Shaman

Standing atop a mountain surrounded by enemies, a half-orc raises his arms above. Lightning bolts flash around him, zapping his foes while gusts of wind pick up large groups and fling them from the cliffs. An old crone sits in a tent, a baby looks weak in a basket before her. Pale grey smoke fills the space. A spirit figure sits across from her, mouth moving but no sound being made. The old crone reaches a hand down to touch the baby's forehead and it opens its eyes. A large man covered in furs charges forward, swinging his massive maul as he throws small wooden and stone carved objects onto the ground. Suddenly the wind seems to propel him forward and his weapon ignites in pure flame. Shamans come in many shapes and sizes but each shows their aptitude to commune and harness the spiritual power in themselves and in the natural world. Some shamans seek to speak with their ancestors to earn their guidance and protection. Others seek to use the spiritual energy they control to tame the raging power of the elements themselves. Others seek to allow their body to channel both spiritual and elemental power to step beyond mortal beliefs. Spiritual Conduits Shamans gain their magical prowess directly from the spirits around them and the spiritual power they have within them. Often shamans harbor a deep respect for the dead, and see their gifts as an obligation to help the spirits move on. Many shamans use their powers to influence the living too, either as restorative forces to help, or as wrathful forces acting on revenge. Usually shamans learn to master their powers by learning from a mentor, or sometimes even being taught by the spirits of shamans before them. There is however no greater teacher than experience which is why most shamans set out as adventurers, often embarking on a spiritual journey. A core practice of shamanism is that of crafting totems. Small idols that can be used to channel spiritual or elemental power. Not only are totems practical but the process of creating and using a totem is a deeply respectful act. No shaman carves a totem the same way, different features, symbols, or materials being used to personify the ideal of their practice. Shamans in Life Equal parts warrior and priest, Shamans are comfortable in any scenario so long as they have the spirits to call on. Shamans believe these forces manifest in a multitude of ways; equally as much simple plants and insects as they are legendary Dragons and Unicorns. The abiotic forces and events that shape the cosmos share the link with this force as well, allowing Shamans to become attuned to the disasters and storms that affect our world.

Shaman Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th 1st +2 Totems, Spiritual Attunement — — — — — 2nd +2 Fighting Style, Spellcasting, Nature's Wrath 2 — — — — 3rd +2 Shamanistic Art 3 — — — — 4th +2 Ability Score Improvement 3 — — — — 5th +3 Extra Attack 4 2 — — — 6th +3 Knowledge of the Planes 4 2 — — — 7th +3 Shamanistic Art feature 4 3 — — — 8th +3 Ability Score Improvement, Ethereal Jaunt 4 3 — — — 9th +4 — 4 3 2 — — 10th +4 Totemic Projection 4 3 2 — — 11th +4 — 4 3 3 — — 12th +4 Ability Score Improvement 4 3 3 — — 13th +5 Spiritual Acuity 4 3 3 1 — 14th +5 Shamanistic Art Feature 4 3 3 1 — 15th +5 Empowered Totems 4 3 3 2 — 16th +5 Ability Score Improvement 4 3 3 2 — 17th +6 — 4 3 3 3 1 18th +6 Elemental Attunement 4 3 3 3 1 19th +6 Ability Score Improvement 4 3 3 3 2 20th +6 Spiritual Sight 4 3 3 3 2 Creating a Shaman When you make a shaman, consider what reason your character has to have taken this path. Shamanism is not something individuals are born with nor is it something that is taught in a school. Shamans sometimes have teachers or guides who direct them along the start of their path but the shamanistic arts depend entirely on the inviduals perserverance, and from there the experiences they use to shape how they manipulate this natural energy. Quick Build You can make a shaman quickly by following these suggestions. First, Strength or Dexterity should be your highest score, followed by Wisdom. Second, choose the hermit or outlander background. Class Features As a shaman, you gain the following class features Hit Points Hit Dice: 1d10 per shaman level

1d10 per shaman level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per shaman level Proficiencies Armor: Light Armor, Medium Armor, Shields

Light Armor, Medium Armor, Shields Weapons: Simple weapons, Battleaxe, Greataxe, Maul, Morningstar, Warhammer

Simple weapons, Battleaxe, Greataxe, Maul, Morningstar, Warhammer Tools: Herbalism Kit Saving Throws: Intelligence, Wisdom

Intelligence, Wisdom Skills: Choose two from Animal Handling, Arcana, History, Insight, Medicine, Nature, Religion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a martial weapon and a shield or (b) two martial weapons

(a) leather armor or (b) scale mail

(a) a dungeoneer's pack or (b) explorer's pack

two simple weapons, 20 darts, and a shamanistic focus

Totems Your time spent studying and mastering the elements has allowed you to manipulate fractions of their power and manifest them in physical objects known as totems. Beginning at 1st level, you gain two basic totems of your choice. You gain an additional totem choice at 6th level, as well as 11th level. You may only have one totem of each elemental type. Basic Totems are listed at the end of the class description. You may place most totems in an unoccupied space within 5 feet of you using a bonus action, which immediately begins producing an effect (some totems utilize your reaction instead). At level 1, you may only use a totem of a given elemental type once, regaining all expended uses at the end of a long rest. No more than one totem can be active at a given time. Placing a new totem while one is active will cause the old totem to disappear in favor of the new one. The elemental fragments within the totem are magic in nature, and can be dispelled. You can dismiss a totem as a free action. Shaman usually create their own totems, crafting them to represent themselves. They are usually small wooden figures no larger than a foot or two tall. They also tend to have markings and engravings that represent the shaman in some way. In general, the totem should not be too large to carry around easily, but the final decision is up to the interpretation of your dungeon master. The basic totems are listed at the end of the class description. Spiritual Attunement As a Shaman, you have learned to detect the spirits that are a part of all things and convey minor information. As an action, you can sense if there are any lingering spirits that have died within 60 feet. You do not know how they died, but you do know how long they have been dead and the type of creature they were. Additionally you can use this feature to reach out to the spirit of a living animal that can see and hear you, to cast the Speak with Animals spell as a ritual. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum 1). When you finish a long rest, you regain all expended uses. Spellcasting By the time you reach 2nd level, you have learned to master and manipulate the spiritual essence within all things to cast spells. The Shaman table shows how many spell slots you have to cast your spells. Preparing and Casting Spells To cast one of your Shaman spells of 1st level or higher, 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 from the Shaman spell list, located at the end of this class description. When you do so, choose a number of Shaman spells equal to your Wisdom modifier + half your Shaman level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Absorb Elements, you can cast it using a 1st-level or a 2nd-level spell slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent communing with the spiritual energy around you: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells, since their power derives from your knowledge of and connection to the spiritual energy of the world. 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 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Spellcasting Focus You can use an idol, a totem or a fetish doll as a spellcasting focus for your Shaman spells. Spiritual Recovery Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with the ethereal plane. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than a quarter of your shaman level (rounded up), and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest. For example, when you are a 6th level shaman, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots. Nature's Wrath Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal cold, fire or lightning damage to the target, in addition to the weapons damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.

Shamanistic Art When you reach 3rd level, you take a solitary spiritual quest, during which you realize the path you must walk in life and devote yourself to it unconditionally. Up until now you have been in training, honing your abilities and learning the basics of what it means to be a shaman. Now you choose one Art to focus on in life as you study further and train to master the craft. Choose either the Art of Elements, the Art of Spirits, or the Art of Enhancement Your choice grants you features at 3rd level and again at 7th and 14th level, detailed at the end of the class description. 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Knowledge of the Planes Starting at 6th level, your study and communion with the elemental planes grants you an advanced understanding of the beings within. Whenever you make an Intelligence (History) or Intelligence (Arcana) check related to elementals or the elemental planes, you are considered proficient in the History or Arcana skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. In addition, you also have advantage on saving throws against elementals. Ethereal Jaunt Starting at 8th level, you gain the ability to temporarily remove your consciousnes from your body and travel a short distance in the ethereal plane before exiting into the material plane and causing your body to snap back to the new position of your consciousness. Whenever an attacker that you can see hits you with an attack, or you are subjected to an effect that allows you to make a Dexterity or Wisdom saving throw, you may use your reaction to halve the incoming damage and move up to 10 feet without provoking opportunity attacks. Once you use this feature, you must finish a short rest before you may use it again. Totemic Projection At 10th level, You gain an additional use of each elemental type of your totems and they can now be placed in any unoccupied space within 60ft of you. Spiritual Acuity Beginning at 13th level, you can use your action to end one spell that requires either a Wisdom or a Charisma saving throw on yourself or one willing creature that you touch. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain expended uses when you finish a long rest. Empowered Totems At 15th level, you gain the ability to harness more potent elemental magics within your totems. When you cast one of your basic totems you can choose to empower them, increasing its effect. You can use this feature twice. You regain all expended uses when you finish a long rest. The features of empowered totems are listed alongside the basic totems Elemental Attunement When you reach 18th level, you have become proficient in manipulating the elemental forces of the world. As you have practiced, you have gained defenses against these forces. You gain immunity to all fire, cold, and lightning damage. Spiritual Sight At 20th level the spirits that guide you have opened your mind to see into the future and enhance your natural abilities of perception. You are able to see as if under the effects of the 6th level spell True Seeing at all times. Additionally, during a long rest you may cast the Scry spell once without expending a spell slot, using the spell as it normally would be used as if you cast it. Shamanistic Arts Those devoted to walk the path of a Shaman must choose one of three Arts to master; Art of Elements, Art of Spirits, or Art of Enhancement. Art of Elements Elementalists embrace the unbiased and incredible potential of the elements, and seek utilize their spiritual power to control this raw power. As you study the ways of the Art of Elements, you learn to better understand the forces of nature, turning puddles into tidal waves and pebbles into avalanches. Elemental Adept Cantrips You learn two cantrips of your choice from the druid spell list. You learn an additional druid cantrip at 10th level. When you choose this art at 3rd level, you learn three shock spells (see sidebar) exclusive to elementalist shamans. These 3 shock spells count as 1st-level spells for you and are always prepared. Elementalist Spells Additionally when you choose this path at 3rd level, you gain access to spells at the listed Shaman levels below. Once you gain access to these spells, you always have them prepared and they do not count against the number of spells you can prepare each day.

Elementalist Spells Shaman Level Spells 3rd Burning Hands, Thunderwave 5th Aganazzar's Scorcher, Dust Devil 9th Lightning Bolt, Fireball 13th Ice Storm, Wall of Fire 17th Cone of Cold, Maelstrom Empower/Overcharge Beginning at 7th level you have better learned to manipulate the elements and bring out their most devasting power. When you cast a spell of 1st-level or higher that deals elemental damage, you may instead upcast it by 1 level. Once you use this feature, you can't use it again until you finish a short rest. For example, when you cast a 2nd-level spell, you may instead choose to cast the spell as a 3rd-level spell. Elemental Ascension At 14th level you have mastered the complexities of the elemental forces and can fully transform your own spiritual essence into that of an elemental. You can use your action to turn into an Elemental of your choice (Air, Fire, Earth, Water) as if using the Druid Wild Shape ability. Once you use this feature, you can't use it again until you finish a long rest. Art of Spirits Spirit Guides embrace the spiritual aspect of Shamanism, seeking to understand the flow of life energy between all beings and forces. They derive their abilities from the harnessing and recycling of these spiritual energies. Spiritual Guardian When you choose this art at 3rd level, you gain the ability to call a Spiritual Guardian from the list below to your aid. Each Spirit Guardian embodies particular traits and bestows a gift relating to that trait upon you. In addition, you may see through their senses but doing so does make you unable to utilize your own. A spirit guardian is an intangible creature and cannot be attacked or killed but any effect that would repel celestials or undead also affects the spirit guardian. In combat, the spiritual guardian cannot act but does move on your turn up to 60 feet. Badger: You gain the protection fighting style Eagle: You gain a +5 to passive perception and you can't be suprised while you are conscious. Elk: You gain +10 to movement speed and can Disengage as a bonus action. Wolf: You can use your reaction to give an ally advantage on an attack roll against an enemy within 5 feet of you. Ram: You gain advantage on Strength (Athletics) checks and can Dash as a bonus action. Rat: You gain proficiency in Stealth and can Hide as a bonus action. Crane: You gain a +2 bonus to all healing effects you produce Owl: You gain proficiency in the Perception and Investigation skills and darkvsion out to 60 feet.

Spirit Guide Spells Additionally when you choose this art at 3rd level, you gain access to spells at the listed Shaman levels below. Once you gain access to these spells, you always have them prepared and they do not count against the number of spells you can prepare each day. Spirit Guide Spells Shaman Level Spells 3rd Healing Word, Inflict Wounds 5th Augury, Prayer of Healing 9th Speak with Dead, Spirit Guardians 13th Guardian of Faith, Phantasmal Killer 17th Dream, Mass Cure Wounds Essence Cycle Beginning at 7th level, you gain the ability to transfer a small amount of the spiritual energy you use to cast spells into restorative energy. Whenever you cast a spell of first level or higher, you may have any number of creatures within a 10 feet radius of your spiritual guardian heal hit points equal to your Wisdom modifier. Ankh of Resurrection At 14th level your command of the spiritual world has allowed you to perform miraculous restorative tasks, even to the point of staving off death. You can spend a period of 8 hours shaping and crafting an Ankh, after which you can spend another 8 hours to channel the spirit of a living, willing humanoid into the Ankh. As long as the Ankh remains unharmed, the next time the target would drop to 0 hit points (but not die outright), they instead heal to one half their maximum hit points (rounded down) and the Ankh is destroyed. You may only have 1 Ankh at a time. Once an Ankh has been destroyed you must wait 24 hours before making another. Art of Enhancement Enhancers seek to channel more of the spiritual and elemental power they wield through their own body to make them better combatants. By better understanding how totems function, and improving the amount of work and care they put into making them, Enhancers are able to accomplish feats of strength other shamans are incapable of. Spiritual Defense When you choose this art at 3rd level, the spirits of the world rally to protect you in combat. You gain the Unarmored Defense ability. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier. You can use a shield and still gain this benefit. Totemic Mastery When you choose this art at 3rd level, you gain addional mastery over your totems. You gain two more basic totems, and you pick 2 options whenever you would pick an extra totem. You may also now have 2 totems active at one time and are no longer restricted to knowing only 1 totem of each type known but cannot have two of the same type placed. You do not gain any extra uses of your totems with this feature. Enhanced Nature's Wrath By 7th level, you are so suffused with elemental wrath that all your melee weapon strikes carry elemental energy with them. Whenever you hit a creature with a melee weapon, the creature takes an additional 1d8 cold, fire or lightning damage. If you also use your Nature's Wrath with an attack, you add this damage Nature's Wrath damage. Feral Spirits Beginning at 14th level you may manifest two spirit wolves to assist you in combat. As an action you may summon two Direwolf Spirits. The direwolves act on your turn and have a full turn. The spirits lasts for 1 minute. Feral Spirits are unaffected by spells such as Anti-magic Circle or Dispel Magic. However, because they are spirits, spells such as Turn Undead or Destroy Undead affect them still. Once you use this feature, you must finish a long rest before you can use it again. While at least one of the spirits is active, you also gain the Pack Tactics feature but it only works if the ally is one of your spirit wolves. Direwolf Spirit Large Undead, Unaligned Armor Class 14

14 Hit Points 37 (5d10 + 10)

37 (5d10 + 10) Speed 50ft. STR DEX CON INT WIS CHA 10 (+0) 16 (+3) 11 (+0) 2 (-4) 14 (+2) 5 (-3) Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks.

bludgeoning, piercing, and slashing from nonmagical attacks. Condition Immunities charmed, exhaustion, frightened, grappled, petrified, poisoned, prone, restrained

charmed, exhaustion, frightened, grappled, petrified, poisoned, prone, restrained Senses passive Perception 9

passive Perception 9 Languages Can understand common spoken by their summoner

Can understand common spoken by their summoner Challenge 2 (450 XP) Keen Hearing and Smell The wolf has advantage on Wisdom (perception) checks that rely on hearing or smell Pack Tactics The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creatue and the ally isn't incapacitated. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.

Basic Totems Totems are split into 4 elemental types. Totems of Fire, Earth, Water, and Air. No two totems of the same elemental type may ever be active at the same time even with the Enhancer's feature Totemic Mastery. Normal shamans learn a total of 4 basic totems, 2 at 1st-level, an additional one at 6th-level, and a final one at 14th-level. Enhancement Shamans learn a total of 8 basic totems, 2 at 1st-level, two more when they take the Art of Enhancement archetype at 3rd-level, two more at 6th-level, and a final two at 14th-level. All Shamans can use each type of totem once before 10th-level and twice after 10th-level. Most totems are placed using your bonus action, though some are capable of being used as a reaction. Every kind of totem comes with a basic function and an empowered function. Unless empowered by Empowered Totems, the totem only performs its basic function. The basic totem options as well as their empowered abilities are listed below. Fire Magma Totem - Place a totem that erupts with magma. When you place this totem, all creatures within a 5 feet radius and any creature that starts its turn in this area must make a Dexterity saving throw, taking 2d4 fire damage on a failure or half as much on a success. Lasts 1 minute. Empowered - Your Magma Totem now automatically hits and does maximum damage.

Searing Totem - Place a totem that attacks with searing balls of fire. When you place the totem and on subsequent turns you can use your bonus action to command the totem to make a ranged spell attack against a creature within 60 feet. On a hit the target takes 1d6 fire damage. Lasts 1 minute. Empowered - Your Searing Totem now deals 3d6 fire damage.

Flametongue Totem Place a totem that affects up to 2 creatures within 30 feet. When either of these creatures hits with an attack they do an extra 1d4 fire damage. Lasts 1 minute. Empowered The damage added to attacks is now maximized.

Totem of Wrath Place a totem that increases your crit range by 1 for the duration. Lasts 1 minute. Empowered Your Totem of Wrath now adds an extra damage dice when you crit. Earth Earthbind Totem - Place a totem that creates difficult terrain around it within a 10 foot radius. Lasts 1 minute. Empowered - Your Earthbind Totem now causes enemies to make a strength saving throw based on your spell DC or be restrained. They can repeat their saving throw each turn until they succeed or this effect ends.

Tremor Totem Bonus Action or Reaction. Place a totem that immediately ends a charm or fear effect on two creatures within 60 feet. This totem can be used while under the effect of charm or fear. Empowered - Your Tremor Totem now effects any number of creatures of your choice.

Stoneskin Totem - Place a totem that grants up to 3 creatures within 30 feet 3 bludgeoning, piercing, and slashing damage reduction. Lasts 1 minute. Empowered The Stoneskin totem now grants resistance to those damage types.

Stoneclaw Totem Bonus Action or Reaction. Place a totem that when any creatures you designate who make an attack within 5 feet of the totem, not directed at the totem, make it at disadvantage. Lasts until the end of your next turn. Empowered At the start of their turn, any creature must make a Charisma saving throw versus your spell save DC or are forced to make attack the totem as long as it's alive. The totem has an AC of 10, takes 1 damage from any attack, and has 3 HP. Water Elemental Resistance Totem - Place a totem that grants resistance to either cold, fire, or lightning damage to up to 3 creatures within 30 feet. Lasts 1 minute. Empowered - Your Elemental Resistance Totem now grants resistance to all three elements.

Totem of Tranquil Mind - Place a totem that grants up to 2 creatues within 30 feet advantage on Constitution saving throws to maintain concentration on a spell when they take damage. Lasts 1 minute. Empowered - Your Totem of Tranquil Mind now grants you the ability to concentrate on two spells simultatiously.

Healing Stream Totem Place a totem that grants up to 3 creatures within 30 feet +3 temporary HP at the end of each of your turns. Lasts 1 minute. Empowered At the end of each of your turns those creatures instead heal for 1d6.

Cleasing Totem Bonus Action or Reaction. Place a totem that immediately cleanses the effect of any poison or disease on two creatures within 60 feet. Empowered Your Cleansing Totem now effects any number of creatures of your choice. Air Windwalk Totem - Place a totem that grants up to 3 creatures within 60 feet free movement. These creatures cannot be targeted by attacks of opportunity while they have this free movement. Lasts until the end of your next turn. Empowered - Your Windwalk Totem now grants fly speed equal to their walking speed alongside the other bonuses.

Grounding Totem - Reaction. Grant advantage on a saving throw against a spell targeted at yourself. Empowered - Your Grounding totem now redirects a spell of 7th level or lower to the totem, negating its effect.

Windfury Totem Place a totem that grants you the effects of Haste cast at 3rd-level for the duration. Lasts until the end of your next turn. Empowered Your Windfury totem now lasts for two of your turns and you no longer become exhausted.

Sentry Totem Place a totem that creates a 20 foot cube centered on itself that functions as the Alarm spell. Lasts 8 hours. Empowered The totem lasts 24 hours, creates a 40 foot cube, and will alert you at any distance as long as you are on the same plane.