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Shaman

The Shaman is a homebrew class for Dungeons & Dragons 5e that combines spellcasting and elemental manipulation, drawing power from nature and ancestral spirits. Shamans possess unique abilities such as Channel Elements and Elemental Totems, allowing them to summon elemental forces and provide support to allies. The class features a progression system with various abilities and enhancements at different levels, emphasizing their role as guardians and healers in the game.

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0% found this document useful (0 votes)
19 views14 pages

Shaman

The Shaman is a homebrew class for Dungeons & Dragons 5e that combines spellcasting and elemental manipulation, drawing power from nature and ancestral spirits. Shamans possess unique abilities such as Channel Elements and Elemental Totems, allowing them to summon elemental forces and provide support to allies. The class features a progression system with various abilities and enhancements at different levels, emphasizing their role as guardians and healers in the game.

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guilherme gomes
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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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

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