The Shaman

Shaman are spiritual guides and practitioners, not of the divine, but of the natural world. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The spirits are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman that brings balance to this chaos. Acting as moderators among earth, fire, water, and air, the living and the dead; shaman focus the spirits to support their allies or punish those who threaten them.

These masters of the spirits can call upon elemental forces directly, unleashing torrents of fire and bolts of lightning against foes. The spirits can create, destroy, support, and hinder.

The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.

Spiritual Powers

Shamans gain their elemental prowess directly from the spirits around them. Often shamans harbor a deep respect for the dead, and see their gifts as an obligation to help the spirits move on. Many shamans use their powers to influence the living too, either as restorative forces to help, or as wrathful forces acting on revenge.

Usually shamans learn to master their powers by learning from a mentor, or sometimes even being taught by the spirits of shamans before them. There is however no greater teacher than experience which is why most shamans set out as adventurers, often embarking on a spiritual journey.

Most shamans when they embrace their gifts receive Boons that allow the shaman further ways to manipulate the elements through magical means.

Creating a Shaman

When you create your shaman the most important question to ask is how you became attuned to the spirits. Was it a natural event such as being born during a mystical meteor shower? Perhaps you were cursed by somebody to see the dead and hear their problems? Or you could have no idea and are adventuring the uncover a greater truth.

How does your character perceive their abilities? Do they view them as a curse from the Gods? Punishment for some crimes committed in a past life? Maybe you view it as a duty to the souls around you, an endless task to lend aid to the spirits and help them into the afterlife? Or even perhaps you view the spirits as tools to advance your own plans, choosing to exploit the spirits you see rather than helping them

Quick Build

You can make a shaman quickly by following these suggestions. First, Dexterity should by your highest ability score, followed by Constitution or Wisdom. Second, choose the hermit background.





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Class Features

As a shaman, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per shaman level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 5) + your Constitution modifier per shaman level after 1st

Proficiencies


  • Armor: Light armor, Shields
  • Weapons: Simple weapons, Shortsword
  • Tools: Herbalism Kit
  • Saving Throws: Intelligence, Dexterity
  • Skills: Choose two from Acrobatics, History, Insight, Medicine, Nature, Perception, Religion, Survival

Equipment

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

  • (a) a shield or (b) any simple weapons
  • (a) a short sword or (b) any simple melee weapon
  • (a) dungeoneer's pack or (b) explorer's pack
  • leather armor


The Shaman
Level Proficiency Bonus Features Cantrips Known Primal Strikes Enhancement Damage Max Mana Points Boons Known
1st +2 Mana, Primal Strike 2 1d6 3 1
2nd +2 Healing Surge, Sixth Sense 2 1d6 4 2
3rd +2 Spiritual Journey, Enhancement, Fighting Style 2 1d6 +2 5 2
4th +2 Ability Score Improvement 3 1d6 +2 6 2
5th +3 Extra Attack 3 1d8 +2 7 3
6th +3 Spiritual Journey, Critical Strike 3 1d8 +2 8 3
7th +3 Reincarnation 3 1d8 +2 9 4
8th +3 Ability Score Improvement 3 1d8 +2 10 4
9th +4 3 1d8 +3 11 5
10th +4 Spiritual Defense 4 1d8 +3 12 5
11th +4 Medium Armor Master 4 1d10 +3 13 5
12th +4 Ability Score Improvement 4 1d10 +3 14 6
13th +5 Spiritual Journey 4 1d10 +3 15 6
14th +5 Shaman Heroism 4 1d10 +3 16 6
15th +5 4 1d10 +4 17 7
16th +5 Ability Score Improvement 4 1d12 +4 18 7
17th +6 Ancestral Grace 4 1d12 +4 19 7
18th +6 Ascendence 4 1d12 +4 20 8
19th +6 Ability Score Improvement, Spiritual Journey 4 1d12 +4 21 8
20th +6 Spiritual Sight, Extra Attack 4 1d12 +4 22 8

Mana

Your training allows you to harness the magical energy of mana. Your access to this energy is represented by a number of mana points. Your shaman level determines the number of points you have, as shown in the Mana Points column of the Shaman table.

You can spend these points to fuel various mana abilities.

You start knowing one such ability: Lightning Jolt. You learn more mana abilities as you gain levels in this class.

When you spend a mana point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended mana back into yourself. You must spend at least 30 minutes of the rest meditating to regain your mana points. Some of your mana features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Mana save DC = 8 + your proficiency bonus + your Wisdom modifier





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Mana Spellcasting

Some mana abilities allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach 5th level in this class, you can spend additional mana points to increase the level of a mana ability spell that you cast, provided that the spell has an enhanced effect at higher levels, as searing smite does. The spell’s level increases by 1 for each additional mana point you spend. For example, if you are a 5th-level shaman and use Flame Shock to cast searing smite, you can spend 3 mana points to cast it as a 2nd-level spell (the ability’s base cost of 2 mana points plus 1).

The maximum number of mana points you can spend to cast a spell in this way (including its base mana point cost and any additional mana points you spend to increase its level) is determined by your shaman level, as shown in the Spells and Mana Points table.

Spells and Mana Points
Shaman Levels Max Mana Points for a Spell
1st - 4th 2
5th - 8th 3
9th - 12th 4
13th - 16th 5
17th - 20th 6

Primal Strike

At 1st level, your primal nature gives you mastery of combat styles that use shaman weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are wielding only shaman weapons or are wielding a shaman weapon and a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your shaman weapons.
  • You can roll a d6 in place of the normal damage of your shaman weapon. This die changes as you gain shaman levels, as shown in the Primal Strike column of the Shaman table.

Sixth Sense

At 2nd 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 learn know how they died as well as what type of creature they were (Such as humanoid, beast or monstrosity). You may also request one other detail from the DM regarding the creature to be given at their disgrestion.

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.

Healing Surge

At 2nd level your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to your shaman level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

This feature has no effect on undead and constructs. [No curing disease or poison.]

Fighting Style

Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.





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Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if you’re blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.


Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Spiritual Journey

At 3rd level, you choose a spiritual journey that guides your shaman powers: The Journey of Harmony or the Journey of Wrath, both detailed at the end of the class description. Your journey grants you features at 3rd level, and then again at 6th and 19th.

Damage Enhancement

At 3rd level, you imbue your shaman weapon with the power of fire. When you hit with a shaman weapon, it deals bonus fire damage that increases as you gain levels as a shaman, as shown in the Enhancement Damage column on the Shaman table.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 20th level in this class


Critical Strike

Beginning at 6th level, your attacks with a shaman weapon score a critical hit on a roll of 19 or 20.

Reincarnation

Starting at 7th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

Spiritual Defense

At 10th level spirits naturally flock to your aid and help the shaman bolster their mental defense.

When you gain this feature the shaman has advantage on saving throws agianst being charmed or frightened

Medium Armor Mastery

Beginning at 11th level, you have practiced moving in medium armor to gain the following benefits:

Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks. When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Shaman Heroism

Starting at 14th level, you can push yourself and your allies beyond your normal limits for a few seconds. For 1 round, you and each friendly creature within 30 feet of you can take one additional action on each of their own turns, on top of their regular action and a possible bonus action.







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This effect does not stack with other action-granting features, such as Action Surge.

Once you use this feature, you must finish a short or long rest before you can use it again. Any creature, including you, affected by this feature must finish a long rest before they can be affected by it again.

Ancestral Grace

Starting at 17th level, the shaman, as well as any friendly creatures within 30 feet of the shaman, gains a bonus to melee weapon damage rolls equal to the shaman’s Wisdom modifier (minimum of +1). A creature can benefit from this feature from only one shaman at a time. This feature does not stack with Aura of Hate.

Ascendence

At 18th level, you no longer require food or water to sustain yourself, and you immediately stop aging and cannot be magically aged.

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.

Mana Boons

You learn magical abilities that harness the power of the elements. A Boon requires you to spend mana points each time you use it.

You know the Lightning Jolt boon at 1st level. When you gain certain Shaman levels, you gain additional abilities of your choice, as shown in the Boons Known column of the Shaman table.

Additionally, when you gain a level in this class, you can choose one of the boons you know and replace it with another boon that you could learn at that level.

If a mana boon has prerequisites, you must meet them to learn it. You can learn the boon at the same time that you meet its prerequisites. A level prerequisite refers to your shaman level.

Mana Boons
Ability Cost
Lighting Jolt 1 Mana
Life Giver 1 Mana
Frost Shock 2 Mana
Spirit Shock 2 Mana
Stormstrike 2 Mana
Flame Lash 2+ Mana
Lightning Bolt 3+ Mana
Cleanse Spirit 3 Mana
Wind Walk 4 Mana
Spirit View 4 Mana
Purge 4 Mana
Soul Command 4 or 6 Mana
Water Walking 4 Mana
Feral Spirit 5 Mana
Reign Lightning 4 Mana
Astral Recall 3 Mana
Spirit Walk 5 Mana
Far Sight 5 Mana
Healing Rain 6 Mana
Shaman Rage 5 Mana
Flame Nova 6 Mana
Unleash Elemental Spirit 6 Mana

Lightning Jolt

You can spend 1 mana point to cast fire bolt, dealing lightning damage.

Life Giver

1 creature of the shaman's choice has advantage on death saving throws for an hour at the cost of 1 mana.

Frost Shock

At level 2 you can spend 2 mana points to cast ice knife.




Spiritstrike

At level 2 you can spend 2 mana points to cast searing smite.

Stormstrike

At level 2 you can spend 2 mana points to cast thunderous smite.

Flame Lash

Starting at 5th level, when you hit a creature with a shaman weapon, you can spend mana points to deal fire damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for 2 mana points, plus 1d8 for each additional mana point, to a maximum of 6d8 for 6 mana points. It counts as a bonus action.

Lightning Bolt

At level 5, you can spend 3 mana points to cast lightning bolt. To upcast the spell, it costs an additional 2 mana per level.

Cleanse Spirit

At 6th level you can spend 3 mana points to cast lesser restoration. At 12th level you also spend 6 mana points to cast greater restoration

Wind Walk

At 6th level you can spend 4 mana points to caste haste.

Spirit View

At 6th level you can spend 4 mana points to cast hypnotic pattern. You can choose to target all creatures inside a 30-foot cube area or target a single creature.

Purge

At 8th level when a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to spend 3 mana points, rolling 1d6 and subtracting the number rolled from the creature’s roll. You can choose to use this mana ability after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.

Soul Command

At 8th level you can spend 4 mana points to cast revivify or 6 mana points to cast raise dead.

Water Walking

At 8th level you can spend 4 mana points to cast water walk, targeting yourself.

Feral Spirit

At 8th level you can spend 5 mana points to cast Mordenkainen's faithful hound.

Reign Lightning

At 10th level you can spend 4 mana points to cast call lightning.

Spirit Walk

At 10th level you can spend 5 mana points to cast freedom of movement, targeting yourself.

Far Sight

At 12th level you can spend 5 mana points to cast arcane eye.

Healing Rain

At level 12 You can spend 6 mana points to cast mass cure wounds.

Shaman Rage

At level 14 you can spend 5 mana points to cast warding bond, targeting yourself. The spell creates a mystic connection between you and the elements. You gain a +1 bonus to AC and saving throws, and you have resistance to all damage. Each time you take damage, the elements around you absorb the same amount of damage

Flame Nova

At level 14 you can spend 6 mana points to cast flame strike.

Unleash Elemental Spirit

At level 15 you can spend 6 mana points to cast summon elemental.

Spiritual Journey

An endless number of spirits commune with shamans to seek their aid in moving on towards the afterlife. Some are bound to this world by a regret or a desire to make amends with a family member. Others seek revenge for those who betrayed them in life.

Through these spirits two clear spiritual journeys are laid out. The Journey of Harmony and the Journey of Wrath. At 3rd level the shaman must chose one and undertake their own spiritual journey.

Journey of Harmony

Shamans who undertake a spiritual journey of harmony focus on using nature to make 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.

Harmonious Bond

At 3rd level, the Shaman gains the ability to summon a spirit companion through the use of the find familiar spell as a ritual. Each time the spirit companion is summoned, select from one of the two unique mana boons available to those that follow the Journey of Harmony, as listed below:

Spiritual Cure

You can spend 1 mana point to be able to cure diseases and poison, at a cost of 5 of your healing surge pool.

Forest Gift

You can spend 1 mana point to cast goodberry.

Harmonius Equilibrium

At 6th level when a creature within 30 feet of the spirit companion is reduced to 0 hit points, a shaman may spend 2 mana points as a reaction to give temporary hit points to a creature they can see other than themselves within 30 feet of the spirit companion.

These temporary hit points equal your shaman level + your Wisdom modifier. Only one creature at a time can benefit from this feature.

Spiritual Wings

At 14th level, once per day, the shaman can spend 3 mana points to make their spiritual companion transform into a pair of spectral wings on their back. While summoned the shaman gains a flight speed equal to their current speed. The wings can be recalled as a bonus action. They remain for 1 hour.

Journey of Wrath

Shamans who undertake a spiritual journey of wrath come into contact with vengeful spirits who can be called forth as an anima. Legends say these shaman feel the burning revenge of the dead in their veins at all times.

Wrathful Anima

At 3rd level a Shaman who chooses to take a journey of wrath gains the ability to call forth their anger as a malevolent anima. As a bonus action a shaman can summon their anima. The anima appears as an aura around their person. While the anima is summoned, you may spend one mana point on one of the following mana boons as an action:

Spiritual Fear

The shaman can spend 1 mana point to target one creature within 30ft to make a Wisdom saving throw or be frightened of them for 1 minute. The creature may make a Wisdom saving throw at the end of each of their turns. A creature that makes this save is immune to the effects of the spiritual fear for 24 hours.

Spiritual Retribution

Whenever the shaman is hit by a melee attack while the anima is summoned, they may use their reaction to spend 1 mana point and make an attack back.

Vampiric Anima

At 6th level, while the anima is summoned and a creature is reduced to 0 hit points within 60ft of them, the shaman may spend 2 mana points as a reaction to heal hit points equal to their shaman level + Wisdom modifier.

Spirit of Vengence

At 14th level, once per long rest the shaman may spend 3 mana points to cast summon undead at 7th level.

Cantrips

  • Blade Ward
  • Booming Blade
  • Druidcraft
  • Guidance
  • Light
  • Mold Earth
  • Primal Savagery
  • True Strike

Spiritual Companion

Tiny elemental


  • Armor Class 11 (natural armor)
  • Hit Points 5 + your shaman level
  • Speed 20ft, fly 20ft (hover).

STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 10 (0) 11(0) 14 (+2) 18 (+4)

  • Condition Immunities charmed, frightened, grappled, prone, restrained
  • Senses darkvision 60ft, passive Perception 12
  • Languages Understands the languages you speak