The Shaman A homebrew class focused on the Spirits and Ancestry Made for the grand world of Consarcio and those beyond it Version 1.3.0

The Shaman Scattering bones along the ground, the Firbolg reads them and gathers herself in thought. She takes a deep inhale as the energy of her ancestors flow through her. The reinvigorating energy enters heras her powers coalesce and the sun faintly rises in the open air. Grabbing the totem at his chest, the faint figure of an older male with a bow and arrow drawn shimmers around him. The elf’s already good hearing listens in to the sound of lumber falling, and animals screaming in pain. Summoning forth the elemental force of lighting, the tortle strikes through the legions devils, tearing apart the destroyers of ancestral lineage as he approaches the gate to the next layer of the Nine Hells. Whether calling on the elemental forces of nature or emulating the powers of their long dead forefathers, Shamans are the embodiment of ancestral powers, knowledge, and wrath. They have a strange connection with nature as they are extensions of their past lives and families. Ancestral Powers Shamans hold the idea of their ancestors in high regard, the belief that once a soul departs that it isn’t gone forever. They can find the faces of the ones they’ve lost in the leaves on a tree, or in the dancing sunflowers. They hold their dearly departed close to themselves, and never let go. Most of a Shaman’s time is spent meditating on the past, and potentially the future. Whether Priests, Arcane users, Fighters, or even Shamans of generations lost, their power comes from the same place. Shaman spells are oriented toward nature, the power of sun and moon, of fire and storm, of life and death. Shamans also gain the ability to take abilities from their ancestors or past lives, and some Shamans make a particular study of this practice, where they vividly research their bloodline to see what abilities they can gain. Agents of the Bloodline Not every person who learns from their ancestors are Shamans. Shamans are known for their obsession with their predecessors, and their future legacy. Most Shamans are elders in their tribes, as they have the wisdom of all their families and their past lives. Some Shamans have an innate gift and don’t have to focus for years to learn, though they lack the control that comes with age. Their wisdom makes them perfect for guiding an adventuring party. Their knack for the natural makes them well suited for aiding their comrades through dense brush and forests. Some Shamans miss the close-knit family structures of the tribe but eventually find them replaced by the bonds formed among the members of their adventuring parties. Creating a Shaman When creating a Shaman character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your Shaman. Did you come from a distant forest making you a stranger to human societies? Or is the campaign set in a tribal environment where Shamans are really common? What led you to take up the adventuring life? Were you lured to settled lands by the promise of riches? Did you join forces with others to learn more about your ancestral heritage and gain more power? Did monsters or an invading horde drive you out of your homeland, making you a rootless refugee? Perhaps you might have been cast out from your people because of a crime you committed, a taboo you violated, or a coup that removed you from a position of authority Quick Build You can make a Shaman quickly by following these suggestions. First, put your highest ability score in Wisdom, then your second highest in Strength if you plan on being in melee or in Dexterity if you plan to fight at a range. Second, choose the Chieftain's Child or Hermit background. Class Features As a Shaman, you gain the following class features Hit Points Hit Dice: 1d8 per shaman level

1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier

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

Proficiencies Armor: Light armor, shields

Light armor, shields Weapons: Simple Weapons

Simple Weapons Tools: Herbalism Kit Saving Throws: Strength, Wisdom

Strength, Wisdom Skills: Choose two from Animal Handling, Athletics, History, Medicine, Nature, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shield or (b) any simple weapon

(a) a mace or (b) any simple weapon

(a) a dungeoneer’s pack or (b) an explorer’s pack

Leather armour, a shamanic totem, and a bag of bones The Shaman Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Ancestral Summon 3 2 — — — — — — — — 2nd +2 Spiritual Gateway 3 3 — — — — — — — — 3rd +2 — 3 4 2 — — — — — — — 4th +2 Ancestral Summon Improvement, Ability Score Improvement 3 4 3 — — — — — — — 5th +3 — 3 4 3 2 — — — — — — 6th +3 Spiritual Gateway Feature 4 4 3 3 — — — — — — 7th +3 — 4 4 3 3 1 — — — — — 8th +3 Ancestral Summon Improvement, Ability Score Improvement 4 4 3 3 2 — — — — — 9th +4 — 4 4 3 3 3 1 — — — — 10th +4 Spiritual Gateway Feature 4 4 3 3 3 2 — — — — 11th +4 — 4 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 — — — 13th +5 — 4 4 3 3 3 2 1 1 — — 14th +5 Spiritiual Gateway Feature 5 4 3 3 3 2 1 1 — — 15th +5 — 5 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 — 17th +6 — 5 4 3 3 3 2 1 1 1 1 18th +6 Summon Inhabitance 5 4 3 3 3 3 1 1 1 1 19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 20th +6 Open Spiritualism 5 4 3 3 3 2 2 2 1 1 Starting Gold Rather than taking starting equipment you can roll 3d4 x 10. Spellcasting Drawing on the divine essence of your past ancestors, you can cast spells to shape that essence to your will. See chapter 10 of the Player’s Handbook for the general rules of spellcasting and the end of the class description for the shaman spell list. Cantrips At 1st level, you know three 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. Preparing and Casting Spells The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman 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.

You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list, you use your bag of bones to help prepare if you do not have a bag you cannot prepare any new spells for the day. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells since your magic draws upon your devotion and attunement to the lives of the past. 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. Spellsave DC = 8 + your proficiency bonus your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a shamanic totem (found at the end of the class description) as a spellcasting focus for your shaman spells. Ancestral Summon You gain the ability to cast the find familiar spell as a ritual with all of the same rules as the find familiar spell aside from the creature requirements, rather than being a physical creature this animal takes the form of a spiritual beast. This beast is from the Ethereal Plane, so they can go through all physical spaces on the Prime Material Plane and not also on the Ethereal Plane. Your shaman level determines the beasts you can summon, as shown on Summon Table. At 1st level, for example, you can summon any beast that has a challenge rating of 0. All of these creatures can have a flying speed, but not a swim speed and they must be medium or smaller and the creature cannot be a swarm. Ancestral Summon Table Level Maximum CR Example 1st CR 0 Deer 4th CR 1/2 Ape 8th CR 1 Vulture If your Summon ends its turn inside of a physical object, the creature immediately returns back to the Ethereal Plane and you must recast the spell to bring it back. When you transfer your consciousness to the Summon you can spend an action to see 60 feet into the Ethereal Plane, and another action to revert your vision to the Prime Material Plane. Your Summon can take damage as normal. When you reach 8th level, you can have your Ancestral Summon take the Attack action on its turn. You can roll for damage if the creature allows you to, but rather than doing physical damage it takes Force damage as a replacement. Spiritual Gateway At 2nd level, you choose the ancestor you wish to channel through the Divine Gate: the Savage Gateway, the Hunter Gateway, the Healer Gateway, the Mage Gateway the Witch Gateway, and the Totemic Gateway, all detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Ability Score Increase 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. Summon Inhabitence At 18th level, your Ancestral Summon can get enough strength to inhabit the body of a physical creature. When your Summon takes the Attack action on its turn, you can attempt to have your summon inhabit the creature’s physical body. The creature must be of an equal or lower Challenge Rating than CR 2. They make a Wisdom Saving Throw against your Spell Save DC, if they fail that creature now functions as your Ancestral Summon using similar abilities without the Ethereal abilities. The damage that the creature does is physical, so you use the regular damage type and not Force damage.

This inhabitance lasts for an hour, or until a creature allied to you makes an aggressive stance towards it. If the ladder occurs, the creature can make another Wisdom Saving Throw immediately to try and break the effect. Open Spiritualism At 20th level, when you complete a long rest and your Summon does not currently exist, roll a d100, you have a 25 percent chance for your Ancestral Summon to appear of no cost to you. Spiritual Gateways The Divine Gate holds the resting spirits of all ancestors, yours and others. Your connection to spirits allows you to channel the powers of your now dead family members, you can commune with their spirits and use some of the abilities they had in life. Though each shaman may not summon the same ancestors, some come through by giving abilities based off of what they did in their life, while other allow for the shaman Savage Gateway You draw on your ancestral abilities, and the Savage comes to your aid, giving you their power and their strength. The Savage was an ancestor who used their anger and fury to empower, the larger blades are their strong suit hacking and slashing at the enemies that come their way. The power behind them comes to aid you with a burning hot passion and with red in your eyes. Bonus Proficiencies At 2nd level, you gain proficiency with Greatsword and Greataxes along with Medium armour due to the strength of the Savage. Savage Attacks Also at 2nd level, you can summon forth the anger from your ancestor and go into a rage as a bonus action lasting for one minute. It ends early if you are knocked Unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a Bonus Action. You must finish a long rest before you use this ability again. When you go into a rage you gain the following benefits; You gain advantage on Strength checks and Strength saving throws

You have resistance to bludgeoning, piercing, and slashing damage

You gain a +2 bonus to damage rolls on a melee weapon attack. You can still concentrate on a spell while in a rage, but not cast another spell. You must finish a long rest before you can use this abilitiy again Extra Attack Beginning at 6th level, you gain the energy of the Savage within your body. You can attack twice, instead of once, whenever you take the attack action on your turn. Mindful Brutality At 10th level, your commune with the Savage allows you to gain a little bit more control while using their abilities. While in a rage you can cast any cantrip or spell up to 2nd level that does not require verbal components. Ancestral Strength At 14th level, your connection with the Savage has grown and your power expands. If you drop to 0 hit points due to an attack, you can make a Constitution saving throw equal to 8 + half the damage you took. If you succeed this saving throw, you regain hit points equal to 1d12 + your Constitution modifier rather than dropping to 0. You can use this feature an amount of times equal to Constitution modifier, you regain all uses when you complete a long rest. Hunter Gateway You pray beyond the walls of the Ethereal Plane, the wizened Hunter comes to aid you on your journey. The Hunter explored the forests and nature around them to find food and supplies for their tribe or family. Much of their strength comes from a distance rather than up close and personal. Their power comes with a further attunement to nature. Bonus Proficiencies At 2nd level, you gain proficiency with Longbows, Light Crossbows, and Heavy Crossbows due to the expertise of the Hunter at a range Hightened Trailing Also at 2nd level, your knowledge of creatures is fused with the knowledge of the Hunter. You can choose either beasts, fey, monstrosities, or plants and you gain advantage on Intelligence checks to recall details on any creatures of the type that you chose. Extra Attack Beginning at 6th level, you gain the energy of the Hunter within your body. You can attack twice, instead of once, whenever you take the attack action on your turn.

Honed Senses Beginning at 10th level, your knowledge of the Hunter's enemies grows stronger. When you deal damage to a creature of the type you chose for Hightened Trailing, you can use a bonus action to actively track this creature. When you do this you gain advantage on Wisdom (Perception) and Wisdom (Survival) checks. You also always have the Hunter's Mark spell, this does not count against your total number of prepared spells. Natural Adaptation At 14th level, the Hunter's attunement to nature fully encompasses your mind and their abilities merge with yours. Difficult terrain doesn't slow your movement, you also have advantage on saving throws against plants that are magically created to empede movement such as an entangle spell. Also, if you make a weapon attack against a creature, they cannot make opportunity attacks against you for the next round. Healer Gateway The divine energy from the Outer Planes sent you the power of the Healer, one formerly touched by the gods who used their gifts to heal the sick and wounded. The Healer was a spellcaster who used their divine gifts to destroy undead and heal, the majority of the strength from the Healer comes from their spellcasting. Their power aids you with a glowing golden light and divine happiness Divine Spells At 2nd level, the holy ability the Healer gives you allows for you to cast some spells that you would normally have to consult the bones to get, or maybe not be able to cast. You always have the following spells prepared, these do not count agaisnt the amount of spells that you can normally prepare. The Healer Gateway Spells Shaman Level Spells 2nd bless, cure wounds 4th lesser restoration, spiritual weapon 6th beacon of hope, revivify 8th death ward, guardian of faith 10th mass cure wounds, raise dead You additionally learn the spare the dying cantrip, if you already have the spare the dying cantrip from some other source, you can choose another cantrip from the Cleric spell list. Departure of Death When you reach 6th level, the aura of the Healer forces undead creatures to become revolted at just the sight of you. Once per day, you can force all undead in a 15 foot cone must make a Wisdom saving throw against your spell save DC, if they fail they become frightened of you until the end of your next turn. You must finish a long rest before you can use this ability again. Sacred Chaplain Beginning at 10th level, the Healer's magical powers seeps into yours. When you cast a spell from the Divine Spell list that restores hit points, the spell heals an additional 2 hit points per die rolled. Health Fulfillment At 14th level, the full power of the Healer summons forth upon you. As a bonus action, you can expand a 30 foot radius aura of healing, roll 4d6 + your Spellcasting ability modifier, you can split that amount to any amount of creatures within that aura. Also, when you cast a healing spell , instead of rolling to see the amount of hit points regained, you can use the maximum number on the die instead. You must finish a short or long rest to regain the use of both abilities. Mage Gateway Rather than a strong or divine spiritual guide coming to aid you, a master of the arcane arts comes to lead you on your journey. The Mage, in their lifetime, was an arcane caster who also used their bloodline to aid them as well. Their strength comes with the gifts of the arcane, attacks coming from a distance. Their power comes with the ability to pluck at the magical weave. Arcane Spells At 2nd level, the arcane ability that the Mage gives you allows for you to cast some spells that you normally do not have, due to your divine casting nature. You always have the following spells prepared, these do not count agaisnt the amount of spells that you can normally prepare. The Mage Gateway Spells Shaman Level Spells 2nd burning hands, shield 4th enlarge/reduce, scorching ray 6th fireball, haste 8th dimenstion door, polymorph 10th dominate monster, teleportation circle Bonus Cantrip Also at 2nd level, you gain an additional cantrip from the Sorcerer spell list due to the arcane knowledge of the Mage. Ancestral Mark At 6th level, the Mage marks you with some of their strongest abilities from when they were alive. You gain 2 sorcery points, you can use the Flexible Casting ability from the Sorcerer class, but only to create spell slots. You also gain one Metamagic option of your choice When you reach 14th level, you gain another 2 sorcery points that you can use in the same way, and an additional Metamagic option.

Magical Havoc Beginning at 10th level, the Mage allows you to twist your spells for better luck for yourself or worse luck for your enemies. You can expend a spell slot to give yourself advantage on a spell attack or arcana check, or even disadvantage to a creature making a saving throw against one of your spells. For every spell slot above 4th level, you can give an additional creature disadvantage on a spell saving throw. Once you do this, you must immediately make a roll on the Wild Magic Surge table in the Sorcerer Class. Witch Gateway Rather than the spirit of an ancestor coming to you, a set of spirits known for their powers over trickery and the occult. They create a pact with you transforming you from just a shaman into a master of the occult, otherwise known as a Witch. Occult Spells At 2nd level, the mastery over dark magic that the Trickster Spirits have allowed you to cast spells to control the darkness that comes with the power of being a Witch. You always have the following spells prepared, these do not count against the amount of spells that you can normally prepare. The Witch Gateway Spells Shaman Level Spells 2nd hex, witch bolt 4th crown of madness, enthrall 6th hunger of hadar, summon lesser demon 8th blight, summon greater demon 10th enervation, negative energy flood Cardic Focus Beginning at 2nd level, the Trickster Spirits grant you control over the powers of Fortune-telling. You can use a deck of Trickster Cards as if it were a Shamanic Totem. Oracle's Sight Upon reaching 6th level, you can use the powers over the cards that the Trickster Spirits have gifted you with. Pick three cards from the Trickster's Cards list, you can use the cards an amount of times equal to your Wisdom modifier (minimum of once) to affect you or one of your allies. Each card has two good effects and two bad effects as well, when you gain the good effects you also gain the bad effects. Every time you gain a Shaman level you can change the cards. At 14th level, you can choose another two cards from the Trickster's Cards list. Cards of the Spirits Beginning at 10th level, the powers that Trickster Spirits have granted to you over the cards allows you to control what happens when you use one. Whenever you use the effects of a Trickster's Card, you can decide to negate the negative effect of the card. Once you use this feature, you must finish a long rest before you can use this ability again. Trickster's Cards Pick from the following list of cards whenever you get to choose a card: The Magician You gain a +1 to your armour class and your pell save DC but your max hit points decreases by an amount equal to your Shaman level and a -1 to all non-spell melee attack rolls. The Priest You gain the spare the dying cantrip and whenever you cast a non-damaging spell you regain 1d4 hit points but you have a -1 to weapon attack rolls and disadvantage on Initiative checks. The Queen You gain resistance to cold damage and all friendly creatures within 10 feet of you, excluding you, have can't become frightened but you are vulnerable to fire damage and all your spells deal 1d4 less damage. The King You gain temporary hit points equal to half your Shaman level and become immune to being frightened but you have a -1 to your spells save DC and all non-spell ranged attack rolls. The Reaper When reduced to 0 hit points you can instead drop to 1 hit point and if you are hit by a critical hit you can cast misty step once as a reaction without expending a spell slot but you are vulnerable to piercing damage and when you roll a death save you fail on a 12 or lower.

The Fiend You can cast bane at its lowest level once without expending a spell slot and you become resistant to fire damage but you are vulnerable to radiant damage and all effects that affect fiends affect you. The Beam You can cast bones of the earth with only two pillars once without expending a spell slot and you gain a +1 to your AC but you are vulnerable to bludgeoning damage and your speed is reduced by 10 feet. The Cosmos You can cast moonbeam at its lowest level once without expending a spell slot and you gain temporary hit points equal to your Wisdom modifier but you are vulnerable to psychic damage and disadvantage on Wisdom saving throws while in sunlight. The Trickster You can cast disguise self without expending a spell slot and gain advantage on all Charisma (Deception) checks but you have disadvantage on all Intelligence saving throws and ability checks. Totemic Gateway Rather than having just one of your ancestors coming to help you out in your lifetime, your entire family comes to help you when need it. Whether they have been an active soldier or a pacifist oracle, they come together to help if need be. Their power comes with a rush of differing knowledge from many different sources and a feeling of warmth and love. Ancestral Totems Beginning at 2nd level, the powers of your ancestors come and empower you to use some of their abilities to aid and assist your allies in battle or out of battle. This comes with the use of Totemic Points which can be used to activate totems. Totemic Points You have an amount of Totemic Points equal to your Wisdom modifier (minimum of one). These points are used to activate your Totems, and even amplify the powers of the totems. You regain all expended points on a long rest. Totems When you choose this gateway at 2nd level, you gain two totems from the Ancestral Totem List. You can use your totems in many different ways, either to supprt your allies with bolstering their abilities with spiritual boons or to harm and hinder your enemies with spiritual banes through aggressive totems. The appearance of these totems depend on you, they can either appear as an image on the ground or a spectral item similar to a totem pole. You gain an additional totem when you reach 6th, 10th, and 14th levels. When you gain a level in this class, you can replace your totems with a new one. Summon Totems When you reach 6th level, your summon becomes more of an extension of you as a creature. When you use an Ancestral Totem rather than having the effect come from you, the effect can originate from your Ancestral Summon. Totemic Inheritence Beginning at 10th level, the power of your ancestors grows within you. You gain an additional 2 Totemic Points to the ones you already have. Ancestral Adjustments Upon reaching 14th level, some of your totems become more powerful than they normally are. Pick one totem, once per day when you activate that totem you can summon its amplified version at the cost of its regular version. Ancestral Totem List Pick from the following list of totems whenever you get to choose a totem: Totem of the Defender Spiritual energy surrounds you and your allies protecting you all when you activate this totem. This totem costs 2 Totemic Points to activate, when you activate this totem you and all creatures within 20 ft of you become resistant to one of the following damage types, acid, cold, fire, poison, or thunder. Amplify. The spirits coalesce stronger around you all, protecting you better when you amplify this totem. You can amplify this totem with an additional 1 Totemic Point, when you aplify this totem the range increases to 30 ft and you can choose one of the following damage typles instead of the ones above, force, necrotic, radiant, lightning, or psychic. Totem of the Musician The sound of soft music fills the air when you activate this totem. This totem costs 2 Totemic Points to activate, when you activate this totem up to three creatures within 15 ft of you that you choose gain a bonus to all attack rolls for 1 minute. That bonus is equal to your Charisma modifier (minimum of 1), the creature must be able to hear to gain this bonus.

Amplify. The subtle undertones of the music shift to an aggressive sound. You can amplify this totem with an additional 1 Totemic Point, when you amplify this totem the range increases to 30 ft and three creatures within that range that you choose get a bane to all attacks for 1 minute. That bane is equal to your Charisma modifier (minimum of 1), the creature must be able to hear to be affected by this totem. Totem of the Natural The spirit of small creatures and living vines and plants fill an area when you activate this totem. This totem costs 1 Totemic Point to activate, when you activate this totem you must pick a point within 10 ft of you. If an enemy walks within 15 ft of the point you pick, they must make a Dexterity saving throw or take 1d12 force damage and half on a successful save. Amplify. The spirits of the animals grow in size and the vines widen and become more lively. You can amplify this totem with an additional 1 Totemic Point, when you amplify this totem the range increases to 20 ft and the damage increases to 2d12 force damage. Totem of the Sage Knowledge and the essence of arcane magics are suffused throughout the air when this totem is placed. This totem costs 1 Totemic Point to activate, when you activate this totem you must pick a point within 15 feet of you and all allied creatures within 15 feet of that point gain advantage on Wisdom Saving Throws against magic. Amplify. The power of knowledge and magic is empowered beyond the normal extent. You can amplify this totem with an additional 2 totemic Points, when you amplify this totem, the range increases to 30 feet and all allied creatures get a +1 to their spell save DC. Totem of the Sentinel The holy spirit of the sentinel is channeled through this totem, prepared to enhance your allies abilities. This totem costs 1 Totemic Point to activate, when you activate this totem, pick one creature within 15 ft of you, all attacks that creature hits with deal an additional 1d6 radiant damage. The creature deals that additional radiant damage for up to a minute or until the creature leaves within 15 ft of you. Amplify. The power of the sentinel is stretched as thin as it can be. You can amplify this totem with an addition 2 Totemic Points, when you amplify this totem the range increases 30 ft for both the initial activation and the distance from you the creature can be and you can target an additional creature for the effects of this totem. Totem of the Shadow Darkness clings to the contures of the body and your steps fall quieter. This totem costs 1 Totemic Point to activate, when you activate this totem you and all creatures within 30 ft of you have advantage on stealth checks for 10 minutes. Amplify. Your footfalls fall silent and you become one with the darkness around you. This totem costs 1 Totemic Point to amplify, when you amplify this totem the range increases to 45 ft and all affected creatures can hide as a bonus action. Totem of the Spiritualist The spirit of an ancient animal is summoned forth when you call upon this totem. This totem costs 2 Totemic Point to activate, when you activate this totem three creatures of your choice within 15 ft have a bane to all saving throws equal to half your Wisdom modifier (minimum of 1). Amplify. The spirit grows in strength allowing it to not only hinder your enemies, but also aid your allies. This totem costs 1 Totemic Point to amplify hen you amplify this totem the amount of affected creatures increases to five and you can choose whether to give the creature a bane or bonus to all saving throw equal to half your Wisdom modifier. Totem of the Warrior The battle superiority of the warrior fills the totem when you summon it. This totem costs 1 Totemic Point to activate, when you activate this totem all allied creatures within 30 ft of you gain additional temporary hit points equal to your Shaman level. Amplify. Not only do the abilites of the warrior fill the totem, but they also fill you. You can amplify this totem with an additional 1 Totemic Point, when you amplify this totem you also gain the temporary hit points and the additional hit points equal your Shaman level + your Constitution modifier (minimum of 2). Spiritualist Gateway Your powers over the spirits of your ancestors aren't channelled through yourself, but rather the summon you have from the spirits of one such ancestor. While you still have powers over nature and the spirits, most of the power comes through the animal in the relationship. Ancestral Companion When you choose this gateay at 2nd level, your ancestral summon goes from a tool or pure utility to a friend or ally. Your ancestral summon can have a swim speed, but still cannot be a swarm, and instead of using the Ancestral Summon table to determine the maximum CR for your ancestral summon, use the following table: Ancestral Companion Table Level Maximum CR Example 2nd CR 1/2 Ape 4th CR 1 Vulture 8th CR 2 Polar Bear 14th CR 3 Giant Scorpion Upon reaching 6th level, your ancestral summon can take the form of any large or smaller creature. Summoning Prowess Also at 2nd level, you have mastered summoning your new companion that time and money are no object. The time and cost for casting the find familiar spell to summon your ancestral summon is halved.

Summon Casting Beginning at 6th level, your link to your ancestral summon has grown to the point that even spellcasting isn't beyond its scope. While seeing through the eyes of your ancestral summon, you can cast any spell as if it were coming from your summon. Beginning at 14th level, you can cast any spell as if it were coming from your summon, even without seeing through the eyes of your ancestral summon. Spirit Within When you reach 10th level, your summon has discovered the powers of the ancestral spirit within itself. Your summon cast cast the following spells on itself without expending one of your spell slots: blink, blur, invisibility, misty step, and see invisibilty. You can use this feature an amount of times equal to your Wisdom modifier (minimum of once). You regain all expended uses upon completing a short or long rest. Multiclassing Should you wish to multiclass into a Shaman, the prerequisites and proficiencies gained are listed below. Prerequisites Ability Score Minimum. Wisdom 13 Proficiencies Proficiencies Gained. Light armour, shields, herbalism kit

Spell List (SCAG) designates that the spell is from the Sword Coast Adventurer’s Guide

designates that the spell is from the (XGE) designates that the spell is from Xanathar's Guide to Everything

designates that the spell is from (EGW) designates that the spell is from the Explorer's Guide to Wildemount =============================================================================================== Cantrips (0 Level) Acid Splash

Control Flames (XGE)

Create Bonfire (XGE)

Frostbite (XGE)

Guidance

Gust (XGE)

Infestation (XGE)

Lightning Lure (SCAG)

Magic Stone (XGE)

Mending

Mold Earth (XGE)

Poison Spray

Primal Savagery (XGE)

Produce Flame

Shape Water (XGE)

Thorn Whip

Thunderclap (XGE) 1st Level Absorb Elements (XGE)

Animal Friendship

Bane

Beast Bond (XGE)

Burning Hands

Cause Fear (XGE)

Chromatic Orb

Create or Destroy Water

Cure Wounds

Detect Evil and Good

Detect Poison and Disease

Earth Tremor (XGE)

Ensnaring Strike

Entangle

Faerie Fire

Fog Cloud

Goodberry

Hail of Thorns

Healing Word

Ice Knife (XGE)

Jump

Longstrider

Purify Food and Drink

Snare (XGE)

Speak with Animals

Thunderwave

Zephyr Strike (XGE) 2nd Level Aid

Animal Messenger

Augury

Barkskin

Beast Sense

Calm Emotions

Continual Flame

Dragon's Breath (XGE)

Dust Devil (XGE)

Earthbind (XGE)

Enhance Ability

Find Traps

Flaming Sphere

Gust of Wind

Healing Spirit (XGE)

Lesser Restoration

Locate Animals or Plants

Misty Step

Moonbeam

Pass without Trace

Protection from Poison

Shatter

Spike Growth

Spiritual Weapon

Warding Wind (XGE) 3rd Level Beacon of Hope

Call Lightning

Clairvoyance

Conjure Animals

Create Food and Water

Daylight

Elemental Weapon

Erupting Earth (XGE)

Fly

Gaseous Form

Life Transference (XGE)

Lightning Bolt

Mass Healing Word

Meld into Stone

Nondetection

Protection from Energy

Remove Curse

Revivify

Sending

Sleet Storm

Speak with Plants

Spirit Guardians

Tidal Wave (XGE)

Wall of Sand (XGE)

Wall of Water (XGE)

Water Breathing

Water Walk

Wind Wall 4th Level Blight

Conjure Minor Elementals

Conjure Woodland Beings

Control Water

Death Ward

Divination

Elemental Bane (XGE)

Fabricate

Freedom of Movement

Giant Insect

Guardian of Nature

Ice Storm

Locate Creature

Stone Shape

Stoneskin

Storm Sphere (XGE)

Wall of Fire

Watery Sphere (XGE) 5th Level Awaken

Cloudkill

Commune with Nature

Cone of Cold

Conjure Elemental

Contagion

Control Winds (XGE)

Flame Strike

Greater Restoration

Insect Plague

Maelstrom (XGE)

Planar Binding

Reincarnate

Scrying

Skill Empowerment (XGE)

Temporal Shunt (EGW)

Transmute Rock (XGE)

Tree Stride

Wall of Stone

Wrath of Nature (XGE) 6th Level Bones of the Earth (XGE)

Chain Lightning

Conjure Fey

Find the Path

Harm

Heal

Heroes' Feast

Investure of Flame (XGE)

Investure of Ice (XGE)

Investure of Stone (XGE)

Investure of Wind (XGE)

Move Earth

Primordial Ward (XGE)

Transport via Plants

True Seeing

Wall of Ice

Wall of Thorns

Wind Walk 7th Level Etherealness

Fire Storm

Plane Shift

Prismatic Spray

Regenerate

Resurrection

Whirlwind (XGE) 8th Level Animal Shapes

Antipathy/Sympathy

Control Weather

Earthquake

Incendiary Cloud

Sunburst

Tsunami 9th Level Astral Projection

Foresight

Storm of Vengeance

True Resurrection

Credits Thank you to all the people who helped me create this class and subclasses. I would like to thank Matthew Mercer for giving me the idea of this class in his Roleplaying Against Type video. I would like to thank all of the artists for whom made the art. And they are as follows: @anotherwanderer on Deviant Art

@bluemoon230 on Picsart

@UlaFish on Deviant Art

Alejandro Céspedes If you see your own artwork, and I have not credited you properly, please let me know and I will rectify that. And finally thank you to the people who make The Homebrewery, the site that I used to format it. Item Costs Item Cost Weight Bag of Bones 5 gp 1 lb. Shamanic Totem Animal Carving 1 gp 1 lb. Fossilised Bone 10 gp — Elder Wood Staff 5 gp 4 lbs. Amber Amulet 3 gp 1 lb. Gaming Set Trickster Card Deck 1 gp — Chieftain's Child You survived as a member of a tribe for the majority of your life, whether it be in a less civilised area of a nation, a more lonely tribe in a forest or deep in nature, or anywhere in between. Either way you were not just a basic member of your tribe, the average hunter-gatherer or hermit, you were a member of the ruling family of that tribe. This lineage could be going back hundreds of generations, or only one back you are of "royal" status in your tribe. Your father or mother was the leader of this tribe, and as their child there were some advantages to growing up coddled by the elders of the tribe. Skill Proficiencies: History, your choice of Survival or Persuasion

History, your choice of Survival or Persuasion Languages: Deep Speech, one other of your choice

Deep Speech, one other of your choice Equipment: A book of your tribe's history, a staff or symbol of your tribe, fine traveller's clothes, and a belt pouch with 5 gp Feature: Tribal Diplomacy As a future leader of your tribe you know how to deal with the other tribes around your area and other areas, if you go to another tribe offering a truce between your tribe and theirs they will allow you a chance to be protected in their area if you meet their demands. This could be in the form of a test of strength like a fight, or a diplomatic discussion, that is up to your DM. Suggested Characteristics Use the Hermit suggested characteristics from the Player's Handbook, you can decide to either roll on the table or pick which fits your character the best.