THE SHAMAN
5e Homebrew Class
by Ashamed Plant
    The Shaman
                 he Shaman is a versatile and spiritually
    T
                                                                       Proficiencies
                  attuned spellcaster who draws power from             Armor:   Light Armor, medium armor, shields
                  the primal forces of nature and the                  Weapons:   Simple weapons, battleaxe, flail, greataxe,
                  elemental spirits. Through their deep                  maul, morningstar, trident, war pick, warhammer
                  connection with the natural world,                   Tools: Choose one from alchemist’s supplies, herbalism
                  Shamans channel the energies of earth, air,            kit, one musical instrument, or woodcarver’s tools
                  fire, and water to manipulate the forces of          Saving Throws: Wisdom, Strength
    creation and destruction, as well as amplify their martial         Skills: Choose three from Animal Handling, Arcana,
    abilities. Shamans commune with ancestral spirits and                Athletics, History, Insight, Intimidation, Medicine,
    call upon the guidance of powerful totems to aid them in             Nature, Perception, Religion, and Survival
    their quests.
      With a blend of spellcasting, elemental manipulation,            Spellcasting Ability
    and totemic attunement, Shamans serve as guardians of                  Spell save DC = 8 + your proficiency bonus + your
    balance and bringers of healing, channeling the                                         Wisdom modifier
    elements to protect their allies, smite their foes, and              Spell attack modifier = your proficiency bonus + your
    restore harmony to the world.                                                           Wisdom modifier
    Class Features                                                     Equipment
                                                                       You start with the following equipment, in addition to
    As a shaman, you gain the following class features.                the equipment granted by your background:
    Hit Points
                                                                          (a) hide armor or (b) leather armor
    Hit Dice:1d10 per shaman level                                        (a) a simple melee weapon and a shield or or (b) two
                           10 + your Constitution modifier
    Hit Points at 1st Level:
                                                                          simple melee weapons or (c) a martial weapon
    Hit Points at Higher Levels:1d10 (or 6) + your                        an explorer’s pack
      Constitution modifier per shaman level after 1st                    (a) alchemist’s supplies (b) an herbalism kit (c) one
                                                                          musical instrument or (d) woodcarver’s tools
    The Shaman
                                                                                                  — Spell Slots Per Spell Level —
    Level Proficiency Bonus    Features                                            Spells Known   1st  2nd      3rd    4th     5th
     1st          +2           Channel Elements, Vision Quest, Elemental Totems          —        —     —        —      —      —
     2nd          +2           Spellcasting, Overload                                    2         2    —        —      —      —
     3rd          +2           Shamanic Calling, Shamanic Rejuvenation                   3         3    —        —      —      —
     4th          +2           Ability Score Improvement                                 3         3    —        —      —      —
     5th          +3           Extra Attack                                              4         4     2       —      —      —
     6th          +3           Weapon Infusion, Elemental Totems (2)                     4         4     2       —      —      —
     7th          +3           Shamanic Calling feature                                  5         4     3       —      —      —
     8th          +3           Ability Score Improvement                                 5         4     3       —      —      —
     9th          +4           Vision Quest Prophet                                      6         4     3       2      —      —
    10th          +4           Ancestral Recall                                          6         4     3       2      —      —
    11th          +4           Shamanic Calling feature                                  7         4     3       2      —      —
    12th          +4           Ability Score Improvement                                 7         4     3       3      —      —
    13th          +5           Elemental Totems (3)                                      8         4     3       3       1     —
    14th          +5           Vision Quest Sage                                         8         4     3       3       1     —
    15th          +5           Reincarnation                                             9         4     3       3       2     —
    16th          +5           Ability Score Improvement                                 9         4     3       3       2     —
    17th          +6           Shamanic Calling feature                                  9         4     3       3       3      1
    18th          +6           Elemental Totems (4)                                      10        4     3       3       3      1
    19th          +6           Ability Score Improvement                                 11        4     3       3       3      2
    20th          +6           Farseer                                                   11        4     3       3       3      2
2    Shaman | Class Features
Channel Elements
As a shaman, you gain the ability to channel elemental
energy directly from nature, using that energy to fuel
magical effects, such as the Elemental Totems feature.        Elemental Totems
  When you use your Channel Elements, you choose              As a bonus action, you can spend 1 use of your Channel
which effect to create. You can use Channel Elements a        Elements to beseech the elements, calling for their aid
number of times equal to your proficiency bonus + your        as you summon an air, earth, fire, or water totem onto
Wisdom Modifier (minimum of 1), restoring all uses            the ground in an unoccupied space within 5 feet of you.
upon finishing a long rest.                                   If a totem of the same element (air, earth, fire, water) of
  Some Channel Elements effects require saving                another active totem is placed, the first totem of that
throws. When you use such an effect from this class, the      element that was placed by you becomes inert. Totems
DC equals 8 + your proficiency bonus + your Wisdom            have a range of 30 feet, and last for 1 minute, unless
modifier.                                                     otherwise stated by the totem’s description. You choose
Vision Quest                                                  4 totems to learn at 1st level. When gaining a level in
Also at 1st level, you can expend 1 use of Channel            shaman, you can replace any known totem with another
Elements and meditate for 1 minute to enter a Vision          totem of your choice, as long as you meet the
Quest state, lasting 1 hour. In this state, you can sense     prerequisites.
the nearest elemental creature within 1 mile. You know           Totems are structures that have an AC equal to 10 +
its general direction, its type, and its alignment. You       your proficiency bonus, and hit points equal to 10 + your
also gain the ability to telepathically speak to and          shaman level.
understand elemental creatures while in this state.              You choose 2 additional totems to learn at 6th, 13th,
   Additionally, the spirits of your ancestors can speak to   and 18th level.
you while in a Vision Quest state, lending you their             Additionally, some totems’ abilities are upgraded at
knowledge, giving you a bonus to Intelligence (Arcana,        6th, 13th, and 18th level.
History, Nature, and Religion), ability checks equal to
your Wisdom modifier (minimum of +1) for the duration
of the Vision Quest. The Vision Quest ends if you take
any amount of damage.
                                                                                                  Shaman | Class Features   3
    Elemental Totems                                               Earth Totems
    Air Totems                                                     Earthbind Totem
                                                                   The area within this totem’s range becomes difficult
    Grace of Air Totem                                             terrain.
    Prerequisite: 6th-Level Shaman                                    At 6th level, you are not affected by this totem. At
      You and friendly creatures within range of this totem        13th level, your allies are not affected by this totem. At
    gain +2 to Dexterity ability checks, Dexterity saving          18th level, creatures within range of this totem that are
    throws, and attack rolls where the user’s Dexterity is         in the air must make a Strength saving throw at the
    added to the attack roll.                                      beginning of each of their turns, or fall to the ground
      The bonus to ability checks and saving throws                prone.
    increases to +4 at 13th, and +6 at 18th level.                 Stoneclaw Totem
    Grounding Totem                                                When this totem is placed, each creature of your choice
    All spells and magical effects with a range of 5 feet or       within its range must make a Wisdom saving throw,
    greater that are cast from within, or pass through this        becoming taunted on a failed save. A taunted creature
    totem’s range are drawn toward it. If the spell requires a     must use its movement to move closer to the totem, and
    target, it targets the totem instead of its original target.   must use its action to attack the totem, if able. A taunted
    If the spell centers on a point, it instead centers on the     creature repeats the saving throw at the start of each of
    totem’s location.                                              its turns, ending the effect on a success. The effect also
                                                                   ends early if the totem is reduced to 0 hit points. A
    Sentry Totem                                                   creature that succeeds on a saving throw against this
    You see through this totem as if it were an extension of       totem is immune to the stoneclaw totem’s effect for 24
    your own vision. This totem’s duration is 8 hours.             hours. The totem has an additional 5 hit points.
      You gain 60 feet of darkvision when seeing through              This totem’s hit points are increased by an additional
    this totem at 6th, 60 feet of tremorsense at 13th, and 60      +5 at 6th, 13th, and at 18th level.
    feet of truesight at 18th level.                               Stoneskin Totem
    Windfury Totem                                                 Choose either bludgeoning, piercing, or slashing. When
    Prerequisite: 6th-Level Shaman                                 you and friendly creatures within this totem’s range take
      Creatures of your choice within this totem’s range can       damage of the chosen type, that damage is reduced by
    make an additional melee weapon attack with the same           3.
    weapon against the same target on a roll of 18, 19 or             This damage reduction is increased to 5 at 6th, 7 at
    20. Weapons already affected by the Imbue Weapon               13th, and 10 at 18th level.
    feature or Flametongue Totem cannot also be affected
    by Windfury Totem.                                             Strength of Earth Totem
                                                                   Prerequisite: 6th-Level Shaman
    Windwall Totem                                                   You and friendly creatures within range of this totem
    Components:     Palm branch, a wind instrument                 gain +2 to Strength ability checks, Strength saving
    The strong wind within this totem’s range keeps fog,           throws, and attack rolls where the user’s Strength is
    smoke, and other gasses at bay. Small or smaller flying        added to the attack roll.
    creatures or objects can’t pass through the wall. Loose,         The bonus to ability checks and saving throws
    lightweight materials brought into the wall fly upward.        increases to +4 at 13th, and +6 at 18th level.
    Arrows, bolts, and other ordinary projectiles launched at      Tremor Totem
    targets in or through the totem’s range are deflected          When you place this totem, and at the start of each of
    upward and automatically miss. (Boulders hurled by             your turns, this totem violently shakes the earth out to
    giants or siege engines, and similar projectiles, are          its range. Creatures that are charmed or frightened can
    unaffected.) Creatures in gaseous form can’t pass              immediately make a saving throw to end that effect (if a
    through. Ranged spell attacks passing through this area        saving throw can normally end the effect). Sleeping
    are made at disadvantage.                                      creatures are awakened.
4    Shaman | Class Features
Fire Totems                                                   Water Totems
Fire Nova Totem                                               Cleansing Totem
At the start of your next turn, this totem radiates a         You and allies within this totem’s range gain advantage
shockwave of fire, destroying itself in an explosion.         on Constitution saving throws, resistance to the Poison
Creatures other than you within this totem’s range must       damage type, and immunity to the poisoned condition
make a Dexterity saving throw, or take 1d12 fire              and diseases. Additionally, you and your allies gain
damage and be pushed 5 feet away from this totem and          advantage on saving throws against curses, cursed
be knocked prone. On a successful save, creatures take        items, and saving throws to end spell effects.
half damage and are not pushed or knocked prone.
  This damage increases to 2d12 at 6th, 3d12 at 13th,         Frost Totem
and 4d12 at 18th level.                                       Prerequisite: 6th level
                                                                 At the start of each of your turns, frost emanates from
Flametongue Totem                                             this totem, and each creature of your choice within the
Prerequisite: 6th-Level Shaman                                totem’s range must make a Constitution saving throw.
   Creatures of your choice within this totem’s range         On a failed save, a creature takes 1d8 cold damage and
gain an additional 1d4 fire damage to melee weapon            its speed is reduced by 10 feet until the start of your
attacks. Weapons already affected by the Imbue                next turn.
Weapon feature or Windfury Totem cannot also be                  This damage increases to 2d8 at 13th, and 3d8 at
affected by Flametongue Totem.                                18th level.
   This damage increases to +2d4 at 13th, and +3d4 at
18th level.                                                   Healing Stream Totem
                                                              At the start of each of your turns, you and friendly
Flare Totem                                                   creatures within range of this totem regain 1 hit point. If
Bright light emits out to this totem’s range, and dim         at zero hit points, this instead provides 1 death saving
light extends 10-feet beyond this totem’s range. At the       throw success. This totem’s effects last for 30 seconds,
start of each of your turns, this totem emits a bright        or 5 rounds before its power fades.
flash, and creatures of your choice within this totem’s          Hit points regained increases to 2 at 6th, 3 at 13th,
range that can see the totem must succeed on a                and 4 at 18th level.
Constitution saving throw or be blinded until the start of
your next turn.                                               Mana Stream Totem
                                                              Prerequisite: 6th-Level Shaman
Magma Totem                                                     Damaging spells cast by you and allies within this
At the start of each of your turns, this totem radiates a     totem’s range deal additional +2 damage. Spells that
shockwave of heat. Creatures of your choice within this       restore hit points cast by your or your allies within this
totem’s range must make a Dexterity saving throw, or          totem’s range restore +2 additional hit points.
take 1d6 fire damage, or half on a successful save.             Bonus damage dealt and hit points regained
  This damage increases to 2d6 at 6th, 3d6 at 13th, and       increases to +4 at 13th, and +6 at 18th level.
4d6 at 18th level.                                            Resistance Totem
Searing Totem                                                 You and allies within this totem’s range gain resistance
At the start of each of your turns, this totem launches a     to one of the following damage types of your choice:
flame at a target of your choice within range. Make a         acid, cold, fire, lightning or thunder.
spell attack against the target, and if it hits, this totem
deals 1d10 fire damage to the target. This totem has a
range of 60 feet.
   This damage increases to 2d10 at 6th, 3d10 at 13th,
and 4d10 at 18th level.
                                                                                                  Shaman | Class Features   5
    Spellcasting                                                    Shamanic Calling
    By the time you reach 2nd level, you have learned to use        At 3rd level, the winds call to you to hone and sharpen
    the primal essence of the elements to cast spells.              your shamanic abilities. Your choice grants you features
    Spell Slots
                                                                    at 3rd level and again at 5th, 11th, and 17th level.
    The Shaman table shows how many spell slots you have            Shamanic Rejuvenation
    to cast your shaman spells of 1st level and higher. To          Also at 3rd level, when you finish a short rest, you
    cast one of these spells, you must expend a slot of the         regain a number of uses of your Channel Elements
    spell’s level or higher. You regain all expended spell          feature equal to your Wisdom modifier (minimum of 1).
    slots when you finish a long rest. For example, if you
    know the 1st-level spell Identify and have a 1st-level and      Ability Score Improvement
    a 2nd-level spell slot available, you can cast Identify         When you reach 4th level, and again at 8th, 12th, 16th,
    using either slot.                                              and 19th level, you can increase one ability score of
    Spells Known of 1st Level and Higher                            your choice by 2, or you can increase two ability scores
    You know two 1st-level spells of your choice from the           of your choice by 1. As normal, you can’t increase an
    shaman spell list. The Spells Known column of the               ability score above 20 using this feature.
    Shaman table shows when you learn more shaman                   Extra Attack
    spells of your choice. Each of these spells must be of a
    level for which you have spell slots. For instance, when        Beginning at 5th level, you can attack twice, instead of
    you reach 5th level in this class, you can learn one new        once, whenever you take the Attack action on your turn.
    spell of 1st or 2nd level. Additionally, when you gain a
    level in this class, you can choose one of the shaman           Weapon Infusion
    spells you know and replace it with another spell from          Upon reaching 6th level, you learn to focus the power of
    the shaman spell list, which also must be of a level for        the elements into your weapons. As a bonus action, you
    which you have spell slots.                                     can expend 1 use of your Channel Elements to infuse up
    Spellcasting Ability                                            to two of your held melee weapons with a Weapon
    Wisdom is your spellcasting ability for your shaman             Infusion. You must be proficient with these weapons. A
    spells, since your magic draws on your attunement to            Weapon Infusion fades after 1 hour, or after it leaves
    the elements of nature. You use your Wisdom whenever            your possession. A weapon can only have one Weapon
    a spell refers to your spellcasting ability. In addition, you   Infusion at a time.
    use your Wisdom modifier when setting the saving                   When using this feature, choose one of the following
    throw DC for a shaman spell you cast and when making            Weapon Infusions to apply.
                                                                       Flametongue. This weapon emanates flames,
    an attack roll with one.                                        shedding bright light in a 40-foot radius and dim light
      Spell save DC = 8 + your proficiency bonus + your
    Wisdom modifier                                                 for an additional 40 feet, and it deals an extra 1d6 fire
      Spell attack modifier = your proficiency bonus + your
                                                                    damage to any target it hits.
    Wisdom modifier                                                    This damage increases to 2d6 at 11th, and 3d6 at
                                                                    17th level.
    Spellcasting Focus                                                 Frostbrand. This weapon becomes wreathed in ice,
    You can use a weapon you are proficient with as a               dealing an additional 1d4 cold damage to any target it
    spellcasting focus for your shaman spells.                      hits, and reducing its movement speed by 10 feet until
                                                                    the end of its next turn.
    Overload                                                           This damage increases to 2d4 at 11th, and 3d4 at
    Also as a 2nd level shaman, when using the Cast a Spell         17th level.
                                                                       Rockbiter. This weapon becomes studded in stone,
    Action, you can expend a spell slot of any spell level and      dealing an additional +2 weapon damage, and double
    an amount of your Shaman hit dice up to one-quarter             damage to structures. If damage is dealt to a creature,
    your Shaman level, rounded down (minimum of 1) to               then the creature must make a Wisdom saving throw
    Overload. This increases the spell level of the spell slot      against your spell save DC or have disadvantage on
    used by 1 for each hit die expended. For example, you           attacks against targets that aren’t you until the end of
    can choose to expend a 1st-level spell slot and 1 hit die       their next turn.
    to cast a 2nd-level spell.                                         This damage increases to +4 at 11th, and +6 at 17th
                                                                    level.
                                                                       Windfury. When attacking with this weapon, you
                                                                    make an additional weapon attack with this weapon
                                                                    against the same target on a roll of 17, 18, 19, or 20.
6    Shaman | Class Features
7
     How BIG can I Overload?
     You can Overload a number of your Shaman hit dice up to
     one-quarter your Shaman level, with a minimum of 1. This
     means that you can begin to Overload 2 hit dice when you
     become an 8th level Shaman, 3 hit dice at 12th level, 4 hit
     dice at 16th level, and 5 hit dice at 20th level!             Reincarnation
                                                                   Starting at 15th level, your primeval connection to the
    Vision Quest Prophet                                           elements seems to transcend mortality. Upon dying, you
    At 9th level, you can calm your mind to take in your           can choose to immediatly spring back to life, healing for
    surroundings, attuning your body with the natural              1d100 hit points and regaining one spell slot of your
    world. While in a Vision Quest state, gain advantage on        choice. Once used, this feature cannot be used again for
    all Wisdom ability checks.                                     a number of days equal to the result of the 1d100 roll.
                                                                   Farseer
    Ancestral Recall
    At 10th level, you gain the ability to access the vast         At 20th level, you have achieved a level of spiritual
    arcane knowledge of your ancestors. You can spend 1            attunement that grants you unparalleled insight into the
    use of Channel Elements to cast a spell from the               workings of the world and the threads of destiny. Your
    Shaman spell list that you do not know. All other rules        Wisdom score increases by 4. Your maximum for this
    of spellcasting still apply, such as expending a spell slot    score is now 24.
    of the appropriate level.                                         Also, you can enter a Vision Quest state with the use
                                                                   of an action, instead of 1 minute of meditation. When
    Vision Quest Sage                                              you are in a Vision Quest state, your senses expand,
                                                                   granting you truesight out to a range of 120 feet. You
    At 14th level, you can see beyond your own reality to tap      can communicate telepathically with any creature
    into knowledge of what lies beyond. While in a Vision          within 120 feet of you in this state, regardless of
    Quest state, you are able to see up to 60 feet into the        language barriers.
    ethereal plane. Also, the Vision Quest state no longer
    ends when damage is dealt to you.
                                                                                                      Shaman | Class Features   7
    Shamanic Callings
    You sense it. It is the whispering of the wind. It is the     Destruction spells
    gentle hum of the earth. It is the rhythmic dropping of
    rain upon the ground. It is the alluring dancing of                  Level                           Spell
    flames, beckoning you towards a greater purpose. You                  3rd              Chromatic Orb, Elemental Shock*
    are being called on a quest beyond your tribe, beyond                 5th                  Flaming Sphere, Shatter
    your people, beyond this plane of existence. The                      9th                   Call Lightning, Fireball
    elements can recognize your power, and know your                     13th                  Ice Storm, Storm Sphere
    heart is true. You are ready.                                        17th               Cone of Cold, Destructive Wave
       So how will you fulfill the destiny laid before you?        *New Shaman Spell
    Will you harness the chaotic powers of the elements to
    achieve your goals? Will you hone your body, mind, and
    soul for the elements to wield as its weapon? Or will you
    use your gifts of nature to restore life to the world?        Elemental Devastation
    Shamanic Call of Destruction                                  When you take this Calling at 3rd level, you gain the
                                                                  following two Channel Elements options:
    Sometimes, the forces of nature, the elemental spirits,          Convection. When you fail a Constitution saving
    and the primordial entities of balance call forth a           throw to maintain concentration on a spell, you can
    shaman towards destruction. This is a Call that               expend 1 use of Channel Elements to succeed on the
    embraces the destructive forces of nature and channels        saving throw instead.
    them with devastating power. Those who follow this               Concussion. When dealing damage with a spell, you
    path tap into the chaotic and fierce aspects of the           can expend 1 use of Channel Elements to reroll any
    elements, harnessing the fury of storms, volcanic             number of damage dice dealt. Add your Shaman level to
    eruptions, and cataclysmic forces. Embracing the Call of      the new result. You must use the new result.
    Destruction requires great control and respect for the
    immense power they wield, as their spells can reshape         Elemental Focus
    the battlefield and leave a path of ruin in their wake.       Starting at 7th level, you regain a spell slot of your
    Those who are called towards destruction must                 choice each time you finish a short rest.
    carefully balance the desire for destruction with the
    responsibility of wielding such immense forces of             Firestorm Totems
    nature.                                                       Also at 7th level, your fire Elemental Totems are even
    Destruction Magic                                             more destructive. You add your Wisdom modifier to the
    At 3rd level, you learn additional spells when you reach      damage dealt by your Fire Nova, Magma, and Searing
    certain levels in this class, as shown in the Destruction     Totems.
    Spells table. Each spell counts as a shaman spell for         Eye of the Storm
    you, but it doesn’t count against the number of shaman        Starting at 11th level, when you use your Overload
    spells you know. If you learn a spell from this list that     feature to upcast a spell, rather than expend hit dice,
    you already know, choose another spell from the               you can choose to take 1d10 force damage for each
    shaman spell list of the same spell level to learn instead.   level the spell is upcast. This damage cannot break your
                                                                  concentration, and cannot be reduced in any way. You
                                                                  can only use this feature to upcast a spell by a number
                                                                  of spell levels equal to one-quarter your Shaman level,
                                                                  rounded down.
                                                                  Elemental Avatar
                                                                  Finally at 17th level, you can fully harness the
                                                                  destructive power of the elements. When you enter a
                                                                  Vision Quest state, you can choose to also enter an
                                                                    Elemental Avatar state, allowing you to use your
                                                                      Ancestral Recall feature without expending uses of
                                                                        Channel Elements. Additionally, your 1st level
                                                                          spells are cast at-will, not expending a spell slot
                                                                        when cast. When this state ends, you gain 1 level
                                                                      of Exhaustion.
8    Shaman | Shamanic Calling Feature
Shamanic Call of Enhancement                                  Enduring Infusion
A Shaman that is called towards enhancement is one            Beginning at 7th level, your Weapon Infusions last for 8
that taps into the primal forces of the elements to           hours, instead of the normal 1 hour. In addition, as a
enhance their physical prowess in battle. Those who           bonus action, you can replace the infusion on a weapon
follow this path specialize in melee combat, infusing         you have infused. When you do so, the previous infusion
their weapons and body with elemental energy.                 ends, and the new infusion uses the remaining duration
Enhancement Magic
                                                              of the original.
                                                              Improved Weapon Infusion
At 3rd level, you learn additional spells when you reach
certain levels in this class, as shown in the                 At 11th level, your Weapon Infusions become more
Enhancement Spells table. Each spell counts as a              potent, and gain the following benefits.
shaman spell for you, but it doesn’t count against the           Flametongue. The d6s used to add extra fire damage
number of shaman spells you know. If you learn a spell        from this infusion turn into d8s.
from this list that you already know, choose another             Frostbrand. If cold damage is dealt to a creature by
spell from the shaman spell list of the same spell level      this weapon, the creature must make a Constitution
to learn instead.                                             saving throw. On a failed save, the creature can’t use
                                                              reactions, and it can’t make more than one attack on its
                                                              turn. In addition, the creature can use either an action
Enhancement spells                                            or a bonus action on its turn, but not both. These effects
       Level                           Spell                  last until the end of its next turn. A creature can only be
        3rd           Lightning Shield*, Thunderous Smite     forced to make a saving throw from this feature once
        5th               Enhance Ability, Ghost Wolf*        until the start of your next turn.
        9th                Elemental Weapon, Haste               Rockbiter. Creatures damaged by this weapon must
       13th               Fire Shield, Staggering Smite       make a Wisdom saving throw. On a failed save, the
       17th           Banishing Smite, Skill Empowerment      creature must move towards you and use the Attack
 *New Shaman Spell                                            action against you, if possible. These effects last until
                                                              the end of its next turn. A creature can only be forced to
                                                              make a saving throw from this feature once until the
                                                              start of your next turn.
Fighting Style                                                   Windfury. When attacking with this weapon, you
Starting at 3rd level, you adopt a particular style of        make an additional weapon attack with this weapon
fighting as your specialty. Choose one of the following       against the same target on a roll of 16, 17, 18, 19, or 20.
options. You can’t take a Fighting Style option more          Additionally, weapons infused with Windfury score a
than once, even if you later get to choose again.             critical hit on a roll of 19 or 20.
    Blind Fighting. You have blindsight with a range of
                                                              Stormstrike
    10 feet. Within that range, you can effectively see       At 17th level, your elemental enhancement reaches its
    anything that isn’t behind total cover, even if you’re    zenith. When you hit a creature with a melee weapon
    blinded or in darkness. Moreover, you can see an          attack, you can expend 1 use of Channel Elements or a
    invisible creature within that range, unless the          spell slot of any level to deal an additional 1d12
    creature successfully hides from you.                     lightning and 1d12 thunder damage to the target.
    Dueling. When you are wielding a melee weapon in
    one hand and no other weapons, you gain a +2 bonus
    to damage rolls with that weapon.
    Protection. When a creature you can see attacks a
    target other than you that is within 5 feet of you, you
    can use your reaction to impose disadvantage on the
    attack roll. You must be wielding a shield.
    Two-Weapon Fighting. When you engage in two-
    weapon fighting, you can add your ability modifier to
    the damage of the second attack.
Totem Warrior
At 3rd level, you can place multiple totems with the
same bonus action using the Elemental Totems feature,
expending 1 Channel Elements for each totem placed.
                                                                                        Shaman | Shamanic Calling Feature   9
     Shamanic Call of Restoration                                     Purification. When casting a spell that restores hit
                                                                   points, you can expend 1 use of Channel Elements to
     Those who follow the Call of Restoration become               restore an additional amount of hit points to a single
     master healers and caretakers, channeling the energies        target of that spell equal to your Shaman level. In
     of the spirits of the earth to mend the injured and cure      addition, if any creature were to be restored to their
     ailments, while simultaneously filling their allies with      maximum number of hit points from this spell, that
     renewed strength. Through their connection with the           creature gains advantage on their next ability check,
     spirits, they gain access to a wide array of healing spells   attack roll, or saving throw for the next minute.
     and abilities, including improved revitalizing totems,           Invigoration. As a reaction when any creature you see
     and the power to overcome death. Through their                is rolling a saving throw, you can expend 1 use of
     healing touch and compassionate spirit, these Shamans         Channel Elements to grant creatures of your choice
     bring hope and restoration to those in need, embodying        within 120 feet a bonus to their saving throws equal to
     the essence of life and vitality in the natural world.        your Wisdom modifier (minimum bonus of +1) until the
     Restoration Magic                                             end of the turn. This can be done after saving throws
                                                                   are made, potentially turning failed saving throws into
     At 3rd level, you learn additional spells when you reach      successes.
     certain levels in this class, as shown in the Restoration     Rising Tide
     Spells table. Each spell counts as a shaman spell for
     you, but it doesn’t count against the number of shaman        At 7th level, your Water Elemental Totems are
     spells you know. If you learn a spell from this list that     improved in the following ways.
     you already know, choose another spell from the                 Cleansing Totem. Fiends and undead that enter the
     shaman spell list of the same spell level to learn instead.   range of this totem or end their turn within the range of
                                                                   this totem are dealt radiant damage equal to 1d10 +
                                                                   your Shaman level and become frightened of the totem
     Restoration spells                                            until the end of their next turn.
           Level                         Spell                       Frost Totem. Creatures automatically fail their saving
            3rd                Healing Word, Sanctuary             throw against this totem.
            5th           Healing Wave *, Lesser Restoration         Healing Stream Totem. This totem instead restores
            9th            Life Transference, Healing Rain*        1d4 hit points, 2d4 at 6th level, 3d4 at 13th level, and
           13th           Death Ward, Freedom of Movement          4d4 at 18th level. Additionally, this totem restores hit
           17th        Dispel Evil and Good, Mass Cure Wounds      points to creatures with zero hit points.
     *New Shaman Spell                                               Mana Stream Totem. Each creature affected by this
                                                                   totem can upcast a spell by one spell level while in
                                                                   range of this totem. Each creature can only do this once
     Shamanic Blessings
                                                                   for this totem’s duration.
                                                                     Resistance Totem. You and allies within this totem’s
     When you take this Calling at 3rd level, you gain the         range gain resistance to all of the following damage
     following two Channel Elements options:                       types: acid, cold, fire, lightning and thunder.
                                                                   Nature’s Swiftness
                                                                   At 11th level, the elements of nature allow you to weave
                                                                   restorative spells as fluidly as water, and as quick as
                                                                   lightning. When casting a spell that targets yourself or
                                                                   an ally and has a casting time of an action, you can cast
                                                                   it as a bonus action instead.
                                                                   Improved Reincarnation
                                                                       When attaining 17th level as a Call of Restoration
                                                                        shaman, the elements of nature won’t let you die
                                                                          so easily without completing your shamanic
                                                                            mission. When using the Reincarnation
                                                                              feature, double the amount of hit points
                                                                              restored, and reduce the number of days
                                                                              until you can use this feature again by half.
                                                                                   In addition, after using the
                                                                                Reincarnation feature, you regain all
                                                                              expended uses of your Channel Elements.
10    Shaman | Shamanic Calling Feature
Shaman Spell List
1st Level                           Gust of Wind                     Water Walk                        Skill Empowerment
Absorb Elements                     Healing Wave*                    Wind Wall                         Steel Wind Strike
Armor of Agathys                    Lesser Restoration                                                 Transmute Rock
Burning Hands                       Magic Weapon                     4th Level                         Wall of Stone
Ceremony                            Maximillian’s Earthen Grasp      Arcane Eye
Create or Destroy Water             Protection from Poison           Conjure Minor Elementals          6th Level
Cure Wounds                         Pyrotechnics                     Control Water                     Bones of the Earth
Detect Magic                        Rime’s Binding Ice               Divination                        Find the Path
Detect Poison and Disease           Shatter                          Elemental Bane                    Investiture of Flame
Earth Tremor                        Summon Beast                     Fire Shield                       Investiture of Ice
Elemental Shock*                    Warding Bond                     Ice Storm                         Investiture of Stone
Far Sight*                          Warding Wind                     Lava Burst*                       Investiture of Wind
Frost Fingers                                                        Stone Shape                       Move Earth
Heroism                             3rd Level                        Stoneskin                         Primordial Ward
Identify                            Call Lightning                   Storm Sphere                      True Seeing
Lightning Shield*                   Clairvoyance                     Summon Elemental                  Wall of Ice
Purify Food and Drink               Dispel Magic                     Wall of Fire
Thunderwave                         Elemental Weapon                 Watery Sphere                     7th Level
Wind Shear*                         Erupting Earth                                                     Fire Storm
Witch Bolt                          Healing Rain*                    5th Level                         Plane Shift
Zephyr Strike                       Lightning Bolt                   Commune with Nature               Regenerate
                                    Melf’s Minute Meteors            Cone of Cold                      Resurrection
2nd Level                           Motivational Speech              Conjure Elemental                 Whirlwind
Air Bubble                          Nondetection                     Contact Other Plane
Arc Lightning*                      Protection from Energy           Control Winds                     8th Level
Augury                              Remove Curse                     Dream                             Control Weather
Borrowed Knowledge                  Revivify                         Greater Restoration               Earthquake
Continual Flame                     Sending                          Immolation                        Tsunami
Darkvision                          Sleet Storm                      Legend Lore
Dust Devil                          Spirit Shroud                    Maelstrom                         9th Level
Earthbind                           Thunder Step                     Mass Cure Wounds                  Foresight
Enlarge/Reduce                      Tidal Wave                       Planar Binding                    Meteor Swarm
Gentle Repose                       Wall of Water                    Raise Dead                        Storm of Vengeance
Ghost Wolf*                         Wall of Sand                     Reincarnate                       True Resurrection
                                    Water Breathing                  Scrying
New Shaman Spells        *
                                                                       Wait… 6th, 7th, 8th, and 9th Level Spells?
                                                                       Yes, It’s an Intentional Exploit!
                                                                       Though the Shaman class does not learn spells of 6th level
                                                                       or higher, the Shaman spell list contains spells of these
                                                                       higher levels. This is because of a combination of features:
                                                                       Overload and Ancestral Recall. By using Ancestral Recall to
                                                                       cast a spell you don’t know from the Shaman spell list, and
                                                                       using Overload to cast a spell of a higher spell level than the
                                                                       spell slot used, you can cast up to 9th level spells from the
                                                                       Shaman spell list! That is, if you’re at least a 17th level
 Multiclassing                                                         Shaman…
 In order to multiclass in or out of this class, you must have a          Example: You decide to cast a spell. You expend 1 use of
 Strength and Wisdom score of 13 or higher.                            Channel Elements to cast a Shaman spell you don’t know,
    When you gain your first level in this class other than your       using Ancestral Recall. Then, you use Overload, expending a
 initial class, you gain the following proficiencies: Light armor,     3rd level spell slot, and 3 hit dice, (assuming you’re a 12th
 medium armor, shields, simple weapons, and all martial                level Shaman or higher) to cast a 6th level spell.
 weapons from this class’s weapon proficiencies list.                  Congratulations, you can cast True Seeing!
                                                                                                                       Shaman | Spells   11
     New Shaman Spells
     1st Level Spells
     Elemental Shock
     1st-level evocation
     Casting Time:    1 action
     Range:   60 feet
     Components:     V, S
     Duration:   Instantaneous
     Classes:  Shaman
     You focus the elements around a target creature within
     range, unleashing devastating power. Choose one of the
     following:
        Earth. Loose pebbles, dirt, and debris assault the
     creature. The creature must make a Dexterity saving
     throw. On a failed save, the creature takes 2d10
     bludgeoning damage and is deafened. On a successful             Far Sight
     save, a creature takes half as much damage and isn’t            1st-level divination
     deafened. Creatures have disadvantage on Constitution           Casting Time:   1 action
     saving throws to maintain concentration on their spells         Range:   Sight
     and other effects against this spell’s damage.                  Components:     S
        Flame. You focus the elements of fire around a target        Duration:   Concentration, up to 1 minute
     creature within range, wreathing them in flame. The             Classes:  Ranger, Shaman, Sorcerer, Wizard
     creature must make a Constitution saving throw. On a            You create an invisible, magical eye in a space you can
     failed save, the creature takes 2d10 fire damage, and           see that hovers in the air for the duration. You mentally
     half as much on a successful save. Also on a failed save,       receive visual information from the eye, which has
     a creature takes 1d10 fire damage at the end of each of         vision equal to your own. The eye can look in every
     their turns, unless the fire is extinguished with the use       direction. While concentrating on this spell, you cannot
     of an action, by quenching with water, or with dispelling       see through your own eyes.
     magic, such as the Lesser Restoration spell.                       At Higher Levels. When you cast this spell using a
        Frost. You focus the elements of ice around a target
     creature within range, quickly coating them in ice. The         spell slot of 2nd or 3rd level, you can maintain your
     creature must make a Constitution saving throw. On a            Concentration on the spell for up to 10 minutes. When
     failed save, the creature takes 2d10 cold damage. On a          you use a spell slot of 4th level or higher, you can
     successful save, a creature takes half as much damage.          maintain your concentration on the spell for up to 1
     The target creature’s speed is reduced by an amount of          hour.
     feet equal to the damage dealt by this spell, rounded           Lightning Shield
     down to the nearest multiple of 5, until the end of their
     next turn.                                                      1st-level evocation
        At Higher Levels. When you cast this spell using a           Casting Time:    1 action
     spell slot of 2nd level or higher, increase the spell’s         Range:   Self
     initial damage by 1d10 for each slot level above 1st.           Components:      V, S
                                                                     Duration:   1 hour
     Wind Shear                                                      Classes:  Shaman
     1st-level transmutation                                         You call forth the spirits of the storm, summoning 2
     Casting Time:    1 bonus action                                 flickering, glowing orbs of electricity that circle around
     Range:   60 feet                                                your body.
     Components:     V, S                                               Whenever a creature attacks you with a melee attack,
     Duration:  Instantaneous                                        1 orb is expended, exploding on the attacking creature.
     Classes:  Druid, Shaman                                         The attacker takes 1d6 lightning damage, and their
     You send a razor-thin burst of disruptive air toward a          attack roll is reduced by 1d6, potentailly turning a hit
     creature you can see within range. The target must              into a miss.
     succeed on a Constitution saving throw or immediately              At Higher Levels. When you cast this spell using a
     lose concentration on any spell they are maintaining,           spell slot of 2nd level or higher, increase the number of
     and it can’t take reactions until the start of its next turn.   orbs summoned by 2 for each slot level above 1st.
12    Shaman | Spells
2nd Level Spells                                              Ghost Wolf
                                                              2nd-level transmutation
Arc Lightning
                                                              Casting Time:    1 action
2nd-level evocation                                           Range:    Self
Casting Time:    1 action                                     Components:      S
Range:   30 feet                                              Duration:    Concentration, up to 1 hour
Components:     V, S                                          Classes:   Shaman
Duration:   Instantaneous                                     You transform yourself, along with everything you’re
Classes:  Shaman, Sorcerer                                    wearing and carrying, into a ghostly wolf form for the
A crackling bolt of lightning arcs from your fingertips,      duration. The spell ends if you drop to 0 hit points.
leaving a trail of crackling energy. Choose a creature           While in this form, your movement speed is increased
within range and make a ranged spell attack against it.       by 10 feet, and your movement speed cannot be
On a hit, the target takes 2d12 lightning damage. The         reduced. While in this form, you ignore the effects of
bolt then leaps to another creature of your choice within     difficult terrain. You have resistance to nonmagical
10 feet of the previous target, and you make a new            damage, and you have advantage on Strength, Dexterity,
ranged spell attack against the new target. Each time         and Constitution saving throws. You can pass through
the lightning arcs to a new target, the damage dice are       small holes, narrow openings, and even mere cracks,
reduced by one step (from 2d12 to 2d10, then 2d8, and         though you treat liquids as though they were solid
so on). This process repeats until you choose not to          surfaces.
target another creature or until the damage dice are             While in the form of a ghost wolf, you can’t talk or
reduced below d4s, at which point it ends.                    manipulate objects, and any objects you were carrying
  You make the attack with advantage if the target is         or holding can’t be dropped, used, or otherwise
wearing metal armor or is soaked with water.                  interacted with. You can’t cast spells. You can make a
  A creature can only be targeted by this spell once per      melee natural weapon attack while in this form, striking
casting.                                                      out with your ghostly claws, dealing magical piercing
  At Higher Levels. When you cast this spell using a          damage equal to 1d8 + your ability modifier. You can
spell slot of 3rd level or higher, roll one additional        either use Strength or your spellcasting ability modifier
damage die for each slot level above 2nd at each step.        for the attack bonus and damage with this attack, your
                                                              choice.
                                                                 At Higher Levels. When you cast this spell using a
Healing Wave
2nd-level evocation                                           spell slot of 3rd level or higher, increase the damage of
Casting Time:    1 action                                     your attacks by 1d8, and increase your movement speed
Range:   30 feet                                              by 10 feet.
Components:     V, S
Duration:   Instantaneous
Classes:  Shaman
You channel a wave of restorative energy that leaps
from one creature to another. Choose a creature within
range. That creature regains hit points equal to 1d12 +
your spellcasting ability modifier. The healing energy
then jumps to another creature of your choice within 30
feet of the previous target, but the healing die is reduced
by one step (from d12 to d10, d10 to d8, and so on).
This process repeats until you choose not to target
another creature or the spell heals using a d4, at which
point it ends.
   A creature can only be targeted by this spell once per
casting. The spell cannot target constructs or undead.
   At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, roll one additional die
for each slot level above 2nd at each step.
                                                                                                        Shaman | Spells   13
     3rd Level Spells                                              4th Level Spells
     Healing Rain                                                  Lava Burst
     3rd-level transmutation                                       4th-level evocation
     Casting Time:    1 action                                     Casting Time:     1 action
     Range:   30 feet                                              Range:    60 feet
     Components:      V, S                                         Components:      V, S, M (a volcanic rock)
     Duration:   Concentration, up to 1 minute                     Duration:    Instantaneous
     Classes:   Druid, Shaman                                      Classes:   Druid, Shaman, Sorcerer, Wizard
     You summon a column of refreshing, magical rain in a          You hurl a molten orb of lava at a creature you can see
     10-foot-radius, 40-foot-high cylinder centered on a point     within range. Make a ranged spell attack against the
     within range.                                                 target. On a hit, the target takes 4d8 fire damage.
       When a creature starts its turn in the area or enters it       Whether the attack hits or misses, the orb bursts in a
     for the first time on its turn, you can choose for it to      fiery explosion. Each creature within 5 feet of the target
     regain hit points equal to 1d10 + your spellcasting           (including the target) must make a Dexterity saving
     ability modifier. A creature can regain hit points from       throw, taking 4d8 fire damage on a failed save, or half
     this spell up to 3 times. Constructs and undead cannot        as much damage on a successful one. This area is
     benefit from this healing.                                    turned into difficult terrain.
       Nonmagical fires in the area are extinguished. Spells          If the target of the attack is on fire (whether from a
     and magical effects that deal fire damage or create fire      magical or nonmagical source), that fire is extinguished
     have no effect and are dispelled within the area of the       as the lava consumes it, and the explosion becomes
     rain, unless the spell’s level is higher than Healing Rain.   more violent. In this case, the d8s used to determine
       As a bonus action on your turn, you can move the rain       damage for this spell become d10s, and the radius of
     up to 10 feet to a point you can see within range. You        the explosion increases to 10 feet.
     can choose which creatures benefit from the healing              At Higher Levels. When you cast this spell using a
     each time the rain moves.                                     spell slot of 5th level or higher, the damage to the target
       At Higher Levels. When you cast this spell using a          increases by 1d8, and the damage to creatures within
     spell slot of 4th level or higher, the radius of the rain     range of the explosion increases by 1d8, for each slot
     column increases by 10 feet for each slot level above         level above 4th.
     3rd.
                                                                    5e Homebrew made by Ashamed Plant
                                                                      Support me on Patreon.com/AshamedPlant
                                                                      Follow me on reddit u/Ashamed-Plant
                                                                    Art Credits:
                                                                      Cover page: Thrall, by Alex Horley
                                                                      Page 2: Chaos World, by 6kart
                                                                      Page 3: Shaman Totem, by Prayerpure29
                                                                      Page 4: Stoneskin Totem, by WoW TCG
                                                                      Page 5: Fire Nova Totem, by WoW TCG
                                                                      Page 7: Tauren Warrior, by Alexander Exorcist
                                                                      Page 8: Warcraft Dwarf Shaman, by Kris Cooper
                                                                      Page 9: Trall, by Blizzard Entertainment
                                                                      Page 10: Blaine Bloodhoof, by Sidj-6
                                                                      Page 12: Thrall, by Blizzard Entertainment
                                                                      Page 13: Chain Lightning card art from ForgottenMyths,
                                                                      by mattforsyth
                                                                      Page 14: Lava Burst card art from Hearthstone, by
                                                                      Blizzard Entertainment
                                                                      This document is not for sale.
                                                                      Made using Homebrewery.
                                                                    Special thanks to Double_Danger03 and Sujeto Dieciséis for
                                                                    playtesting, feedback, and ideas for improvement
14    Shaman | Spells