0% found this document useful (0 votes)
25 views5 pages

Class Shaman

The document describes the role and abilities of shamans, who are individuals capable of perceiving and harnessing the power of spirits. Shamans gain their magical prowess from these spirits, often using it to heal the living and guide spirits to the afterlife, while also being accompanied by a spirit animal that reflects their inner self. The document includes details on shaman class features, spellcasting, and the various archetypes available to shamans, such as Seers of Forgiveness and Seers of Revenge.

Uploaded by

tnmgillespie
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
0% found this document useful (0 votes)
25 views5 pages

Class Shaman

The document describes the role and abilities of shamans, who are individuals capable of perceiving and harnessing the power of spirits. Shamans gain their magical prowess from these spirits, often using it to heal the living and guide spirits to the afterlife, while also being accompanied by a spirit animal that reflects their inner self. The document includes details on shaman class features, spellcasting, and the various archetypes available to shamans, such as Seers of Forgiveness and Seers of Revenge.

Uploaded by

tnmgillespie
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/ 5





• l
"/


• •


- .


• •
..... . •

.
• •
.

••• - • I

S HAMAN
Mist floods the tent and wisps dance on the ceiling as I •
a wizened ore raises one hand from the body in front
of him, calling on his ancestors to lend him their
strength and heal the wounded solider.
A small spectral fox dashes ahead of the young elf,

prancing and jumping around a inconspicuous patch •

of snow on the path, warning her just in time of the


trap in the road.
When a creature dies, it is not always the case that
their spirits are able to move on, instead they linger.
some track down those who can perceive them so that
they might find peace through them, others do so for ,
more obscure or malevolent reasons. Shamans are
individuals either blessed or cursed to be capable of
perceiving these entWes and harnessing their power.
This perception most often comes in the form of
visions, dreams and whispers from the entities.
Often living by themselves or tribes, shamans often
separate themselves from the rat race of civilisation,
preferring the company of the wild and her spirits.

SPIRITUAL POWER
Shamans gain their magical prowess directly from the
spirits around them. Asking for aid, spirits are usually
more than happy to oblige.
Often having a deep understanding to the natural
way of the world, most shamans typically view their
power as part of a duty to help the spirits around them
and guide them into the afterlife.

Many shamans use their power to help the living too,
providing remedies and healing to the sick as well as
offering boons and guidance to the worthy.
Shamans typically learn to control their powers by
learning from a mentor, or sometimes even being
taught by the spirits of shamans before them. There is
however, no greater teacher than experience, and so
many shaman will set out on a spiritual journey to
discover their full potential.

GHOSTLY COMPANI ON
Many shamans are accompanied by a spirit animal. A
spirit whose essence a shaman binds to their own in
order to fix them to the shaman's plane. The form
taken by the spirit animal is often a reflection of the
shaman's inner self. Only spirits with the motivation to
help others can become spirit animals; and although
they are bound and incapable of refusing a shaman,
they are often more than happy to serve.
THE SHAMAN
- Spell Slots per Spell Level-
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting, Ritua list 2 4 2
2nd +2 Spirit Guide, Spirit Boon 2 4 3
3rd +2 Call to the Seer 3 4 4 2
4th +2 Abi lity Score Improvement 3 5 4 3
5th +3 Ritualist 3 6 4 3 2
6th +3 Seer feature 3 7 4 3 3
7th +3 Additiona l Spirit Boon 3 8 4 3 3 1
8th +3 Ability Score Improvement 3 9 4 3 3 2
9th +4 3 10 4 3 3 3 1
l Oth +4 Spi ritual Defense, Ritualist 4 11 4 3 3 3 2
llth +4 4 12 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1
13th +5 4 13 4 3 3 3 2 1 1
14th +5 Seer feature 4 13 4 3 3 3 2 1 1
15t h +5 Additiona l Spirit Boon 4 14 4 3 3 3 2 1 1 1
16th +5 Abi lity Score Improvement 4 14 4 3 3 3 2 1 1 1
17th +6 One With the Spirits 4 15 4 3 3 3 2 1 1 1
18th +6 4 15 4 3 3 3 3 1 1 1
19th +6 Abi lity Score Improvement 4 15 4 3 3 3 3 2 2 1
20t h +6 Spirit Sight 4 15 4 3 3 3 3 2 2 1

CLASS FEATURES
As a shaman, you gain the following class features.

HIT PoiNTS
Hit Dice: 1d8 per shaman level
.. Hit Points at 1st Level: 8 +your Constitution modifier
Hit Points at Higher Levels : 1 d8 (or 5) + your
Constitution modifier per shaman level after 1st

P ROFICIENCIES
Armor: Light armor, medium armor, shields
CREATING A SHAMAN Weapons: Clubs, daggers, javelins, quarterstaffs,
As you build your shaman, think about when and why spears
your character acquired their connection with the Tools: Herbalist kit
spirits. Did terrible dreams plague you as a child and it
Saving Throws: Wisdom, Charisma
wasn't until you had matured that you realised the
Skills: Choose two skills from Animal handling,
truth of your abilities? Were you raised in a church
Insight, Medicine, Nature, Perception, Religion and
and had these abilities bestowed on you so that you
S urvival.
might better help lost souls cross over? Maybe you
were cursed with these powers by a demon, forced to
EQUIP MENT
endure visions of a million possible apocalypses every
You start with the following equipment, in addition to
night?
the equipment granted by your background:
Consider how your character perceives their
abilities. Do you view them as a curse from the gods? • a) any simple weapon or b) a wooden shield
Punishment for some crime committed long ago? • a) herbalist kit or b) any sim ple weapon
Maybe you view it as a duty to the souls ar ound you, an • leather armor, an explorers pack, and a druidic focus
endless task to ]end aid to the spirits and help them
into the afterlife? Perhaps you view it as a tool to SPIRIT SENS E
advance your plan, choosing to exploit the spirits you At the 1st level you learn to open their mind and
see rather than help them. senses to detect the presence of lingering spirits . As an
action, until the end of your next turn you are aware of
Q UICK B UILD the creature type and location of any undead and
You can make a shaman quickly by following these elementals within 60 feet of you that is not behind total
suggestions. First, make Wisdom should be your cover. You can also determine if a creature has died in
highest ability score, followed by Constitution. Second, this area within the last 24 hours.
choose the Hermit background. Third the Druidcraft, You can use this feature a number of times equal to 1 +
and Prestidigation, along with the following 1st level your Wisdom modifier. When you finish a long rest you
spells: Dissonan t Whispers, and Healing Word. regain all expended uses.
SPIRIT ANIMAL
Small/Medium fey/celestial, unaligned

Armor Class 13
Hit Points 5 ( 1d4 +Spirit's con mod per Shaman leve l)
Speed 30ft
~
i
STR DEX CON INT WIS CHA
\ 10 (+0) 10 (+0) 12(+1) 6 (-2) 14 (+2) 10 (+0)

Damage Resistances acid, fire, lightning, thunder; bludgeoning,


. ~

)
piercing, and slashing from nonmagical weapons
• Damage Immunities necrotic, poison
Condition Immunities charmed, exhaustion, frightened,
grappled, paralyzed, petrified, poisoned, prone, rest rained
Senses darkvision 60ft., passive Perception 10
Languages can understand t he languages it's master knows but
, cannot speak
1, Challenge 1 (200 XP)
"'
"'
1
\ Psychic Link. The spirit animal can commun icate telepathically
J
) wit h it 's master
J
Spirit Bond. The spi rit animal can add your proficiency bonus to
any Dexterity or Wisdom saving throws it takes

SPIRIT GUIDE Innate Spellcasting. The spirit anima l 's innate spel lcasting abi lity
is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can
Beginning at 2nd level, the Shaman gains the ability to innately cast the fol lowing spells, requiring no materia l
cast the Find Familiar ritual, but instead of components:
summoning a familiar they summon a Spirit Animal.
Choose from one of the following forms when you At w ill: guidance
summon the Spirit Guide; Bear, Wolf, Coyote, Eagle,
Owl, Snake or another if agreed to by the DM. The Acno Ns
spirit uses the proficiency bonus (if required) of the Blink. The spirit anima l appears to evaporate, teleporting
Shaman. instantly to a location it can see w ith in 10 feet of it before re-
Your spirit animals stats are affected by the form it materializing.
takes. These effects are as follows:
Illusive spirit. Opportunity attacks made against
Bear. +1 AC, +1 HP per level, proficient in Athletics your spirit animal as it is leaving a creatures reach are
(Strength). additionally, becomes a Medium Fey. taken with disadvantage.
Wolf/Coyote. +2 AC, proficient in P erception Insightful spirit. When you make a check using a
(Wisdom) and Survival (Wisdom). additionally, Charisma, Intelligence or Wisdom skill in which you're
becomes a Medium Fey. proficient, your spirit can offer it's assistance; allowing
Eagle/Owl. +1 AC, gains flight speed of 60ft, the Shaman to add double their proficiency bonus to
advantage on Perception (Wisdom) checks relying on the roll. If they already added double their proficiency
sight. additionally, becomes a Small Celestial. bonus, there is no effect. This can be used a number of
Snake. +5 to initiative, gains proficiency to Stealth times per day equal to the Shaman's Wisdom modifier.
(Dexterity) and has advantage to Stealth (Dexterity) Narrative spirit. Once per short rest your spirit
check. additionally, becomes a Small Fey. animal can cast 'Speak with Animals' OR ~imal
Friendship'.
SPIRIT BooN Protective spirit. As an action your spirit animal can
At 2nd level; when summoning a spirit animal, select grant temporary hit points equal to the Shaman's
two of the following boons to provide it. Wisdom modifier to a willing creature within 5 feet of
it. These temporary hit points last 5 minutes.
Awakened spirit. The spirit animal gains limited Stalking spirit. Your spirit animal has advantage on
telepathy to convey simple ideas, emotions and images Survival (Wis) skill checks made on checks for track-
telepathically to a creature within 100 feet of it that ing and locating shelter or food.
can understand a language. Watchful spirit. The spirit gains 120ft darkvision
Curious spirit. As long as you're both on the same and can see through magical darkness.
plane, you can choose to see through your spirit
SHAMAN ARCHETYPE
animal's eyes as well as sense what it senses. there is -
no range on this ability. At 3rd level the Shaman selects an archetype to focus
Durable spirit. Your spirit has advantage on saving the nature and aspect of their power. They become
throws against magical effects. Seers for the spirits, either as a Seer of Forgiveness,
Guardian spirit. Your spirit animal can use it's shamen who focus on the harmony between worlds
reaction to impose disadvantage on an attack roll and the aid they can both offer each other; or as a Seer
made by a creature within 5 feet of itself. of Revenge, shamen who focus on exacting vengeance
Helpful spirit. Your spirit animal gains the ability to against those who have wronged the spirits. Your
cast the following cantrips at will: Mending, Light and choice grants you features when you choose it at 3rd
Dancing Lights. level and again at 6th and 14th level.
ADDITIONAL SPIRIT BOON choose a creature you can see within 60 feet of
Beginning at 7th level, the Shaman's connection to the yourself to be healed for an amount equal to the casted
spirits becomes so potent and powerful that when you spells level.
summon your spirit animal, you may select an
additional Spirit Boon. At the 15th level your EcHOED WoRDS
connection grows stronger still, allowing you to select At the 14th level, once per long rest the Shaman can
a fourth boon. choose to use their action to dismiss their spirit
animal, restoring a number of hitpoints equal to the
SPIRITUAL DEFENSE spirit animal's hit point maximum to any willing crea-
At 1Oth level, the spirits around the Shaman offer aid, tures within 60 feet of the Shaman. The healing
trying to protect them. When you gain this feature; you amount can be distributed and split as the Shaman
have advantage on saving throws against being wishes.
charmed or feared.
SEER OF REVENGE
ONE WITH THE SPIRITS Seers of Revenge seek not the harmonious coexistance
At 17th level, when the Shaman summons a spirit between spirits and the living, but instead choose to
animal, their physical form changes and they gain the follow a darker path. These seers roam the world
same benefits provided by the chosen animal type to waging war on the spirits behalf, believing that to
themselves. If the animal form provides a proficiency guide spirits to the other side they must apease them
that the Shaman already has, instead add double the by commiting acts of vengance in their name. These
proficiency bonus to that skill. acts vary from punishing those who do not pay their re-
spects to the spirits, the hunting down and killing spir-
SPIRIT SIGHT it's murderer.
At 20th level, your connection to the spirits is so
BoNus PROFICIENCIES
powerful, that you begin to see things beyond spirits.
At the 3rd level you become proficient in martial
You are always under the effects of the 'True Seeing'
weapons.
spell.
SPIRITUAL RAGE

SHAMAN ARCHETYPES At 3rd level, you learn how to tap into the rage and fury
of lingering spirits during the heat of battle. When you
Becoming a Shaman is often not a choice, however
hit an enemy with a melee weapon attack, you can
what a shaman chooses to do with their power is
expend one Shaman spell slot to deal psychic damage
entirely up to them. A shaman chooses the path they
to the target, in addition to the weapon's damage. The
will tread once they reach the 3rd level, from then on
extra damage is 1d8 for a 1st-level spell slot, plus 1d8
their fate is all but sealed. Some Shamans instinctively
for each spell level higher than 1st, to a maximum of
know the path that will one day tread, and actively
Sd8. This cannot be used in conjunction with the
seek to fulfil their future purpose, others simply
Paladin's Divine Smite feature.
choose to wait and see what fate, and the spirits,
choose for them.
SPIRITUAL ONSLAUGHT
At the 6th level you can attack twice, instead of once
SEER OF FORGIVNESS whenever you take the Attack action on your turn.
Seers of Forgiveness believe the material world and
-
the spirit world were meant to live in harmony. They SPIRIT SHIELD
believe you shouldn't be afraid of spirits, just as they At the 14th level, the Shaman can use a bonus action
shouldn't be afraid of you. As a Seer of Forgiveness, on their turn to dismiss their spirit animal, allowing it
you aim to bring the two worlds closer together, clos- to linger and protect the Shaman. For 1 minute after
ing the gap between worlds and bathing in the ex- sacrificing your spirit animal, once per turn when you
change of knowledge it brings. hit a target you gain temporary hit points equal to your
Wisdom modifier + Constitution modifier. These tem-
BoNus CANTRIP porary hit points last for 10 minutes.
At the 3rd level, the Shaman gains one additional
cantrips from the Shaman spell list. SPELLCASTING
Calling and drawing from the spirits of old, you can
SooTHING VoicEs
pull forth energy and magic from beyond this plane, al-
At the 3rd level you can command spirits to bombard a
lowing you to fuel their spells . See chapter 10 of the
target with soothing tones and chants. As an action
Player's Handbook for the general rules of
you can target one creature within 60 feet, the target
spellcasting.
must take a Wisdom saving throw or become your
choice of charmed or feared for one hour. If a creature
CANTRIPS
succeeds on the save, they are immune to this ability
At the first level, you know 3 cantrips of your choice
for 24 hours. This ability can be used a number of
from the shaman spell list. You learn additional
times equal to your Wisdom modifier per long rest.
shaman cantrips of your choice at higher levels, as
shown in the Cantrips Known column of the Shaman
SACRIFICIAL SPIRIT
table.
At the 6th level, spirits echo your words and chants,
giving you their power. Whenever you cast a spell,
SPELL SLOTS RITUAL CASTING
The Shaman table shows how many spell slots you You can cast a Shaman spell as a ritual if that spell has
have to cast your spells of 1st level and higher. To cast the ritual tag and you have the spell prepared.
one of these spells, you must expend a slot of the
spells level or higher. You regain all expended spell SPELLCASTING Focus
slots when you finish a long rest. You can use a druidic focus (found in chapter 5 of the
For example, if you know the 1st level spell burning Player's Handbook) as a spellcasting focus for your
hands and have a 1st-level and a 2nd-level spell slot Shaman spells.
available, you can cast burning hands using either slot.

SPELLS KNOWN OF 1ST LEVEL AND HIGHER SHAMAN SPELLS


You know four 1st-level spells of your choice from the
CANTRIPS (o LEVEL} 4TH LEVEL
Shaman spell list.
The Spells Known column shows when you learn Dancing lights Banishment
more Shaman spells of your choice. Each of these Guidance Conjure woodland beings
spells must be of a level for which you have a spell Light Conjure minor elementals
slots, as shown on the table. For instance, when you Mage hand Divination
reach 3rd level in this class, you can learn one new Mending Giant insect
spell of 1st or second level. Message Grasping vine
Additionally when you gain a level in this class, you Prestidigitation Greater invisibility
can choose one of the shaman spells you know and Shillelagh
replace it with the another spell from the Shaman Shocking grasp 5TH LEVEL

spell list, which also must be of a level for which you Thorn whip Awaken
have spell slots. Commune with nature
1ST LEVEL Conjure elemental
SPELLCASTING ABILITY Bane Greater restoration
Wisdom is your spellcasting ability for your shaman Bless Insect plague
spells, since the power of your magic relies on you Cure wounds Legend lore
channelling your magic through the spirits. You use Detect magic Mass cure wounds
your Wisdom whenever a spell refers to your spellcast- Dissonant whispers Planar binding
ing ability. In addition, you use your Wisdom modifier Entangle Raise dead
when setting the saving throw DC for a shaman spell Good berry Scrying
you cast and when making an attack roll with one. Guiding bolt
Healing word 6TH LEVEL
Spell save DC= 8 +your proficiency bonus+ Inflict wounds
your Wisdom modifier Conjure fey
Speak with animals Forbiddance
Spell attack modifier= your proficiency bonus+ Tasha's hideous laughter Planar ally
your Wisdom modifier Thunderwave True seeing
Wall of thorns
2ND LEVEL
.I ~ ~ •

..-~ ~. Augury 7TH LEVEL


". ... ~· Beast sense Etherealness
Enhance ability Plane shift
Gust of wind Regenerate
Hold person Symbol
Lesser restoration
Magic weapon 8TH LEVEL
See invisibility
Control weather
Silence
Earthquake
•• Spike growth
• Sunburst
· Spiritual weapon
Tsunami

3RD LEVEL
9TH LEVEL
Bestow curse
• Astral projection
• Call lightning
. . Foresight
Clairvoyance
Storm of vengeance
Conjure animals
True resurrection
Dispel magic
Revivify
Speak with dead
Speak with plants
Spirit guardians

You might also like