Shaman
Howling the name of her ancestors a half-orc brings her axe down on the head of a goblin. There is a thunderous crash and a crack of lightning as the goblin falls.
A weary dwarf cornered in a tunnel, the bandits closing in on him, mutters a short communion and with a roar of flame the bandits turn to ash before him.
An elderly human emerges from his tent to find a young elf, poisoned and unconcious at his door. He whispers to his ancestors for aid and pulls the toxin from her body.
Shaman are spiritual advisors and leaders who bridge the divide between the world of spirits and the material plane. They entreat the spirits of their ancestors and those of the elements to access wisdom and magical power.
The Shaman
Level | Proficiency Bonus | Features | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Spellcasting | 3 | 2 | — | — | — | — | — | — | — | — |
2nd | +2 | Ancestral Guidance | 3 | 3 | — | — | — | — | — | — | — | — |
3rd | +2 | Shamanistic Tradition, Tradition Feature | 3 | 4 | 2 | — | — | — | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — |
5th | +3 | ─ | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
6th | +3 | Tradition Feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — |
7th | +3 | Ancestral Guidance Improvement | 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 | Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
11th | +4 | Elemental Attunement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
14th | +5 | Tradition Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
15th | +5 | Ancestral Guidance Improvement | 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 | Dreamstate | 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 | Wisdom of the Ancients | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
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Ancestors and Elements
Shaman are spiritual spellcasters who speak to, and negotiate with, the spirits of their ancestors and of elemental creatures. They serve as repositories of ancestral wisdom and elemental power. Where clerics worship a diety or force, shaman aid and guide a multitude of spirits. And while druids draw on similar forces of nature, shaman tap deeper into the wells of ancestral knowledge, granting them hundreds and sometimes thousands of years experience.
Gathering and Guiding
Shaman are steeped in tradition and so when things go awry they often look to the past to see if history is repeating itself. When they cannot find an answer in their ancestral histories they can become troubled by the unknown or excited to discover something new and add it to the collected wisdom of the clan, tribe, or community they call home. Shaman are natural seekers and it is not uncommon for a shaman, especially in their youth, to wander the world collecting new experiences to bring back to their homes. Playing a Shaman presents interesting questions. Why have you left home? Are you on a journey of discovery, or were you forced out for challenging the status quo? What is your relationship to the spirits? Do you demand things from the spirit world, exterting your power over it? Or do you ask in reverance for aid? Perhaps you bargain with crafty spirits instead. Does you long deceased grandmother nag you? Do you feel an affinity for passionate fire spirits or wandering air spirits? Do the same spirits answer your call every time you ask? Or do you encounter new ones wherever you go? The interactions with the spirit world are just as important to a shaman as the interactions with the material one.
Quick Build
You can quickly make a Shaman using these suggestions. First, make wisdom your highest score, followed by dexterity, constitution, or strength. Next, choose the hermit or outlander background.
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Class Features
Hit Points
Hit Dice: 1d8 per shaman level
Hitpoints at first level: 8 + Your Constitution Modifier
Hitpoints at Higher Levels: 1d8 (or 5) + your Consitution modifier per shaman level after 1st
Proficiencies
Armor: Light armor, Medium armor, shields
Weapons: Simple weapons
Tools: Herbalism Kit
Saving Throws: Charisma, Wisdom
Skills: Choose two from Arcana, Athletics, Insight, Medicine, Nature, Perception, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a ) a mace, (b ) handaxe, or (c ) quarterstaff
- (a ) leather armour or (b ) scale mail
- (a ) a wooden shield or (b ) any simple weapon
- An explorer’s pack
- A shamanistic focus
Spellcasting
Cantrips
At 1st level, you know three cantrips of your choice from the Shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.
Preparing and Casting Spells
The Shaman table shows how many spell slots you have to cast your spells of 1st level and 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 shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your connection and 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 may use a shamanistic focus as a spellcasting focus for your shaman spells. This can be a small totem, a fetish, or even a prized possession once owned by an important ancestor.
Ancestral Guidance
Upon reaching second level, once per short rest you may call on your ancestor’s experience in order to gain advantage on an attack roll, ability check, or saving throw. You may use this feature twice per short rest at 7th level, and three times per short rest 15th level.
Shamanistic Tradition
Once you reach third level you must choose a shamanistic tradition. You may choose the Tradition of the Warbringer, the Tradition of the Elementalist, or the Tradition of the Mender. Your choice grants you features at 3rd level, and again at 6th, 10th, and 14th. Those features include tradition spells.
Tradition spells
Each tradition has a list of associated spells. You gain access to these spells at the level specified in the tradition description. Once you gain access to a tradition spell, you always have it prepared. Tradition spells don’t count against the number of spells you can prepare each day. If you gain a tradition spell that doesn’t appear on the shaman spell list, the spell is nonetheless a shaman spell for you.
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Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Elemental Attunement
At 11th level, during a short or long rest you can attune yourself to one of the planes of the four elements, granting you boons based on the element you choose.
Plane of Fire: You do not suffer any negative effects in extreme cold or extreme heat and you gain darkvision for 60ft. If you already have darkvision you can now see as if the space was lit by bright light for 60 ft.
Plane of Water: You gain a swim speed equal to your walking speed and weapon attacks made while underwater are not made with disadvantage.
Plane of Earth: While your feet are on the ground you cannot be knocked prone against your will and difficult terrain caused by uneven ground does not slow you down.
Plane of Air: You gain an additional 5 ft. of movement speed and you are resistant to damage caused by falling.
You may change your attunement the next time you take a short or long rest.
Dream state
Once you reach 18th level, once per day you may enter into a dream-like meditation. When you meditate in this way for the duration of a short rest you regain any spell slots of 5th level or lower that you had expended.
Wisdom of the Ancients
At 20th level, your time spent learning from generations of ancestors have left you supernaturally wise, and the trials of the elements have made you into an incredibly tough adventurer. Your wisdom and constitution scores both raise by 4. Your maximum for these scores is now 24.
Shamanistic Traditions
While all shaman deal with the spirits the way they utilize the power granted by these spirits differs from shaman to shaman. Some use their magical gifts to enhance their skills in direct combat, bringing their weapons to bear and augmenting them with elemental magic. Some prefer to focus on the elements themselves, drawing destructive power from flame, ice, storms, and the earth itself. Still others choose to emphasise the healing powers all shaman share, creating safe havens even in the most dire circumstances.
Tradition of the Warbringer
Shamans who follow the tradition of the warbringer use their magics and connection to the spirits to amplify their abilities with weapon focused combat. They seamlessly bring their strikes and spells down upon their foes, each enhancing the other.
Warbringer Tradition Spells
Shaman Level | Spells |
---|---|
3rd | Hellish Rebuke, Thunderous Smite |
5th | Haste, Spirit Guardians |
7th | Freedom of Movement, Stoneskin |
9th | Banishing Smite, Steel Wind Strike |
Bonus Proficiencies
Upon taking the Tradition of the Warbringer at 3rd level you gain the ability to wield martial weapons.
Elemental Infusions
Beginning at 3rd level, during a short or long rest you may invite minor elemental spirits to reside in your weapons. While housing an elemental spirit your weapons do an additional 1d4 Acid, Cold, Fire, Lightning, or Thunder damage (Your choice). The damage die increases to 1d6 at 5th level, and 1d8 at 12th level.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
War Magic
Upon reaching 10th level, when you use you action to cast a cantrip you may make a single weapon attack as a bonus action.
Improved War Magic
When you reach 14th level, when you use your action to cast a spell you may make a single weapon attack as a bonus action.
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Tradition of the Elementalist
Shamans who follow the tradition of the elementalist focus themselves on mastering the elements and specialize in using their powers to destroy their foes with the raw magics brought forth from the elemental planes.
Elementalist Tradition Spells
Shaman Level | Spells |
---|---|
3rd | Chromatic Orb, Continual Flame |
5th | Fireball, Thunderstep |
7th | Elemental Bane, Storm Sphere |
9th | Destructive Wave, Planar Binding |
Bonus Cantrip
Upon choosing the Tradition of the Elementalist at 3rd level you learn one additional cantrip. This cantrip must be on the shaman spell list. This cantrip does not count against the amount of cantrips known on the Shaman table.
Unbound Elements
At 3rd level shaman cantrips you cast which require an attack roll critically hit on a die roll of 19 or 20.
Raging Elements
At 6th level you may add you wisdom modifier to damage from acid, cold, fire, lightning, and thunder damaging cantrips and spells you cast.
Elemental Bulwark
Upon reaching 10th level, When you cast a 1st level or higher spell which deals acid, cold, fire, lightning or thunder damage you gain a shield of that damage type until the start of your next turn. The shield has 3 charges. Every time you are struck by a melee attack while the shield is active it expends a charge and the attacking creature takes 2d8 damage.
Aftershock
At 14th level, Immediately after casting a spell of 1st level or higher with the Acid, Cold, Fire, Lightning, or Thunder damage type you may cast a cantrip of the same damage type as a bonus action. You may use this ability up to your wisdom modifier per long rest.
Tradition of the Mender
Shamans who follow the Tradition of the Mender are often advisors and healers. They use their connection to the spirits of their ancestors and the elements to provide protection to their allies.
Mender Tradition Spells
Shaman Level | Spells |
---|---|
3rd | Faerie Fire, Healing Spirit |
5th | Mass Healing Word, Protection from Energy |
7th | Aura of Purity, Death Ward |
9th | Hold Monster, Mass Cure Wounds |
Bonus Proficiencies
Upon choosing the Tradition of the Mender at 3rd level you gain proficiency in the medicine skill. If you already have proficiency in the medicine skill you may double your proficiency bonus on checks made with this skill.
Totem of Refuge
At 3rd level, you gain the ability to create a totem of refuge. As an action you chose a point within 60 ft of you to place your totem of refuge. While within 10ft of the totem allies may use their reaction to gain resistance to a single damaging attack, effect, or spell. You may use this ability 2 times per short rest. Maintaining the totem requires concentration as if you were concentrating on a spell.
Shield of the Earth
At 6th level, When you cast a healing spell of 1st level or higher and the result rolled is more then the number of hit points missing from the target the remainder becomes temporary hit points. These temporary hit points do not stack with each other or with other sources of temporary hit points, however the recipient may chose to replace the temporary hit points they have with your new ones. The target must be missing at least 1 hit point for this ability to take effect. The temporary hit points gained from this ability cannot exceed 1/3 of the target's hit point maximum rounded down.
Ripples of Protection
At 10th level, whenever you heal a creature with a spell of first level or higher which has one target, up to three creatures of your choosing within 15 ft. of it receive hit points equal to your wisdom modifier.
Additional Totem of Refuge
At 14th level your capacity to provide refuge to your allies grows. You may now place two Totems of Refuge within 60 ft. of you rather than one.
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Shaman Spells
Cantrips
Acid Splash
Booming Blade
Control Flames
Create Bonfire
Firebolt
Frostbite
Green Flame Blade
Guidance
Gust
Light
Lightning Lure
Mending
Mold Earth
Ray of Frost
Shape Water
Shocking Grasp
Thunderclap
Toll the Dead
1st Level
Absorb Elements
Animal Friendship
Bane
Bless
Burning Hands
Create or Destroy Water
Cure Wounds
Detect Magic
Detect Poison and Disease
Earth Tremor
Faerie Fire
Feather Fall
Fog Cloud
Healing Word
Ice Knife
Long Strider
Purify Food and Drink
Ray of Sickness
Sleep
Speak with Animals
Thunderwave
Witchbolt
2nd Level
Aganazzar’s Scorcher
Aid
Animal messenger
Augury
Blindness/Deafness
Calm Emotions
Dust Devil
Earthbind
Enhance Ability
Flaming Sphere
Gust of Wind
Heat Metal
Hold Person
Lesser Restoration
Levitate
Maximillian’s Earthen Grasp
Melf’s Acid Arrow
Pass Without Trace
Protection from Poison
Ray of Enfeeblement
Scorching Ray
Skywrite
Snilloc’s Snowball Swarm
Spike Growth
Warding Wind
3rd Level
Bestow Curse
Call Lightning
Clairvoyance
Create Food and Water
Dispel Magic
Elemental Weapon
Erupting Earth
Lightning Bolt
Magic Circle
Meld into Stone
Protection from Energy
Remove Curse
Revivify
Sending
Sleet Storm
Speak with Dead
Tidal Wave
Wall of Water
Water Breathing
Water Walk
Wind Wall
4th Level
Banishment
Blight
Confusion
Conjure Minor Elementals
Control Water
Divination
Elemental Bane
Fire Shield
Hallucinatory Terrain
Ice Storm
Polymorph
Stone Shape
Stone Skin
Storm Sphere
Wall of Fire
Watery Sphere
5th Level
Awaken
Commune with Nature
Cone of Cold
Conjure Elemental
Control Winds
Dream
Flame Strike
Geas
Greater Restoration
Immolation
Insect Plague
Maelstrom
6
Reincarnate
Scrying
Transmute Rock
Wall of Stone
6th Level
Bones of the Earth
Chain Lightning
Eyebite
Find the Path
Flesh to Stone
Heal
Heroes’ Feast
Investiture of Flame
Investiture of Ice
Investiture of Stone
Investiture of Wind
Move Earth
Otiluke’s Freezing Sphere
Primordial Ward
Wall of Ice
Wind Walk
7th Level
Etherealness
Fire Storm
Plane Shift
Project Image
Regenerate
Whirlwind
8th Level
Control Weather
Earthquake
Feeblemind
Incendiary Cloud
Tsunami
9th Level
Astral Projection
Foresight
Gate
Storm of Vengeance
True Resurrection
Weird
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