Shaman An elderly Orc tells stories to the village's young about the heroic deeds of their forefathers of old. An Elf carefully etches runic script in to an elaborate totem made of bone in preparation to call forth it's power. Far from home, a member of the hunting party calls forth wards to shield his allies from what threats loom in the shadowy brambles that surround them. Shamans are those who protect their tribe, be it one they were born in to or one they adopted in the course of their travels. Preserver of Tradition Eschewing book learning or reliance upon the whims of the divine, Shamans draw their power from the protective spirits of their ancestors and from a connection to the natural world around them. Oral tradition is the sole source of knowledge transmission for those who walk this path and a Shaman who fills his mind with the tales and poems of his people grows mighty. Although formidable by themselves, a Shaman is strongest when surrounded by his allies, who he, in turn, is able to share his strength with and protect. Protector and Paragon Walking the line between warrior and priest, a Shaman is equally comfortable with a spear as he is with a spell. Rarely would one inflict direct harm on his foes with his magical aptitude, he instead shapes the battle around him and offers synergystic aid to those who fight beside him. The Shaman believes that the strongest weapon is a well supported ally. This does not mean he expects his friends to do all the work. Indeed, it is common to see one jumping in to the fray of combat to shield those he desires to protect, often with his own body if he senses the need for such a sacrifice. Creating a Shaman When creating a Shaman, consider the ideals that may have been instilled in to him when he was collecting the words and ways of his people. Were his people hunter-gatherers or is he more so a preserver of an ancient tradition nearly lost to the passing of the ages? Work with your DM to flesh out details of your people's history and how they have shaped and will continue to shape your character moving forward. Quick Build You can make a Shaman quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Strength or Constitution. Second, choose the outlander, hermit, or sage background.





























Credit: Susan Seddon

Shaman Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th Defender Dice 1st +2 Protector's Path, Runic Resistance — — — — — — — 2nd +2 Spellcasting, Defender Dice, Vigilance 2 2 — — — — 1d4 3rd +2 Fighting Style, Spirit Ward 3 3 — — — — 1d4 4th +2 Ability Score Improvement 3 3 — — — — 1d4 5th +3 Protector's Path Feature 4 4 2 — — — 2d4 6th +3 Counterstrike 4 4 2 — — — 2d4 7th +3 Invigorating Aura 5 4 3 — — — 2d4 8th +3 Ability Score Improvement 5 4 3 — — — 3d4 9th +4 — 6 4 3 2 — — 3d4 10th +4 Protector's Path Feature 6 4 3 2 — — 3d4 11th +4 Ancestral Intervention 7 4 3 3 — — 4d4 12th +4 Ability Score Improvement 7 4 3 3 — — 4d4 13th +5 — 8 4 3 3 1 — 4d4 14th +5 Protector's Path Feature 8 4 3 3 1 — 5d4 15th +5 Forefather's Rebuke 9 4 3 2 2 — 5d4 16th +5 Ability Score Improvement 9 4 3 3 2 — 5d4 17th +6 — 10 4 3 3 2 1 6d4 18th +6 Protector's Path Feature 10 4 3 3 2 1 6d4 19th +6 Ability Score Improvement 11 4 3 3 2 2 6d4 20th +6 Ancient Aegis 11 4 3 3 2 2 6d6 Class Features As a Shaman, you gain the following class features: Hit Points Hit Dice: 1d10

1d10 Hit Points at 1st Level: 1d10 + your Constitution modifier

1d10 + your Constitution modifier Hit Points at Higher Levels: hit dice average (rounded up) + your Constitution modifier per Shaman level after 1st. Proficiencies Armor: Light Armor, Medium Armor, Shields

Light Armor, Medium Armor, Shields Weapons: Simple Weapons, Mauls.

Simple Weapons, Mauls. Tools: Any two tools or instruments or one of each. Saving Throws: Wisdom, Strength

Wisdom, Strength Skills: Choose three from Arcana, History, Religion, Survival, Medicine, Nature, Investigation, or Athletics in addition to those granted to you by your background. Equipment You start with the following equipment, in addition to the equipment granted by your background: Leather Armor or Hide Armor

Quarterstaff, Club, or Spear

Priest's Pack or Explorerer's Pack







Protector's Path At 1st level, you may choose to specialize as a War Chief, Totemist, Animist, or Witch Doctor. You gain additional skills in your chosen path at levels 5, 10, 14, and 18 Runic Resistance Also at 1st level, you learn the Blade Ward and Resistance cantrips and may cast them at will. Vigilance Starting at 2nd level, if an ally within 10 feet is targeted by an attack, you may use a reaction before the attack is rolled to leap in front of the blow. The enemy's attack roll is now contested against your AC and if the attack succeeds you take all of the damage.

Defender Dice At level 2, you gain access to a pool of dice that you may utilize whenever you are about to take damage. By expending and rolling a Defender Dice, you may add the value rolled to either a saving throw or your AC until the end of that turn. Spellcasting When you reach 2nd level, you augment your martial prowess with the ability to cast spells. See chapter 10 of the PHB for the general rules of spellcasting. Spell Slots: The Shaman Spellcasting 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. For example, if you know the 1st-level spell shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher: You know three 1st-level Shaman spells of your choice. The Spells Known column of the Shaman Spellcasting table shows when you learn more spells of 1st level or higher.

Spellcasting Ability: Wisdom is your spellcasting ability for your Shaman spells, since your spells are accessed through a connection to the spirits of your ancestors and the primal forces of nature. 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 Fighting Style At 3rd level, choose one of the following fighting styles:

Marksmanship: You gain a +2 bonus to attack rolls you make with ranged and thrown weapons.

Defender: When you have a shield equipped, you gain +1 to your AC and may use your shield as a spellcasting focus.

Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

Dueling: When you make an attack with a one-handed weapon you deal an additional 2 damage.

Naturalist: You may choose to learn 2 cantrips from the Druid spell list.









Spirit Ward Also at 3rd level, once per day you may take an hour to perform a ritual that grants a +1 bonus to AC and saving throws to yourself and up to 4 allies. The effects of this ritual last for an hour 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 in the PHB for a list of feats).



Counterstrike At 6th level, when an enemy within 10ft fails an attack roll against you, you may use a reaction to attempt a single melee attack against that creature. Invigorating Aura At level 7, by maintaining concentration you may activate and sustain one of the following effects. You may expend a Defender Dice to spread the effect to all allies within a 15 foot radius for 10 minutes. Aura of Thorns: Each time a creature does damage to you from a melee attack, that creature takes 1 damage plus damage equal to your wisdom modifier.

Aura of Masks: When making persuasion or deception checks, you may add a bonus equal to half of your proficiency modifier rounded up.

Aura of Clouds: You float 6 inches off the ground for the duration of this aura. This feature may be used to float over water, but will not work with lava.

Aura of Creation: Regardless of your proficiencies, you may assist an ally with a crafting task at a rate of progress equal to half of their own. Ancestral Intervention At level 11, you gain a second reaction that you may use each round, but only to use the Vigilance or Counterstrike abilities. Forefather's Rebuke Upon reaching 15th level, when you lose hit points as a result of a melee attack you may use a reaction to spend Defender Dice and force the attacker to make a Wisdom saving throw against your Spell DC. If they fail, they take 4d8 force damage, or half as much on a success. Ancient Aegis When you reach level 20, if you have no Defender Dice remaining when initiative is rolled at the beginning of combat, you regain 2 Defender Dice.

Protector's Paths There are many ways that a Shaman can guide and protect his people. The War Chief flexes his martial prowess front and center, the Animist shapes his form and capabilities with the spirits of beasts, the Totemist synergizes his allies with his mighty totems, and the Witch Doctor hones his shamanic abilities into instruments of life, death, and even undeath. War Chief The War Chief is one who is of the mindset that the best defense is a strong offense. Armed with a knack for polearm weapons and the ability to slip in to a Battle Trance, the War Chief is a formidable front line defender and attacker when he needs to be. Polearm Provocateur At 1st level, you gain proficiency with all polearm weapons. As a bonus action, you may imbue your next melee attack with 1d4 force damage. This amount increases by an additional 1d4 at levels 5, 10, 14, and 18. Sacred Strikes Starting at 5th level, you gain an extra attack when taking the attack action. Additionally, when you use Vigililance and the attack you are interceding misses you may attempt to knock down the attacker. They must make a Dexterity saving throw against your spell save DC, which if failed knocks them prone and gives you advantage on your next attack against that creature. The target is unaffected on a successful save. Ire of The Steadfast When you reach 10th level, you learn the 2nd-level spell Misty Step and may cast it as a Shaman spell. Additionally, you may spend a bonus action and one Defender Dice to impose disadvantage on an enemy's next attack if you can see them. Battle Trance At 14th level, you may enter in to a Battle Trance once per long rest. For one minute you gain a +3 bonus to attack and damage rolls, however once this state has ended you take damage equal to twice your Shaman level. Warrior of Legend At level 18, once per round when your Battle Trance is activated you may expend a Defender Dice to gain an additional extra attack when the attack action is taken. Credit: Saim Alshafi

Totemist A Totemist is one who holds an especially strong connection to the spirits of his forefathers from whom he draws his power. With his expertly crafted totems, he shapes the battlefield to his whims and empowers those who fight beside him. Totemic Initiate At 1st level, you gain the ability to erect totems from the following list. Erecting a totem takes a bonus action. Effects from having two of the same totem active at once do not stack. Totems last for one minute or until destroyed. You may create two of these totems per short rest. Ruby: Creatures who start therir turn within 10 feet of this totem take 2d4 fire damage. Increases to 4d4 at level 10.

Sapphire: All ground within 10 feet becomes difficult terrain to all creatures but you.

Emerald: Allies within 10ft regain 1d2 health at the start of your turn. Increases to 1d4 at level 10. Totemic Adept Starting at 5th level, you gain an additional attack when you take the attack action. You also gain the ability to erect totems from the following list. You may create two of these per short rest. Obsidian: Allies within 10ft gain 1d6 to attack rolls. This effect increases to 2d4 at level 17.

Ivory: Allies within 10ft can disengage as a bonus action and gain 10ft of extra movement. This effect scales to 15ft of extra movement at level 17.

Jade: Allies within 10ft gain resistance against being afflicted by fear, charm, and confusion. At level 17 they become immune to the aforementioned effects. Dances With Ghosts Upon reaching level 10, you may raise three totems from each tier list per short rest. Additionally, you learn the 3rd-level spell Clairvoyance and may cast it as a Shaman spell. Sings With Spirits At 14th level, the range of effect for your totems increases to 15ft and you may create four totems of each tier list per short rest. Additionally, the AC rating for your totems increases to 16. Totemic Mastery At level 18, you gain the ability to raise three totems from the following list per short rest. Electrum: Allies with 15ft gain resistance to non-magical damage.

Andradite: Allies within 15ft take half damage on failed spell saving throws and receive no damage on successful saves.

Opal: A sphere of silence and magical darkness surrounds the totem in a 15ft radius. Allies gain advantage on stealth rolls in this area. Credit: Wikimedia Commons Totem Small Construct, True Neutral Armor Class 14

14 Hit Points 15 (+3 per Shaman level)

15 (+3 per Shaman level) Speed 0ft. STR DEX CON INT WIS CHA 10 (0) 8 (-1) 10 (0) - - - Condition Immunities Poison, Charm, Fear, Blindness, Paralyze, Petrify, Confusion

Poison, Charm, Fear, Blindness, Paralyze, Petrify, Confusion Senses none

none Languages none Maximum totems per tier by level Level First Tier Second Tier Third Tier 1 2 - - 5 2 2 - 10 3 3 - 14 4 4 - 18 4 4 3

Animist The Animist channels the spirits of the primal world to augment his abilities. Taking on aspects of beasts of the wild, he can adapt himself to the needs of his environment with grace and aptitude. Skinwalker At 1st level, a number of times per short rest equal to your Wisdom modifier, you may spend a bonus action to channel the spirit of one of the following creatures, shifting your form respectively. This effect lasts for one hour and may be ended at will. Mongoose: When an enemy is surprised or you have advantage on your attack you may deal 1d6 additional damage per every four Shaman levels that you have gained.

Armadillo: You gain temporary health points equal to half your level rounded up + your Constitution modifier.

Bat: You gain darkvision for 60ft and advantage on perception checks related to sound.

Crab: You may take a defensive stance as a bonus action granting you an additional 2 AC until your next turn. Shapechanger Starting at level 5, the following animal aspects are added to the list of forms you may assume. You may now combine two animal aspects and gain benefits from both simultaneously. Additionally, you gain an extra attack when taking the attack action. Barracuda: You may breathe in water and swim at your normal movement speed.

Direwolf: You gain advantage on melee attacks when an ally is within 5ft of your target.

Mustang: Your movement speed increases by 10ft and your carrying capacity increases to that of a creature one size larger than you.

Mantis: You gain a bonus action claw attack that deals 1d8 slashing damage. Chimeric Form When you reach level 10, you may take on aspects of three animals simultaneously, gaining benefits from each and you may shift forms a number of times per short rest equal to your Wisdom modifier plus 2. You also learn the spell Phantom Steed and may cast it as if it were a Shaman spell. Body of Beasts At level 14, you add the following forms to the list of creatures you may channel the aspect of. Condor: You gain a flying speed equal to your normal movement speed.

Tortoise: You gain +2 AC, but incur disadvantage on stealth checks.

Mole: You have a burrow speed equal to half your normal movement speed and gain blindsight for 30 feet.

Viper: As an action you may attempt to stun a creature within melee range. The target makes a Constitution saving throw against your spell DC. On a fail, they are stunned for one round, or are unaffected if they succeed. Credit: Wikimedia Commons Soul of The Wild When you reach level 18, you gain the ability to combine four animal aspects at once, gaining benefits from each simultaneously and you may shift forms a number of times per short rest equal to your Wisdom modifier plus 5. Additionally, you may cast the 4th-level spell Find Greater Steed once a day for free. A Note on Skinwalking: At higher levels, taking on aspects of multiple animals, if done at the same time, counts as a single usage of the ability.

Witch Doctor The Witch Doctor takes a more mystic approach to assisting his allies than other Shamans. With a close connection to the spirit world and the ability to repurpose fallen foes in to friends, he is a tribe all his own. Spirit Guide At 1st level, once per short rest as an action you may summon forth a material representation of your Spirit Guide, which takes on the form and abilities of any beast with a CR of 1/2 or lower. This creature gains a bonus to attacks, skill checks, and saving throws equal to half of your Wisdom modifier rounded up. Knowledge of Life and Death Starting at level 5, you gain proficiency with the poisoner's kit and the Medicine skill, as well as the ability to make an extra attack when you take the attack action. You also learn the 1st-level spells Cure Wounds and Inflict Wounds, which you may cast as Shaman spells. Additionally, your Spirit Guide may now take on the form of any beast with a CR of 1 or lower. Fetishst At level 10, once per long rest when you have slain an enemy you may take an hour to perform a ritual that binds its spirit to a fetish of your creation which you may then animate to do your bidding. This creature has the stats of a CR2 Ghast, although it gains your half of your Wisdom modifier rounded up to its attack and damage rolls, it becomes no larger than 3 feet tall, and it maintains the form of mobility of the creature bound to it. The animated fetish remains active until it is destroyed, and does not require concentration to maintain, although you may only have two fetishes active at a time. Mummification When you reach level 14, you gain the knowledge of funerary rites that bind a creature to your service in death. Once per long rest after killing a creature that is medium or smaller in size you may take one hour and expend a gemstone worth at least 250gp to Mummify that creature. Once you perform this ritual, the creature's stats become those of a CR3 Mummy, although it gains a bonus to attacks and damage equal to half of your Wisdom modifier rounded up and maintains its size, shape, and form of movement that it had in life. This creature remains in your service until killed and it does not require concentration to maintain, although at the start of each day it makes a Charisma saving throw against your spell DC to see if it remains in your service. Should it succeed, it falls lifeless to the ground, or it remains in your service for another 24 hours on a failed save. You may only have one Mummy active at a time. Credit: CDC PHIL library Voodoo Mastery At level 18, as a result of your extensive study of the primal forces of life and death, you learn the 5th-level spell Raise Dead and may cast it as a Shaman spell. Additionally, you may now have up to 2 Mummies and 3 Fetishes active at the same time and all of your summons gain a bonus to their maximum HP equal to half of your Shaman level rounded down.

1st Level Absorb Elements

Bane

Bless

Ceremony

Detect Magic

Earth Tremor

Entangle

Faerie Fire

Fog Cloud

Healing Word

Shield

Sanctuary

Ancestral Protection

Push/Pull 2nd Level Aid

Earthbind

Enhance Ability

Gentle Repose

Hold Person

Pass Without Trace

Spike Growth

Warding Bond

Wave of Vigor

Burrow 3rd Level Bestow Curse

Dispel Magic

Glyph of Warding

Haste

Elemental Weapon

Remove Curse

Slow

Spirit Guardians

Greater Push/Pull 4th Level Banishment

Blight

Death Ward

Elemental Bane

Freedom of Movement

Guardian of Nature

Hallucinatory Terrain

Commune

Unshackle 5th Level Awaken

Commune With Nature

Dispel Evil and Good

Greater Restoration

Planar Binding

Steel Wind Strike

Wrath of Nature

Wall of Stone

Sojourn

Shaman Signature Spells Push/Pull 1st-level abjuration Casting Time: 1 Action

1 Action Range: 30ft

30ft Components: V, S, M (a small magnetized object) Move an object or creature 15 feet in a chosen direction. If this spell targets an unwilling creature, they must make a strength check against your spell DC or be moved. Ancestral Protection 1st-level abjuration Casting Time: Reaction

Reaction Range: 30ft

30ft Components: V, S As a reaction to an ally being attacked you may boost their AC by 3 until your next turn. Wave of Vigor 2nd-Level abjuration Casting Time: 1 Action

1 Action Range: 10ft

10ft Components: V, S

V, S Duration: 1 Minute All allies in range gain an extra 10 feet of movement for the next minute and can move unimpeded through difficult terrain. Burrow 2nd-Level transmutation Casting Time: 1 Action

1 Action Range: Self

Self Components: V, S, M (a strip of moleskin)

V, S, M (a strip of moleskin) Duration: Concentration You may dig in to the earth beneath you and create tunnels that remain intact as long as you are maintaining concentration. While underground you move at half of your normal movement speed. Others may follow behind you provided they are the same size as you or smaller.





Greater Push/Pull 3rd-Level abjuration Casting Time: 1 Action

1 Action Range: 15ft

15ft Components: V, S, M (a small magnetized object) All creatures within 15 feet make a strength save against your spellcasting DC or are moved up to 20 feet in a chosen direction. Objects under 30lbs are automatically affected. Unshackle 4th-Level abjuration Casting Time: 1 Action

1 Action Range: 60ft

60ft Components: V, S, M (a length of chain) Choose a target within range who is being grappled, immobilized, or restrained. They are now free to move and take actions as normal. Sojourn 5th-Level conjuration Casting Time: 1 Hour

1 Hour Range: Self

Self Components: V, S, M (a lock of the target's hair, a gem worth at least 500gp) Summon one willing target to your location so long as they are on the same plane of existence as you and are not dead.