Shaman Expanded v6.0.1
Shaman Expanded v6.0.1
The
Shaman Expanded
The Shaman is a Wisdom-based spellcaster that channels
the power of mystical Spirits to devastating effect. Provided
here are a multitude of additional options for Shamans: Totemic Spirit
Shamanistic Feats. The Feats included here allow you to You have formed a connection with one of the minor Spirits
further customize your Shaman and allow other characters bound to the material world. You gain the following benefits:
to wield a smal portion of a Shaman's spiritual power. Increase your Wisdom, Charisma, or Constitution score
Additional Spiritualities. Included below are six more by 1, up to a maximum of 20.
Spiritualities for Shamans to choose from: Astrologer, Blood You gain the benefits of one Totem Spirit of your choice
Priest, Elementalist, Idolater, Spirit Guide, and Wyrmbound. from those available to the Shaman class. You must meet
Additional Totem Spirits. Bind a multitude of additional all prerequisites in order to learn that Totem Spirit.
Totem Spirits and channel their wondrous powers. Whenever you gain a level, you can replace your Totem
Additional Elder Spirits. Finally, included here are five Spirit with another Totem Spirit of your choice that you
additional Elder Spirit options for Shamans to choose from: also meet all the prerequisites for.
Elder Spirits of Fissure, Inferno, Mystic, Sea, and Storm.
Wise One
Shamanistic Feats You find ways to learn from every experience in life, always
growing in wisdom. You gain the benefits on the table below
The Feats here allow all characters to share in the abilities that correspond to your current Wisdom modifier and lower.
of the Shaman. If your game uses the optional rule for Feats,
they can be taken in place of an Ability Score Improvement: Should your Wisdom modifier increase, the benefits that
you gain from this Feat also increase with your modifier:
Spiritual Awakening Modifier Benefit
You have spent many quiet hours learning to commune with
the invisible world of Spirits. You gain the following benefits: +1
You gain proficiency with one set
of artisan's tools of your choice.
Increase either your Wisdom or Charisma score by 1, up
to a maximum of 20. +2
You can make Wisdom (Persuasion) checks
You learn the mage hand and seance LL Cantrips, but they in place of Charisma (Persuasion) checks.
do not count against your number of Cantrips Known. +3
You gain proficiency in either
You learn the unseen servant spell, and you can cast it Insight, Medicine, or Perception.
at-will without expending a spell slot. When you do so, When you make a Wisdom (Insight) check,
Wisdom is your spellcasting modifier, and the servant +4
you treat a d20 roll of 7 or lower as an 8.
takes the shape of a local Spirit. you can only have one
unseen servant conjured at a time. Should you conjure +5
You have advantage on saving throws to
another, the first servant is instantly dispelled. resist enchantment and illusion spells.
Additional Spiritualities Totemic Radiance
2nd-level Astrologer Spirituality feature
The following additional Spiritualities can be made available
to the Shaman along with those included in the base class: You bind the radiant Spirits of the Heavens to your Totems.
Your Totemic Assault now deals radiant damage, and when a
Astrologer Idolater creature fails its saving throw, you apply the effects of one of
the Constellations below until the start of your next turn:
Blood Priest Spirit Guide
Champion. The creature has disadvantage on all attacks it
Elementalist Wyrmbound makes against one creature of your choice within 30 feet of it.
Leviathan. Totemic Assault uses d12s for its damage dice.
Astrologer Maiden. The creature emits bright light in a 5-foot radius,
Since the earliest days of civilization, mortals have looked to and has disadvantage on any ability check it makes to Hide.
stars for guidance. Drawing upon the Spirits that move these Sage. The creature must subtract 1d4 from the next ability
celestial bodies, Astrologer Shamans can channel the radiant check or saving throw that it is forced to make.
power of the great Constellations that guide the mortal world. Lure of the Heavens
Astrologer Spells 6th-level Astrologer Spirituality feature
2nd-level Astrologer Spirituality feature Your connection to Celestial Spirits draws you upward from
You always have certain spells prepared at the Shaman levels the ground. You walk 1-inch off the ground and therefore do
in the table below. The spells count as Shaman spells for you, not leave tracks. You can use this ability to walk over liquids
but they do not count against the spells you prepare each day: and dangerous surfaces without touching the ground.
Shaman Level Spells Celestial Jaunt
10th-level Astrologer Spirituality feature
2nd ceremony, guiding bolt
You call on celestial Spirits to twist space. When a Large or
3rd augury, moonbeam smaller creature fails its save against Totemic Assault, you
5th daylight, hypnotic pattern LL
can forgo its normal damage and effects to instead teleport
it to an unoccupied, flat space you can see within 30 feet.
7th divination, guardian of faith You can use this feature a number of times equal to your
9th commune, wall of light XGE Wisdom modifier (a minimum of once), and you regain all of
your expended uses when you finish a long rest.
Celestial Guidance Radiant Burst
2nd-level Astrologer Spirituality feature 14th-level Astrologer Spirituality feature
The great Constellations of the night sky guide you and reveal You can channel the full radiant might of the stars above. You
the past. You gain proficiency in History. Whenever you make learn the crown of stars XGE spell and it counts as a Shaman
a History check related to legend or myth, you use Wisdom in spell for you. You can cast it once between each long rest, at
place of Intelligence and add double your proficiency bonus. 7th-level without expending a spell slot.
Finally, you cannot become lost, even by magical means, so You can also apply two Constellation effects to a creature
long as you can see the stars of the night sky. when it fails its saving throw against Totemic Assault.
Blood Priest Cruel Implements
In ancient days, elder Shamans communed with Spirits that 2nd-level Blood Priest Spirituality feature
desired mortal blood above all. Over time, the Spirits taught You have learned to use particular weapons to better harvest
the first Blood Priests the dark secrets of blood magic, and in the life-blood of your foes. You gain proficiency with all melee
return, they offered these elder Spirits the blood of their foes. weapons that deal piercing or slashing damage.
Sanguine Shield
Blood Priest Spells 2nd-level Blood Priest Spirituality feature
2nd-level Blood Priest Spirituality feature Whenever you take damage while you are holding a Blood
You always have certain spells prepared at the Shaman levels Totem, you can use a reaction to cause it to take the damage
in the table below. The spells count as Shaman spells for you, in your place. Should this reduce a Blood Totem to zero hit
but they do not count against the spells you prepare each day: points, you take any remaining damage.
Shaman Level Spells
Extra Attack
2nd false life, ray of sickness 6th-level Blood Priest Spirituality feature
3rd hold person, ray of enfeeblement You can attack twice, instead of once, whenever you take the
Attack action on your turn. Moreover, if you use your action to
5th bestow curse, slow
cast a Shaman spell or use Totemic Assault, you can make a
7th death ward, dominate beast single melee weapon attack as a bonus action.
9th contagion, hold monster Attacks with your Cruel Implements also count as magical
for overcoming resistances and immunities.
Blood Totems Sanguine Curse
2nd-level Blood Priest Spirituality feature 10th-level Blood Priest Spirituality feature
Ancient Spirits have taught you to siphon life-blood and bind Spirits that hunger for mortal vitality empower your magick.
its spiritual power to Blood Totems using the rules below: When you expend a Blood Totem to cast a Blood Priest spell,
Bound Totems. You start with a single Blood Totem that you can force the target to make a Constitution saving throw
does not count against your total number of Bound Totems. in place of the normal saving throw for that spell. If you have
However, at the end of a long rest, you can forgo any number hit points harvested from the target of the spell in that Blood
of Bound Totems to instead create that many Blood Totems. Totem, it makes this saving throw with disadvantage.
Harvesting. When you deal necrotic, piercing, or slashing Also, when a creature takes damage from Totemic Assault,
damage to a creature within 10 feet of you, you can choose to you can harvest hit points regardless of its distance from you.
harvest its blood, causing one Blood Totem you are holding to
gain hit points equal to half the damage dealt. This ability has Crimson Ascendant
no effect on Constructs, Undead, or creatures without blood. 14th-level Blood Priest Spirituality feature
Hit Points. Blood Totems can store up to 25 hit points at You have stained your soul with the blood of mortals in order
one time. If a Blood Totem is at its maximum hit points, you to satisfy the hunger of dark Spirits. Whenever you damage a
can expend all its hit points to cast one of creature with a Cruel Implement, hit points you harvest
your Blood Priest spells at your Slot Level, for your Blood Totems are no longer halved.
without expending a slot or the spell's You also start with three Blood Totems before you
normal material components. must forgo Bound Totems to create Blood Totems.
When you finish a long rest, unused hit
points stored within Blood Totems
lose their magic and
are dispelled.
Elementalist Totemic Destruction
Some Shamans gain their abilities while living near places of 2nd-level Elementalist Spirituality feature
raw elemental power: active volcanoes, amongst the sands of The Elemental Spirit you are attuned to infuses your Totems
blazing deserts, atop frigid mountain peaks, or on the stormy with its destructive power. Your Totemic Assault gains all the
coasts of the ocean. Known as Elementalists, these Shamans benefits below associated with your current Elemental Spirit:
learn to draw out the most destructive Elemental Spirits and Air. Totemic Assault deals thunder damage, and on a failed
channel them to devastating effect against their enemies. save, the target is moved up to 15 feet in a straight line. This
distance is reduced by 5 feet for each size it is over Medium.
Elemental Sage Earth. Totemic Assault deals bludgeoning damage, and on
2nd-level Elementalist Spirituality feature a failed save, a Larger or smaller creature is knocked prone.
The primordial Spirits of nature have taught you the secrets Fire. Totemic Assault deals fire damage, and the damage
of elemental mastery. During a long rest, you can perform a dice of Totemic Assault become d12s.
1-hour ritual to attune to an Elemental Spirit until the end of Water. Totemic Assault deals cold damage, and on a failed
your next long rest, choosing Air, Earth, Fire, or Water. save, until the start of your next turn the creature cannot take
This Elemental Spirit grants you resistance to, and affinity reactions and its speed is reduced by 10 feet.
with the type of damage associated with it, as shown below:
Elemental Wrath
Element Air Earth Fire Water
6th-level Elementalist Spirituality feature
Damage thunder bludgeoning fire cold The power you draw from the Elemental Spirits has grown.
You bind a Spirit of Wrath, but it does not count against your
Elementalist Spells total number of Bound Spirits. You can also apply the Spirit
2nd-level Elementalist Spirituality feature of Wrath bonus damage to any Shaman spell or feature that
You always have spells associated with the Elemental Spirit deals the damage type of your Elemental Spirit.
that you are attuned to prepared at the Shaman levels in the If you already had a Spirit of Wrath as one of your Bound
table below. The spells count as Shaman spells for you, but Totems, you can bind another Totem Spirit of your choice so
they do not count against the spells you prepare each day: long as you also meet the prerequisites for that Totem Spirit.
Shaman Level Air Spells Earth Spells Fire Spells Water Spells
XGE
2nd thunderwave earth tremor burning hands torrent LL
3rd shatter earthen grasp XGE flaming sphere snowball swarm XGE
5th lightning bolt erupting earth XGE fireball tidal wave XGE
7th storm sphere XGE stone shape wall of fire ice storm
XGE XGE
9th control winds wall of stone immolation cone of cold
Elemental Empowerment
6th-level Elementalist Spirituality feature
The Elemental Spirit you attune to infuses your physical
body, granting you mystical benefits. You gain the benefits
below that correspond to your current Elemental Spirit:
Air. You can take the Dash action as a bonus action.
Whenever you take the Dash action, opportunity attacks
are made with disadvantage against you.
Earth. Whenever you are forced to make a Strength
ability check or saving throw, you gain a bonus to your
roll equal to your Wisdom modifier (a minimum of +1).
Fire. When you are forced to make a saving throw to
resist being Charmed or Frightened, you can add your
Wisdom modifier (a minimum of +1) to your roll.
Water. You gain a swimming speed equal to your
walking speed. You can also hold your breath
underwater for up to 1 hour. If you already
have a swimming speed, you can Dash as a
bonus action while you are swimming.
Primordial Conduit
10th-level Elementalist feature
Your power rivals native Spirits of
the four Elemental Planes. Once
between each short or long rest,
you can cast one Elementalist
Spells at the level of your Conduit
Magic spell slots, without expending a spell slot.
Also, whenever you deal the damage type of your
Elemental Spirit, you gain temporary hit points equal
to half the damage dealt to a single target.
Elder Elemental Spirits
14th-level Elementalist Spirituality feature
You wield the primordial elemental power of the most
destructive aspects of nature. When attuned to your
Elemental Spirit, you also gain the benefits from its
corresponding Elder Spirit from the table below.
All can be found at the end of this Compendium:
Air Earth Fire Water
Storm Fissure Inferno Sea
However, you can still only cast a single Elder
Spirit spell of each level per long rest, choosing
between the spells of each of your Elder Spirits.
Optional Rule: Elemental Focus
Master of the Elements If you wish to play a Shaman who channels Spirits
14th-level Elementalist Spirituality feature of a single Element only, use the following rules:
As a bonus action, you can draw Spirits of all four elements Elemental Sage. You can no longer perform the
into yourself, gaining the following benefits for 1 minute: ritual to attune to another Elemental Spirit.
Elementalist Spells. Choose a second Spirituality
You gain a flying speed equal to your walking speed. Spell of each level from 1st through 5th. All spells
You resist bludgeoning, cold, fire, and thunder damage. should deal the damage type of your Element or be
When a creature moves within 10 feet or hits you with an thematically appropriate as approved by your DM.
attack, you can use a reaction to force it to make Dexterity Bonus Cantrip. You learn a Cantrip corresponding
saving throw or suffer the effects of your Totemic Assault. to your Element, but it does not count against your
When you use Totemic Assault, you can choose which of total number Cantrips Known. Either beckon air LL,
the four Elemental effects it imposes on a failed save. control flame LL, mold earth LL, or shape water LL.
Master of the Elements. In place of resistance to
This transformation ends early if you are incapacitated or the listed damage types, you gain immunity to the
use your bonus action to end it. You can use this feature once damage type associated with your Element.
per long rest at no cost, after that you must spend a Conduit
Magic spell slots to use this feature again.
Idolater Spiritual Vortex
Since the dawn of time mortal Shamans have used the magic 6th-level Idolater Spirituality feature
of idolatry to force powerful Spirits to carry out their bidding. Your Totemic Idol magnifies your spiritual power. While your
Using ancient magic, they bind spiritual entities within Idols, stone Idol is planted in the ground, you can target it with your
and once bound, focus their spiritual power on friend and foe. Totemic Assault. In place of its normal effects, all creatures of
your choice within 20 feet of the Idol must make a Charisma
Idolater Spells saving throw or suffer the effects of Totemic Assault.
2nd-level Idolater Spirituality feature In addition, while planted, your Totemic Idol is immune to
You always have certain spells prepared at the Shaman levels all non-magical bludgeoning, piercing, and slashing damage.
in the table below. The spells count as Shaman spells for you, Guardian Idol
but they do not count against the spells you prepare each day: 10th-level Idolater Spirituality feature
Shaman Level Spells In times of great need, the Spirits within your Totemic Idol
2nd bless, fog cloud will come to your aid. As an action, you can cast the summon
construct (stone) spell on your Totemic Idol, bringing it to life.
3rd healing spirit, spike growth When you do so, the spell gains the following benefits:
5th beacon of hope, sleet storm You do not expend a spell slot, but the spell is cast at the
aura of life, level of your Conduit Magic spell slots.
7th
summon construct (stone) TCE The Idol replaces the spell's normal material component.
The spell does not require your concentration.
9th antilife shell, control winds You can use Spiritual Vortex on the Guardian Idol.
The Guardian Idol gains temporary hit points equal to the
Totemic Idol hit points your Totemic Idol had when you cast this spell.
2nd-level Idolater Spirituality feature
You have learned to craft powerful Idols. You gain proficiency When this spell ends or your Guardian Idol is destroyed,
in mason's tools, and over the course of 1 hour, which can be your Totemic Idol is destroyed along with it, and you can only
during a short or long rest, you can craft an Idol. You can only have a single instance of summon construct active at a time.
have one Idol. Crafting another destroys all other Idols. High Idolater
The Idol is a Small stone object with an Armor Class equal 14th-level Idolater Spirituality feature
to your Shaman Spell save DC and hit points equal to 10 + You have mastered the ancient and powerful magic of Idols.
your Shaman level. It is resistant to non-magical You can have up to two Totemic Idols at once, though
bludgeoning, piercing, and slashing damage. each Idol must be crafted individually. They can also
As an action, you can plant this Idol on a flat, both be active at one time, each concentrating on a
unoccupied surface and cast a Shaman single spell. You can only have one Guardian Idol.
spell with a casting time of one action or Finally, when one of your Idols or a Guardian
bonus action that requires concentration. Idol is destroyed, creatures of your choice within 30
The effect of the spell occurs as normal, feet of it must succeed on a Dexterity saving throw
but you do not need to concentrate on it. against your Shaman Spell save DC or suffer
If the spell has a target of self, the effect the effects of Totemic Assault. On a success,
of the spell is centered on the Idol. they suffer half damage, but none of the
The spell is active until that Idol is additional effects.
destroyed, or you use your action to
move it. If a target of the spell moves
more than 60 feet away from the
Idol, the effects of the
spell end for it.
Spirit Guide
While most Shamans bind many Spirits, Shamans known
as Spirit Guides form a single bond with their Giest Spirit.
Often the Spirits of departed Shamans, Giests increase
in power alongside the Shaman they are bound to, and
can even channel the power bound within Totems.
Totemic Bond
2nd-level Spirit Guide Spirituality feature
You forged a bond with unique Spirit known as a
Geist. Your Geist is friendly to you and your allies,
and it obeys your commands. It uses the Geist stat
block, which uses your Shaman Spell save DC and
your proficiency bonus (PB) in several places.
Conjuring the Giest. During a long rest, you can
perform a 1-hour ritual to conjure your Giest Spirit,
or restore your current Giest to its full hit points. If
the Giest is reduced to 0 hit points it is banished to
the Etheral Plane. As an action, you expend a Conduit
magic spell slot to conjure your Giest, restoring it to its
full hit points in an unoccupied space within 5 feet.
Combat. The Geist acts during your turn. It can move and
use its reaction on its own, but it only takes the Dodge action
unless you use your bonus action to command it to take one
of the actions listed in its stat block, or another action.
Spirit Guide Spells
2nd-level Spirit Guide Spirituality feature
You always have certain spells prepared at Shaman levels
in the table below. They count as Shaman spells for you,
but do not count against the spells you prepare each day:
Shaman Level Spells Geist Spirit
2nd LL
ghastly flight , shield of faith Medium Undead
3rd spiritual weapon, warding bond Armor Class 13 + PB (Natural Armor)
5th LL
spectral passage , spirit guardians Hit Points 5 + five times your Shaman level
Speed 0 ft., fly 30 ft. (hover)
7th death ward, guardian of faith
9th arcane hand, wall of light XGE STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 11 (+0) 8 (-1) 16 (+3) 13 (+1)
Spectral Empowerment
6th-level Spirit Guide Spirituality feature
As a bonus action, you can touch your Giest to merge with it Languages understands any languages its Spirit Guide
speaks, but the Geist cannot speak itself.
and gain the benefits of the spectral passage spell. When the
spell ends, you and your Giest instantly seperate. Conduit. Whenever you cast a Shaman spell, you can
Soul Bound choose for the spell to originate from the Geist.
10th-level Spirit Guide Spirituality feature Ethereal Bond. You add your PB to any ability check
The bond you share with your Giest allows you to seamlessly or saving throw that the Geist is forced to make.
change places. As a bonus action, you can switch places with
your Giest so long as it is within 120 feet and you can see it. Ghastly Glide. Even though the Geist has a fly speed,
it can only fly a maximum of 10 feet above a surface.
You can use this feature as a reaction if you or your Giest
takes damage. You switch, and the other takes the damage. Totem Bearer. When you conjure your Giest, you can
transfer any number of your Bound Totems to it. The
Ethereal Mastery Giest gains the benefits of the Totems, and you lose
14th-level Spirit Guide Spirituality feature their benefits until the end of your next long rest.
You unleash the full power of your Giest. It can fly as normal, Actions
and it is always under the effect of the spectral passage spell. Actions
Lastly, when you use Spectral Empowerment, the effect Spectral Grasp. Melee Spell Attack: your Spell Attack
does not require concentration, and you gain resistance to all Modifier to hit, reach 5 ft., one target. Hit: The target
damage except for force, psychic, radiant, and thunder. suffers the effects of your Totemic Assault.
Wyrmbound
Unknown to most, many of the most potent Spirits are those
of long-dead dragons. In their undying desire to influence the
material plane, for good or ill, these Draconic Spirits attach to
worthy Shamans, transforming them into the Wyrmbound.
Draconic Conduit
2nd-level Wyrmbound Spirituality feature
The Draconic Spirit bound to your soul grants you mystical
power. You can speak, read, and write Draconic. Whenever
you make a Charisma check to interact with a Dragon, you
add your Wisdom modifier (minimum of +1) to your roll.
Totemic Wyrmshape
2nd-level Wyrmbound Spirituality feature
As a bonus action, you can fuse with your Draconic Spirit
to transform into a Spirit Dragon, using the rules below:
Stat Block. Your game statistics are replaced by those in
the Spirit Dragon 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 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 Spirit
Dragon form. 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 Spirit Dragon
class, player race, and other sources, and can still use them if Large Dragon
the Spirit Dragon is physically capable of doing so. However, Armor Class 14 + PB (Natural Armor)
you lose any special senses, unless it also has that sense. Speed 10 ft., fly 30 ft.
You can still use Totemic Assault and any abilities you gain
from your Bound Totems while in your Spirit Dragon form. STR DEX CON
Casting Spells. You can't cast spells in your Spirit Dragon
form. However, you can maintain concentration on spells or 8 (-1) 18 (+4) 12 (+1)
other abilities used before you transformed.
Duration & Uses. You can remain in Spirit Dragon form Damage Resistances necrotic, poison
for 1 minute. Your transformation ends early if you end it as a Senses blindsight 10 ft., darkvision 60 ft.
bonus action or if you are reduced to 0 hit points. Languages Draconic
You can transform into a Spirit Dragon once between each
short or long rest. If you have no uses left, you can expend a Ethereal Agility. Whenever the Spirit Dragon makes
Conduit Magic spell slot to transform again. an ability check or saving throw that uses Dexterity,
it can add your Wisdom modifier to the result.
Wyrmbound Spells Serpentine. The thin, serpentine body of the Spirit
2nd-level Wyrmbound Spirituality feature Dragon counts as Medium for the purposes of its
You always have certain spells prepared at the Shaman levels carrying capacity, the spaces it can move through,
in the table below. The spells count as Shaman spells for you, and all features except for the space it occupies.
but they do not count against the spells you prepare each day:
Shaman Level Spells
Actions
Actions
Artist Credits:
Covers - Tomasz Jedruszek - Primal Druid
Page 1 - Dominik Mayer - Nature's Embrace
Page 2 - Jason Engle - God of Destruction
Page 3 - Scott Murphy - Malakir Blood-Priest
Page 4 - Mathias Kollros - Avalanche Caller
Page 5 - David Palumbo - Chaos Channeler
Page 6 - Josh Hass - Ancient Stone Idol
Page 7 - Lie Setiawan - Prowling Geistcatcher
Page 8 - Chris Rallis - Dragon Whisperer
Page 9 - Lius Lasahido - Cryptic Serpent
Page 10 - Sylvain Sarrailh - Utopia Sprawl
Page 11 - Campbell White - Devouring Tentacles