Prestige Class: Shaman The Shaman is the material representative of the Spirit Realm--- A mystic realm infused with the power of the natural world. A Shaman can enter into a deep trance-like state in order to commune with the spirits of the Natural World, and invoke their power in the natural world. To become a Shamans requires a great deal of study, as many Spirits will not commune with someone unless they can prove themselves worthy. For this reason Shamans must train under an established Shaman, who cann act as an intermediary until the new Shaman proves himself worthy. The Shaman can invoke spirits to have a variety of effects, using the rules for Primal Invokation at the end of this article The Shaman Level Features Spirits Known 1st Trance, Wounded Healer 2nd Primal Invokation 2 3rd Primal Invokation 4 4th Spiritual Guide 4 5th Primal Invokation, Shamanic Mastery 7 Prerequisites In order to advance as a Shaman, you must Meet the following prerequisites (in addition to the multiclassing prerequisites for your existing class) * Wisdom 13. Shamans must be very worldly in order to commune with unimganiably ancient Spirits * Charisma 13. Shamans rely on their charisma to persude Spirits into lending them aid * Character Level 10th. The Spirits only commune with those they deem worthy, and you must be a 10th level character before you can gain levels in the Shaman prestige class * Complete a special task. You must find an artifact with ties to the Spirit world and present it to an NPC shaman who accepts it in return for tutoring you in the ways of Shamanism. Once you do this, your tutor will ask you to complete the Shamanic Trial. You must undergo and recover from a deadly disease, with your near death experience serving as your introduction to the Spirit World. You cannot gain more levels in this prestige class then your tutor has 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 per Level: 1d6 (or 4) + your Constitution modifier per Shaman level Proficiencies Tools: Drums

Drums Saving Throws: None

None Skills: None Equipment The Shaman prestige class does not grat any special equipment Spiritual Invocation Ability Your Spiritual Invocatin Ability is Wisdom. You draw power from your deep knowledge and experience with spirits and the spirit world. You use your Wisdom modifier when setting the Save DC for Spiritial Invocation Forces. Spirit Save DC 10 + your proficiency bonus + Wisdom modifier Trance By concentrating the Shaman can enter into a deep trance state in order to commune with the spirit world. Entering or maintaining a trance consumes the Shamans move action. While in trance the Shaman may cast as a ritual any spell from the Druid spell list with the ritual tag. Your spell casting ability for spells cast in this manner is Wisdom. Wounded Healer At 1st level the Shaman has passed through the Shamanic Trial and recovered from a deadly disease. Because of this the Shaman has resistance to poison damage, as well as advantge on constitution saving throws made against disease. Primal Invokation At 2nd level, the Shaman has learned to commune with spirits and invoke their power in the world. Upon attaining second level, the Shaman chooses two spirits with which he can commune. While in trance, the Shaman can use an action to invoke one of the spirit's Primal Forces. Each Spirit provides a variety of possible benefits to the Shaman, which the Shaman must use an action to activate. These are called Primal Forces and come in three varieties, continual, offensive, or beneficial. Continual Forces will continue to provide the Shaman with benefits until the Shaman exists Trance or uses their action to replace it with another spirits Continual Force. Offensive Forces target an enemy of the Shamans choice, and often focus on delivering damage or negative effects to opponents. Beneficial Forces will provide assistance to the Shamans allies in some way. The number of Spirits the Shaman may commune with increases at 3rd and 5th level. Spiritual Guide At 4th level, the Shaman has become familiar with one of the spirits he frequently communes with. The Shaman may choose one of the Spirits they know, and they gain the benefits of that Spirits Continual Force permenantly, without requiring Trance. Shamanic Mastery At 5th Level the Shaman gains the ability to cast the Primal Forces of his Spiritual Guide as a Bonus Action instead of an Action

Spiritual Invokation Spiritual Invokation is the process of communicating with the ancient Primal spirits of the material plane and requesting them to work their power upon the world. This process of request and summoning is referred to as invokation The Invokation of Spirits is a difficult process, as Spirits are often hesitant to heed the requests of mortals. The ability to commune with Primal Spirits is a sign of great skill and prestige Overview Spirits can have a wide variety of effects on the natural world when properly invoked. These effects are called Primal Forces. The specific Primal Forces that each Spirit can provide is highly dependent on the specific type of spirit being invoked, but each Spirit can provide an effect for each of the three categories of Primal Force Continual Forces are forces which can maintain across rounds. A Continual Force can be activated on the Shamans turn, and it will maintain until the Shaman uses his action to activate another Continual Force, or the Shaman exits trance Offensive Forces are forces that hinder or damage a Shamans enemies. Offensive forces will often apply negative effects onto a Shamans opponents, but some will do damage. Shamans excel at using Offensive Forces to control the battlefield. Beneficial Forces provide some benefit to the allies of the Shaman. This most commonly includes healing and disease removal, but can also apply positive effects. Many of the beneficial effects will target the Shaman as well Spirits Presented here are seven Spirits for a Shaman to use, along with their Primal Forces --- Just enough to outfit a fully levelled Shaman. Spirit of Malady By Invoking this Spirit, you can exert a degree of control over diseases and afflictions. This will allow the Shama to heal his allies of damage and disease, as well as wither his enemies. Protection from Malady (Continual Force) The Spirit of Malady fills you, warding you against disease. As an action you can make yourself immune to poison and necrotic damage. This effect persists until you use an action to replace it or you exit trance Spiritual Cleansing (Beneficial Force) You invoke the power of Malady to bolster your allies, restoring their health. As an action, you may either heal 1d12 hit points spread among any number of targets, or you may remove one negative condition from them Stricken with Blight (Offensive Force) The Spirit of Malady strikes an enemy, withering them with the power of disease. As an action you may force one target to make a Constitution saving throw against your Spirit Save DC. On a failure, the creature takes 2d8+WIS poison and necrotic damage, and an ongoing 1d4+WIS necrotic damage at the beginning of your turn. The ongoing damage is cancelled if the creature recieves magical healing or makes a constitution save vs your Spirit Save DC. On a sucessful save the creature takes half damage but avoids all ongoing damage Spirit of the Winds The Spirit of the Winds controlls all of the winds of the wild. Invoking this spirit will allow you to speed creatures around the battlefield, for good or ill, as well as invoke the power of the wind to keep creatures away Cyclone Defense (Continual Force) The winds whirl around you, pushing away any creature who wishes you harm When a creature fails a melee attack roll, you may push them up to 1d4 squares in any direction. Non-spell ranged attacks are made with disadvantage. This effect persists until you use an action to replace it or you exit trance Speed of the Zephyr (Beneficial Force) You direct the Spirit of the Winds to fly behind you allies, carrying them further then they would normally go. You may choose an ally and add 10ft to their movement speed until the end of their next turn Sccissoring Gale The Spirit of the Winds speeds around an enemy, sending it flying and rending it with its claws. You choose a target. That target takes 2d4 slashing damage, and makes a saving throw. On a failure, the creature is moved up to 2d4 spaces in any direction Spirit of the Great Bear The Great Bear Spirit is the Spiritual Incarnation of every animal, living and dead. Summoning this Spirit will lend the strength of the various beasts of the forest and field to your fight Skin of the Lizard (Continual Force) Your skin turns to tough leather like that of a lizard. You gain resistance to piercing and slashing damage. This effect persists until you use an action to replace it or you exit trance Bear Strength (Beneficial Force) You send the Spirit of the Bear to fill your allies, lending strength to their attacks Until the end of your next turn, any melee or ranged attacks can lend either your Strength or Dexterity to the damage, whichever one is higher. Poison Viper Strike The Great Bear spirit summons the aspect of the serpent to assault an enemy As an action you can deal 1d4+Wis piercing damage. You also trigger a constitution saveing throw vs your Spirit Save DC, and on a failed save the creature takes 1d8 poison damage per turn Spirit of the Green Wilds The Spirit of the Green Wilds represents all the plants and green things in the world. By calling on this spirit you can call on plants as allies, and take on aspects of plants yourself Aspect of Tree (Continual Force) Your skin takes on the texture of bark as roots grow from your feet into the ground You gain vulnerability to fire damage, resistance to piercing damage, and you cannot be forcibly moved or knocked prone. This effect persists until you use an action to replace it or you exit trance Bioluminescense (Beneficial Force) You call on the Great Spirit of the Green Wilds to provide light for your journey A large tree sprouts and begins emitting biolumiescent spores, priding bright light for 30ft and dim light for 60ft Tangling Roots (Offensive Force) You summon tree roots from the depths of the ground to entangle and entrap your foes One target you can see must make a Dextarity Save vs your Spirit Save DC. On a falure the target is immobilized until it succeeds on a DC 15 Strength check to break free from the roots.