Shaman Class 5e Draft

Shaman

Shaman’s are those that believe spirits inhabit all things in life. From the wind and waters, to the trees and those that came before us. Not only do they believe in spirits, they have the ability to commune with them and call upon them for aid and power. Being a shaman requires a deep connection to all things around you, and immense patience to wait upon the spirits to answer. Though mastering these virtues can make a shaman a powerful force.

As a Shaman, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per Shaman level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shaman level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.

Armor: Light Armor, Medium Armor, and Shields

Weapons: Simple Weapons

Tools: Herbalism Kit

Saving Throws: Wisdom, Intelligence

Skills: Choose two Skills from Religion, Nature, Perception, Animal Handling, Medicine, History, Insight

Starting Equipment

You start with the following Equipment, in addition to the Equipment granted by your background:

? (a) a Handaxe and Shield or (b) a shortbow and 20 arrows

? (a) a Component pouch or (b) a Druidic Focus

? (a) a Explorer’s Pack or (b) a Priest’s Pack

? Leather Armor

?Herbalism Kit

Level                PB         Features      Cantrips      Spells       Spell Slots  Spell level  Totem Uses

1st

+2

Spirit Specialty, Shaman Magic

2

2

1

1st

2nd

+2

Shaman Totem

2

3

2

1st

2

3rd

+2

Spiritual

Health

2

4

2

2nd

2

4th

+2

ASI

3

5

2

2nd

2

5th

+3

3

6

2

3rd

2

6th

+3

Specialist feature

3

7

2

3rd

3

7th

+3

3

8

2

4th

3

8th

+3

ASI

3

9

2

4th

3

9th

+4

3

10

2

5th

3

10th

+4

Specialist feature

4

10

2

5th

4

11th

+4

Arcanum 6th level

4

10

3

5th

4

12th

+4

ASI

4

10

3

5th

4

13th

+5

Arcanum 7th level

4

11

3

5th

4

14th

+5

Specialist feature

4

11

3

5th

5

15th

+5

Arcanum 8th level

4

11

3

5th

5

16th

+5

ASI

4

11

3

5th

5

17th

+6

Arcanum 9th level

4

12

4

5th

5

18th

+6

4

12

4

5th

6

19th

+6

ASI

4

12

4

5th

6

20th

+6

Spirit Master

4

12

4

5th

Unlimited

Spirit Specialty 

At 1st level you have chosen and begun practicing the ways of a specialized shaman, such as an Ancestral Caller or Elementalist. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.

Shamanic Magic

Your communing with the spirits of the world has given you facility with spells.

Cantrips

You know two cantrips of your choice from the Shaman spell list. You learn additional Shaman Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Spell Slots

The Shaman table shows how many Spell Slots you have. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Shaman Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a Short or Long Rest.

For example, when you are 5th Level, you have two 3rd-level Spell Slots. To cast the 1st-level spell Thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st level and Higher

At 1st level, you know two 1st-level Spells of your choice from the Shaman spell list.

You learn a new Shaman spell every time you gain a level from 2 through 9. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Shaman spell, which can be 1st, 2nd, or 3rd Level.

Additionally, when you gain a level in this class, you can choose one of the Shaman Spells you know and replace it with another spell from the Shaman spell list, which also must be of a level for which you have Spell Slots.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Shaman Spells, so you use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Shaman spell you cast and when Making an Attack roll with one.

Spell save DC = 8 + Proficiency Bonus + Wisdom modifier

Spell Attack modifier = Proficiency bonus + Wisdom modifier

Spellcasting Focus

You can use a Druidic focus as a Spellcasting Focus for your Shaman Spells.

Shamanic Totem

At 2nd Level, you gain the ability to summon totems infused with powerful spirits.

As a bonus action on your turn you can summon one totem from the Shamanic Totem Table  in an unoccupied space on a horizontal surface within 5 feet of you. Once placed, it cannot be moved by any means unless you use a bonus action to remove the totem on a subsequent turn.  The totem has a 10ft radius aura centered on itself. The aura increases to 30ft at 9th level. You can only have one totem active at a time. You can place down a totem a number of times equal to the number of totem uses as shown on the Shaman Table. You regain all expended uses when you finish a long rest. 

The totem is a small magical object. The totem has an AC equal to your spell save DC and a number of hit points equal to 2 times your Shaman level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It disappears if it is reduced to 0 hit points or after 1 minute.

Shamanic Totem Table

Totem

Effect

Healing Spirit Totem

When you place the totem and as a bonus action on subsequent turns, you can restore 1d4+PB hit points to any creature within the aura. The healing increases to 1d6 at 5th level, 1d8 at 11 level, and 1d10 at 17th level.

Protective Spirit Totem

If a creature is forced to make a saving throw while in the aura, you can use your reaction to add 1d4 to the creature's save. The dice increases to 1d6 at 5th level, 1d8 at 11 level, and 1d10 at 17th level.

Storm Spirit Totem

When you place the totem and as a bonus action on subsequent turns, you can force one creature within the aura to make a Dexterity saving throw vs. your spell save DC or take 1d4+PB lighting or cold damage (your choice), half damage on a success. The damage increases to 1d6 at 5th level, 1d8 at 11 level, and 1d10 at 17th level.

Spiritual Health

Communing with spirits has given you supernatural health. Starting at 3rd level you have resistance to poison damage and advantage on saves against the poisoned condition. Additionally you are immune to all diseases.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Spirit Arcanum

At 11th level, your practice has given you access to a special magic called an arcanum. Choose one 6th-level spell from the Shaman spell list as this arcanum.

You can cast your arcanum spell once without expending a spell slot. You must finish a Long Rest before you can do so again.

At higher levels, you gain more Shaman Spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Spirit Arcanum when you finish a Long Rest.

Spirit Master

You have become one with the spirits, allowing you to call upon their aid when you need it the most. At 20th level, as an action to can call upon powerful spirits to aid you in one of the following ways:

  • Restore you and a number of creatures equal to your proficiency bonus within 60ft of you to full hit points

  • End all spell effects from spells of 6th level or lower within 60ft of you

  • Teleport you and any creatures of your choice within 60ft of you to a familiar location of your choice that is on the same place of existence you are currently on

Once you use this feature, you cannot use it again until you finish 2d4 long rests.

Shaman Spell List

Cantrips

Produce Flame

Frostbite

Shillelagh

Shocking Grasp

Spare the Dying

Thaumaturgy

Mending

Message

Druidcraft

Guidance

1st Level

Animal Friendship

Bless

Cure Wounds

Create or Destroy Water

Earth Tremor

Entangle

Ice Knife

Protection from Evil and Good

Thunder Wave

2nd Level

Aid

Blindness/Deafness

Calm Emotions

Dust Devil

Enhance Ability

Flame Blade

Healing Spirit

Hold Person

Maximilian’s Earthen Grasp

Misty Step

Moonbeam

Summon Beast

3rd Level

Aura of Vitality

Bestow Curse

Counter Spell

Create Food and Water

Elemental Weapon

Erupting Earth

Feign Death

Magic Circle

Plant Growth

Protection from Energy

Remove Curse

Speak with the Dead

Tidal Wave

4th Level

Aura of Life

Blight

Control Water

Freedom of Movement

Guardian of Nature

Ice Storm

Locate Creature

Stone Shape

5th Level

Awaken

Conjure Elemental

Contagion

Control Winds

Dream

Maelstrom

Reincarnate

Tree Stride

Wrath of Nature

6th Level

Bones of the Earth

Eye Bite

Flesh to Stone

Investiture of Flame

Investiture of Ice

Investiture of Stone

Investiture of Wind

7th Level

Etherealness

Mirage Arcane

Project Image

Symbol

Whirlwind

8th Level

Animal Shapes

Antimagic Field

Control Weather

Earthquake

Mind Blank

Tsunami

9th Level

Astral Projection

Foresight

Mass Heal

Power Word Kill

Storm of Vengeance

Ancestral Caller

Shaman’s of this speciality are one with the spirits of those who came before them. They call upon the spirits of great warriors, leaders, and healers to aid themselves and others. They know that ancestors hold great wisdom, and it is up to these Shaman’s to communicate and share that wisdom with all. Though they are weary, for they know that angering an ancestral spirit can result in grave consequences. 

Expanded Spell List

Your connection with ancestral spirits allows you  to choose from an expanded list of Spells when you learn a Shaman spell. The following Spells are added to the Shaman spell list for you.

Spell Level

Spells

1st

Sanctuary, Shield of Faith

2nd

Lesser Restoration, Spiritual Weapon

3rd

Clairvoyance, Spirit Guardians 

4th

Divination, Phantasmal Killer

5th

Legend Lore, Greater Restoration

Bonus Proficiencies

When you choose this specialty at 1st level you learn one additional language of your choice. Additionally, choose one from History, Survival, Nature, Religion, Animal Handling, or Medicine. You gain proficiency with the chosen skill if you do not already have it, and your proficiency bonus is doubled whenever you make a check with the chosen skill.

Ancestral Aid

You are able to call upon ancestral spirits to aid in whatever task is at hand. Starting at 1st level when you or a creature within 30ft of you makes an attack roll or saving throw, you can use your reaction to grant that creature advantage on the roll before it is made. You can use this reaction a number of times equal to your proficiency bonus, and regain all expended uses when you finish a long rest.

Commune with the Spirits

You are able to commune with the spirits of the world, allowing you to gain their knowledge. Starting at 6th level you can perform a 1 minute ritual in which you summon forth a spirit to ask for its assistance. The spirit takes the form of an incorporeal humanoid that once inhabited the area you are currently in, the DM decides the most appropriate form for the spirit to take. Once the spirit is summoned you may ask it three questions regarding the area you are currently in. The questions may be: What were the last creatures that passed through the area? Are there any traps you know of in the area.  Are there any secret doors in the area? What is the biggest threat in the area? Or any other question that the DM decides is appropriate for the spirit to answer. The spirit is not always inclined to tell the truth though. To know if a spirit is telling the truth you must make a Wisdom (Insight check) against your own spell save DC, on a success you know whether the spirit is telling the truth or not. Once you ask the spirit three questions, it disappears. Once you use this feature, you cannot do so again until you finish a long rest.

One With the Spirits

Your time communicating with ancestral spirits has bestowed upon you supernatural vitality. Starting at 10th level you no longer need to eat, drink, sleep, or breath.  Though you still gain the benefits of a long rest as long as you do only light activity such as keeping watch. Additionally you age at a much slower rate. For every 10 years that pass, you only age by one year.

Spirit Possession

You have gained the ability to call forth ancestral spirits and allow them to possess you or other willing creatures. Starting at 14th level, as an action you can call forth one of the spirits below and allow them to possess you or another willing creature within 30 ft of you. The possession persists for one minute or until you lose concentration as if concentrating on a spell.

Warrior Spirit: You call forth a spirit of a great warrior to help in the heat of battle. Any creature possessed by this spirit can add your proficiency bonus to all attack rolls, damage rolls, and saving throws that require Strength or Dexterity.

Medicine Man Spirit: You call forth a spirit of a medicine man to ensure the health of the one possessed. Any creature possessed by this spirit restores a number of hit points equal to twice your proficiency bonus at the start of each of its turns. Any excess healing is converted to temporary hit points.

Ancient Shaman Spirit: You call forth a spirit of a powerful ancient shaman who magics will protect creatures it possesses. Any creature possessed by this spirit gains +2 AC and has advantage on saving throws against spells and other magical effects.

Once you use this feature, you cannot use it again until you finish a long rest.

Elementalist

Shaman’s who take up this specialty commune with powerful elemental spirits. They can call forth the creative and destructive powers of wildfires, storms, blizzards, and moving earth. They embrace the strength of the elements and use them to bring aid or destruction. Though the elements are unforgiving, these shaman’s have found a way to tame and be one with them.

Expanded Spell List

Your connection with ancestral spirits allows you  to choose from an expanded list of Spells when you learn a Shaman spell. The following Spells are added to the Shaman spell list for you.

Spell Level

Spells

1st

Chromatic Orb, Absorb Elements

2nd

Flaming Sphere, Gust of Wind

3rd

Call Lighting, Sleet Storm

4th

Summon Elemental, Wall of Fire

5th

Cone of Cold, Wall of Stone

Bonus Cantrips

Communing with elemental spirits has gifted you access to elemental spells. When you choose this specialty at 1st level you learn the Firebolt and Ray of Frost cantrips. These count as Shaman spells for you and do not count against the number of cantrips you know. 

Elemental Power

Your ability to call upon elemental spirits has strengthened your own power with the elements. Starting at 1st level, when you deal fire, cold, or lighting damage with one of your cantrips, you can add your Wisdom modifier to the damage it deals.

Elemental Protectors

The elemental spirits you call upon now grant you protection against their power. Starting at 6th level you gain resistance to one of the following damage types of your choice: cold, fire, or lighting. 

Repeated Barrage

Just like the spirits of the elements, you have learned to never let up your onslaught. Starting at 6th level when you use your action to cast a cantrip, you can immediately cast another cantrip with the casting time of 1 action as part of the same action.

 

One with the Elements

You have grown acclimated to the elements, granting you the ability to be among them without detriment. Starting at 10th level you gain the following abilities:

  • You ignore the effects of extreme heat and extreme cold

  • Difficult terrain caused by plants, rocks, snow, ice, or sand does not impede your movement

  • You gain a swim speed and a climbing speed equal to your walking speed

  • You gain blindsight out to 10ft

Elemental Possession

You have gained the ability to call forth and be possessed by elemental spirits, allowing them to grant you their powers. Starting at 14th level, as a bonus action you can choose one of the elemental spirits below to possess you, gaining their effects.

Storm Spirit: You call forth a powerful storm spirit whose persistence will aid you. While you are possessed by this spirit you gain a flying speed equal to your walking speed and can hover. Additionally damage from attacks and spells cannot break your concentration on spells.

Wild Fire Spirit: You call forth the destructive power of a wildfire spirit to burn your foes. While possessed by this spirit you become a living fire and gain the following effects:

  • Immune to fire damage

  • Movement speed increase by 10ft

  • A creature that touches you or hits you with a melee Attack while within 5 ft. of you takes 2d10 fire damage. In addition, you can enter a Hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 2d10 fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 2d10 fire damage at the start of each of its turns.

Blizzard Spirit: You call forth the spirit of a blistering blizzard spirit to impede your enemies. When you become possessed by this spirit and  as a bonus action on your turn you can make one creature within 60ft of you make a Constitution saving throw against your spell save DC. On a failure the creature succumbs to the cold and is paralyzed until the end of its next turn.

The possession lasts for 1 minute or until you dismiss it (no action required). Once you use this feature, you cannot use it again until you finish a long rest.

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