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Shaman

As the Shaman walks, wood chimes can be heard with every step, from the many talismans she has weaved into her hair. Carefully she pulls one out that has lost its power, whispering a small thanks to the spirit for helping her before she weaves in a new one she carved this morning. She arrives at the desecrated shrine, growing large bear claws, descending on the undead that plagues the land.

  Description:
At first glance it may seem like a Shaman is a magic wielder, like a wizard or druid. However, Shamans have no inherent magic themselves. Instead they commune with spirits and nature, and through them, they can make things happen, seeming like magic. The primary way for a Shaman to do this is their many talismans, each represents something and holds power. Most commonly talismans are made into necklaces and bracelets, but they can be made in many forms like rings, headbands and so on. More rare are totems, but usually each Shaman has at least 1 totem. These totems are used in rituals that require more time, or are put down to protect an area. Through their life a Shaman may have hundreds of different talismans, even if many do the same thing. It is seen as an insult to the spirits to use a broken or dirty talisman, therefore many Shamans often spend their free time carving new ones. However, many more powerful Shamans choose a singular talisman to dedicate themselves to, both for religious reasons, but also because doing this can make a talisman more powerful.
hit dice: 1d12
hit points at 1st level: 12 + your Constitution modifier
hit points at higher levels: 1d12 (or 7) + your Constitution modifier
armor proficiencies: Light armor, medium armor
weapon proficiencies: Simple weapons
tools: Wood carvers tools
saving throws: Constitution, Charisma
skills: Choose 2 from, Animal handling, Arcana, Insight, Medicine, Nature, Religion or Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • Hide armor.

  • (a) Quarterstaff, or (b) Sickle and handaxe

  • Sling and 20 pieces of ammunition

  • Exploreres pack

  • Wood carvers tools


spellcasting:
class features:
Talismans:
At 1st level, you know how to carve talismans that let you commune with spirits. These spirits are a part of nature and as such hold power, through a talisman you can get a spirit to grant you part of that power. If a talisman lets you cast a spell, Wisdom is your spellcasting ability. There are 3 tiers of talismans you can make: weak, average and powerful, respectively tier 1, tier 2 and tier 3. A talisman takes an amount of hours equal to twice its tier to make, it does not have to be made in one go (The first time you play, you may have 3 premade weak talismans). You can use an amount of talisman points as shown in the Shaman class table. A talisman costs points equal to its tier. A talisman lasts for an amount of months equal to its tier, after that it looses its power and trying to use it may upset the spirits (you may throw away a talisman early without reprecussions). Starting at 10th level you can use twice your Wisdom modifier to determine how many talisman points you have, and starting at 15th level you can use triple.
You can create any of the following talismans and learn more as you progress in Shaman levels.
  • Talisman of Vitality (weak, 1pt): At the start of each of your turns, this talisman gives you 1 temporay hitpoint.
  • Talisman of Predators (weak, 1pt): Once per turn, when you roll a 1 on a damage die, you may reroll the die but must use the second result.
  • Talisman of Prey (weak, 1pt): You can take the disengage action as a bonus action.
  • Talisman of Medicine (weak, 1pt): You have advantage on any Wisdom (Medicine) check you make.
  • Talisman of Faith (weak, 1pt): You have advantage on any Intelligence (Religion) check you make.
  • Talisman of Direction (weak, 1pt): You always know which way is north. Additionally, you can mark 1 location with this talisman, if you do so you also always know which direction the mark is. If you create a new mark the old one is deleted.
  • Talisman of Illusions (weak, 1pt): This talisman lets you cast the Minor Illusion cantrip.
  • Talisman of Nourishment (weak, 1pt): You do not need to eat or drink water.
  • Talisman of Telepathy (weak, 1pt): You can communicate with any creature within 30ft telepathically.
  • Talisman of Peace (weak, 1pt): You can as an action activate this talisman, doing so lets you cast the Sanctuary spell on an ally within 30ft.
  • Talisman of Speed (average, 2pts): Your speed is increased by 5ft and you gain +1 to Initiative checks.
  • Talisman of Beauty (average, 2pts): You gain +1 to any Charisma checks you make.
  • Talisman of Health (average, 2pts): You and any ally within 30ft, can choose to reroll a hit die on a short rest, but must use the second result. You must finish a long rest before you can use this ability again.
  • Talisman of Flame (average, 2pts): As an action, you can activate this talisman to shoot flames as per the Burning Hands spell. Once this ability has been used, this talisman breaks and becomes powerless.
  • Talisman of Incantation (average, 2pts): As an action, you speak a ancient incantation that summons spirits to lash out at your enemies. All enemies within 5ft of you must succeed on a DC8 + proficiency + your Wisdom modifier, Dexterity save, or take 1d4 + your Wisdom modifier psychic damage.
  • Talisman of Life (powerful, 3pts): If you drop to 0 hit points, instead of rolling death saves, you automatically gain 1 hit point after 3 rounds. Once you have regained hit points in this way, this talisman breaks and becomes powerless.
  • Talisman of Regeneration (powerful, 3pts): If you have taken no fire or acid damage the last hour, you regain 1 hit point at the start of each of your turns. (This has no effect if you are at 0 hit points)
  • Talisman of Healing (powerful, 3pts): This talisman has 3 charges. You can as a bonus action touch a creature and spend a charge to heal the creature for 1d10 + your Wisdom modifier. Once all charges are spent, this talisman breaks and becomes powerless.
  • Talisman of Protection (powerful, 3pts): This talisman has 2 charges. You can as an action grant an ally within 30ft +1 to their AC for 10 minutes. Once all charges are spent, this talisman breaks and becomes powerless.
Spiritual Guidance:
At 1st level, you are able to channel the wisdom of the spirits into others. When an ally makes a attack roll or skill check, you may spend your reaction, before they roll, to give them a bonus to the roll equal to your Wisdom modifier. You can do this an amount of times equal to your proficiency modifier. You regain expended uses on a short rest.

Totems:
Starting at 2nd level, you learn how to carve a talisman into a totem. You can only carve weak talismans into totems, and after doing so it no longer counts as a talisman. Additionally, if a talisman has the clause “this talisman breaks and becomes powerless” in its description it cannot be made into a totem.
It takes 6 hours to carve a totem, afterwards, it becomes an item that can be placed as an action. Once it has been placed this way, it emits an aura granting the talismans effect to any ally within a 30ft radius for 1min. You can only have 1 totem at a time, and a totem lasts 3 months unless not picked up again (it takes an action to pick it up).
At 8th level you can carve average talismans into totems too, and at 15th you can also carve powerful talismans into totems.

True Talisman:
At 3rd level you learn how to create a True Talisman. A True Talisman is a talisman able to draw on the power of multiple spirits not just one. It takes a week to carve but holds its power forever, and gains new powers as you grow. In their life a Shaman can only create one True Talisman, as it becomes a part of them. You can choose one from: option 1, option 2 or option 3, detailed at the end of this class description.

Ability Score Improvement:
When you reach 4th level, and again at 9th, 14th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Great Animal Spirits:
Starting at 5th level, you learn how to carve talismans of great animal spirits. These talismans are harder to create and maintain, and as such you can only have one animal spirit talisman at a time. It takes 8 hours to carve a talisman of a great animal, and it lasts for 6 months, unless thrown away early. You can choose from the following list:
  • Talisman of the Eagle Spirit: This talisman gives you Darkvision out to 30ft (or increases your Darkvision by 30ft if you already have it) and gives you advantage on Wisdom (Perception) checks that rely on sight. Additionally, you can as an action activate this talisman. Doing so lets your sprout ethereal eagle wings for 1 minute, giving you a fly speed of 45th. Once you have used this ability, you must complete a long rest before doing so again.
  • Talisman of the Bear Spirit: This talisman gives you the Extra Attack feature, allowing you to attack twice when taking the attack action. Additionally you can as an action activate this talisman. Doing so lets you sprout ethereal claws on your hands for 1 minute, these claws prevent you from holding items, and deal 1d8 + your strength modifier slashing damage. You are proficient in attacking with these claws. Once you have used this ability, you must complete a long rest before doing so again.
  • Talisman of the Wolf Spirit: This talisman grants you +10 speed, and +3 to your passive perception. Additionally, you can as an action activate this talisman. Doing so lets you and one ally within 10ft summon an ethereal wolf that occupies the same space as you. The wolf itself can't do anything, but mimics your actions and grants you both Pack Tactics (Advanatage on attack rolls) as long as you are within 5ft of each other. Once you have used this ability, you must complete a long rest before doing so again.
  • Talisman of the Spider Spirit: This talisman grants you the Web Walker ability, letting you ignore movement rescritions caused by webbing, and it gives you Blindsight 10ft. Additionally, you can as an action activate this talisman. Doing so lets your grow ethereal spider fangs and sprout ethereal spider legs from your back for 1 minute, the fangs let you use a bonus action to bite someone, causing them to make a DC12 Constitution saving throw or take 2d6 poison damage or half as much on a success. The spider legs grant you the Spider Climb ability, letting you climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
  • Talisman of the Hare Spirit: This talisman lets you add your Wisdom modifier to initiative checks, and grants you advantage on Wisdom (Perception) checks that rely on hearing. Additionally, as an action, you can activate this talisman. Doing so lets you transform your legs into large ethereal hare legs for 1 minute. This replaces your movement with hare jumps, you can do 3 hare jumps a turn (Dashing grants you 3 more), and each can jump up to 20ft in any direction.
Stronger talismans:
At 6th level you learn how to carve stronger talismans. You can now carve talismans from the following list:
  • Talisman of Restoration (average, 2pts): This talisman holds 4 charges. You can spend a charge by touching a creaturing. Spending a charge in this way cures one disease or condition affecting the creature. The condition can be blinded, deafend, paralyzed, poisoned, charmed, frightened or stunned. Once all charges are spent, this talisman breaks and becomes powerless.
  • Talisman of Spirit Step (average, 2pts): This talisman holds 3 charges. You can spend a charge as a bonus action to switch place with an ally within 30ft. When ally within 30ft is targeted by an attack you can spend a charge as a reaction to switch place with them and become the target of the attack instead. Once all charges are spent, this talisman breaks and becomes powerless.
  • Talisman of Nine Lives (average, 2pts): This talisman has 9 charges, a charge is automatically spent when you roll a death saving throw. When a charge is spent this way you roll with advantage. When all charges are spent, this talisman breaks and becomes powerless.
  • Talisman of Power (average, 2pts): When you hit with a weapon attack, you may roll an additional 1d6 of your weapons damage type.
  • Talisman of the Wilds (average, 2pts): This talisman grants you one use of the Wildshape feature (you count as being a lvl 1 druid for the purposes of using this ability). You regain the ability to do so on a short rest.
  • Talisman of Shared Life (powerful, 3pts): While wearing this talisman, you can spend an hour to attune to another willing creature. While attuned to a creature in this way, you both gain resistance to all damage types. Each time either of you take damage, the other also takes the damage (before any resistances are applied).
  • Talisman of Haste (powerful, 3pts): You can as an action cast the Haste spell on yourself or an ally in range. Cast this way the spell does not require concentration. Once used, this talisman breaks and becomes powerless.
  • Talisman of Revival (powerful, 3pts): You can use this talisman to channel your own life force into another creature. As an action, you cast the Revivify spell on a creature thats been dead for less than a minute. Cast this way, you take 1d12 necrotic damage. Once used, this talisman breaks and becomes powerless.


Protective Spirits:
  At 7th level, the spirits have taken to you, and see you as a friend that needs to be protected. At all times at least 1 spirit is with you, if you travel to another plane the spirits travel with you, but will compel you to return to the material plane. After a week in another plane, the spirits start becoming frantic, and you must succeed a DC8 Charisma saving throw each time you try to short or long rest, on a fail you cannot gain any benefits from resting. The DC increase by 1 for each week additional week. These spirits grant you the following abilities:
  • Spirit Shield: The spirits themselves work to protect you, and act as a shield giving you +2 AC. This ability does nothing if you wield a shield.
  • Spirit Reaction: The spirits quick reaction speed means they help you dodge dangerous things. You gain a +1 to Dexterity saving throws. This ability does nothing if you wield a heavy weapon.
  • Spirits Movement: The spirits themselves help you move, even if they are slow. You speed can never be lower than 5, and if you are incapacitated the spirits automatically move you 5ft away from danger each turn. This ability does nothing if you wear heavy armor.
Vengeful Spirits:
Starting at 12th level, you learn how to contain vengeful spirits in a talisman. Vengeful spirits are normal spirits who have become corrupted by emotion, tragedy or magic. Vengeful spirits try to actively work against you, and as such you can only safely contain one vengeful spirit at a time. If you try to contain more, you must succeed on a DC8 + the number of vengeful spirits you wish to contain, every hour or each time you take damage. If you fail this check, each spirit you tried to contain manifests itself as a twisted Ghost (Found in the MM), and will attack you until you die or until they are down to half health, at which point they will return to their normal form. If you have contained a vengeful spirit in a talisman for a month, you may do a one hour long ritual to cleanse the spirit making it peaceful again. Doing this increases your maxium hit points by 5 for a month. Having a vengeful spirit contained within a talisman grants you a benefit based on the type of vengeful spirit as seen in this list:
  • Raging Spirit: The rage this spirit bears strengthens your attacks, letting you roll your damage twice and choose the best result.
  • Revengeful Spirit: This spirits need for revenge drives you with purpose, letting you move half your speed without provoking oppertunity attacks, each time you take the attack action.
  • Vexed Spirit: A spirit cursed by magic, it has absorbed and repurposed its curse, but become mad in the process. This spirit lets you cast the Hex spell at will.
  • Frenzied Spirit: Great anger and frustrations have wrecked this spirit, making it go into a frenzy. You may use the Action Surge ability a number of times equal to your Wisdopm modifier. At the end of a turn you have used Action Surge this way you gain 1 level of exhaustion. You regain all expended use of this ability on a long rest.
Spirit Items:
At 13th level, you learn how to imbue spirits into items. You can imbue and amount of items equal to your proficiency modifier. Items imbued this way can be wielded/worn by anyone you consider an ally. To imbue an item you must complete a 2 hour ritual in which you call forth the spirits to imbue into the item (you can end an imbuement at any time, instantly reverting the item back to its normal form). Once an item has been imbued (an item can only be imbued once), you choose one of the following effects to give it:
  • Ethereal Weapon (Requirement: any weapon worth at least 1sp): This weapon becomes ethereal and incorporeal to anyone but the wielder. When not needed the weapon becomes part of the spirit world and cannot be seen. At any time your can summon the weapon and it appears in your hand(s). The weapon deals an additional 2d6 damage and any damage the weapon deals becomes psychic damage.
  • Ethereal Armor (Requirement: any armor worth at least 5gp): This armor becomes ethereal and incorporeal to anyone but the wearer. When the wielder is not in danger the armor becomes part of the spirit world and cannot be seen. When a creature or trap makes a roll vs your AC, the armor appears to protect you. Additionally, when an attack roll targets you, you roll a 1d10, on a 7 or higher, your armor opens a small portal to the spirit world absorbing the attack (counting as a miss).
  • Ethereal Cloak (Requirement: Cloak/cape): This cloak becomes ethereal and incorporeal to anyone but the wearer. When an enemy moves within 5ft of you, you may use your reaction to shift into the spirit world for a brief second, reappering up to 20ft away. Additionally, you can as an action turn yourself ethereal and incorporeal for up to 10 minutes, gaining a fly speed of 60ft, but you cannot take any actions. While in this form you are immune to all damage except psychic. You can return to your normal form early as an action. Once you have used this ability you must finish a short or long rest before doing so again.
  • Spiritual Weapon (Requirement: any weapon worth at least 1sp): This weapon becomes ethereal and shines with radiant energy. When not needed, this weapon wraps itself around you, becoming an armband, ring or something else of the wielders choice. While in this form it appears unassuming but a Detect Magic spell will see its true nature immediately. You can return it to its weapon form at any moment. When you attack with this weapon its ethereal nature glides past armor striking whats underneath instead. You gain a +3 to attack rolls made with this weapon.
  • Spiritual Armor (Requirement: any armor worth at least 5gp): This armor becomes ethereal and shines with radiant energy. When not needed, the armor seems to melt beneath your skin, making your skin shine with a slight iridescence. This grants you +1 to your Charisma score. Additionally, when you become aware of, or suspect danger, this armor glides out over your body again. While the armor is out, you gain a new ability: Blinding Light, as a action you can make this armor flash in brilliant colors, making any creature of your choice within 15ft make a DC8 + your proficiency modifier, Dexterity saving throw, or be blinded for 30 seconds.
  • Spiritual Cloak (Requirement: Cloak/cape): This cloak becomes ethereal, shining with radiant energy and seems to grow scales or feathers (wearers choice). This cloaks splits in two whenever you move, becomes like wings and propels you forwards. Once a turn, you can take the Dash action at will. Additionally, you can as an action transform yourself into a piercing arrow of feathers/scales, launching yourself 120ft forwards in a straigth line, dealing 4d6 piercing and 2d12 force damage to any in your path, returning to normal at the end. Once you have used this ability you must complete a long rest before doing so again.
Talisman Mastery:
At 17th level, you have mastered the art of carving talismans, and unlock a new tier of talismans: Extremely powerful, tier 4. These talismans follow the same rules as your other talismans. You can carve Extremely powerful talismans from the following list:
  • Talisman of Mass Healing (extremely powerful, 4pts): This talisman has 6 charges. You can as an action spend a charge and choose up to 6 creatures within 60ft of you, each heals 4d10 + your Wisdom modifier. Once all charges are used, this talisman breaks and becomes powerless.
  • Talisman of Valor (extremely powerful, 4pts): This talisman holds 4 charges. You can as an action inspire an ally within 60ft, letting them add your Wisdom modifier to any roll they make for 1 minute. Once all charges are used, this talisman breaks and becomes powerless.
  • Talisman of Teleportation (extremely powerful, 4pts): You can spend 1 minute in meditation with the spirits, after which, any creature of your choice within 30ft teleports to a location you have been to before.
  • Talisman of the Spirits (extremely powerful, 4pts): You can as an action send forth a surge of spirits in a 30ft cone. Any ally hit by the cone is healed 2d6, and any enemy takes 3d6 psychic damage.
Eyes of the Spirits:
Starting at 18th level, the spirits grant you the ability to see the world like they do. You gain Truesight out to a range of 30ft.

Summon Spirits:
At 20th level, your conncetion with the spirits have grown so powerful you can summon forth to the material world for a time. You can as an action summon a group of 5 spirits. Spirits use the Ghost statblock from the Monster Manuel, except they don't have the Horrifying Visage and Possesion abilities, and the Withering Touch becomes Ethereal Touch and deals psychic damage instead. Once a spirit reaches 0 hit points it returns to the spirit world. You can do this 4 times, and regain all expended uses on a long rest.
subclass options:
True Talisman of the Sky
At 3rd level, your choice of this True Talisman grants you additional talisman options from the following list:
  • Talisman of the Breeze (weak, 1pt): You can cast the spell Feather Fall at will. Once you have done so, you must complete a short or long rest before doing so again.
  • Talisman of Thunder (weak, 1pt): You can cast the spell Thunderwave at will. Once you have done so, you must complete a long rest before doing so again.
  • Talisman of Zephyrs (average, 2pts): This talisman holds 2 charges. As an action you can spend a charge to cast the Dust Devil spell. Once all charges have been used, this talisman breaks and becomes powerless.
  • Talisman of Gales (average, 2pts): This talisman holds 3 charges. As an action you can spend a charge to cast the Gust of Wind spell. Once all charges have been used, this talisman breaks and becomes powerless.
  • Talisman of Storms (powerful, 3pts): This talisman holds 3 charges. As an action you can spend a charge to cast the the Warding Wind spell. Cast this way, the spell deals 1d12 thunder damage to any enemies ending their turn within the radius of the spell. Once all charges have been used, this talisman breaks and becomes powerless.
Favor of the air spirits:
Starting at 3rd level, your affinity with the air spirits have grown powerful and intimate. The air spirits carry sounds over long distances for you, granting you +5 to your passive perception, and lets you use an action to concentrate for a minute on hearing conversation up to a mile away.

Gift of the air spirits:
At 11th level, your connection with the air spirits grants your True Talisman new abilities:
  • You can cast the spell Control Winds at will.
  • You can cast the spell Skywrite at will.
  • You can cast the spell Wind Wall at will.
Power of the air spirits:
Starting at 16th level, you can as an action transform into a manifestation of a storm for 1 minute. While transformed you become a ball of dark raging wind, and you gain an amount of hitpoints equal to four times your Shaman level. If your hitpoints reach 0 you return to your normal form with no harm taken. You create strong winds in a 100ft radius. While transformed all ranged attacks of your choice within 100ft are made at advantage, all creatures of your choice within 100ft take your Wisdom modifier in thunder damage each turn, and you can use your action to make lightning strike each creature of your choice within 100ft for 2d12 lightning damage. Once you have used this ability you must finish a long rest before doing so again.


True Talisman of the Earth
Favor of the Earth Spirits:
At 3rd level your connection to the earth spirits has solidified. The earth spirits grant you Tremorsense out to 15ft, and you are able to have 2 totems at the same time instead of only 1. You can place both totems at once as part of the same action. Additionally, you gain the following options to make totems instead of using talismans:
  • Earths Defiance, all allies within the aura get +1AC and all enemies get -1AC.
  • Living Earth, terrain within the aura becomes difficult terrain for all creatures of your choice. Additionally, they must succeed on a DC8 + your proficiency bonus, Dexterity saving throw or take 1d6 bludgeoning damage, whenever they end their turn in the aura.
  • Tracking Earth, within in the aura, any invisible creature, that is not an ally, gets covered in dirt, making them visible. Additionally, any creature of your choice in the aura can't leave or fly, without passing a DC10 + your proficiency bonus, Strength check.
Gift of the Earth Spirits:
At 11th level your connection to the earth spirits grant your True Talisman new abilities:
  • Your totems auras gain a range of 100ft instead of 30ft.
  • As a bonus action, you can change a totems effect to any other effect from a talisman you can make into a totem. Once you have done this, you must finish a long rest before doing so again.
  • You can now use your Spiritual Guidance feature when an ally makes a saving throw too.
Power of the Earth Spirits:
Starting at 16th level, you can as an action transform into a manifestation of a earthquake for 1 minute. While transformed you become incased in a thick layer of stone and earth, and you gain an amount of hitpoints equal to four times your Shaman level. If your hitpoints reach 0 you return to your normal form with no harm taken. You gain +5 AC, -15 speed and Tremor Sense with a range of 100ft. If you move on your turn, all creatures of your choice within 100ft standing on the ground, must succeed on a DC10 + your proficiency bonus + your Wisdom modifier, Strength check, or become prone. As an action you can slam the ground, dealing 4d12 force damage to any creature of your choice within 30ft. Once you have used this ability you must finish a long rest before doing so again.
LevelFeaturesTalisman points
1Talismans7 points
2Totems7 points
3True Talisman Feature8 points
4Ability Score Improvement8 points
5Great Animal Spirits10 points
6Stronger Talismans10 points
7Protective Spirits11 points
8Totems Improvement11 points
9Ability Score Improvement12 points
10Talisman Improvement14 points
11True Talisman Feature14 points
12Vengeful Spirits15 points
13Spirit Items15 points
14Ability Score Improvement16 points
15Totems Improvement, Talismans Improvement18 points
16True Talisman Feature18 points
17Talisman Mastery19 points
18Eyes of the Spirits19 points
19Ability Score Improvement20 points
20Summon Spirits25 points

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LuciTheHowler.

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