Shaman Sitting in front of a campfire, Honiahakah ponders on his life. Now that the chief has gone to the otherworld, the burden rests on him to finish the negotiations with the Great Spirits. He sips out of his amber flask and ventures beyond dreams. Shamans are ethereal magic-users, casting spells by holding the weight of surrounding spirits and borrowing their power. They can curse anyone who brings danger to their tribe as well as aggrandize their clansmen in battle. Source of Power Most shamans derive their powers by borrowing arcane energy from the intangible spirits around them. While they're not bound by a contract or law, good shamans respect spirits and try to honor them as much as they can. Evil individuals might try to abuse them or force a great number of them to work for him. A select few shamans think spirits aren't trustworthy and enrich themselves in the arts of alchemy to utilize their own bodies to the fullest. Brewing potions and poisons they can achieve strength far beyond a normal human's. They are usually told to step in line, or ultimately be shunned by their own tribe and exiled. Origin Shamans are an integral pivot in tribal life. Through thorough examinations chiefs can determine whether someone is worthy enough to be taught the dreampaths by the current shamans. While younger shamans often venture in the wild to gather information or build up life experience, elder shamans defend their tribe and teach the new generations. Creating a Shaman A shaman is hard to take down, able to scout well ahead and can disrupt enemy ranks through curses and potions. Shamans usually keep more to themselves unless it's someone they absolutely trust, but they are especially joyous on celebrations and after achieving a goal. While they don't know much about big cities they are able to traverse the forests and jungles as they see fit. But most of all they are dreamers : they look forward to the future and know to never lose hope. Quick Build You can make a shaman quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Wisdom and Dexterity. Second, choose the outlander background. Shaman Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Voodoo Magic 3 2 2 — — — — — — — — 2nd +2 Dreamer's Goal 3 3 3 — — — — — — — — 3rd +2 ─ 3 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 4 5 4 3 — — — — — — — 5th +3 Improved Voodoo Magic 4 6 4 3 2 — — — — — — 6th +3 Dreamer's Goal feature 4 7 4 3 3 — — — — — — 7th +3 ─ 4 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 4 9 4 3 3 2 — — — — — 9th +4 ─ 4 10 4 3 3 3 1 — — — — 10th +4 Voodoo Link 5 11 4 3 3 3 2 — — — — 11th +4 ─ 5 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 5 12 4 3 3 3 2 1 — — — 13th +5 ─ 5 13 4 3 3 3 2 1 1 — — 14th +5 Dreamer's Goal feature 5 13 4 3 3 3 2 1 1 — — 15th +5 ─ 5 14 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 14 4 3 3 3 2 1 1 1 — 17th +6 ─ 5 15 4 3 3 3 2 1 1 1 1 18th +6 Dreamer's Goal feature 5 15 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 15 4 3 3 3 3 2 1 1 1 20th +6 Primal Curse 5 15 4 3 3 3 3 2 2 1 1

Class Features As a Shaman, you gain the following class features: Hit Points Hit Dice: 1d6 per shaman level

1d6 per shaman level Hit Points at 1st Level: 6 + your Constitution modifier

6 + your Constitution modifier Hit Points at Higher Levels: 4 + your Constitution modifier per shaman level after 1st. Proficiencies Armor: None

None Weapons: Daggers, darts, slings, quarterstaffs

Daggers, darts, slings, quarterstaffs Tools: Alchemist's supplies Saving Throws: Constitution, Wisdom

Constitution, Wisdom Skills: Choose 2 from History, Insight, Medicine, Nature, Performance, Religion, Stealth and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a dagger or (b) a sling

(a) 20 darts or (b) a quarterstaff

(a) alchemist's supplies or (b) an explorer's pack

A talisman Spellcasting As a dreamer, you have a talisman through which you manipulate the otherworldly. Cantrips At 1st level, you know four 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 to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. Spells Known of 1st Level or Higher You know two 1st-level spells of your choice from the shaman spell list. The Spells Known column of the shaman table shows when you learn more shaman spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the shaman table. Additionally, when you gain a level in this class, you can choose one of the spells you know from this feature and replace it with another spell from the shaman spell list. The new spell must also be of a level for which you have spell slots on the shaman table. Spellcasting Ability Constitution is your spellcasting ability for your shaman spells. You use your Constitution whenever a spell refers to your spellcasting ability. In addition, you use your Constitution 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 + your proficiency bonus +

your Constitution modifier Spell attack modifier = your proficiency bonus +

your Constitution modifier Spellcasting Focus You can use a talisman as your spellcasting focus for your shaman spells. Voodoo Magic Beginning at 1st level, your manipulations of the otherwordly allow you to curse your opponents or exalt your allies. Using a bonus action you can curse or exalt a creature within 30 feet of you. If the creature is unwilling it makes a Wisdom saving throw. Until the end of its next turn: Its movement speed is reduced by 10 feet OR Its movement speed is increased by 10 feet.

Its movement speed is increased by 10 feet. It has disadvantage on each attack roll against you OR It has advantage on its next attack roll.

It has advantage on its next attack roll. It takes extra psychic damage equal to twice your Wisdom modifier on each attack against it OR It deals extra psychic damage equal to twice your Wisdom modifier on each attack. You can use this feature a number of times equal to your Constitution modifier. You regain any expended uses when you finish a Long Rest. Additionally, channeling magic through spirits means you have to check on many of them at a time, often getting overwhelmed and not able to put up a defensive stance. Whenever you cast a spell your concentration gets disrupted on any previous spell that requires concentration as long as it's not cast from a magic item and you cannot add your Dexterity modifier to your AC until the start of your next turn. 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. Alternatively, you can choose a feat (see Chapter 6 for a list of feats). Improved Voodoo Magic Starting at 5th level, you have discovered ways to empower your Voodoo Magic. Instead of expending a 'Voodoo Magic' use as normal you can choose to cast Hex at the highest level you can without expending a spell slot. Additionally, instead of expending 2 'Voodoo Magic' uses as normal you can choose to cast Bestow Curse or Remove Curse at the highest level you can without expending a spell slot.

Voodoo Link Beginning at 10th level, you have experimented with crafting Voodoo Dolls. You can craft a Voodoo Doll resembling a creature at the cost of 20 * (Creature's CR or Class Level) gp every day. If the creature is unwilling it must succeed a Wisdom Saving Throw when the Doll is completed, which it can repeat at the end of each day. On a fail, if you have this Voodoo Doll on your person you can use an action to see anything the creature sees for 30 minutes a day no matter how far away it is. While holding this doll you can also feel any emotions the creature feels. If you craft a new Voodoo Doll or the creature succeeds on its saving throw the old one loses its magic. Primal Curse At 20th level, you can cast 2nd level Bestow Curse or Remove Curse at will. Dreamer's Goal Shamans have an iron-hard dedication to become as strong as possible, whether it is strength of the mind or strength of the body. Many decide to give themselves further into the otherworld like their ancestors, seeking vast wisdom through the spirits. Others decide to walk their own path and improve themselves and their clansmen through potions and energy. Dream of a Perfect Mind You travel the path of many before you, seeking knowledge and clashing your mind with your enemies'. Spiritual Travel Beginning at 2nd level, you can use an action to temporarily travel out of your body and into the border between the spirit realms and the material plane. While in such a state: Your movement speed becomes fly 60 ft.

You gain the Invisible condition and your corporeal body gains the Paralyzed condition.

You have resistance to all damage excluding psychic and force damage. This does not apply to your body, only your soul.

You cannot attack, use spells or interact with any objects.

You can move through other creatures and objects as if they were difficult terrain. You take 1d10 force damage if you end your turn inside an object.

You take 1d4 psychic damage at the end of each turn you remain out of your body.

After 1 minute has passed your soul must use the Dash action every turn to go towards your body. Wary creatures can still use Perception (Wisdom) as normal against you, but they'll only get the feeling something is off unless they have truesight or other means to notice you. Creatures can only attack you if they can see you. Once you use this feature, you must finish a Long Rest before you can use it again. Spiritual Reserves Also at 2nd level, you have learned to refresh a small portion of your energy through your surroundings. You require 2 hours less sleep than normal to gain the benefits of a Long Rest. Tiny Friends Starting at 6th level, you always have a couple of small spirits watching you work. Each time you successfully damage a creature with a spell it makes a Wisdom saving throw. On a fail a spirit has latched onto the creature, giving it the following effects until the start of its next turn: It sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

Every attack roll against it gets an extra to hit equal to your Wisdom modifier. If the spell has an AoE effect you must roll the Wisdom saving throw individually for each damaged creature. If it fails multiple times the effects are not stackable. Additionally, your Spiritual Travel gets a new effect. While in this state you can try to take over another creature's body, provided its CR is equal to half your shaman level or lower. If you are within 5ft of a creature you can use an action to have it make a Wisdom saivng throw, where it adds half its CR to the roll as well. If it fails this contest you now inhabit its body and your Strength and Dexterity scores are now replaced by the creature's. You are limited in the actions you can perform by your new form. If you do anything that the creature would be very heavily against it can repeat the saving throw. Each dawn it must repeat this saving throw until it fails 3 times, after which the creature's own soul has to leave its body. Your previous body has to be taken care of or die and it gets the Paralyzed condition until you inhabit it again. Wanderer's Soul Beginning at 14th level, you are now accustomed to walking the spirit road. You can use Spiritual Travel once every Short Rest or Long Rest. Perfect Mind Starting at 18th level, you have finally achieved Ataraxia, a state of inner peace. While using Spiritual Travel you no longer take 1d4 psychic damage each round, no longer have a time limit and can target creatures with a CR equal to your shaman level or lower.

Dream of a Perfect Body You bolster yourself and your allies, determined to become the strongest through your brews. Alchemical Talent Starting at 2nd level, you learn how to weave spiritual magic into different fluids and minerals. You can make a number of alchemical items equal to your Wisdom modifier during a Long Rest, which are detailed at the end of this subclass. Some items have a level requirement. The items lose their magic at the end of your next Long Rest and you can't stack effects of the same item. For alchemical items you can also craft the opposite version instead. The level requirement is the same, but it has the opposite effect. For example, a Flask of Healing would have as opposite a Flask of Harming, which does 1d6 + shaman level acid damage when thrown as a ranged attack. Brewing Danger Also at 2nd level, you gain proficiency with the Poisoner's Kit. Additionally, your talent in alchemy seems to have carried over to spells. You can change a spell's damage type to acid. You can use this feature a number of times equal to your Constitution modifier. You regain any expended uses when you finish a long Rest. Acidic Affinity Beginning at 6th level, you have learned to brush off any pain alchemy might inflict you. You gain resistance to acid damage. Additionally, through experimentation you have found a way to stabilise magic that is similar to alchemy. When you roll a 1 or 2 on a damage die for a spell that deals acid damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You can also cast spells that deal acid damage without breaking concentration on other spells, provided they do not require concentration themselves. Quick Stir Starting at 14th level, you have more experience with crafting while in a hurry. You can now use your Alchemical Talent on a Short Rest or Long Rest. Perfect Body Starting at 18th level, experiments on your own body have hardened it. You no longer need to eat or sleep, you cannot die of old age, and you can’t age or be aged magically. Additionally, your Strength score permanently gets set to 23. Alchemical Items Level 2 Flask of Healing When you drink from this flask you regain hit points equal to 1d6 + shaman level. Flask of Might When you drink from this flask you deal 1d4 extra damage on attacks for 1 minute. Flask of Supremacy When you drink from this flask anyone you talk to sees you as their own race provided they are or were a humanoid if they fail a Wisdom saving throw. This effect counts as an illusion. Level 9 Flask of Endurance When you drink from this flask you can choose either piercing, slashing or bludgeoning damage. You are now resistant to non-magical attacks of that damage type for 1 minute. Flask of Speed When you drink from this flask your movement speed increases by 10 feet for 1 minute. Flask of Fortitude When you drink from this flask you remove the poisoned condition and lose 1 level of exhaustion.

Dream of a Perfect Body You bolster yourself and your allies, determined to become the strongest through your brews. Alchemical Talent Starting at 2nd level, you learn how to weave spiritual magic into different fluids and minerals. You can make a number of Shaman Brews equal to your Wisdom modifier during a Long Rest. Drinking a Shaman Brew gives you the following effects for 1 minute: You gain a bonus to Strength checks and Strength saving throws equal to +2

You gain temporary hitpoints equal to your shaman levels

Your movement speed increases by 5ft Not just you, but any creature who drinks one of your Shaman Brews gains the same effects you would've gained. The items lose their magic at the end of your next Long Rest. Brewing Danger Also at 2nd level, you gain proficiency with the Poisoner's Kit. Additionally, your talent in alchemy seems to have carried over to spells. You can change a spell's damage type to acid. You can use this feature a number of times equal to your Strength modifier. You regain any expended uses when you finish a long Rest. Acidic Affinity Beginning at 6th level, you have learned to brush off any pain alchemy might inflict you. You gain resistance to acid damage. Additionally, through experimentation you have found a way to stabilise magic that is similar to alchemy. When you roll a 1 or 2 on a damage die for a spell that deals acid damage, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. You can also cast spells that deal acid damage without breaking concentration on other spells, provided they do not require concentration themselves. Quick Stir Starting at 14th level, you have more experience with brewing while in a hurry. You can now use your Alchemical Talent on a Short Rest or Long Rest. The items lose their magic at the end of your next Short Rest. Perfect Body Starting at 18th level, drinking so many Shaman Brews has hardened your body. You no longer need to eat or sleep, you cannot die of old age, and you can’t age or be aged magically. Additionally, your Strength score permanently gets set to 23.

Shaman Spell List Cantrips Acid Splash

Chill Touch

Control Flames

Create Bonfire

Dancing Lights

Fire Bolt

Frostbite

Gust

Light

Mage Hand

Magic Stone

Mending

Message

Minor Illusion

Mold Earth

Poison Spray

Ray of Frost

Shape Water

Shocking Grasp

Corrosive Beam*

Wild Senses* 1st Level Absorb Elements

Cause Fear

Chromatic Orb

Cure Wounds

Comprehend Languages

Disguise Self

Earth Tremor

Expeditious Retreat

Feather Fall

Find Familiar

Healing Word

Protection from E and G

Ray of Sickness

Sense Emotion

Sleep

Tasha's Hideous Laughter

Witch Bolt

Lifeblood Dagger*

Spirit Mask* 2nd Level Aid

Barkskin

Blindness/Deafness

Blur

Crown of Madness

Darkness

Darkvision

Earthbind

Enlarge/Reduce

Flaming Sphere

Invisibility

Healing Spirit

Hold Person

Levitate

Melf's Acid Arrow

Ray of Enfeeblement

Shatter

Skywrite

Suggestion

Web

Sticks to Snakes* 3rd Level Bestow Curse

Clairvoyance

Counterspell

Erupting Earth

Fear

Flame Arrows

Glyph of Warding

Haste

Lightning Bolt

Remove Curse

Slow

Spirit Guardians

Tidal Wave

Smoke Signal*

Spirit Shield* 4th Level Banishment

Blight

Conjure Minor Elementals

Dimension Door

Greater Invisibility

Ice Storm

Stone Shape

Stoneskin

Wall of Fire

Watery Sphere

Chief's Charisma* 5th Level Conjure Elemental

Control Winds

Dominate Person

Dream

Geas

Hold Monster

Legend Lore

Scrying

Telekinesis

Wall of Force

Wall of Stone

Acid Pool* 6th Level Chain Lightning

Circle of Death

Disintegrate

Eyebite

Flesh to Stone

Magic Jar

Move Earth

True Seeing

Wall of Ice

Wind Walk 7th Level Etherealness

Mirage Arcane

Plane Shift

Project Image

Symbol

Teleport

Warding 8th Level Control Weather

Demiplane

Dominate Monster

Feeblemind

Maze 9th Level Astral Projection

Imprisonment

Time Stop

Wish

Shamans have a moderate amount of spell options, including signature spells that are available only to their class.* Shamans have a moderate amount of spell options, including signature spells that are available only to their class.*

Shaman Spells Corrosive Beam cantrip evocation Casting Time: 1 action

1 action Range: 90 feet

90 feet Components: V, S

V, S Duration: Instantaneous A stroke of acid forming a line 90 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. The targets must succeed on a Dexterity saving throw or take 1d4 acid damage and have their speed reduced by 10 feet until the start of your next turn. At Higher Levels. This spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4) and 17th level (4d4). Wild Senses cantrip divination Casting Time: 1 action

1 action Range: Touch

Touch Components: V, S

V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d6 and add the number rolled to one Animal Handling, Nature or Survival check. It can roll the die before or after making the ability check. The spell then ends. Spirit Mask 1st-level illusion Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute You call forth lesser spirits to mask your face, giving you a menacing look. For the spell's duration you roll Intimidation checks with advantage. Lifeblood Dagger 1st-level transmutation Casting Time: 1 bonus action

1 bonus action Range: Self

Self Components: V, S, M (a dagger)

V, S, M (a dagger) Duration: Concentration, up to 1 minute You imbue a dagger with your vitality, giving it a sharper edge. For the duration, you can use your spellcasting ability modifier instead of Strength for the attack and damage rolls of melee attacks using the dagger, and the weapon’s damage dice become 2d4. The dagger also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the dagger. At Higher Levels. The dagger's damage dice increase by 1d4 per spell slot higher when upcast, up to 4d4. Sticks to Snakes 2nd-level transmutation Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: V, S, M (a number of sticks)

V, S, M (a number of sticks) Duration: Concentration, up to 1 minute You can transform 2d4 + 2 sticks within range into Poisonous Snakes. For the duration they are friendly towards you and your allies and take telepathic commands from you, for example attacking an enemy. They cannot use the Help action. When the spell ends they disappear. At Higher Levels. You can transform 1d4 sticks extra per additional spell slot. Smoke Signal 3rd-level evocation Casting Time: 1 action

1 action Range: 120 feet

120 feet Components: V, S

V, S Duration: Instantaneous You gather energy in the tip of your finger and point to a creature or to the sky. If pointing at a creature, make a ranged Spell Attack roll. On a hit, the creature takes 5d8 fire damage and 2d6 poison damage. If pointing to the sky, any shamans, druids or people who know what your signal looks like in a 10 mile radius can see your signal, as well as anyone who succeeds on an Investigation check equal to your spell save DC. Spirit Shield 3rd-level abjuration Casting Time: 1 action

1 action Range: 60 feet

60 feet Components: V, S

V, S Duration: Concentration, up to 10 minutes An amalgamation of spirits form a protective barrier around you and 2 other creatures of your choice within range, granting you a +2 bonus to AC for the duration. Chief's Charisma 4th-level illusion Casting Time: 1 action

1 action Range: Self

Self Components: V, S, M (crushed bone)

V, S, M (crushed bone) Duration: Concentration, up to 1 hour You call one of your ancestors to share your body with you for a while. For the duration your Charisma score becomes 19 and you have advantage on Charisma ability checks. Anyone who has seen you cast the spell or talked to you before without you having cast this spell on yourself notices your charisma isn't natural.

Acid Pool 5th-level abjuration Casting Time: 1 action

1 action Range: Self

Self Components: V, S

V, S Duration: Concentration, up to 1 minute Drops of acid fill a 30-foot-radius sphere centered on you. The sphere spreads around corners. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 6d8 acid damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the spell’s area for the first time on a turn or ends its turn there. You take half damage from this spell and it doesn't disrupt your concentration. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.