The Shaman

The Shaman
Level Proficiency Bonus Features Auras Known Cantrips Known Spells Known Spell Slots Spell Level
1st +2 Spirit Magic, Shamanic Tradition - 1 2 2 1
2nd +2 Empowering Aura 2 1 2 2 1
3rd +2 Tradition Feature 2 1 3 2 2
4th +2 Ability Score Improvement 3 1 3 2 2
5th +3 3 1 3 3 3
6th +3 Tradition Feature 4 1 4 3 3
7th +3 Ritual Casting 4 1 4 3 4
8th +3 Ability Score Improvement 5 1 4 3 4
9th +4 5 1 5 4 5
10th +4 Tradition Feature 5 2 5 4 5
11th +4 6 2 5 4 6
12th +4 Ability Score Improvement 6 2 5 4 6
13th +5 Elemental Incarnum (7th level) 7 2 6 5 6
14th +5 Tradition Feature 7 2 6 5 6
15th +5 Elemental Incarnum (8th level) 8 2 6 5 6
16th +5 Ability Score Improvement 8 2 7 5 6
17th +6 Elemental Incarnum (9th level) 8 2 7 6 6
18th +6 9 2 7 6 6
19th +6 Ability Score Improvement 9 2 7 6 6
20th +6 Twinned Soul 9 2 8 6 6

Class Features

As a Shaman, you gain the following class features

Hit Point


  • Hit Dice: 1d8 per Shaman level
  • 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

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Battle Axe, Warpick, Maul
  • Tools: Herbalism Kit

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Arcana, History, Inisght, Medicine, Nature, Persuasion
  • Languages: Primordial

Equipment


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

  • (a) a battle axe or (b) two simple weapons
  • (a) priest's pack or (b) explorer's pack
  • (a) shield or (b) herbalism kit or (c) poisoner's kit
  • Chain shirt

Spirit Magic

Shamans channel spirits of various natures into magical effects.

Cantrips

At 1st level you know 1 cantrips chosen from the Shaman spell list. In addition, each tradition grants access to 2 additional cantrips. These cantrips cannot be swapped out as you gain levels.

Spell Slots

The Shaman table shows you how many spell slots you have. The table also shows what the level of those slots is. To cast one of your Shaman spells of 1st level or higher, you must expend a spell slot. You regain all spell slots when you finish a long or short rest. For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1st-level spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 2nd level, you learn two 1st level spells of your choice from the Shaman spell list.


The Spells Known column shows you when you learn more 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 Spell Level column for your level. When you reach 6th level, for example, you learn a new spell, which can be of 1st or 2nd level.


Additionally, when you gain a level in this class, you can choose to replace one of the Shaman spells you know with another spell from the Shaman spell list. This replacement spell must be of a level you can cast.

Spellcasting Ability

Wisdom is your spellcasting ability for your Shaman spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting save DCs for a Shaman spell you cast and when making an attack roll with one.


Spell save DC = 8 + Proficiency Bonus + Wisdom modifier


Spell attack modifier = Proficiency Bonus + Wisdom modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your Shaman spells.

Shamanic Tradition

The spirits guide each shaman along a different path, manifesting though the shaman in different ways. At 1st level, you must choose one shamanic tradition and gain the abilities and powers as detailed later in this document.

Empowering Aura

Starting at 2nd level, Shamans can invoke the powers of the spirits as empowering auras. You have mastered the use of two auras, and gain additional auras as indicated in the class table. All auras are described at the end of this document. You can activate, deactivate, or change one aura as a bonus action. The aura affects all enemies or all allies within 10 feet, unless otherwise specified within the aura's description.


Aura save DC = 8 + Proficiency Bonus + Charisma modifier

Ability Score Increase

At 4th level, the Shaman may add a +2 bonus to any one ability score, or may add a +1 bonus to any two ability scores. These bonuses may not make the Shaman's natural score exceed 20.

The Shaman gains another Ability Score Increase at 8th, 12th, 16th, and 19th levels.


Ritual Casting

At 7th level, the Shaman gains the ability to cast ritual spells. Choose three spells with the ritual tag. The Shaman may cast these spells as rituals, and only as rituals. At each level, the Shaman may choose to swap his ritual spells. In addition, the Shaman gains a new ritual spell when he gains access to a new spell level.

Elemental Incarnum

At 11th level, the spirits that guide and mentor the shaman have offered new secret power for the shaman's use. These powers often are powers of nature or life and death. The shaman learns one spell from the divination, evocation, or necromancy schools of seventh level. In addition, each tradition has additional spells that can be learned through this ability. These additional spells are listed in the tradition spells tables.Each spell learned through this feature can be cast once per long rest.


The shaman may choose another incarnum spell of 8th level at 15th, and of 9th level at 17th level. The shaman regains all uses of their elemental incarnum at the end of each short rest.

Twinned Soul

At 20th level, the Shaman has gained supreme control of spirit channeling. The Shaman may have two auras active at a time. In addition, the Shaman stops ageing, becoming an ambassador between the spirit realms and the mortal realm.

Shamanic Traditions

Shamanic traditions are many and varied, but largely fall into three categories. The elementalist seeks to channel the elemental spirits, becoming a powerful champion that can stand toe to toe with the strongest beasts to be found. The spiritwalker seeks guidance and wisdom through the ancestors, learning from their experience and passing on their advice. Voodoo priests are revered for the healing abilities, but feared for their power over the loa, lustful, hungry spirits willing to lend their power simply to taste mortal vices again.

Elementalist Tradition

Elementalist Tradition Spells

When you choose the elementalist tradition, you also learn the spells listed when you can access the indicated spell level. These spells do not count toward your spells known.

Spell Level Spells
Cantrips Blade Ward, True Strike
1st Searing Smite, Thunderous Smite
2nd Elemental Weapon, Enhance Ability
3rd Scorching Ray, Stinking Cloud
4th Stoneskin, Freedom of Movement
5th Destruction Wave, Cloudkill
6th Otiluke's Freezing Sphere, Blade Barrier
7th Regenerate, Reverse Gravity
8th Incendiary Cloud, Power Word Stun
9th Invulnerbility, Storm of Vengeance

At 1st level, all elementalist Shamans gain proficiency in shields.

Totems

Elementalists channel the power of the elements through specially prepared totems. These totems make near-perfect anchors for additional auras, allowing the Elementalist to better support his allies and engage the enemy. Starting at 3rd level, the Elementalist may summon a totem as a bonus action. The totem must be invested with one aura that the elementalist knows, which cannot be changed, and must be placed within 10' of the elementalist. The Elementalist's totems last a number of rounds equal to the shaman's Charisma modifier.


Totems cannot beneift from the Twinned Soul ability.

As Water Flows

At 6th level, the elementalist can change one active aura as a reaction. The shaman must complete a long rest before using this ability again.


At 11th level, the shaman may use this ability twice before completing a long rest.

Armor of the Elements

At 10th level, anytime an elementalist has any aura active, they and nearby allies are protected from the elements. When the shaman activates an aura, they may also choose one damage type from fire, cold, lightning, poison, and thunder. The shaman and any ally within their aura range gains resistance to the chosen damage type.


Avatar of the Ancient Primordials

At 14th level, the elementalist is so blessed by the Ancient Primordials, that they may ignore some elemental damage. The elementalist may choose one of the following damage types: fire, lightning, cold, poison, or thunder. The elementalist gains immunity to this damage type until they begin a short or long rest. This feature may not be used again until they complete a long rest.

Spiritwalker Tradition

Spiritwalker Tradition Spells

When you choose the spiritwalker tradition, you also learn the spells listed when you can access the indicated spell level. These spells do not count toward your spells known.

Spell Level Spells
Cantrips Guidance, Druidcraft
1st Healing Word, Purify Food/Drink
2nd Enhance Ability, Spike Growth
3rd Spirit Guardians, Tongues
4th Stoneskin, Death Ward
5th Greater Restoration, Mass Cure
6th Heal, Resurrection
7th Conjure Celestial, Sequester
8th Antipathy/Sympathy, Dominate Monster
9th Psychic Scream, Wish

At 1st level, spiritwalkers gain a doubled aura range, out to 20 feet.

Spirits

At 3rd level, Spiritwalkers can bind a number of spirits equal to their proficiency bonus + Charisma modifier. As a reaction, a spirit can be used to grant a bonus equal to half the shaman's proficiency bonus (rounded down) to a skill roll, ability check, or saving throw As a bonus action, the Spiritwalker may grant an ally within his aura range to use a spirit. The Spiritwalker must complete a long rest in order to bind more spirits.

Flesh Meets Spirit

At 6th level, the shaman can interact with creatures in the Ethereal Plane. You can see, touch, and attempt to communicate with any creature under the effect of the etherealness spell or similar effects within 60' of you. Any attack you direct at such a target are made at disadvantage due to the level of focus you must maintain simply in order to interact with the Ethereal Plane.

Vengeful Spirits

At 10th level, the Shaman has gained enough power to control even the most violent spirits. He may bind a number of Vengeful Spirits equal to half the Shaman's proficiency bonus. Vengeful Spirits can only be used to grant a bonus equal to half the shaman's proficiency bonus (rounded down) to attack and damage rolls.


These spirits count against the Shaman's maximum number of bound spirits, as detailed above. These spirits may also be lent to other creatures.

Through the Veil

At 14th level, the Spiritwalker truly lives up to it's name. Once per long rest, the Shaman may venture into the Ethereal Plane. This ability functions exactly as the spell etherealness, but has no duration. Using this ability in either direction counts as an Action.

Voodoo Priest Tradition

Voodoo Priest Tradition Spells

When you choose the voodoo priest tradition, you also learn the spells listed when you can access the indicated spell level. These spells do not count toward your spells known.

Spell Level Spells
Cantrips Minor Illusion, Poison Spray
1st Hex, Ray of Sickness
2nd Flame Blade, Ray of Enfeeblement
3rd Fear, Major Image
4th Blight, Polymorph
5th Cloudkill, Dream
6th Eyebite, True Seeing
7th Power Word Pain, Simulacrum
8th Feeblemind, Maze
9th Power Word Kill, Weird

At 1st level, voodoo priests gain proficiency in either the Medicine skill or the poisoner's kit.

Shrunken Fetishes

At 3rd level, Voodoo Priests are able to craft and imbue fetish dolls with animating spirits, giving the dolls life and power to protect and aid the Shaman in combat. Fetish Points are used to craft each Fetish, as detailed below. Fetishes expire at the end of each long rest. The voodoo priest regains all of his fetish points at the beginning of each long rest. Each fetish doll requires ten minutes to craft, and is activated with a bonus action. The voodoo priest can control a number of fetish dolls equal to their Charisma modifier per turn as a bonus action. Any more fetish dolls than this cost an action to control. When activated, each doll expires at the end of the encounter or ten minutes, whichever is shorter.


Fetish Points = Charisma Modifier + 1/2 Shaman level


Shrunken fetishes have Hit Points equal to half the Shaman's maximum hit points and each fetish adds the Shaman's proficiency bonus to it's attack rolls.


Each shrunken fetish costs 2 fetish point.

Hounds of Hell

At 6th level, the Shaman can craft Hound Fetishes. They operate just like Shrunken Fetishes, aside from any changes noted in their stat block.


Each hound fetish costs 3 fetish points.

Toby Bags

At 10th level, the Shaman can alter each Fetish during the doll creation, granting new power to the Fetish upon animation. Each alteration costs a number of Fetish Points, as noted below. All DCs are the voodoo priest's save DC.

Venom (1 pts)- The Fetish's attacks deal an additional 1d4 poison damage.

Hellfire (2 pts)- The Fetish's attacks deal an additional 1d8 fire damage.

Kamikaze (2 pts)- when reduced to 0 hit points, the Fetish explodes, dealing 2d10 + the Shaman's Wisdom modifier of necrotic damage in a 10' radius. Those affected can make a Dexterity save for half damage.

Armored (3 pts)- The Fetish's AC is increased by half the Shaman's proficiency bonus.

Staggering (5 pts)- When the Gargantuan makes a successful slam attack, the target must make a Constitution save or be stunned until the end of the Shaman's next turn. (Gargantuan only)

Swift Strikes (3 pts)- When making an attack, the Fetish may strike twice. (Shrunken/Hound only)

Fortitude (1 pt)- The Fetish is very sturdily built, granting it Zombie Fortitude, as per the Monster Manual.

Things That Go Bump

At 14th level, the Shaman can craft Gargantuan Fetishes. Gargantuans have as many hit points as the Shaman's maximum, but otherwise operate as Shrunken and Hound Fetishes, except as noted in their stat block.


A gargantuan fetish costs 8 fetish points.


Shrunken Fetish

Small Construct


  • Armor Class 14 (Natural)
  • Hit Points See Feature
  • Speed 20 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 12 (+1) 9 (-1) 8 (-1)

  • Senses passive Perception 9
  • Languages None

Actions

Stab Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d6 + 3)


Hound Fetish

Medium Construct


  • Armor Class 15 (Natural)
  • Hit Points See Feature
  • Speed 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 8 (-1)

  • Senses passive Perception 11 (16 if scent based)
  • Languages None

Pack Tactics. The hound fetish has advantage on attack rolls against a creature if at least one of the fetish's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Bite Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 9 (2d6 + 2)


Gargantuan Fetish

Large Construct


  • Armor Class 16 (Natural)
  • Hit Points See Feature
  • Speed 20 ft.

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 16 (+3) 8 (-1) 7 (-2) 6 (-2)

  • Senses passive Perception 8
  • Languages None

Actions

Slam Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (1d10 + 6)

Shaman Spell List
Spell Level Spells
Cantrips Acid Splash, Fire Bolt, Frostbite, Gust, Light, Produce Flame, Ray of Frost, Resistance, Shocking Grasp, Thaumaturgy, Thunderclap
1st Cure Wounds, Create/Destroy Water, Detect Magic, Detect Posion/Disease, Fog Cloud, Ice Knife, Protection from Evil/Good, Thunderwave, Witch Bolt
2nd Augury, Barkskin, Continual Flame, Dust Devil, Earthbind, Flaming Sphere, Gust of Wind, Heat Metal, Locate Plants/Animals, Melf's Acid Arrow, Misty Step, Spike Growth, Warding Wind
3rd Call Lightning, Daylight, Fireball, Gaseous Form, Lightning Bolt, Meld Stone, Protection from Energy, Sleet Storm, Tidal Wave, Water Walk
4th Conjure Minor Elementals, Control Water, Elemenatl Bane, Fire Shield, Grasping Vine, Ice Storm, Stoneshape, Stoneskin, Wall of Fire, Watery Sphere
5th Awaken, Commune with Nature, Cone of Cold,Conjure Elemental, Contact Other Plane, Control Winds, Flame Strike, Maelstrom, Resurrection, Tree Stride, Wall of Stone
6th Chain Lightning, Flesh to Stone, Investiture of Fire, Investiture of Ice, Investiture of Wind, Move Earth, Planar Ally, Primordial Ward, Sunbeam, Wall of Ice, Wall of Thorns, Wind Walk

Shaman Auras
Aura Name Aura Effect
Celerity The Shaman and any allies within the aura's effect gain advantage on Initiative rolls, as well as a +10 foot bonus to their base movement.
Presence The Shaman and any allies within the aura's effect gain advantage on Intimidate skill rolls.
Clarity The Shaman and any allies within the aura's effect gain advantage on Perception skill rolls.
Cleansing The Shaman and any allies within the aura's effect may use their reaction to gain advantage on a saving throw against an ongoing effect.
Vengeance The shaman and any allies within the aura's effect may use their reaction when they are directly damaged by an enemy they can see. The enemy must make a Dexterity saving throw, taking 1d8 damage or half on a successful save. This damage increases by 1d8 each Shaman level, to a maximum of 5d8. Each shamanic tradition's vengeance aura manifests differently. Elementalists deal fire or thunder damage. Spiritwalkers deal psychic or cold damage. Voodoo Priests deal poison or necrotic damage.
Stoneshield Allies within the aura's effect gain a +1 enhancement bonus to their Armor Class. This bonus increases to +2 at 10th level.
Tempest Non-magical ranged attacks targeting anyone within the aura's effect are made at disadvantage. When the Shaman reaches 7th level, this aura even grows powerful enough to affect magical attacks.
Thorns Terrain within the aura's area counts as difficult terrain for any enemy creature. When the Shaman reaches 7th level, every 5' of movement also inflicts 1d8 piercing damage.
Soothing The Shaman and any allies within the aura's effect may expend hit dice as a bonus action. Each hit die spent is rolled and the character is healed for that amount.

Multiclassing rules


Minimum Requirements

Wisdom 13, Charisma 13

Proficiencies gained

Primordial language

Spirit Magic

If you have both the spellcasting class feature and the Spirit Magic class feature from the shaman class, you can use the spell slots you gain from the Spirit Magic feature to cast spells you know or have prepared from classes with the spellcasting class feature, and you can use the spell slots you gain from the spellcasting class feature to cast shaman spells you know. The shaman cannot use spell slots gained from the spellcasting class feature to cast any elemental incarnum spells.

Created by Dustin Reader

knighttemplar2148@gmail.com

2016 11 19