The Shaman
The
Shaman
The half-orc silently moved
through the forest, her tattoos
shimmering in the moonlight.
Gripping the ancestral war club
of her tribe, she called upon the
Spirits of previous champions to
empower her strikes. A cold fell
over her foes' camp as the half-orc
walked into its midst. Those who
had dared to steal lumber from
from the ancestral forest of her
people would pay in blood.
A hunched, elder halfling clung
to his walking stick as the massive
ogre charged toward him. Just before
the foe fell upon him, the elder embraced
the Spirit of the Great Beast and shifted into
a supernaturally massive bear. The two collided
with great force, but only one would survive. The eyes
of the great bear flashed with a momentary pale light
and as suddenly as it had appeared, an elderly halfling
stood in its place, his eyes glowing with pale light.
The thin elf stood on a cliff overlooking the great battle
below. The great dragon had all but decimated the battalion
of guards that had come to defend their home. A single man Creating
stood and thrust his spear toward the terrifying wyrm, but Your Shaman
before the dragon could deflect the blow, the elf unleashed a
powerful Spirit from within one of her Totems. In an instant, When creating your Shaman, consider how you first learned
the Spirit had enveloped the dragon, temporarily sapping its to wield the power of Spirits. Were you trained from birth to
strength. In its feeble state, the spear pierced the dragon's become the next elder of your people, destined to inherit the
heart, ending its campaign of terror. The elf made her way power of your ancestors? Were you raised by a vile hag, and
back to her solitary cave, content knowing that the town she taught to manipulate Spirits of darkness and death to curse
guarded in secret would be safe for another season. and hex your foes? Or did you study under an ancient hermit,
The three characters above are examples of the spiritual learning to draw upon the spiritual power within in all living
conduits known as Shamans. Using ancient knowledge they things in order to heal the spiritually and physically broken?
are able to bind and channel the power of mystical Spirits. No matter the origin, you should decide how your Shaman
views the spiritual world. Have they dedicated themselves to
Ancient Power maintaining a balance between the physical and ethereal? Or,
Before celestials took notice of mortals and bestowed power do they view Spirits as tools to be bound and used, sources of
on Clerics and Paladins, Shamans served peoples as guides power that Shamans can wield however they choose?
and protectors. Using ancient rituals, Shamans would bind
Spirits to Totems, small objects of spiritual significance, and
channel that power for good of their people. This ancient art Multiclassing and the Shaman
was passed from elder to elder in a continuous chain, down If your group uses the rule on multiclassing in the
to the Shamans of today. Those who bind theses Spirits are Player's Handbook, here's what you need to know
part of a tradition stretching back to the dawn of time. if you choose the Shaman as one of your classes.
Ability Score Minimum. As a multiclass character,
Spiritual Balance you must have a minimum Wisdom score of 13 to
take your first level as a Shaman, or to take a level
Shamans spend their lives maintaining the delicate balance in another class if you are already a Shaman.
between the physical mortal world, and the ethereal world of Proficiencies Gained. If Shaman isn't your initial
Spirits. They are trained to recognize the Spirits that indwell class, you gain proficiency in simple weapons and
every living thing and use this spiritual sight to protect those light armor when you take your first Shaman level.
they love from sinister Spirits who seek to destroy all life. Spellcasting. If you have a feature from another
Sometimes, Shamans will seek out Spirits of love and life class that allows you to learn and cast spells, you
that willingly bind themselves to Totems so that they may aid can use your Conduit Magic spell slots to cast the
the Shaman in their spiritual warfare. Other malevolent and spells you gained through that feature, and you can
vile Spirits are bound to Totems against their will and used use those spell slots to cast your Shaman spells.
by Shamans to help defeat other Spirits of destruction.
The Shaman
Bound Cantrips Spell Slot
Level PB Features Spirits Known Slots Level
1st +2 Sacred Focus, Totem Spirits 2 — — —
2nd +2 Conduit Magic, Spirituality 2 2 2 1st
3rd +2 ─ 3 2 2 2nd
4th +2 Ability Score Improvement 3 3 2 2nd
5th +3 Totemic Versatility 4 3 2 3rd
6th +3 Spirituality Feature 4 3 2 3rd
7th +3 ─ 5 3 2 4th
8th +3 Ability Score Improvement 5 3 2 4th
9th +4 ─ 6 3 2 5th
10th +4 Spirituality Feature 6 4 2 5th
11th +4 Elder Spirit (6th-level) 6 4 3 5th
12th +4 Ability Score Improvement 7 4 3 5th
13th +5 Elder Spirit (7th-level) 7 4 3 5th
14th +5 Spirituality Feature 7 4 3 5th
15th +5 Elder Spirit (8th-level) 8 4 3 5th
16th +5 Ability Score Improvement 8 4 3 5th
17th +6 Elder Spirit (9th-level) 8 4 4 5th
18th +6 ─ 9 4 4 5th
19th +6 Ability Score Improvement 9 4 4 5th
20th +6 Spiritual Ascension 9 4 4 5th
Class Features Sacred Focus
Hit Points In order to channel the supernatural power of spirits without
Hit Dice: 1d8 per Shaman level being consumed, Shamans must draw this wondrous power
Hit Points at 1st Level: 8 + your Constitution modifier. through the strongest aspect of themselves. At 1st level, you
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution choose a Sacred Focus from the options listed below.
modifier per Shaman level after 1st Once it is chosen, your Sacred Focus cannot be changed.
Proficiencies Body
Armor: Light armor, shields You channel spiritual power through your body, bending
Weapons: Simple weapons, blow guns, nets. Spirits to your will with physical might. When you choose
Tools: None this Sacred Focus your hit point maximum increases by 1,
and it increases by 1 again each time you gain a level.
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Arcana, Insight, Heart
Medicine, Nature, Performance, or Religion You channel spiritual power into your heart and overwhelm
Equipment Spirits with powerful emotions. You gain proficiency in both
As a Shaman, you start with the following equipment, in Intimidation and Persuasion, and you can use your Wisdom,
addition to the equipment granted by your backround: in place of Charisma, for any ability checks with those skills.
(a) a quarterstaff or (b) any simple weapon Mind
(a) a shortbow and 20 arrows or (b) 5 javelins You channel spiritual power through your mind, manipulating
(a) a priest's pack or (b) an explorer's pack the Spirits with your keen wit. Whenever you make an ability
Leather armor and one object used as a Totem. check or a saving throw that uses your Intelligence score, you
can choose to use your Wisdom score instead.
Quick Build
You can make a Shaman quickly by using these suggestions. Soul
First, make Wisdom your highest ability score followed by You channel spiritual power through your soul, your serenity
Constitution. Second, choose the Hermit background. Last, soothes Spirits and wards you from harm. While not wearing
choose the Body Sacred Focus and take Totem of the Bear armor or wielding a shield, your Armor Class is equal to 10 +
and Totem of the Mountain as your Bound Totems. your Charisma modifier + your Wisdom modifier.
Totem Spirits Spell Slots
At 1st level, you learn to bind primal Totem Spirits to sacred The Shaman table above shows the number of spell slots you
Totems so that you may safely channel their mystical abilities. have to cast your Shaman spells of 1st through 5th-level. The
Any Tiny object can of your choice be a Totem, but most often Slot Level column of the Shaman table also shows the level
they are objects reminiscent of the Spirit bound within. of all of your spell slots. To cast a Shaman spell of 1st-level or
Your Totems and their abilities use the rules detailed here: higher, you must expend a spell slot. You regain all expended
spell slots when you finish a short or long rest.
Bound Spirits For example, at 5th level, you have two 3rd-level spell slots.
At 1st level, you bind two Totem Spirits of your choice from To cast the 1st-level spell cure wounds, you must expend one
the list at the end of the class. At certain Shaman levels you of your 3rd-level spell slots, and cast cure wounds at 3rd-level.
bind additional Totem Spirits, as shown in the Bound Spirits
column of the Shaman table. If a Spirit has prerequisites, you Preparing & Casting Spells
can bind it at the same time you meet its prerequisites. You prepare the list of spells that are available for you to cast,
When you gain a Shaman level, you can replace one Totem choosing from the Shaman spell list. When you do, choose a
Spirit you currently have bound with another of your choice. number of Shaman spells equal to your Shaman level + your
Wisdom modifier (a minimum of 1). Spells you prepare must
Saving Throws be of a level equal to your Slot Level or lower.
If a Totem requires a target to make a saving throw, the DC For example, as a 5th level Shaman with a Wisdom of 18,
equals 8 + your proficiency bonus + your Wisdom modifier. you prepare nine spells of your choice of 3rd-level or lower
from the Shaman spell list. Casting a spell doesn't remove it
Totemic Assault from your list of prepared spells. During a long rest, you can
As an action, you can command the Spirits bound within one change your list of prepared spells by meditating: 1 minute
of your Totems to swarm one creature you can see within 60 per spell level for each new spell you are preparing.
feet of you. That creature must succeed on a Charisma saving
throw or take 1d8 necrotic damage. Spellcasting Ability
The Spirits swarm around this creature until it is slain, it As you draw your magic from your understanding of Spirits,
moves more than 60 feet away, or you use Totemic Assault on Wisdom is your spellcasting ability for your Shaman spells.
another target. While they swarm, you can use a bonus action You use Wisdom if a spell refers to your spellcasting ability,
on subsequent turns to force it to make this Charisma saving setting a saving throw DC, or making a spell attack roll:
throw again. You can only use Totemic Assault once per turn. Spell save DC = 8 + your proficiency bonus
The damage dealt by your Totemic Assault increases at 5th + your Wisdom modifier
level (2d8), at 11th level (3d8), and finally at 17th level (4d8). Spell attack modifier = your proficiency bonus
Conduit Magic + your Wisdom modifier
At 2nd level, you learn to call on the spiritual energies present Ritual Casting
in all things to cast spells. You gain the following features: You can cast the Ritual version of any Shaman spell that you
have prepared so long as the spell has the Ritual tag.
Cantrips
At 2nd level, you learn two Cantrips of your choice from the Spellcasting Focus
Shaman spell list. You learn an additional Shaman Cantrip of You can use any Totem to which you have bound a Spirit as
your choice when you reach 4th level, and again at 10th level. the spellcasting focus for your Shaman spells.
Spirituality Elder Spirits
At 2nd level, choose the Spirituality which best represents the Below is the list of Elder Spirits available to Shamans to bind
disciplines and rites you use to channel spirits: Curse Binder, to their will. Shamans can cast each spell once between each
Far Seer, Spirit Warrior, Wild Heart, or Witch Doctor, each of long rest, at its lowest level, without expending a spell slot.
which is detailed at the end of this class. You can use Totemic Versatility to change your Elder Spirit.
Your Spirituality grants you features at 2nd level, and again
when you reach 6th, 10th, and 14th level in this class. Elder Spirit of Death
More Spirituality options, including Elementalist, Idolater, Spirits of Death are drawn from the Shadowfell, the Hells, or
and Spirit Guide, can be found in the Shaman Expanded. the Abyss. They lend Shamans their powerful sinister magic.
Shaman Level Spell
Spirituality Spells
Each Spirituality has a list of spells you always have prepared 11th flesh to stone
once you reach the Shaman levels noted in your Spirituality's 13th finger of death
description. They count as Shaman spells for you, but they do
not count against the number of spells you prepare each day. 15th horrid wilting *
17th power word: kill
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and Elder Spirit of Life
19th level, you can increase one ability score of your choice Spirits of Life come to aid Shamans from the upper planes or
by 2, or two ability scores by 1. As normal, you can't increase the Feywild. They bless Shamans with mystic healing magic.
one of your ability scores above 20 using this feature. Shaman Level Spell
Totemic Versatility 11th heal
At 5th level, your ability to connect with and channel the spirit 13th regenerate
world increases. During a long rest, you can perform a 1-hour
ritual to replace one of your current bound Spirit Totems with 15th holy aura
another of your choice, for which you meet all prerequisites. 17th power word: heal
Elder Spirit Elder Spirit of the Moon
Your ever-deepening connection to the world of Spirits allows Spirits of the Moon can be summoned from the Astral Sea or
you to conjure and bind powerful Elder Spirits to Totems. At Ethereal Plane. They grant Shamans their mystical abilities.
11th level, choose one Elder Spirit to bind to a Totem. It does Shaman Level Spell
not count against your total number of Bound Totems.
Each Elder Spirit includes a list of Elder Spells that you 11th primordial ward *
learn at the Shaman levels listed in its description. They do 13th reverse gravity
not count against your total number of Spells Known. 15th antimagic field
Once you reach the levels in your Elder Spirit's description,
you can cast each of these spells once between each long rest 17th astral projection
at its lowest level, without expending a spell slot.
You can use your Totemic Versatility feature to replace your Elder Spirit of the Sun
Elder Spirit with another Elder Spirit of your choice. Though, Spirits of the Sun are drawn from places of powerful radiant
if you replace your Elder Spirit with another Spirit, you only magic. They lend Shamans restorative and purifying power.
know the Elder Spells of your current Elder Spirit. Shaman Level Spell
Spiritual Ascension 11th sunbeam
You have transcended the need for a corporeal form. At 20th 13th resurrection
level, your physical body no longer ages, and you are immune 15th sunburst
to all disease, the Poisoned condition, and poison damage.
Also, when you are reduced to 0 hit points, you can release 17th true resurrection
the Spirit bound within one Totem to instead fall to a number
of hit points equal to your Shaman level. You then lose access Elder Spirit of the Void
to the abilities of that Totem until you complete a long rest. Spirits of the Void are called from outer realms beyond the
known planes. They grant Shamans dark aberrant magick.
Shaman Level Spell
Looking For More Shaman?
11th soul cage *
Check out the Shaman Expanded for a multitude of
additional options for the Shaman Class, including 13th prismatic spray
extra Spiritualities, Totems, and Elder Spirits!
15th maddening darkness *
17th psychic scream *
Shaman Spell List
Below is the list of spells available to the
Shaman. They are organized by spell level,
not character level. The spells listed below are
in the Player's Handbook, Xanathar's Guide to
Everything *, Tasha's Cauldron of Everything **.
Spells marked LL are from the laserllama Spell
Compendium. It includes new and alternate spells.
Any spell marked (r) can be cast as a Ritual.
Cantrips (0-Level) 2nd-Level
beckon air LL aid
blade ward LL alter self
chill touch augury (r)
control flame LL barkskin
create bonfire * blur
frostbite * continual flame
guidance LL darkness
magic stone * dust devil *
mold earth LL earthbind *
otherworldly grasp LL enhance ability
poison spray LL gentle repose (r)
primal savagery LL gust of wind
shape water LL heat metal
shillelagh locate creature (r) LL
spare the dying misty step
seance LL moonbeam
thaumaturgy pass without trace LL
thorn whip protection from poison
thunderclap * spike growth
toll the dead ** totemic cowl LL
warding wind *
1st-Level
absorb elements * 3rd-Level
animal friendship (r) bestow curse
bane clairvoyance
beast bond * daylight
bless dire wail LL
cause fear * dispel magic
ceremony (r) * elemental weapon
command feign death (r)
cure wounds gaseous form
detect evil & good haste
detect magic (r) life transference *
dissonant whispers magic circle
entangle meld into stone (r) 4th-Level 5th-Level
expeditious retreat nondetection arcane eye anitlife shell
false life phantom steed (r) banishment awaken
find familiar (r) plant growth control water cloudkill
fog cloud protection from energy divination (r) commune (r)
ghastly flight LL remove curse elemental bane * commune with nature (r)
heroism slow faithful hound dawn *
inflict wounds speak with dead fire shield dispel evil & good
longstrider spectral passage LL freedom of movement dream
protection from evil & good spirit guardians giant insect far step
purify food & drink (r) stinking cloud grasping vine planar binding
sanctuary tiny hut (r) LL guardian of nature * reincarnate
shield of faith tongues polymorph LL scrying
sleep wall of sand * sickening radiance * skill empowerment *
unseen servant (r) wall of water * stoneskin spiritual sundering LL
witch bolt LL wind wall watery sphere * wrath of nature *
Totemic Curse
Spirituality 2nd-level Curse Binder Spirituality feature
Choose the Spirituality that best represents the disciplines You bind Spirits of pain, suffering, and despair to inflict upon
and rites your Shaman uses to channel their mystical power: your foes. Whenever a creature fails its saving throw against
Totemic Assault, you inflict one of the following conditions on
Curse Binder Wild Heart
it until the beginning of your next turn:
Far Seer Witch Doctor
Its speed is halved and it cannot take reactions.
Spirit Warrior — It cannot regain hit points, and whenever it takes damage
it takes an additional 1d4 necrotic damage.
Curse Binder It is Blinded to anything more than 15 feet away from it.
While most Shamans use the power of Spirits to work magic Sinister Vitality
and heal the sick, some twist this connection, binding sinister 6th-level Curse Binder Spirituality feature
Spirits to enemies. Known as Curse Binders, these Shamans Sinister spirits drain life from your foes. Whenever you deal
wield the sinister spiritual power present in the world. Often necrotic damage to a creature with Totemic Assault, you gain
apprentices of hags or entities from the Shadowfell, they use temporary hit points equal to half the necrotic damage dealt.
ancient techniques to afflict their foes with hexes and curses. This has no effect on Constructs or Undead creatures.
Curse Binder Spells Occult Ward
2nd-level Curse Binder Spirituality feature 10th-level Curse Binder Spirituality feature
You always have certain spells prepared at the Shaman levels Your familiarity with foul magick and sinister curses protect
in the table below. The spells count as Shaman spells for you, you from similar effects. You gain resistance to both poison
but they do not count against the spells you prepare each day: and necrotic damage, and have advantage on saving throws
Shaman Level Spells to resist the Charmed and Frightened conditions.
2nd bane, cause fear * Also, when you succeed on a saving throw to resist being
Charmed or Frightened, you can use your reaction to target
3rd blindness/deafness, ray of enfeeblement your attacker with Totemic Assault.
5th bestow curse, vampiric touch
Foul Conjuration
7th blight, phantasmal killer 14th-level Curse Binder Spirituality feature
9th contagion, enervation You have reached the apex of sinister shamanism, the ability
to create corporeal bodies for the vile Spirits you bind. Once
Evil Eye per long rest, you can cast create undead at 6th-level without
2nd-level Curse Binder Spirituality feature expending a spell slot or providing the material components.
You can curse with a glance. When a creature that you can Any Undead creatures that you create with this feature
see within 60 feet hits with an attack roll, or succeeds on an crumble to dust at the end of your next long rest.
ability check or saving throw, you can use a reaction to roll
1d4 and subtract it from its roll, possibly causing it to fail.
You can use this reaction a number of times equal to
your Wisdom modifier (minimum of once). You regain
all expended uses when you
finish a long rest.
Far Seer Totemic Ritualist
Many Shamans initially discover their connection to the spirit 2nd-level Far Seer Spirituality feature
world when they perform rituals to divine the future. Should The Spirits bound within your Totems to enhance your ritual
these amateur spiritualists pursue this connection they learn magic. When you cast the Ritual version of a Shaman spell,
to channel Spirits as a Far Seer, a Shaman who can glimpse you can use a Totem in place of any material component that
both past and future, and use spiritual power to alter Fate. is not consumed. When you do, the Ritual version of that spell
only takes 1 additional minute, instead of 10 minutes.
Far Seer Spells Also, whenever you cast a divination spell and use a Totem
2nd-level Far Seer Spirituality feature as the spellcasting focus, the Totem can replace any material
You always have certain spells prepared at the Shaman levels components with a gold value so long as it is not consumed.
in the table below. The spells count as Shaman spells for you, Ascended Awareness
but they do not count against the spells you prepare each day: 6th-level Far Seer Spirituality feature
Shaman Level Spells The Spirits of Fate constantly whisper secrets to you, filling
2nd comprehend languages, detect magic your mind with constant glimpses of the near future. So long
as you are not incapacitated you cannot be surprised, and you
3rd augury, detect thoughts add your Wisdom modifier (minimum of +1) to initiative rolls.
5th clairvoyance, tongues
Certain Fate
7th arcane eye, divination 10th-level Far Seer Spirituality feature
9th contact other plane, scrying The future is fickle and constantly changing, but once you
glimpse something, it nearly always comes to pass. When you
Spirits of Fate use your reaction to add a Fate Die to a roll and it does not
2nd-level Far Seer Spirituality feature change the outcome of that roll, the Die is not expended.
You have learned to bind minor Spirits of Fate and unleash For example, if you subtracted a Fate Die from an foe's
them to influence the world around you in minor ways. Each saving throw and it still succeeded on its saving throw, your
time you finish a short or long rest, roll two d4s, your Fate Fate Die would not be expended.
Dice, and record the numbers you rolled. Tip the Scales
When you or a creature you can see within 60 feet makes 14th-level Far Seer Spirituality feature
an ability check, attack roll, or saving throw, you can use your You can effect Fate in ways that rival elder Spirits, if only in
reaction to apply one of these Fate Dice to the roll, adding or small moments. When a creature you can see within 60 feet
subtracting it from the result. You can use this reaction after finishes its turn, you can use your reaction to expend one of
you know the result of the roll, but before you know if the your Fate Dice, and force the creature to repeat that turn.
roll would be a success or failure. Anything that happened during its turn is undone, and the
Each Fate Die can be used only once, and any unused target must repeat its turn exactly, taking the same exact
Fate Dice are lost at the end of a short or long rest. course of action, but any dice rolled on that turn are
At certain Shaman levels, your Fate Dice grow: at rolled again, and all creatures use the new results.
6th level (d6), 10th level (d8), and 14th level (d10).
Totemic Weapon
2nd-level Spirit Warrior Spirituality feature
You bind warrior Spirits to your weapons. During the course
of a long rest, you can perform a 1-hour ritual to bind one of
the Spirits below to a melee weapon you are holding. The
weapon gains the benefits of the chosen Spirit until
you use this ritual again.
You can use your Wisdom, in place of Strength,
for attack and damage rolls with this Totemic
Weapon, and its attacks count as magical for
overcoming resistance and immunity.
Spirit of Challenge
This Spirit compels foes to fight. When
you hit a creature with this weapon, it
has disadvantage on attacks it makes
against creatures other than you until
the start of your next turn.
Spirit of Draining
This Spirit siphons life from others
to restore you. Once per turn when
you hit a creature with this weapon,
you can deal necrotic damage, and
you gain temporary hit points equal
to your Wisdom modifier (min. of 1).
Spirit of Might
This Spirit fortifies your body. When you
are wielding this weapon you add your Wisdom
modifier (minimum of +1) to any Strength and Constitution
based ability checks or saving throws you make.
Extra Attack
6th-level Spirit Warrior Spirituality feature
You can attack twice, instead of once, whenever you take the
Spirit Warrior Attack action on your turn. Moreover, if you use your action to
Serving as the guardians of sacred groves and places of great cast a Shaman spell or use Totemic Assault, you can make an
spiritual power, Spirit Warriors draw on the power of ancient attack with your Totemic Weapon as a bonus action.
Spirits to enhance their physical form. When they allow these
incorporeal beings to walk the world through their physical Warrior of the Grave
bodies, they gain increased physical and martial abilities. 10th-level Spirit Warrior Spirituality feature
The warrior Spirits that indwell you fortify you against bodily
Ancestral Knowledge harm. After you take damage, you can use your reaction to
2nd-level Spirit Warrior Spirituality feature gain temporary hit points equal to the damage taken.
When you adopt this Spirituality, Spirits of ancient warriors You can use this reaction a number of times equal to your
grant you their lifetimes' worth of combat experience. You Wisdom modifier (a minimum of once), and you regain all of
gain proficiency with medium armor and martial weapons. your expended uses when you complete a long rest.
Spirit Warrior Spells Spiritual Champion
2nd-level Spirit Warrior Spirituality feature 14th-level Spirit Warrior Spirituality feature
You always have certain spells prepared at the Shaman levels You can offer the Spirits full control over you, granting you
in the table below. The spells count as Shaman spells for you, temporary mystical power. As a bonus action, you can enter a
but they do not count against the spells you prepare each day: possessed state, gaining the following benefits for 1 minute:
Shaman Level Spells You can take the Dash action as a bonus action.
2nd heroism, shield of faith You gain resistance to all bludgeoning, piercing, and
slashing damage from non-silvered attacks.
3rd spiritual weapon, totemic cowl LL Once per turn when you hit a creautre with your Totemic
5th clairvoyance, spirit shroud * Weapon, you can apply the effects of Totemic Assault.
7th guardian of faith, staggering smite LL Once you use this feature you must finish a short or long
rest before you can use it again. If you have no uses left, you
9th contact other plane, steel wind strike LL can expend a Conduit Magic slot to use this feature again.
Wild Heart
Often raised by, or closely with, wild beasts, Shamans known Great Beast
as Wild Hearts develop an intense spiritual connection with Medium Beast
the wild. This intense devotion, when combined with spiritual
power, allows a Wild Heart to transform into the Great Beast, Armor Class 13 + PB (Natural Armor)
the legendary guardian Spirit of all wild plants and animals. Speed 40 ft.
Wild Heart Spells STR DEX CON
2nd-level Wild Heart Spirituality feature
You always have certain spells prepared at the Shaman levels 18 (+4) 14 (+2) 15 (+2)
in the table below. The spells count as Shaman spells for you,
but they do not count against the spells you prepare each day: Senses darkvision 60 ft.
Shaman Level Spells Bestial Traits. Each transformation, the Great Beast
2nd animal friendship, jump LL gains a number of Bestial Traits from the list at the
end of this Spirituality equal to your Slot Level.
3rd locate creature LL, pass without trace LL
Primal Fury. When the Great Beast makes an ability
5th conjure animals, fear check or saving throw that uses Strength, Dexterity,
7th dominate beast, freedom of movement or Constitution, it adds your PB to its roll.
9th hold monster, tree stride Actions
Actions
Bite. Melee Attack: Spell Attack Modifier to hit, reach
Bestial Adaptation 5 ft., one target. Hit: 1d6 +WIS modifier piercing.
2nd-level Wild Heart Spirituality feature
Your time spent in the wilds has given you bestial qualities. Claw. Melee Attack: Spell Attack Modifier to hit, reach
Your speed increases by 10 feet, and you gain both a climbing 5 ft., one target. Hit: 1d10 +WIS modifier slashing.
speed and a swimming speed equal to your walking speed.
Totemic Wild Shape
2nd-level Wild Heart Spirituality feature
As a bonus action, you can transform and take on the
shape of the Great Beast, the legendary guardian of all
wild creatures. The Great Beast uses the rules below:
Stat Block. Your game statistics are replaced by those
in the Great Beast stat block. It uses your Spell save DC
and proficiency bonus (PB). While transformed you retain
your alignment, personality, hit points, all skill and saving
throw proficiencies, and your Intelligence, Wisdom, and
Charisma scores. You also determine its appearance.
Temporary Hit Points. When you transform, you gain
temporary hit points equal to twice your Shaman level, and
they last for the duration of your current transformation.
Equipment. Any natural or unrefined equipment you are
wearing or carrying, such as objects made of wood, animal
parts, or other natural materials, can merge with your Great
Beast form. Any metal or other highly processed equipment,
such as metal weapons or armor, fall to the ground.
Features. You retain the benefits of all features from your
class, player race, and other sources, and can still use them if
the Beast is physically capable of doing so. However, you lose
any special senses, unless the Beast also has that sense.
You can still use Totemic Assault and any abilities you gain
from your Totems while you are in your Great Beast form.
Casting Spells. You cannot cast spells in your Great Beast
form. However, you can maintain concentration on spells or
other abilities used before you transformed.
Duration & Uses. You can remain in Great Beast form
for 1 hour. Your transformation ends early if you end it as a
bonus action or if you are reduced to 0 hit points.
You can transform into the Great Beast once between each
short or long rest. If you have no uses left, you can expend a
Conduit Magic spell slot to transform again.
Savage Strikes
6th-level Wild Heart Spirituality feature
The primeval power of the wilds empowers your Great Beast.
When you take the Attack action in Great Beast form, you can
make two Natural Weapon attacks instead of one.
Moreover, your Natural Weapon attacks
in Great Beast form ignore resistances and
immunities to nonmagical attacks and damage.
Mythic Resilience
10th-level Wild Heart Spirituality feature
Spirits of the wild infuse your Great Beast, shielding it from
harm. While you are in Great Beast form, you are resistant
to all bludgeoning, piercing, and slashing damage.
Legendary Guardian
14th-level Wild Heart Spirituality feature
You have mastered the Great Beast transformation. While
in your Great Beast Form, you can use your bonus action
to replace one of your Bestial Traits with another.
Bestial Traits
Below is the list of Bestial Traits that Shamans choose
from each time they transform into the Great Beast:
Aggressive
The Great Beast can take the Dash action as a bonus
action, so long as it ends this movement closer to a
hostile creature that it can see, hear, smell, or sense.
Amphibious
The Great Beast can breathe both air and water, and
it gains a swimming speed equal to its walking speed.
Charge
If the Great Beast moves at least 20 ft. in a straight line
then hits a creature smaller than it with its Claw, it deals a
bonus 1d6 damage and the creature is knocked prone. Powerful Build
The Great Beast counts as one size larger when determining
Hardened Shell creatures it can grapple, and the weight it can move or lift. Its
The Great Beast gains a +2 bonus to its Armor Class, but its movement also is not halved while it is grappling creatures.
movement speed is reduced by 10 feet.
Savage Grip
Keen Senses The Great Beast gains a climbing speed equal to its walking
If the Great Beast makes a Wisdom ability check that uses its speed, and it can climb sheer surfaces and upside down on
sense of hearing, sight, or smell, it has advantage on the roll. ceilings without making an ability check. The Great Beast
also has advantage on saving throws to resist being moved
Large Frame against its will, grappled, restrained, or knocked prone.
The Great Beast becomes a Large creature. If it is ridden as
a mount, the Great Beast can act independently of its rider. Strong Jaws
When the Great Beast hits a creature smaller than it with its
Mighty Leap Bite attack, it can grapple the creature in its jaws (escape DC
Once per turn, the Great Beast can use a bonus action to equals your Spell save DC). While grappling a creature, the
expend 5 feet of its movement to do a long jump of 20 feet Great Beast cannot use its Bite on other targets, but it deals
or a standing jump of 10 feet, without a running start. a bonus 1d6 damage to the grappled creature with its Bite.
Natural Camouflage Thermal Vision
The Great Beast has advantage on any Dexterity (Stealth) The Great Beast is always aware of the exact location of all
checks it makes to Hide while in natural environments. warm-blooded creatures that are within 60 feet of it.
Pack Tactics Thick Hide
The Great Beast has advantage on all attack rolls against Whenever the Great Beast takes damage it reduces it by its
creatures if one of the Great Beast's conscious allies is also Constitution modifier (2). This feature cannot reduce force,
within 5 feet of the Great Beast's target. psychic, or radiant damage.
Witch Doctor Totemic Blessing
Long before celestials took notice of mortals, Witch Doctors 2nd-level Witch Doctor Spirituality feature
wandered the land, providing spiritual healing and medicine. Your selfless Spirituality has taught you to bind the Spirits of
Working in tandem with Spirits of Life, Witch Doctors heal light and life to others. During a long rest, you can perform a
the wounded and grant their allies mystical abilities. These special 1-hour ritual on a willing creature you touch, binding
sages are peaceful in nature and can often be found traveling one of your Bound Totems to it. It gains benefits of the Totem
the wilds tending to the spiritual needs of those they meet. and you lose them until the end of your next long rest.
At certain Shaman levels, the number of Totems you can
Witch Doctor Spells bind to other creatures during this ritual grows: two Totems
2nd-level Witch Doctor Spirituality feature at 6th level, three at 10th level, and four at 14th level. You can
You always have certain spells prepared at the Shaman levels only bind a maximum of one Totem to a creature at a time.
in the table below. The spells count as Shaman spells for you, Benevolent Bearing
but they do not count against the spells you prepare each day: 6th-level Witch Doctor Spirituality feature
Shaman Level Spells Benevolent Spirits protect you as you perform selfless acts.
2nd bless, detect poison & disease When you use your action to cast a Witch Doctor Spell, or to
restore hit points, you gain the benefits of the Dodge action.
3rd restoration LL, warding bond
5th beacon of hope, revivify
Selfless Ward
10th-level Witch Doctor Spirituality feature
7th aura of life, death ward Your spiritual power grows as you pour yourself out to others.
9th creation, reincarnate For each Totem that you have bound to a creature other than
yourself, you gain a +1 bonus to saving throws, and you gain
Life Bearer resistance to one damage type of your choice.
2nd-level Witch Doctor Spirituality feature Spiritual Awakening
You can channel spirits of abundance and life to heal others. 14th-level Witch Doctor Spirituality feature
Your Totemic Assault deals radiant damage to creatures.
Also, when you use Totemic Assault, you can cause Spirits Your spiritual practice fills you with an overabundance of life.
to heal instead of harm. When you do so, the target does not When you cast revivify, it gains a range of 30 feet, and you do
need to make a saving throw, and instead it regains hit points not need to provide its material component. Moreover, when
equal to 2d4 + your Wisdom modifier (a minimum of 1). you cast revivify, the target regains hit points equal to twice
This feature cannot restore hit points your Shaman level and can immediately stand up.
to Constructs or Undead creatures. Finally, when you would make a death saving throw, you
You can use this feature to can expend one Conduit Magic spell slot to cast revivify on
heal a creature a number of yourself, gaining the benefits above.
times equal to your Shaman
level, and you regain all of
your expended uses when
you finish a long rest.
Spirit of the Mountain
Totem Spirits Prerequisites: Body Sacred Focus
Below is the list of Totems that a Shaman can learn to bind You bind a minor Spirit of Earth that hardens your skin like
wild Spirits to their will. If a Totem has a prerequisite, like a that of solid rock. So long as you are not wearing any armor
Shaman level or Sacred Focus, you can learn that Totem at or wielding a shield, your Armor Class is equal to 13 + your
the same time that you meet any prerequisites it may have. Constitution modifier (minimum of 0).
Totems use your Shaman Spell save DC for saving throws,
and your Shaman level for any references to level. Spirit of the Panther
You bind a minor Bestial Spirit that grants you the steps of a
Spirit of the Autumn Wind panther. You gain proficiency in Stealth, and have advantage
You bind a minor Spirit of Death that comes at the changing on Dexterity (Stealth) checks to hide in natural environments.
of the seasons. When you deal damage to a creature with a
weapon attack or with Totemic Assault, it cannot regain hit Spirit of the Squall
points until the beginning of your next turn. You bind a minor Spirit of Air to lends deadly speed to your
strikes. When you miss with a weapon attack, you can use a
Spirit of the Bear bonus action to make a single attack against that creature.
You bind a minor Bestial Spirit granting you the ferocity of a
bear. As a bonus action, you can sprout (or retract) ethereal Spirit of the Stream
claws from your fingers. Unarmed strikes with these claws You bind a minor Spirit of Water that grants you a protective
use Wisdom, in place of Strength for the attack and damage aqueous coating. You have advantage on any ability check or
rolls. On hit, they deal 1d6 slashing damage. saving throw you make to resist being grappled, restrained,
Should you have two free hands, this d6 becomes a d8. or stunned, and you can hold your breath for up to 1 hour.
Spirit of the Bog Spirit of the Rains
Prerequisite: Mind Sacred Focus You bind a minor Spirit of Water that washes toxins away like
You bind a minor Spirit of Deception to guard your mind. Any rain. You gain resistance to acid and poison damage, and you
attempt to read your thoughts, emotions, alignment, or target have advantage on saving throws to resist being Poisoned.
you with an Insight check or a divination spell instantly fails.
You are aware that you are targeted by such an ability, but Spirit of Twilight
not its source, and you can allow them to work on you. You bind a minor Spirit of Shadow that grants you enhanced
sight in the darkness. You gain Darkvision out to a radius of
Spirit of the Eagle 120 feet, within which you can see in dim light as if it were
You bind a minor Bestial Spirit which grants you the sight of bright light, and in darkness as if it were dim light.
the eagles. You gain proficiency in Perception, and you have At 7th level, you can see in magic dim light and darkness.
advantage on Wisdom (Perception) checks that rely on sight.
Spirit of the Waves
Spirit of the Earthquake You bind a minor Spirit of Water that allows you to shift like
You bind a Spirit of Earth that grants you destructive power. the sea. Once between each short or long rest, you can use a
Once per turn when you hit with a melee weapon attack, you reaction to halve one instance of damage you would take.
deal a bonus 1d6 damage of your weapon's type. You can use this reaction twice between each rest at 9th
This damage bonus increases at certain levels: at 5th level level, and three times between each rest at 18th level.
(1d8), 11th level (1d10), and 17th level (1d12).
Spirit of the Winds
Spirit of Forest You bind a minor Spirit of Air that lends speed to your steps
Prerequisites: Heart Sacred Focus with mighty gusts. Your walking speed increases by 5 feet.
You bind a minor Woodland Spirit that allows you to converse This bonus to your speed increases at 5th level (10 feet),
with wild creatures in your own tongue. You are always under 11th level (15 feet), and finally at 17th level (20 feet).
the effect of speak with animals while you are conscious.
Starting at 7th level, you are also always under the effects Spirit of the Bloom
of speak with plants while you are conscious. Prerequisite: 5th-level Shaman, Soul Sacred Focus
You bind a Spirit of Verdant Growth that enriches the lands
Spirit of the Harvest around you. Once between each short or long rest, you can
Prerequisites: Soul Sacred Focus cast the plant growth spell without expending a spell slot.
You bind a minor Spirit of wild growth and bounty. Each time Starting at 9th level, the 8-hour version of the plant growth
you finish short or long rest, you instantly cast the goodberry spell takes effect on the land surrounding you each time you
spell without expending a spell slot or material components. take a long rest, unless you wish to withhold this effect.
The berries from this spell last until the end of your next
short or long rest, at which point they dissolve into ash. Spirit of Destruction
Prerequisite: 5th-level Shaman
Spirit of the Hound You bind a Spirit of the Elements to lend you its destructive
You bind a minor Bestial Spirit that grants you the senses of power. Once per turn, when you hit with a melee attack, you
hounds. You gain proficiency in Survival and have advantage can expend a Conduit Magic spell slot to deal bonus cold, fire,
on Wisdom (Survival) checks while in natural environments. lightning, or thunder damage equal to 1d8 per Slot Level.
Spirit of Growth Spirit of the Wilds
Prerequisite: 5th-level Shaman, Body Sacred Focus Prerequisite: 5th-level Shaman
You bind a Spirit of Verdant Growth to temporarily increase You bind a Spirit of the Wilderness which you can call to your
your size. Once between each short or long rest, you can cast aid. Once per long rest, you can expend a Conduit Magic spell
the 'enlarge' version of the enlarge/reduce spell, on yourself slot to cast the summon beast ** spell. Its Totem replaces the
wihtout expending a spell slot or requiring concentration. normal material components of this spell.
At 15th level, you use this between each short or long rest.
Spirit of the Grave
Prerequisite: 5th-level Shaman Spirit of Wrath
You bind a Spirit of Death which you can summon to your Prerequisite: 5th-level Shaman
service. Once per long rest, you can expend a Conduit Magic You bind a Spirit of Anger which you unleash upon your foes.
spell slot to cast the summon undead ** spell. This Totem You can add your Wisdom modifier (a minimum of +1) to the
replaces the normal material components of the spell. damage roll of Totemic Assault when a creature fails its save.
At 15th level, you use this between each short or long rest.
Spirit of the Hunt
Spirit of Light Prerequisite: 7th-level Shaman
Prerequisite: 5th-level Shaman You bind a Spirit of the Wild Hunt to enhance your ferocity in
You bind a Spirit of Radiance that restores your spirit when battle. Once per turn, when you attack a target that is within
you heal others. Whenever you restore hit points to another 5 feet of one of your allies, you have advantage on your roll.
creature with a Shaman spell or feature you gain temporary
hit points equal to your Wisdom modifier (minimum of 1). Spirit of the Ooze
Prerequisite: 7th-level Shaman
Spirit of Mirth You bind a Spirit of Water that allows your body to flow like
Prerequisite: 5th-level Shaman, Heart Sacred Focus water. As a bonus action, you can cause your body to become
You bind a Spirit of Revelry that grants you its vigor. Once pliable (or return to normal). In this state, you can expend 5
between each short or long rest, you can use a bonus action feet of movement to automatically escape from non-magical
to gain temporary hit points equal to your Shaman level. restraints or grapples, and you can move through spaces as
You can use this feature twice between each rest at 12th narrow as 1 inch without having to squeeze.
level, and three times between each rest at 18th level.
Spirit of the River
Spirit of Secrets Prerequisite: 7th-level Shaman
Prerequisite: 5th-level Shaman, Mind Sacred Focus You bind a Spirit of Water that allows you to live underwater.
You bind a Spirit of Knowledge that lets peer into the minds You can breathe both air and water, and you gain a swimming
of others. Once between each short or long rest, you can cast speed equal to your walking speed.
the detect thought spell without expending a spell slot, or the
normal verbal or somatic components of the spell. Spirit of the Cave
Prerequisite: 9th-level Shaman
Spirit of the Swamp You bind a Spirit of Earth that lends you its connection to the
Prerequisite: 5th-level Shaman ground. While you are touching the ground with a bare feet or
You bind a Spirit of Disease to poison foes. When a creature hand, you gain tremorsense out to a 30-foot radius, allowing
fails its saving throw against Totemic Assault, you can reduce you to sense the presence of any creatures or objects that
the damage by 1d8 and cause the target to be Poisoned are touching the ground within the area.
until the beginning of your next turn.
Spirit of the Dawn Spirit of Bedrock
Prerequisite: 9th-level Shaman Prerequisite: 15th-level Shaman, Body Sacred Focus
You bind a Spirit of Life which can shield mortals from death. You bind an ancient Spirit of Earth which infuses your body
At the end of each long rest, you cast the death ward spell on with its resilience. Whenever you take damage, you reduce it
one creature you touch, without expending a spell slot. by your Wisdom modifier (minimum of 1). Any force, necrotic,
psychic, thunder, or radiant damage ignores this feature.
Spirit of the Rockslide
Prerequisite: 9th-level Shaman, Body Sacred Focus Spirit of Binding
You bind a Spirit of Elemental Destruction to crush your foes. Prerequisite: 15th-level Shaman
Whenever you use Totemic Assault, you can force the target You can quickly bind a natural Spirit to regain some of your
to make a Strength saving throw in place of Charisma. On a lost power. Once between each long rest, you can use your
failed save, the target suffers the normal damage of Totemic action to regain one expended Conduit Magic spell slot.
Assault and is knocked prone.
Spirit of the Eclipse
Spirit of Dread Prerequisite: 15th-level Shaman
Prerequisite: 9th-level Shaman, Mind Sacred Focus You bind a powerful Spirit of Darkness that wards you from
You bind a sinister Spirit of Fear to unleash upon your foes. the arcane. You gain resistance to all damage from spells.
When you use Totemic Assault, you can force the creature to
make an Intelligence saving throw in place of Charisma. On a Spirit of the Elements
failure, you can reduce the damage by 2d8 to cause the target Prerequisite: 15th-level Shaman
to be Frightened of you until the start of your next turn. You bind a powerful Elemental Spirit to you. Once between
each short or long rest, you can expend a Conduit Magic spell
Spirit of Harmony slot to cast the summon elemental ** spell. Its Totem replaces
Prerequisite: 9th-level Shaman, Soul Sacred Focus the normal material components of this spell.
You bind a Spirit of Friendship which calms your foes. When
a creature fails its saving throw against Totemic Assault, you Spirit of Peace
can choose to deal no damage and instead inflict the effects Prerequisite: 15th-level Shaman, Soul Sacred Focus
of the calm emotions spell until the start of your next turn. You bind an ancient Spirit of Life which deters your enemies.
At the end of each short or long rest, you gain the benefits of
Spirit of Serenity the sanctuary spell, which last until the end of your next short
Prerequisite: 9th-level Shaman, Heart Sacred Focus or long rest, or until you break the spell as normal.
You bind a Spirit of Serenity to still your inner self. Whenever
you are forced make a saving throw to resist being Charmed Spirit of Majesty
or Frightened, or to resist the effects of an enchantment spell, Prerequisite: 15th-level Shaman, Heart Sacred Focus
you have advantage on your roll. You bind an ancient Fey Spirit of royalty that you can unleash
to humble your enemies. As an action, you force creatures of
Spirit of Vengeance your choice within 30 feet that can see or hear you to make a
Prerequisite: 9th-level Shaman Wisdom saving throw. On a failure, they instantly fall prone.
You bind a vengeful Fey Spirit which you can call to your aid. Creatures immune to the Charmed condition have advantage
Once per long rest, you can expend one Conduit Magic spell on this Wisdom saving throw.
slot to cast the summon fey ** spell. This Totem replaces the You can use this feature once per long rest at no cost, but
normal material components of this spell. you can expend a Conduit Magic spell slot to use it again.
At 15th level, you use this between each short or long rest.
Spirit of the Sapling
Spirit of Sunlight Prerequisite: 15th-level Shaman
Prerequisite: 9th-level Shaman You bind a powerful Spirit of Verdant Growth which blesses
You bind a Spirit of Radiance to help you find success when your body with wondrous regeneration. If you begin your turn
you fail. Once per long rest when you fail a saving throw, you with less than half your hit points, but at least 1 hit point, you
can choose to re-roll, possibly turning failure into success. instantly regain hit points equal to your Wisdom modifier.
At 15th level you can do so twice between each long rest.
Spirit of the Skies
Spirit of the Vine Prerequisite: 15th-level Shaman
Prerequisite: 9th-level Shaman You bind a powerful Spirit of Air which propels you through
You bind a Spirit of Growth which lends you its wild power to the skies. You gain a flying speed equal to your walking speed.
restrain your foes. You can cast the ensnaring strike LL spell Whenever you take falling damage, you reduce the damage by
at 1st-level, at will, without expending a spell slot. an amount equal to your Shaman level.
Spirit of Awakening
Prerequisite: 15th-level Shaman, Mind Sacred Focus Looking For More Totems?
You bind an ancient Spirit of Ascended Consciousness. You
can sense the presence of any creature within 120 feet of you Check out the Shaman Expanded for a multitude of
so long as it has an Intelligence of 4 or higher. You can also additional options for the Shaman Class, including
extra Spiritualities, Totems, and Elder Spirits!
communicate telepathically with these creatures.
The Shaman
Channel the mystical power of Spirits with this
new class for the world's greatest roleplaying
game. Includes five Spiritualities, forty-seven
Totem Spirits, and five Elder Spirits!
Version 6.0.1 - Created by /u/laserllama
Last Updated: January 5th, 2025
Artist Credits:
Covers - Cristi Balanescu - Llanowar Visionary
Page 1 - Dan Scott - Oath of the Ancient Wood
Page 3 - Wesley Burt - Elvish Mystic
Page 5 - Tatiana Kirgetova - Primeval Herald
Page 6 - Mark Winters - Zhur-Taa Druid
Page 7 - Chris Rahn - Jadzi, Oracle of Arcavios
Page 8 - Mila Pesic - Guardian Gladewalker
Page 9 - Ilse Gort - Sarulf's Packmate
Page 10 - Viktor Titov - Apex of the Hunt
Page 11 - Mathias Kollros - Revitalize
Page 13 - Jody Muir - Marshland Bloodcaster
Expanded Options for the Shaman Class,
including more Totem Spirits, Elder Spirits,
and Spiritualities can be Found Here!
Additional Laserllama Homebrew content
can be found for free on GM Binder.
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