The Shaman The Shaman Level Proficiency Bonus Features Auras Known Cantrips Known Spells Known Spell Slots Spell Level 1st +2 Spirit Magic, Shamanic Tradition 2 1 2 2 1 2nd +2 Empowering Aura 2 1 2 2 1 3rd +2 Tradition Feature 2 1 3 2 2 4th +2 Ability Score Improvement 3 1 3 2 2 5th +3 ─ 3 1 3 3 3 6th +3 Tradition Feature 4 1 4 3 3 7th +3 Ritual Casting 4 1 4 3 4 8th +3 Ability Score Improvement 5 1 4 3 4 9th +4 ─ 5 1 5 4 5 10th +4 Tradition Feature 5 2 5 4 5 11th +4 ─ 6 2 5 4 6 12th +4 Ability Score Improvement 6 2 5 4 6 13th +5 Elemental Incarnum (7th level) 7 2 6 5 6 14th +5 Tradition Feature 7 2 6 5 6 15th +5 Elemental Incarnum (8th level) 8 2 6 5 6 16th +5 Ability Score Improvement 8 2 7 5 6 17th +6 Elemental Incarnum (9th level) 8 2 7 6 6 18th +6 ─ 9 2 7 6 6 19th +6 Ability Score Improvement 9 2 7 6 6 20th +6 Twinned Soul 9 2 8 6 6 Class Features As a Shaman, you gain the following class features Hit Point 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, Medium Armor

Light Armor, Medium Armor Weapons: Simple Weapons, Battle Axe, Warpick, Maul

Simple Weapons, Battle Axe, Warpick, Maul Tools: Herbalism Kit Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Arcana, History, Inisght, Medicine, Nature, Persuasion

Choose two from Arcana, History, Inisght, Medicine, Nature, Persuasion Languages: Primordial Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a battle axe or (b) two simple weapons

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

(a) shield or (b) herbalism kit or (c) poisoner's kit

Chain shirt Spirit Magic Shamans channel spirits of various natures into magical effects. Cantrips At 1st level you know 1 cantrips chosen from the Shaman spell list. In addition, each tradition grants access to 2 additional cantrips. These cantrips cannot be swapped out as you gain levels. Spell Slots The Shaman table shows you how many spell slots you have. The table also shows what the level of those slots is. To cast one of your Shaman spells of 1st level or higher, you must expend a spell slot. You regain all spell slots when you finish a long or short rest.For example, when you are 5th level, you have three 3rd-level spell slots. To cast the 1st-leve spell thunderwave, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher At 2nd level, you learn two 1st level spells of your choice from the Shaman spell list. The Spells Known column shows you when you learn more Shaman spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what's shown in the table's Spell Level column for your level. When you reach 6th level, for example, you learn a new spell, which can be of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose to replace one of the Shaman spells you know with another spell from the Shaman spell list. This replacement spell must be of a level you can cast. Spellcasting Ability Wisdom is your spellcasting ability for your Shaman spells, so you use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting save DCs for a Shaman spell you cast and when making an attack roll with one. Spell save DC = 8 + Proficiency Bonus + Wisdom modifier Spell attack modifier = Proficiency Bonus + Wisdom modifier Spellcasting Focus You can use an arcane focus as a spellcasting focus for your Shaman spells. Shamanic Tradition The spirits guide each shaman along a different path, manifesting though the shaman in different ways. At 1st level, you must choose one shamanic tradition and gain the abilities and powers as detailed later in this document. Empowering Aura Starting at 2nd level, Shamans can invoke the powers of the spirits as empowering auras. You have mastered the use of two auras, and gain additional auras as indicated in the class table. All auras are described at the end of this document. You can activate, deactivate, or change one aura as a bonus action. The aura affects all enemies or all allies within 10 feet, unless otherwise specified within the aura's description. Aura save DC = 8 + Proficiency Bonus + Charisma modifier Ability Score Increase At 4th level, the Shaman may add a +2 bonus to any one ability score, or may add a +1 bonus to any two ability scores. These bonuses may not make the Shaman's natural score exceed 20. The Shaman gains another Ability Score Increase at 8th, 12th, 16th, and 19th levels. Ritual Casting At 7th level, the Shaman gains the ability to cast ritual spells. Choose three spells with the ritual tag. The Shaman may cast these spells as rituals, and only as rituals. At each level, the Shaman may choose to swap his ritual spells. In addition, the Shaman gains a new ritual spell when he gains access to a new spell level. Elemental Incarnum At 11th level, the spirits that guide and mentor the shaman have offered new secret power for the shaman's use. These powers often are powers of nature or life and death. The shaman learns one spell from the divination, evocation, or necromancy schools of seventh level. In addition, each tradition has additional spells that can be learned through this ability. These additional spells are listed in the tradition spells tables.Each spell learned through this feature can be cast once per long rest. The shaman may choose another incarnum spell of 8th level at 15th, and of 9th level at 17th level. The shaman regains all uses of their elemental incarnum at the end of each short rest. Twinned Soul At 20th level, the Shaman has gained supreme control of spirit channeling. The Shaman may have two auras active at a time. In addition, the Shaman stops ageing, becoming an ambassador between the spirit realms and the mortal realm. Shamanic Traditions Shamanic traditions are many and varied, but largely fall into three categories. The elementalist seeks to channel the elemental spirits, becoming a powerful champion that can stand toe to toe with the strongest beasts to be found. The spiritwalker seeks guidance and wisdom through the ancestors, learning from their experience and passing on their advice. Voodoo priests are revered for the healing abilities, but feared for their power over the loa, lustful, hungry spirits willing to lend their power simply to taste mortal vices again.

Elementalist Tradition Elementalist Tradition Spells When you choose the elementalist tradition, you also learn the spells listed when you can access the indicated spell level. These spells do not count toward your spells known. Spell Level Spells Cantrips Blade Ward, True Strike 1st Searing Smite, Thunderous Smite 2nd Elemental Weapon, Enhance Ability 3rd Scorching Ray, Stinking Cloud 4th Stoneskin, Freedom of Movement 5th Destruction Wave, Cloudkill 6th Otiluke's Freezing Sphere, Blade Barrier 7th Regenerate, Reverse Gravity 8th Incendiary Cloud, Power Word Stun 9th Invulnerbility, Storm of Vengeance At 1st level, all elementalist Shamans gain proficiency in shields. Totems Elementalists channel the power of the elements through specially prepared totems. These totems make near-perfect anchors for additional auras, allowing the Elementalist to better support his allies and engage the enemy. Starting at 3rd level, the Elementalist may summon a totem as a bonus action. The totem must be invested with one aura that the elementalist knows, which cannot be changed, and must be placed within 10' of the elementalist. The Elementalist's totems last a number of rounds equal to the shaman's Charisma modifier. Totems cannot beneift from the Twinned Soul ability. As Water Flows At 6th level, the elementalist can change one active aura as a reaction. The shaman must complete a long rest before using this ability again. At 11th level, the shaman may use this ability twice before completing a long rest. Armor of the Elements At 10th level, anytime an elementalist has any aura active, they and nearby allies are protected from the elements. When the shaman activates an aura, they may also choose one damage type from fire, cold, lightning, poison, and thunder. The shaman and any ally within their aura range gains resistance to the chosen damage type. Avatar of the Ancient Primordials At 14th level, the elementalist is so blessed by the Ancient Primordials, that they may ignore some elemental damage. The elementalist may choose one of the following damage types: fire, lightning, cold, poison, or thunder. The elementalist gains immunity to this damage type until they begin a short or long rest. This feature may not be used again until they complete a long rest. Spiritwalker Tradition Spiritwalker Tradition Spells When you choose the spiritwalker tradition, you also learn the spells listed when you can access the indicated spell level. These spells do not count toward your spells known. Spell Level Spells Cantrips Guidance, Druidcraft 1st Healing Word, Purify Food/Drink 2nd Enhance Ability, Spike Growth 3rd Spirit Guardians, Tongues 4th Stoneskin, Death Ward 5th Greater Restoration, Mass Cure 6th Heal, Resurrection 7th Conjure Celestial, Sequester 8th Antipathy/Sympathy, Dominate Monster 9th Psychic Scream, Wish At 1st level, spiritwalkers gain a doubled aura range, out to 20 feet. Spirits At 3rd level, Spiritwalkers can bind a number of spirits equal to their proficiency bonus + Charisma modifier. As a reaction, a spirit can be used to grant a bonus equal to half the shaman's proficiency bonus (rounded down) to a skill roll, ability check, or saving throw As a bonus action, the Spiritwalker may grant an ally within his aura range to use a spirit. The Spiritwalker must complete a long rest in order to bind more spirits. Flesh Meets Spirit At 6th level, the shaman can interact with creatures in the Ethereal Plane. You can see, touch, and attempt to communicate with any creature under the effect of the etherealness spell or similar effects within 60' of you. Any attack you direct at such a target are made at disadvantage due to the level of focus you must maintain simply in order to interact with the Ethereal Plane. Vengeful Spirits At 10th level, the Shaman has gained enough power to control even the most violent spirits. He may bind a number of Vengeful Spirits equal to half the Shaman's proficiency bonus. Vengeful Spirits can only be used to grant a bonus equal to half the shaman's proficiency bonus (rounded down) to attack and damage rolls. These spirits count against the Shaman's maximum number of bound spirits, as detailed above. These spirits may also be lent to other creatures. Through the Veil At 14th level, the Spiritwalker truly lives up to it's name. Once per long rest, the Shaman may venture into the Ethereal Plane. This ability functions exactly as the spell etherealness, but has no duration. Using this ability in either direction counts as an Action.

Voodoo Priest Tradition Voodoo Priest Tradition Spells When you choose the voodoo priest tradition, you also learn the spells listed when you can access the indicated spell level. These spells do not count toward your spells known. Spell Level Spells Cantrips Minor Illusion, Poison Spray 1st Hex, Ray of Sickness 2nd Flame Blade, Ray of Enfeeblement 3rd Fear, Major Image 4th Blight, Polymorph 5th Cloudkill, Dream 6th Eyebite, True Seeing 7th Power Word Pain, Simulacrum 8th Feeblemind, Maze 9th Power Word Kill, Weird At 1st level, voodoo priests gain proficiency in either the Medicine skill or the poisoner's kit. Shrunken Fetishes At 3rd level, Voodoo Priests are able to craft and imbue fetish dolls with animating spirits, giving the dolls life and power to protect and aid the Shaman in combat. Fetish Points are used to craft each Fetish, as detailed below. Fetishes expire at the end of each long rest. The voodoo priest regains all of his fetish points at the beginning of each long rest. Each fetish doll requires ten minutes to craft, and is activated with a bonus action. The voodoo priest can control a number of fetish dolls equal to their Charisma modifier per turn as a bonus action. Any more fetish dolls than this cost an action to control. When activated, each doll expires at the end of the encounter or ten minutes, whichever is shorter. Fetish Points = Charisma Modifier + 1/2 Shaman level Shrunken fetishes have Hit Points equal to half the Shaman's maximum hit points and each fetish adds the Shaman's proficiency bonus to it's attack rolls. Each shrunken fetish costs 2 fetish point. Hounds of Hell At 6th level, the Shaman can craft Hound Fetishes. They operate just like Shrunken Fetishes, aside from any changes noted in their stat block. Each hound fetish costs 3 fetish points. Toby Bags At 10th level, the Shaman can alter each Fetish during the doll creation, granting new power to the Fetish upon animation. Each alteration costs a number of Fetish Points, as noted below. All DCs are the voodoo priest's save DC. Venom (1 pts)- The Fetish's attacks deal an additional 1d4 poison damage. Hellfire (2 pts)- The Fetish's attacks deal an additional 1d8 fire damage. Kamikaze (2 pts)- when reduced to 0 hit points, the Fetish explodes, dealing 2d10 + the Shaman's Wisdom modifier of necrotic damage in a 10' radius. Those affected can make a Dexterity save for half damage. Armored (3 pts)- The Fetish's AC is increased by half the Shaman's proficiency bonus. Staggering (5 pts)- When the Gargantuan makes a successful slam attack, the target must make a Constitution save or be stunned until the end of the Shaman's next turn. (Gargantuan only) Swift Strikes (3 pts)- When making an attack, the Fetish may strike twice. (Shrunken/Hound only) Fortitude (1 pt)- The Fetish is very sturdily built, granting it Zombie Fortitude, as per the Monster Manual. Things That Go Bump At 14th level, the Shaman can craft Gargantuan Fetishes. Gargantuans have as many hit points as the Shaman's maximum, but otherwise operate as Shrunken and Hound Fetishes, except as noted in their stat block. A gargantuan fetish costs 8 fetish points.

Shrunken Fetish Small Construct Armor Class 14 (Natural)

14 (Natural) Hit Points See Feature

See Feature Speed 20 ft. STR DEX CON INT WIS CHA 10 (+0) 17 (+3) 12 (+1) 12 (+1) 9 (-1) 8 (-1) Senses passive Perception 9

passive Perception 9 Languages None Actions Stab Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit 6 (1d6 + 3) Hound Fetish Medium Construct Armor Class 15 (Natural)

15 (Natural) Hit Points See Feature

See Feature Speed 40 ft. STR DEX CON INT WIS CHA 12 (+1) 15 (+2) 14 (+2) 10 (+0) 13 (+1) 8 (-1) Senses passive Perception 11 (16 if scent based)

passive Perception 11 (16 if scent based) Languages None Pack Tactics. The hound fetish has advantage on attack rolls against a creature if at least one of the fetish's allies is within 5 feet of the creature and the ally isn't incapacitated. Actions Bite Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 9 (2d6 + 2) Gargantuan Fetish Large Construct Armor Class 16 (Natural)

16 (Natural) Hit Points See Feature

See Feature Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 16 (+3) 8 (-1) 7 (-2) 6 (-2) Senses passive Perception 8

passive Perception 8 Languages None Actions Slam Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (1d10 + 6)