100% found this document useful (3 votes)
849 views13 pages

GB - Shaman Class V2.3

Uploaded by

eduardfarzaliiev
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (3 votes)
849 views13 pages

GB - Shaman Class V2.3

Uploaded by

eduardfarzaliiev
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 13

Credits Table Of Contents

Writing and Design Shaman Class 2


Gamingbrew Spiritual Callings 5
Cover Art Blood Rite 5
Marin Lurii Dragon Speaker 6
Primal Disciple 6
Interior Art Spirit Guardian 7
Dean Spencer, Jozef Klopacka, Kerribou, Marin Lurii Storm Keeper 8
Ancient Secrets 9
Shaman Spell List 10
Special Thanks Primal Beast Statblocks 11
Gamingbrew Moderators
Legal 12
Gallis, Ghostpants
Gamingbrew Sherpas Want More?
Goldspace, Medieval Mudkip, Nano Explore the World of Erenel!
https://www.worldanvil.com/w/erenel/
Gamingbrew Dice Legends
Ashen Mercury, Digital Prophet, Gallis, Matt, Ziemidian Watch World of Erenel campaigns live on Twitch.
https://www.twitch.tv/gamingbrew/

On the Cover
In this amazing scene illustrated by Marin Lurii, the
shaman begins to revere their spirit guardian and
prepares to form a bond of the clan to aid their allies.

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section
1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, place names, deities, etc.), new rules,
classes, plots, story elements, locations, characters, races, monsters, artwork, graphics, maps, sidebars, and trade dress. (Elements that
have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: The Open content in this book includes material taken from the Systems Reference Document. No other portion of this
work may be reproduced in any form without permission.
Shaman: 5e Class

T
he breath that escapes the lips of the
dwarf fogs briefly in the cold air before Through the Veil
disappearing. Calloused, strong fingers run In the beginning, a Shaman may not understand the
through the cold dirt as the sound around Calling that allows their acute sense of the thin veil
him dulls. Like his ancestors before him, he between the material and ethereal plane. Over time,
focuses. Suddenly, the dwarf slams an many Shamans embrace their ancestors and are
ancestral totem depicting his clan’s fortunate to find this guidance to be their Calling. The
insignia deep into the soil; his eyes gleam a striking blue ancestors offer protection to the Shaman, empowering
on impact. A roar rips through his throat as the form of their lineage as spirit guardians.
a bear shreds outward, replacing his dwarven physique. Other callings are more ancient in nature, such as the
In a matter of seconds, the shaggy-haired dwarf fades, bestial ways of the Primal Deities. As a disciple of the
and a ferocious grizzly bear with the same strikingly Primals, the Shaman is charged with maintaining the
blue eyes rumbles forward. balance of natural order and helping guide others into
Shaman are one with the mysterious energy that exists their service. Storm Keepers form from the connection
throughout Erenel. The power they possess could the Shaman supports with the elemental planes,
manifest in the form of spirits, both humanoid and specifically air and water. They are the eyes of the
animal-like, or something entirely sinister if the Shaman storm.
were to be convinced to tread a darker path. Either way, Blood Rite Shamans choose the rush of adrenaline
they act as guardians of the unseen, listeners of the past granted from the use of blood’s life essence as their
and future. Calling. Though seen as savage by many, these time-
honored rituals provide the Shaman with new ways to
Creating a Shaman protect their allies and bolster their clan’s defenses.
When you create your Shaman character, consider your
Shaman’s relationship to the spirit world. Does your It is without question that all Shamans have an
Shaman use their ability to bolster and defend a clan, unmatched affinity to the spirits of the living. These
letting the ancestors guide them. Do they serve as a spiritual guardians represent their clans’ safety, the
medium, allowing the living to communicate with the bond between life after death, and the elements’ energy.
dead and serve as a tribal healer? Maybe they listen to
the elements, gaining extraordinary powers from the Shaman Class v2.3
might of the Elemental Lords?

2 Shaman Class | Gamingbrew


The Shaman
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Secrets Known
1st +2 Ethereal Sight, Spellcasting 2 2 1 1st —
2nd +2 Ancestral Aid, Totem Conduit 2 3 2 1st 1
3rd +2 Spiritual Calling 2 4 2 2nd 1
4th +2 Ability Score Improvement 3 5 2 2nd 1
5th +3 — 3 6 2 3rd 1
6th +3 Spiritual Calling Feature 3 7 2 3rd 1
7th +3 — 3 8 2 4th 1
8th +3 Ability Score Improvement 3 9 2 4th 2
9th +4 — 3 10 2 5th 2
10th +4 Spiritual Calling Feature 4 10 2 5th 2
11th +4 Spiritual Harmony (6th) 4 11 3 5th 2
12th +4 Ability Score Improvement 4 11 3 5th 2
13th +5 Spiritual Harmony (7th) 4 12 3 5th 3
14th +5 Spiritual Calling Feature 4 12 3 5th 3
15th +5 Spiritual Harmony (8th) 4 13 3 5th 3
16th +5 Ability Score Improvement 4 13 3 5th 3
17th +6 Spiritual Harmony (9th) 4 14 4 5th 4
18th +6 Reincarnation 4 14 4 5th 4
19th +6 Ability Score Improvement 4 15 4 5th 4
20th +6 Elder Wisdom 4 15 4 5th 4

Class Features Quick Build


As a Shaman, you gain the following class features You can make a Shaman quickly by following these
suggestions. First, make Wisdom your highest ability
Hit Points score, followed by Constitution or Dexterity. Second,
Hit Dice:1d8 per shaman level choose the hermit background.
8 + your Constitution modifier
Hit Points at 1st Level:
Hit Points at Higher Levels:1d8 (or 5) + your Spellcasting
Constitution modifier per shaman level after 1st Your connection with the spirit world fuels your
Proficiencies spellcasting ability. See chapter 10 for the general rules
Armor: Light armor, medium armor, shields of spellcasting and your Shaman spell list below.
Weapons: Simple weapons Cantrips
Tools: Herbalism Kit You know two cantrips of your choice from the Shaman
Saving Throws: Wisdom, Charisma spell list. You learn additional cantrips of your choice at
Skills: Choose two from Animal Handling, Arcana, higher levels as shown in the Cantrips Known column.
History, Insight, Medicine, Nature, Religion, and
Survival Spell Slots
Equipment The Shaman table shows how many spell slots you have
You start with the following equipment, in addition to to cast your Shaman spells of 1st through 5th level. The
the equipment granted by your background: table also shows what the level of those slots is; all of
your spell slots are the same level. To cast one of your
any two simple weapons of your choice shaman spells of 1st level or higher, you must expend a
(a) shortbow and a quiver of 20 arrows or (b) shield
spell slot. You regain all expended spell slots when you
Leather armor, shaman totem, explorer’s pack and finish a short or long rest.
herbalism kit For example, when you are 5th level, you have two 3rd-
Alternatively, you can ignore the equipment here and level spell slots. To cast the 1st-level spell thunderwave,
in your background. Instead buy 4d4 × 10 gp worth of you must spend one of those slots, and you cast it as a
equipment from Chapter 5 of the Player’s Handbook. 3rd-level spell.

Shaman Class | Gamingbrew


3
Spells Known of 1st Level and Higher
Totem Conduit
At 1st level, you know two 1st level spells of your choice
from the Shaman spell list. Also at 2nd level, as a bonus action, you thrust your
The Spells Known column of the Shaman table shaman totem into the ground. After placing your totem,
shows when you learn more Shaman spells of your the totem emits an aura with a radius of 30 feet,
choice of 1st level and higher. A spell you choose must centered on the totem for 1-minute. When standing
be of a level no higher than what’s shown in the table’s within your totem’s radius while not wearing heavy
Slot Level column for your level. When you reach 6th armor, your Armor Class increases by 1. You can use a
level, for example, you learn a new Shaman spell, which shield and still gain this benefit.
can be 1st, 2nd, or 3rd level. When you cast a spell that targets only one creature
Additionally, when you gain a level in this class, you and has a range of touch, you can instead cast that on a
can choose one of the Shaman spells you know and target who is within your totem’s aura. If the spell has a
replace it with another spell from the Shaman spell list, casting time of one reaction, you can cast the spell on
which also must be of a level for which you have spell another creature if they would meet the condition for
slots. the reaction. You can place a totem a number of times
per day equal to your Wisdom modifier, regaining all
Spellcasting Ability expended uses when you finish a long rest.
Wisdom is your spellcasting ability for your Shaman
spells. You use your Wisdom whenever a spell refers to Spiritual Calling
your spell casting ability. In addition, you use your At 3rd level, the spirits of your ancestors invite you to
Wisdom modifier when setting the saving throw DC for follow in their footsteps. Choose Blood Rite, Dragon
a Shaman spell you cast and when making an attack roll Speaker, Primal Disciple, Spirit Guardian or Storm
with one. Keeper. Your choice grants you features at 3rd level,
Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier and again at 6th, 10th and 14th level.
Spell attack modifier = your proficiency bonus + your Ability Score Improvement
Wisdom modifier When you reach 4th level, and again at 8th, 12th, 16th,
Spellcasting Focus and 19th level, you can increase one ability score of
You use a totem as a spell casting focus for your your choice by 2, or you can increase two ability scores
Shaman spells. A shamanic totem (focus) usually is an of your choice by 1. As normal, you can’t increase an
object that has a high amount of spiritual energy or ability score above 20 using this feature.
connection the spirit world. It can range from a skull, Spiritual Harmony
bones, claws of an animal, to traditional and ritualistic
symbols that help commune with spirits. At 11th level, the spirits of your ancestors guide your
hand. Choose one 6th level spell from the shaman spell
Ethereal Sight list. You can cast this spell once without expending a
At 1st level, you gain the ability to see beyond the spell slot. You must finish a long rest before you can do
borders of the material plane. As an action, you can see so again.
60 feet into the Ethereal Plane for up to 1-minute or At higher levels, you gain more shaman spells of your
until you end it as an action. You can use this feature a choice that can be cast in this way: one 7th-level spell at
number of times equal to your Wisdom modifier 13th level, one 8th-level spell at 15th level, and one 9th-
(minimum 1) and regain any expended uses when you level spell at 17th level. You regain all uses of your
finish a long rest. Spiritual Harmony when you finish a long rest.
Additionally, while looking into the Ethereal Plane, Reincarnation
you can determine if a creature has died within the last At 18th level, you no longer suffer the drawbacks of old
24 hours. age, and you can’t be aged magically. If you die and your
Ancient Secrets body was not destroyed, your spirit will linger for up to
10-minutes. During this time, as an action, you can
At 2nd level, spirits of your ancestors provide you with choose to return to your body, coming back to life with 1
insight as you walk the shamanistic path. You gain an hit point.
ancient secret of your choice. A list of available ancient While dead, you can speak to anyone able to
secrets can be found in the list below. communicate with spirits or the Ethereal Plane. If you
When you reach certain Shaman levels, you gain wait longer than 10-minutes to return to your body or if
additional secrets of your choice, as shown in the your body was destroyed, you must find another way to
Secrets Known column of the Shaman table be returned to life. After using reincarnation, you can’t
use it again until you finish a long rest.
4 Shaman Class | Gamingbrew
Elder Wisdom
At 20th level you are fully attuned to the ethereal plane
and gain the following benefits.
You are always under the effects of a True Seeing
spell.
You can cast Plane Shift without material
components once per long rest.
Spiritual Calling
At 3rd level, the spirits of your ancestors invite you to
follow in their footsteps. Choose Blood Rite, Dragon
Speaker, Primal Disciple, Spirit Guardian or Storm
Keeper. Your choice grants you features at 3rd level,
and again at 6th, 10th and 14th level.
Blood Rite
Blood Rite Shamans spend the life essence found in
their veins to empower themselves. This ancient magic
is known as Hematurgy and is often seen as macabre in
nature. Regardless, none can deny the power found
underneath their scars.
Expanded Spell List
You learn additional spells when you reach certain
levels in this class, as shown on the table below. Each of
these spells counts as a shaman spell for you, but it
doesn’t count against the number of shaman spells you
know.
Blood Rite Spell List
Shaman Level Spell
3rd Crown of Madness
5th Vampiric Touch
7th Death Ward
9th Danse Macabre

Slice Palms
At 3rd level you learn to empower your spells with your
own blood. When you cast a spell, you can choose to
slice your palm and make the spell more powerful. Take
damage equal to the spell’s level to increase the DC of
the spell by 1. This damage cannot be reduced by any
means.
Last Rites
At 6th level, you gain one of the following features of
your choice: Extra Attack or Potent Cantrips.
Extra Attack Ursus Shaman
You can attack twice, instead of once, whenever you of Erenel

take the Attack action on your turn.


Potent Cantrips
You add your Wisdom modifier to the damage you deal
with any shaman cantrip.
Shaman Class | Gamingbrew 5
Bloodlust on a failed save, or half as much damage on a successful
one.
At 10th level you’ve learned to absorb the blood of This damage increases by 1d8 when you reach 11th
others into your ceremonial scars. When you bring a level (3d8). You can use this feature a number of times
creature to 0 hit points by using a spell from the shaman equal to your proficiency bonus, and you regain all
spell list, you regain hit points equal to half your expended uses when you finish a long rest.
shaman level rounded down. Dragon Presence
Scarred Fanatic
At 10th level you draw on the primal willpower of
At 14th level, choose a spell of 5th level or lower from dragons. You gain immunity to the frightened
your known spells and carve it on your body conditions.
permanently. You can cast your carved spell once
without expending a spell slot. You must finish a long Dragon Wings
rest before you can do so again. At 14th level, you gain the ability to sprout dragon wings
from your back, gaining a flying speed equal to your
Dragon Speaker current speed. You can create these wings as a bonus
A shaman who reveres the might of dragons hopes to action on your turn. They last until you dismiss them as
form a connection with dragonkind. The shaman a bonus action on your turn.
believes ascension is possible if one can avoid a
dragon’s destructive tendencies while elevating the Primal Disciple
primal power that inspires awe from many. The Primal Deities of Erenel are ancient world
Expanded Spell List protectors from before the Great Sacrifice. As a disciple
of the Primals, you are charged with maintaining the
You learn additional spells when you reach certain balance of the natural order and helping guide others
levels in this class, as shown on the table below. Each of into their service.
these spells counts as a shaman spell for you, but it
doesn’t count against the number of shaman spells you Expanded Spell List
know. You learn additional spells when you reach certain
levels in this class, as shown on the table below. Each of
Dragon Speaker Spell List
these spells counts as a shaman spell for you, but it
Shaman Level Spell doesn’t count against the number of shaman spells you
3rd
5th
Dragon’s Breath
Protection from Energy
know.
7th Find Greater Steed (Dragonnel. FTD p190) Primal Disciple Spell List
9th Summon Draconic Spirit Shaman Level Spell
3rd Animal Messenger
Dragon Emissary 5th Conjure Animals
At 3rd level, when you place your totem, choose a 7th Dominate Beast
damage type: acid, cold, fire, lightning, or poison. You 9th Hold Monster
gain resistance to the totem’s damage type while you
remain inside the totem’s aura. If you already have
resistance to the chosen type, reduce the damage of that
type by an amount equal to your Wisdom modifier
(minimum of 1) after halving the damage.
You also learn to speak, read, and write Draconic or
another language of your choice.
Dragon Breath
At 6th level, when you take the attack action on your
turn, as a bonus action, you can attack with an
exhalation of draconic energy in either a 20-foot cone or
a 30-foot cone that is 5 feet wide (your choice). Choose a
damage type: acid, cold, fire, lightning, or poison. Each
creature in that area must make a Dexterity saving
throw against your Spell Save DC, taking 2d8 damage Tad Shaman
of Erenel

6 Shaman Class | Gamingbrew


Primal Shape + your shaman level. Any hit points gained from this
feature that exceed your hit point maximum become
At 3rd level, as an action you can magically assume a temporary hit points instead. Once you use this feature,
primal form by expending one of your spell slots. you must finish a short or long rest before you can use it
Choose one of the following statblocks which uses your again.
proficiency bonus (PB) in several places; Primal of the
Land, Sky or Swamp. You also determine the kind of Primal Strength
animal the beast is and are encouraged to match it to At 14th level, when you assume your Primal form you
one of Erenel’s Primal Deities. Statblocks can be found can choose to become Large size instead of Medium.
below. While large in size, your damaging attacks deal an extra
While you are transformed the following rules apply. damage die (Example: 1d8 becomes 2d8).
Your game statistics are replaced by the statistics of Spirit Guardian
the beast, but you retain your alignment, personality, Many shamans revere the spirit guardian as the perfect
and Intelligence, Wisdom and Charisma scores. You example of a protector spirit. Protectors of the weak,
also retain all your skill and saving throw your clan and your adventuring companions, spirit
proficiencies, in addition to gaining those of the warriors stand alongside others bolstered by the spirit
creature. world.
When you transform, you assume the beast’s hit
points and Hit Dice. When you revert to your normal Expanded Spell List
form, you return to the number of hit points you had You learn additional spells when you reach certain
before you transformed. However, if you revert as a levels in this class, as shown on the table below. Each of
result of dropping to 0 hit points, any excess damage these spells counts as a shaman spell for you, but it
carries over to your normal form. doesn’t count against the number of shaman spells you
You can’t cast spells, but you can still speak. know.
Transforming doesn’t break your concentration on a
spell you’ve already cast, however, or prevent you Spirit Guardian Spell List
from taking actions that are part of a spell, that
you’ve already cast. Shaman Level Spell
You retain the benefit of any features from your 3rd Magic Weapon
class, race, or other source and can use them if the 5th Spirit Guardian
new form is capable of doing so. However, you can’t 7th Guardian of Faith
use any of your special senses, such as darkvision, 9th Steel Wind Strike
unless your new form has that sense.
Any equipment merges with the form and has no Ancestral Weapon
effect while transformed. At 3rd level, you can use your action to create a weapon
You can stay in your Primal form for a number of used by your ancestors in your empty hand. You can
hours equal to half your Shaman level (rounded down). choose the form that this melee weapon takes each time
You then revert to your normal form unless you expend you create it. You are proficient with it while you wield
another spell slot. You can revert to your normal form it. This weapon counts as magical for the purpose of
earlier by using a bonus action on your turn. You overcoming resistance and immunity to nonmagical
automatically revert if you fall unconscious, drop to 0 hit attacks and damage.
points, or die. Your ancestral weapon disappears if it is more than 5
feet away from you rofr 1 minute or more. It also
Extra Attack disappears if you use this feature again, if you dismiss
Beginning at 6th level, you can attack twice, instead of the weapon (no action required), or if you die.
once, whenever you take the Attack action on your turn You can transform one magic weapon into your
in both normal form or primal form. Additionally, your ancestral weapon by performing a special ritual while
attacks in primal form count as magical for the purpose you hold the weapon. You perform the ritual over the
of overcoming resistance and immunity to nonmagical course of 1-hour, which can be done during a short rest.
attacks and damage. You can then dismiss the weapon and have it appear
whenever you create your ancestral weapon thereafter.
Guardian of the Foremother You can’t affect an artifact or sentient weapon in this
At 10th level, you can draw on your Primal’s might to way. The weapon ceases being your ancestral weapon if
heal your wounds. While in normal or primal form, you you die, if you perform the 1-hour ritual on a different
can use a bonus action to regain hit points equal to 1d8 weapon, or if you use a 1-hour ritual to break your bond
to it.
Shaman Class | Gamingbrew 7
Ancient Defender Overcharge
When you critically hit on an attack roll with your At 3rd level, the first time you cast a shaman spell that
ancestral weapon while standing in your totem’s aura, deals cold, lightning or thunder damage on your turn
the creature takes an additional 1d6 psychic damage. during combat, gain 1 stack of overcharge. You can
You regain hit points equal to the extra psychic damage store a number of stacks equal to your shaman level.
dealt. This feature has no effect on undead or Overcharge stacks are lost at the end of a short or long
constructs. rest.
Extra Attack You can spend 2 stacks of overcharge to add 1d4
damage to a spell attack. Additionally, you can spend
Beginning at 6th level, you can attack twice, instead of multiple stacks on a single spell to increase the total
once, whenever you take the Attack action on your turn. number of 1d4 die dealt. Damage done in this way is not
subject to critical hits. You cannot gain an overcharge
Bond of the Clan stack on the same turn you use this feature.
At 10th level, you can unleash a powerful battle cry and Example: A 6th level shaman spends 6 stacks and deals
aid your allies. As an action, up to 10 other friendly an additional 3d4 damage on their spell attack.
creatures of your choice within 60 feet of you that can
hear you regain hit points equal to half your Shaman Empowered Storm
level (rounded down).
At 6th level, you gain one of the following features of
Once you use this feature, you must finish a long rest your choice: Extra Attack or Potent Cantrips.
before you can use it again. Extra Attack
Unbound Spirit You can attack twice, instead of once, whenever you
At 14th level, while standing in your Totem Conduit’s take the Attack action on your turn.
aura, you do not provoke opportunity attacks when Potent Cantrips
moving and gain resistance to bludgeoning, piercing You add your Wisdom modifier to the damage you deal
and slashing damage from non-magical attacks. with any shaman cantrip.
Storm Keeper Eye of the Storm
A connection to the elemental planes comes naturally to At 10th level, when you cast a shaman spell that deals
most shamans. Storm Keepers see themselves as an cold, lightning or thunder damage, you can choose to
exhalation of the union between the Planes of Air and gain temporary hit points equal to your Wisdom
Water onto the world. They are the eyes of the great modifier.
storm, seeing themselves as protectors to shape the
natural world. Ascended Form
Expanded Spell List At 14th level, you are able to assume the form of an
elemental being. As an action you draw upon the power
You learn additional spells when you reach certain of the elements and ascend into a chaotic manifestation
levels in this class, as shown on the table below. Each of of air and water. You can remain in this form for up to
these spells counts as a shaman spell for you, but it 10-minutes or until your concentration is broken (as if
doesn’t count against the number of shaman spells you concentrating on a spell). After using Ascended Form,
know. you can’t use it again until you finish a long rest.
Storm Keeper Spell List
While ascended, you gain the following benefits:
Shaman Level Spell You are resistant to cold, lightning and thunder
3rd Gust of Wind damage.
5th Lightning Bolt You gain a flying speed equal to your walking speed.
7th Summon Elemental Swirling winds and arcing lightning encircle you in
9th Cone of Cold an aura with a 15-foot radius. When a hostile
creature enters the area for the first time on their
turn or starts its turn there, they take cold or
lightning damage (your choice) equal to 1d6 + your
Wisdom modifier.

8 Shaman Class | Gamingbrew


Ancient Secrets
Listed below are secrets the spirits of your ancestors
have shared. When you reach certain Shaman levels,
you gain additional secrets of your choice, as shown in
the Secrets Known column of the Shaman table.
Great Bear
Primal Deity: Ødger, the Storm Claw
You can cast the
enlarge/reduce spell once per day
without expending a spell slot and without requiring
concentration. You can only choose the enlarge version
of this spell when doing so.
Healing Flood
Primal Deity: Kav’wa the Bard Prince
When you restore hit points to another creature while
standing in your Totem Conduit, you regain hit points
equal to your Wisdom modifier.
Last Guide
Primal Deity: Bedoma the Deliverer
You can cast thereincarnate spell once per day without
expending a spell slot. Art by
Dean Spencer
Raven’s Call
Primal Deity: Ianna, Matron of Ravens
When you deal damage to a creature, you can force
them to make a Constitution saving throw against your Multi-classing
shaman spell save dc. On a failed save, the creature The prerequisites for multi-classing into a Shaman are a
cannot regain hit points until the beginning of your next Wisdom score of 13.
turn.
When you multi-class into a Shaman, you gain
Unbound Wayfarer proficiency with simple weapons, light armor, medium
Primal Deity: Natsuko, the Wayfarer armor and shields.
Your base movement speed increases by 5 feet. This
bonus to your movement speed inceases to 10 feet at
8th level and 15 feet at 13th level. Changelog v2.3
Revisions may occur after more play testing and will be
Warden’s Grace
Primal Deity: Thayriel, Warden of the Woodland
recorded here for reference.
As a reaction, when you or a creaure you can see within Added Dragon Speaker subclass
30 feet of you suffers a critical hit, you can turn that hit Updated Ancient Secret of the Bear to not require
into a normal hit. Any effects triggered by a critical hit concentration.
are canceled. After using Warden’s Grace, you can’t use Ancient Defender now requires the Shaman to be
it again until you finish a short or long rest. inside their totem’s aura.
Wrath Incarnate
Primal Deity: Hrólfr, the Ancient Wolf
When you score a critical hit with a weapon attack, you Join the Gamingbrew Community
can use your reaction to immediately make one Visit the Content Vault for more 5E content
additional weapon attack on a different creature within http://bit.ly/GBVault/
range. Learn more about the Erenel Campaign Setting
https://bit.ly/Erenel/

Shaman Class | Gamingbrew 9


Shaman Spell List
Cantrips (0 Level) Witch Bolt Thunder Step 6th Level
Chill Touch Tidal Wave Bones of Earth
Control Flames 2nd Level Tiny Hut Chain Lightning
Create Bonfire Aid Water Breathing Primordial Ward
Druidcraft Augury Sunbeam
Guidance Barkskin 4th Level Transport Via Plants
Frostbite Continual Flame Control Water Wall of Thorns
Primal Savagery Dust Devil Divination Wind Walk
Resistance Earthbind Elemental Bane
Shillelagh Enhance Ability Fire Shield 7th Level
Shocking Grasp Flame Blade Freedom of Movement Crown of Stars
Spare the Dying Gentle Repose Giant Insect Etherealness
Thorn Whip Gust of Wind Grasping Vine Plane Shift
Toll the Dead Lesser Restoration Guardian of Nature Regenerate
Thunderclap Maximilian’s Earthen Grasp Stoneskin Resurrection
Pass Without a Trace Storm Sphere Symbol
1st Level Protection from Poison Summon Elemental Whirlwind
Absorb Elements Spike Growth Wall of Fire
Armor of Agathys Summon Beast 8th Level
Bane Warding Wind 5th Level Animal Shapes
Bless Awaken Control Weather
Command 3rd Level Commune Dominate Monster
Cure Wounds Bestow Curse Commune with Nature Earthquake
Earth Tremor Dispel Magic Conjure Elemental Sunburst
Entangle Elemental Weapon Dream Tsunami
False Life Erupting Earth Far Step
Find Familiar Haste Greater Restoration 9th Level
Fog Cloud Life Transference Insect Plague Astral Projection
Hex Plant Growth Maelstrom Foresight
Ice Knife Remove Curse Reincarnate Meteor Swarm
Longstrider Revivify Scrying Storm of Vengeance
Thunderwave Speak with Dead Tree Stride True Resurrection
Spirit Shroud Wrath of Nature

Shaman Class | Gamingbrew


10
Primal Beast Statblocks
Primal Beast, Land Primal Beast, Swamp
Medium Beast, unaligned Medium Beast, unaligned

Armor Class 13 + PB Armor Class 13 + PB


Hit Points 5 + five times your Shaman level (Primal beast has a Hit Points 5 + five times your Shaman level (Primal beast has a
number of hit dice [d8] equal to your Shaman level. number of hit dice [d8] equal to your Shaman level.
Speed 40 ft. Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 10 (+0) 14 (+2) 11 (+0) 14 (+2) 14 (+2) 15 (+1) 10 (+0) 14 (+2) 11 (+0)

Senses darkvision 60 ft., passive Perception 12 Senses darkvision 60 ft., passive Perception 12
Languages Your languages Languages Your languages

Aggressive. As a bonus action, the primal beast can move up to Amphibious. The primal beast cam breathe both land and water
its speed toward a hostile creature it can see.
Standing Leap. The primal beast’s long jump is up to 20 feet
Keen Smell. The primal beast has advantage on Wisdom and its high jump is up to 10 feet, with or without a running
(perception) checks that rely on hearing or smell. start.

Actions Actions
Maul. Melee Weapon Attack: your spell attack modifier to hit, Slam. Melee Weapon Attack: your spell attack modifier to hit,
reach 5ft., one target. Hit 1d10 + PB reach 5ft., one target. Hit 1d8 + PB

Primal Beast, Sky


Medium Beast, unaligned

Armor Class 13 + PB
Hit Points 4 + five times your Shaman level (Primal beast has a
number of hit dice [d8] equal to your Shaman level.
Speed 10 ft., fly 40 ft.

STR DEX CON INT WIS CHA


6 (-2) 16 (+3) 13 (+1) 10 (+0) 14 (+2) 11 (+0)

Senses darkvision 60 ft., passive Perception 12


Languages Your languages

Flyby. The primal beast doesn’t provoke opportunity attacks


when it flies out of an enemy’s reach.

Keen Hearing and Sight. The primal beast has advantage on


Wisdom (perception) checks that rely on hearing and sight.

Actions
Shred. Melee Weapon Attack: your spell attack modifier to hit,
reach 5ft., one target. Hit 1d6 + PB

Shaman Class | Gamingbrew 11


Product Identity: The following items are hereby identified as 5. Representation of Authority to Contribute: If You are contributing original
Product Identity, as defined in the Open Game License version material as Open Game Content, You represent that Your Contributions are Your
1.0a, Section I(e), and are not Open Content: All trademarks, original creation and/or You have sufficient rights to grant the rights conveyed by
this License
registered trademarks, proper names (characters, place names,
deities, etc.), dialogue, plots, story elements, and locations. 6. Notice of License Copyright: You must update the COPYRIGHT NOTICE
(Elements that have previously been designated as Open Game portion of this License to include the exact text of the COPYRIGHT NOTICE of
Content are not included in this declaration.) any Open Game Content You are copying, modifying or distributing, and You
must add the title, the copyright date, and the copyright holder’s name to the
Open Game Content: Except for material designated as Product
COPYRIGHT NOTICE of any original Open Game Content you Distribute.
Identity, the game mechanics of this Gamingbrew product are 7. Use of Product Identity: You agree not to Use any Product Identity, including
Open Game Content, as defined in the Open Gaming License as an indication as to compatibility, except as expressly licensed in another,
version 1.0a Section 1(d). No portion of this work other than the independent Agreement with the owner of each element of that Product Identity.
material designated as Open Game Content may be reprouduced in You agree not to indicate compatibility or co-adaptability with any Trademark or
Registered Trademark in conjunction with a work containing Open Game
any form without written permission. Content except as expressly licensed in another, independent Agreement with
the owner of such Trademark or Registered Trademark. The use of any Product
Open Gaming License Identity in Open Game Content does not constitute a challenge to the ownership
of that Product Identity. The owner of any Product Identity used in Open Game
The following text is the property of Wizards of the Coast, Inc. and Content shall retain all rights, title, and interest in and to that Product Identity.
is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights 8. Identification: If you distribute Open Game Content You must clearly indicate
Reserved. which portions of the work that you are distributing are Open Game Content.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners
who have contributed Open Game Content; (b)”Derivative Material” means 9. Updating the License: Wizards or its designated Agents may publish updated
copyrighted material including derivative works and translations (including into versions of this License. You may use any authorized version of this License to
other computer languages), potation, modification, correction, addition, copy, modify and distribute any Open Game Content originally distributed under
extension, upgrade, improvement, compilation, abridgment or other forms in any version of this License.
which an existing work may be recast, transformed or adapted; (c) “Distribute”
means to reproduce, license, rent, lease, sell, broadcast, publicly display, 10. Copy of this License: You MUST include a copy of this License with every
transmit or otherwise distribute; (d)”Open Game Content” means the game copy of the Open Game Content You Distribute.
mechanic and includes the methods, procedures, processes and routines to the 11. Use of Contributor Credits: You may not market or advertise the Open Game
extent such content does not embody the Product Identity and is an Content using the name of any Contributor unless You have written permission
enhancement over the prior art and any additional content clearly identified as from the Contributor to do so.
Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but 12. Inability to Comply: If it is impossible for You to comply with any of the terms
specifically excludes Product Identity. (e) “Product Identity” means product and of this License with respect to some or all of the Open Game Content due to
product line names, logos and identifying marks including trade dress; artifacts; statute, judicial order, or governmental regulation then You may not Use any
creatures characters; stories, storylines, plots, thematic elements, dialogue, Open Game Material so affected.
incidents, language, artwork, symbols, designs, depictions, likenesses, formats,
poses, concepts, themes and graphics, photographic and other visual or audio 13. Termination: This License will terminate automatically if You fail to comply
representations; names and descriptions of characters, spells, enchantments, with all terms herein and fail to cure such breach within 30 days of becoming
personalities, teams, personas, likenesses and special abilities; places, locations, aware of the breach. All sublicenses shall survive the termination of this License.
environments, creatures, equipment, magical or supernatural abilities or effects,
logos, symbols, or graphic designs; and any other trademark or registered 14. Reformation: If any provision of this License is held to be unenforceable,
trademark clearly identified as Product identity by the owner of the Product such provision shall be reformed only to the extent necessary to make it
Identity, and which specifically excludes the Open Game Content; (f) enforceable.
“Trademark” means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards
contributed to the Open Game License by the Contributor (g) “Use”, “Used” or of the Coast, Inc. System Reference Document 5.0 Copyright 2016, Wizards of
“Using” means to use, Distribute, copy, edit, format, modify, translate and the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney
otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris
means the licensee in terms of this agreement. Sims, and Steve Townshend, based on original material by E. Gary Gygax and
Dave Arneson.
2. The License: This License applies to any Open Game Content that contains a
notice indicating that the Open Game Content may only be Used under and in END OF LICENSE.
terms of this License. You must affix such a notice to any Open Game Content
that you Use. No terms may be added to or subtracted from this License except
as described by the License itself. No other terms or conditions may be applied
to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your
acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive
license with the exact terms of this License to Use, the Open Game Content.

You might also like