement   When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score by two points, or you can increase two ability scores by one point. As normal, you can't increase an ability score above 20 using this feature.   Piercing the Veil   At 6th level, you shaman's gains a deeper insight of the spirits, both living and dead. You are now able to cast Speak with Dead or Divination once without using a spell slot or material components. Once you have done so, you cannot do so again until you have taken a short or long rest.   Primordial Understanding   After dealing with the elements and spirits of the world for so long, the shaman becomes aware of how they are influenced by those around them. Starting at 10th level, they gain advantage on saving throws against fear and charm effects.   Veiled Spirit Warrior   At 18th level, the shaman gains the ability to shift into the spirit plane for a short amount of time. Whenever the shaman takes damage, they can use their reaction to shift their body entirely into the spiritual realm. They reduce the amount of damage they take from that attack to zero and gain the following abilities until the end of their next turn:  

  • They cannot take damage from any source.
  • They cannot be affected by a spell or ability from anyone else other than themselves.
  • They cannot be charmed, frightened, grappled, paralyzed, petrified, poisoned, restrained or stunned and remove any of these effects upon entering the spiritual realm.
  Once you have used this ability, you cannot use it again until you have finished a long rest.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:  

  • (a) a shield or (b) any simple weapon
  • (a) leather armour or (b) hide armour
  • Any simple melee weapon
  • An explorer's pack and a shamanic totem.
  • A musical instrument or a set of artisan's tools.

  • Spellcasting

    As a channel for the spirits of the world, you can cast shaman spells. A full list of shaman spells is displayed at the end of this section.   Cantrips:   At 1st level, you know three cantrips of your choice from the shaman spell list. You can 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 spells of 1st or higher. To cast one of these shaman spells, 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 the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells require time spent in communion with the spirits: at least 1 minute per spell level for each spell on your list.   Spellcasting Ability:   Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your attunement to the spirits. You use your Wisdom whenever a 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 use a shamanic totem as a spellcasting focus for your shaman spells.


    Subclass Options

    Discipline of Earth

      Those who are guided by the Discipline of Earth are shamans who associate closely with the spirits of stone and earth. If a tribe or a community dwell next to a mountain, a chasm or even in barren conditions, they most likely have a shaman who follows the Discipline of Earth amongst them. Worship of this path varies widely from culture to culture, but they all share a few common traits. Resilience, Endurance and Stoicism are a few such traits that such shamans might embrace.   One with the Stone   When you choose this Discipline at 2nd level, the spirits of stone fortify you every time you channel your magic. Every time you cast a spell of 1st level or higher on your turn, you gain a number of temporary hit points equal to 2 + half your shaman level (rounded down). These hit points do not stack with other sources of temporary hit points, including from casting another spell of 1st level or higher.   Earthen Hammer   When a shaman takes up the Discipline of Earth, Earthen power is channeled through the blunt weapons that they wield. Starting from 2nd level, a shaman using a weapon that deals bludgeoning damage can use their wisdom modifier in place of their strength modifier for the purposes of determining bonuses to hit and damage.   Worldly Shaping   The shaman becomes so grounded in the powers of the earth that a simple touch is all that is needed to empower their allies or demolish their foes. Starting from 6th level, if you use the attack action, you may then cast any touch ranged spell that with a cast time of one action as a bonus action.   Quaking Vengeance   The shaman knows that when a foe is trying to flee is when they are at their most vulnerable. Starting at 10th level, whenever you make a successful attack of opportunity, the target creature must make a strength save against your spell DC. If they fail, their speed is reduced to 0 until the start of their next turn and they are knocked prone. This also applies to spells casts as reactions from the War Caster Feature.   The Metalist   At 13th level shamans of the Discipline of Earth gain the following advanced technique. Shamans of the earth disciple can bend materials that have there origins in the earth. You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.   Enduring Spirit   Your spirit becomes so closely linked to the spirits of the earth that you become as immovable as a mountain. Starting at 14th level, you can choose to gain resistance to either poison or acid damage. You are also now immune to being knocked prone, being knocked back or pulled from spells and effects. You are also immune to spells and effects that cause you to be petrified.   Mountain Titan   Reaching the pinnacle of power, the shaman can now call on the spirits to empower themselves, changing their form to that of pure stone. Starting from 20th level, they may use their bonus action to receive the powers of the Mountain Titan, causing them to receive the following benefits;  
    • You gain resistance to slashing, piercing and bludgeoning damage
    • You gain an extra attack using the attack action and all bludgeoning damage caused from these attacks is increased by 10.
    • You gain advantage on all Strength and Constitution saving throws.
      This lasts for 1 minute or until the shaman is reduced to 0 hit points. They may only use this ability again once they have finished a long rest.  
     

    Discipline of Fire

      Shamans who follow the Discipline of Fire are those who associate closely with the powers of flame. Communities that dwell near a volcano, in a desert, or even those in frigid conditions, where the heat the flame provides would be invaluable, might have a shaman who follows the Discipline of Fire amongst them. The shaman may come across as particularly dangerous and even be treated almost like an outcast of the community, but one they must appease, unless they bring down the wrath of fire spirits upon them. These shamans are typically headstrong, confident and fearless.   Fire Kinship   When a shaman answers the Discipline of Fire, they embrace the power that the spirits of fire bring them. Starting from 2nd level, whenever the shaman deals fire damage using a spell, they can add their wisdom modifier to a single damage die.   Disciple of the Inferno   The shaman knows that every storm hides the scorching power of flames within them. At 2nd level, a shaman may change the damage type of any spell that deals lightning damage to fire damage.   Wildfire Casting   Every shaman knows that fire is at its most dangerous when they are at their most uncontrollable. At 6th level, after a shaman casts a spell using their action, they can use their bonus action to recklessly cast another spell that has a cast time of one action. The spell must be of 5th level or below. They must also expend an additional spell slot determined by the table below to cast the spell as a bonus.
    Level of the Spell Cast
    Additional Spell Slot Expended
    1st, 2nd, 3rd
    1st
    4th. 5th
    2nd
     
    For example, if you wish to cast a 3rd level spell as a bonus action, you must spend a 3rd level spell slot AND a 1st level spell slot.
    Purity of the Flame
    At 13th level shamans of the Discipline of Fire gain the following advanced technique. Shamans of the fire disciple can turn there fire white hot and produce a lighting attack (1d10). You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.
    Embrace of the Flame

    Shamans knows that while fire can burn the body, it can also revitalise the soul. Starting at 10th level, whenever the shaman takes fire damage from a hostile creature, they may use their reaction to change the fire damage taken into restoring their hit points instead. For the purposes of the amount healed, count the fire damage that would have been dealt before accounting for any resistances or immunities.

    Burning Heart

    After studying the way the flames interact with the world, the shaman becomes more closely tied to the spirits behind them. From 14th level, the shaman gains resistance to either fire or cold damage. They also cannot be set on fire or frozen from spells or abilities.

    Inferno Titan

    After the journey the shaman has endured, they can now encourage such loyalty in the spirits of fire that they can call upon them to aid them in battle. Starting at 20th level, the shaman can use their bonus action to call upon the aid of the spirits of fire, changing their form to that of pure fire and gains the following bonuses:

    • You gain immunity to fire damage
    • You gain an aura of scorching fire. Any hostile creature that starts their turn or the first time they come within 30ft of the shaman takes 10 fire damage.
    • Any creature hit by one of your spells that causes fire damage is afflicted by Scorching Mark.
    • Scorching Mark: A creature affected by Scorching Mark gains vulnerability to fire damage. If a creature is immune to fire damage, they now only have resistance to fire damage. If a creature has resistance to fire damage, they are instead treated like they don't. This effect last 1 minute.

    This form lasts for 1 minute or until you are reduced to 0 hit points. Once you have used this ability, you cannot do so again until you have finished a long rest.

     

    Discipline of Water

    Shamans who follow the Discipline of Water are those who seek to revitalise the land using the powers of water spirits. Communities that settle next to rivers, lakes, an oasis or the sea are likely to have a shaman who follows the Discipline of Water amongst them. While they are renowned for their ability to heal the land, it is a foolish creature that underestimates their abilities in combat. These shamans are usually practical and thoughtful, but not always kind.

    Fingers of Frost

    Shamans who take up the Discipline of Water are quickly comfortable using their icy powers to deal with any threats to their cause. Starting at 2nd level, any spell that deals cold damage can have your Wisdom modifier added to a single damage die.

    Surging Waters

    Upon taking the Discipline of Water, the shaman quickly realises the power the spirits hold to heal the wounds of the land. From 2nd level, Whenever you use a 1st level or higher spell to restore hitpoints, you can restore an additional number of hit points equal to your proficiency modifier.

    Healing Wave

    When a shaman channels the spirits of water, they can appeal to their kinder side to renew the strength of their allies. Starting at 6th level, whenever the shaman cast a spell of 1st level or higher, they can use their bonus action to restore hit points equal to 1d6 per level of the spell slot to a creature within 60ft. You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.

    Bloody Water

    At 13th level shamans of the Discipline of Water gain the following advanced technique. Shamans of the water disciple can control the vital flow of blood in the body. Whenever the shaman sees an ally in danger within range (60ft), the shaman can momentarily control a enemy creature as a reaction. You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.

    Fluid Motion

    From 10th level, the shaman can become as pliable as water for a few brief moments. Whenever an attack or spell causes the shaman to become grappled or restrained, you can use your reaction to briefly turn into water, instantly escaping it and becoming immune to being grappled and restrained until the start of your next turn. If the attack or spell also causes damage, you gain resistance to the damage of that attack. Once used, you must complete a short rest before using it again.

    Water Spirit

    At 14th level, the shaman becomes so closely associated to the spirits of water that they become more resilient. The shaman chooses whether to gain resistance to either cold or poison damage, and they can no longer be poisoned or diseased.

    Tidal Titan

    The shaman's long journey has resulted in an unmatched connection to the spirits of water. From 20th level, you can now use your bonus action to assume the form of churning waters, gaining a number of benefits:

    • You gain immunity to cold damage
    • You and any friendly creature that starts its turn or enters within 30ft of the shaman restores 10 hit points and while within 30 ft of the shaman, they cannot be set on fire.
    • All healing effects upon you or any friendly creature within 30ft restore the maximum number of hit points possible.
    • You become immune to the effects of being grappled, paralysed, restrained, stunned or being set on fire.
    • This form lasts for 1 minute or until the shaman reaches 0 hitpoints. Once you have used this ability has been used, you cannot use this form again until you have completed a long rest.

    Discipline of Air

    Shamans who follow the Discipline of Air appreciate the value of change above all else. They are willing to use the spirits of air to aid in their mobility and strike swiftly, before moving on as quickly as they arrived. Communities of wandering nomads are most likely to have a shaman who follows the calling of air amongst them, although they are known to frequently travel alone as well. These shamans value freedom, celerity and independence above other traits.

    Dregon's Strike

    When a shaman answers the Discipline of Air, they allow the flow of air around them to guide their strikes. From 2nd level, whenever your shaman is wielding a pair of simple one-handed weapons, you can use your Wisdom modifier in place of your strength/dexterity for determining to hit and damage bonuses with your weapons. You may now also apply your wisdom modifier to both the hit bonus and damage bonus of any off-hand strikes.

    Gale Stride

    From 2nd level, a shaman uses the flighty nature of the spirits of air to aid in their movement. You may use your bonus action to take the Move and Disengage action.

    Windlord's Fury

    As the shaman becomes more at ease with the temperament of the spirits, they are able to use the currents of the winds to attack with frightening speed. Starting from 6th level, you gain an extra attack when you use the attack action. Furthermore, whenever you attack and roll a natural 20 to hit, you gain an additional free attack as part of that attack action. This free attack is able to trigger additional free attacks from this ability.

    Unbound Will

    As the shaman learns to let go of earthly attachments the spirits of air gift them the ability to break their earthen hold. They are able to use the currents of the winds to fly at incredible speeds (80 flight movement). Starting from 13th level, you can cast Fly. You can use this ability a number of times equal to your Wisdom modifier. This number is reset every time you complete a long rest.

    Tempest Rage

    At 10th level, the shaman becomes so in tune with the spirits of air that they can call forth the energy from within to charge their weapons with tempestuous power. Whenever you hit with a melee attack, you can choose to spend a spell slot to deal additional lightning or thunder damage equal to 1D6 per spell level of the slot expended.

    Wings of the Zephyr

    From 14th level, the shaman enhance their defenses with properties of the storms. They gain resistance to either lightning or thunder damage and they become immune to being grappled and restrained.

    Tornado Titan

    Once a shaman reaches 20th level, they can call upon the spirits to assume the form of a writhing tornado. They can now use a bonus action to assume this form, gaining the following abilities:

    • You gain immunity to lightning and thunder damage
    • You gain a flight speed of 60ft.
    • Your melee attacks deal an extra 3d6 thunder or lightning damage.
    • You become immune to the effects of being stunned and paralysed.
    This form lasts for 1 minute or until the shaman reaches 0 hit points. Once you have used this ability, you cannot use it again until you have completed a long rest.


    Created by

    Raidromon3883.

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