Shaman An elf chants in an unknown language. Animals spill out from the surrounding woods to provide wisdom and aid. As orcish mercenaries attempt to breach the pass to her village, a goblin calls out to the elements, which respond with roaring flame and shattered rock. Kneeling with a holy book, a human calls out to divine forces for aid. An angel appears in a blinding maelstrom of light to defend them. Summoner and Conduit The planes of the multiverse are numerous and varied. From the material plane, rich in natural magic, to the roiling elemental planes and the infernal Nine Hells, these planes are sources of unfathomable power. Shamans recognize this power and channel it for their own purposes. However, this power is too great for one to wield alone. Shamans recognize that personal strength is not the only use of magic. Instead, they enlist creatures from these realms to fight on their behalf and unleash their magical abilities. Planar Connections True shamans are extremely rare. Only those who have formed a true connection to a plane of existence and have nurtured it throughout their lives can access them as a source of magical power. Once connected with a plane, the shaman never truly loses their connection, but it must be experienced regularly to nourish the shaman's ability to harness the plane's power. Shamans Use Talismans to focus this connection: items which are imbued with magical essence which allows the shaman to access other planes. A shaman's rituals or practices reinforce and build their talisman's capacity for focusing planar power. Quick Build You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Hermit backgroud. Third, choose (Spells/Creatures) Creating a Shaman A shaman's planar connections can be forged through a number of sources. Some shamans are born in another plane or experience one at a young age, imprinting its magic on themselves. Others connect with planes through divine guidance, lifelong practices of meditation, or intense rituals. You should consider which plane or planes your shaman has particular affinity for. What about your character connects them in this way? Is this connection one they have sought out, or is it a burden they have accepted? What types of creatures does your shaman call on? Also consider what form your shaman's talisman takes. Perhaps it is a piece of jewelry used for conducting a ritual, a holy symbol or book, a rock from the elemental plane of earth, or a jewel embedded in a weapon. Whatever the form, it should be an object of personal significance to your shaman.

The Shaman Level Proficiency Bonus Features Total Essence Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 1st +2 Shamanic Talisman, Planar Summoning, Spellcasting 1 2 2 2 — — — — 2nd +2 Spirit Link, Mystic Empowerment 2 2 3 2 — — — — 3rd +2 Planar Bond 3 2 4 3 — — — — 4th +2 Ability Score Improvement 4 3 4 3 — — — — 5th +3 — 5 3 5 3 2 — — — 6th +3 Guardian Aura 6 3 5 4 2 — — — 7th +3 Planar Bond Feature 7 3 6 4 3 — — — 8th +3 Ability Score Improvement 8 3 6 4 3 — — — 9th +4 — 9 3 7 4 3 2 — — 10th +4 Otherworldly Trance 10 4 7 4 3 2 — — 11th +4 Extension of the Self 11 4 8 4 3 3 — — 12th +4 Ability Score Improvement 12 4 8 4 3 3 — — 13th +5 — 13 4 9 4 3 3 1 — 14th +5 Planar Wayfarer 14 4 9 4 3 3 1 — 15th +5 Planar Bond Feature 15 4 10 4 3 3 2 — 16th +5 Ability Score Improvement 16 5 10 4 3 3 2 — 17th +6 ─ 17 5 11 4 3 3 3 1 18th +6 Planar Wayfarer (2/rest) 18 5 11 4 3 3 3 1 19th +6 Ability Score Improvement 19 5 12 4 3 3 3 2 20th +6 Planar Wayfarer (3/rest) 20 5 12 4 3 3 3 2 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: Medium armor

Medium armor Weapons: Simple weapons

Simple weapons Tools: None Saving Throws: Wisdom, Charisma

Wisdom, Charisma Skills: Choose two from Sleight of Hand, Nature, Religion, Animal Handling, Medicine, Survival, and Perception Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple weapon

(a) leather armor or (b) hide armor

(a) an explorer's pack or (b) a priest's pack Shamanic Talisman You have a shamanic talisman in which you can imprint the essence of various creatures you have encountered. Choose three creatures to imprint on your talisman. You cannot imprint humanoid creatures on your talisman. Whenever you gain an even-numbered level in this class, you may imprint one creature you're familiar with on your talisman. In addition, you can imprint a creature you encounter which is willing, subdued, or which you saw die, by conducting a spiritual ceremony. You must spend two hours with the creature to perform this ceremony, and the ceremony requires materials which cost 25 gp times the creature's challenge rating (minimum 25 gp). If you lose your shamanic talisman, you can create a new one from any object of personal significance by performing another ceremony. This ceremony takes 1 hour to complete. The new talisman retains all imprinted creatures from the previous talisman.

Essence and Challenge Rating Challenge Rating of Creature Essence Required to Summon Creature 1/8 or lower 1 1/4 2 1/2 3 1 4 2 6 3 8 4 10 5 13 6 16 7 20 Planar Summoning You can summon the spirits of creatures of other planes to aid you. You have a pool of essence equal to your level in this class. When you complete a short rest, you regain all of your expended essence. As an action, you may expend some amount of essence from your pool (min. 1) to summon creatures to unoccupied squares within 30 feet. The essence required to summon a creature of a given challenge rating is given in the Essence and Challenge Rating table. The maximum number of creatures you may have summoned from this feature at any given time is equal to your proficiency bonus plus your Wisdom modifier. If using this feature would cause your number of summoned creatures to be greater than that, you must dismiss creatures you've summoned until it is not. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. You can communicate commands to them telepathically while they are within 100 feet of you, which they will follow to the best of their ability. Creatures summoned by this feature disappear after 1 hour, when they reach 0 hit points, or when you become unconscious. Additionally, you can dismiss any number of your summoned creatures as an action. Spellcasting You have learned how to channel magic from other planes and their denizens to cast spells. See chapter 10 of the Player's Handbook for the general rules of Spellcasting and the end of this document for the shaman spell list. Cantrips You know two 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. Spell Slots The Shaman 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 Fog Cloud and have a 1st-level and a 2nd-level spell slot available, you can cast Fog Cloud using either slot. Spells Known of 1st Level and Higher You know two 1st-level Spells of your choice from the shaman spell list. You learn an additional shaman spells of your choice at higher levels, as shown in the Shaman table. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th Level in this class, you can learn one new spell of 1st or 2nd Level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells. You use your Wisdom whenever a spell refers to your apellcasting 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 Ritual Casting You can cast a shaman spell you know as a ritual if that spell has the ritual tag. Spellcasting Focus You may use your shamanic talisman as a spellcasting focus for your shaman spells. Spirit Link By 2nd level, you have developed a spiritual bond with the entities you summon and can act through them. As an action, you may choose a creature you have summoned within 100 feet of you. That creature can then do one of the following: Move up to its speed.

Make one weapon attack on a target of your choice within its range.

Assist one target creature within 5 feet of the summon. That target has advantage on their next d20 roll they make before the start of your next turn.

Distract one target creature within 5 feet of the summon. That target has disadvantage on their next d20 roll they make before the start of your next turn.

Planar Bond At 3rd level, you choose a planar bond to further your connection with. Choose one of the options provided at the end of this class description. The chosen planar bond grants you additional spells and features at 3rd, 7th, and 15th levels. 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. Guardian Aura By 6th level, you can summon creatures to protect you. As a bonus action, you can expend any amount of essence from your pool (min. 1). For the next 8 hours, your AC becomes 10 + your Wisdom modifier + the Challenge Rating corresponding to the amount of essence expended (minimum 1). Otherworldly Trance At 10th Level, you no longer need to sleep. Instead, you meditate deeply, remaining semiconscious, for 4 hours a day. After doing this, you get the same benefit that you would typically get from 8 hours of sleep. While trancing, you learn the identity of whatever plane you're on if you know of it, and you can choose any plane you've been on to observe. Observing a plane in this way allows you to sense major planar events and interplanar travel, at the DM's discretion. Extension of the Self When you reach 11th level, your spiritual connection to your summons becomes inseparable As a bonus action, you can choose a creature you've summoned. You can see and hear through that creatures senses, and you can cast spells or summon creatures as though you were standing at that creature's location. You can stop using this ability as a free action. While you're using it, you can't move or use your own senses. Planar Wayfarer At 14th level, your connection to the multiverse allows you to travel or send people or objects between different planes. You may cast the Plane Shift spell without using a spell slot. In addition, when you do, you may expend any amount essence. If you do, you create a temporarily portal between the casting location and the destination that lasts for a number of minutes equal to five times the essence expended or until you dismiss it. Willing creatures can travel between the two ends of the portal as an action. The portal can be dismissed by anything which dispels magical effects. You can't have more than one portal created in this way at a time. You can use this ability once. You gain a second use at 18th level and a third use at 20th level. You regain expended uses after completing a long rest. Planar Bond Options Shamans can connect to many extraplanar sources of power, but one such connection is central to the shaman's role as an adventurer. In addition to determining the abilities and creatures that the shaman is most adept with, each planar bond informs the priorities of the shaman in terms of their relationship to the planes. Shamans with bonds to the material plane might adopt a role as seers, whereas those with connections to the upper or lower planes might take up a role as a supernatural warden. Bond Spells Each bond has an associated list of spells. You learn the associated spells at the levels specified in the bond spells table for your chosen bond; they don't count against the number of shaman spells you know. These spells are treated as shaman spells for you. Worldseer's Bond Guardian of Nature The worldseer uses their connection to the material plane to bolster their connection to natural creatures. After you form this bond at 3rd level and whenever you gain an odd-numbered level in this class afterwards, you can imprint a plant or beast creature on your shamanic talisman. You many treat beast or plant creatures of challenge rating 1 or less as though their challenge rating were half as large for your Planar Summoning feature. You may treat beast or plant creatures of challenge rating 2 or greater as though their challenge rating were 1 less for the purposes of that feature. Worldseer's Bond Spells Shaman Level Spells 3rd Speak with Animals, Entangle 5th Beast Sense, Barkskin 9th Plant Growth, Clairvoyance 13th Divination, Guardian of Nature 17th Commune with Nature, Awaken Wild Diviner At 3rd level, you can draw on the natural world to divine the future. When you finish a long rest, you can expend you can expend any amount of essence from your pool (min. 1) to summon natural scouts to help you foretell events in the upcoming day. Roll a d20 and record the number rolled, then you may increase or decrease it by the Challenge Rating corresponding to the amount of essence expended (minimum 1). You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. This foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.

Untamed Frenzy By 7th level, the creatures you summon can immediately act to assist you. You may use your Spirit Link feature as a bonus action, but only to target a beast or plant creature you summoned this turn. Cooperative Harmony Once you reach 15th level, you can call on the wilderness to intervene on your behalf when you anticipate the need. When a creature you can see makes an attack roll, ability check, or saving throw, you can use your reaction to expend any amount of essence from your pool (min. 1). That creature rolls a d4, then increases the result of the d20 roll by the result plus the Challenge Rating corresponding to the amount of essence expended (minimum 1). You can use this feature a number of times equal to your Wisdom modifier (minimum 1). You regain expended uses after you complete a long rest. Elemental Bond Evoker of the Elements Elemental shamans are especially attuned with the primal elemental planes. After you form this bond at 3rd level and whenever you gain an odd-numbered level in this class afterwards, you can imprint an elemental creature on your shamanic talisman. You many treat elemental creatures of challenge rating 1 or less as though their challenge rating were half as large for your Planar Summoning feature. You may treat elemental creatures of challenge rating 2 or greater as though their challenge rating were 1 less for the purposes of that feature. Elemental Bond Spells Shaman Level Spells 3rd Earth Tremor, Absorb Elements 5th Flaming Sphere, Maximilian's Earthen Grasp 9th Fireball, Lightning Bolt 13th Ice Storm, Elemental Bane 17th Cone of Cold, Transmute Rock Earthen Resilience After you form this bond at 3rd level, your connection with elementals conveys unto you some of their fortitude. Your AC increases by 1, and you become proficient with Constitution saving throws. If you are already proficient with Constitution saving throws, you may become proficient with Strength saving throws instead. Elemental Attunement At 7th level, you can channel elemental power though your own body. As an action, you can expend any amount of essence from your pool (min. 1). When you do, choose acid, cold, fire, lightning, poison, or thunder. For the next 10 minutes, you gain the following benefits: Damage you would receive of the chosen type is reduced by the Challenge Rating corresponding to the amount of essence expended (minimum 1).

Damage you deal of the chosen type is increased by the Challenge Rating corresponding to the amount of essence expended (minimum 1).

When you take the attack action on your turn, you may make that attack as though you were a creature imprinted on your shamanic talisman whose Challenge Rating is less than or equal to the Challenge Rating corresponding to the amount of essence expended. Cataclysm Wielder Once you reach 15th level, your mastery of elementals gives you devastating control of your spells. When you cast a spell that deals acid, bludgeoning, cold, fire, lightning, poison, or thunder damage, you may choose any number of elementals you've summoned. Those creatures are unaffected by that spell. In addition, when you cast a spell which does one of those types of damage, you may choose one or more creatures which are within 5 feet of an elemental you've summoned. If the chosen creature would attempt a saving throw against that spell, it has disadvantage on that roll. You can only choose a number of creatures for this ability equal to your Wisdom modifier. Once you've chosen that many creatures, you can't choose creatures in this way until you've completed a long rest. Invoker's Bond Warden of Celestial and Infernal The invoker is particularly tied to the upper and lower planes, often as a result of some divine connection. Tied to the fate of the eternal struggle between these planes, such a shaman is able to draw strength from both of these realms and use it to protect their plane or thier divine interests. After you form this bond at 3rd level and whenever you gain an odd-numbered level in this class afterwards, you can imprint a celestial or fiend creature on your shamanic talisman. You many treat celestial or infernal creatures of challenge rating 1 or less as though their challenge rating were half as large for your Planar Summoning feature. You may treat celestial or infernal creatures of challenge rating 2 or greater as though their challenge rating were 1 less for the purposes of that feature. Invoker's Bond Spells Shaman Level Spells 3rd Bane, Bless 5th Darkness, Prayer of Healing 9th Spirit Guardians, Bestow Curse 13th Guardian of Faith, Evard's Black Tentacles 17th Holy Weapon, Dispel Evil and Good

Shamans who develop the Invoker's bond do not need to be good-aligned or evil-aligned to wield celestial or infernal abilities, respectively. Even those who are good may summon infernal creatures they've bound to service or use infernal magic in their fight against evil, and vice versa. However, most invoker shamans do have a connection with a god or other divine power. Protector's Presence After you form this bond at 3rd level, you can extend your own magic to protect those around you. As an action, you can choose any number of other creatures within 30 feet of you. For the next minute, they gain temporary hitpoints equal to your shaman level. Once you use this ability, you can't use it again until you complete a long rest. Imposing Arrival Starting at 7th level, the creatures you summon create bursts of destructive energy when they appear. When you summon a celestial or fiend creature with your Planar Summoning feature, it deals damage to all other creatures within 5 feet of it, except for other creatures of the same type which were also summoned by that feature. The type of the damage is radiant if the creature was a celestial, and fire if the creature was infernal. The damage is equal to that creature's challenge rating (minimum 1). Arbiter of Fate Upon reaching 15th level, your knowledge of celestials and fiends allows you to fight them effectively. As a bonus action, you can focus on your shamanic talisman to instill your strikes with divine or infernal power. The next time you make a successful attack roll this turn against a celestial or fiend, your attack deals an extra 3d8 damage. This damage is radiant if the creature is a fiend and fire if the creature is a celestial. When a creature you have damaged with this feature within the last minute is reduced to 0 hit points, it is banished back to its native plane. Fey Bond Emmissary of the Fey Fey-aligned shamans serve as emmissaries for the interests of the feywild. Whether working for one of the fey courts or simply drawing power from the unpredictable and deceptive magic of the feywild, fey bond shamans find themselves drawn to the nearby realm of the fey. Though the feywild mirror the material plane, it takes true mastery to navigate its illusions and customs. After you form this bond at 3rd level and whenever you gain an odd-numbered level in this class afterwards, whenever you gain an odd-numbered level in this class, you can imprint a fey creature on your shamanic talisman. You many treat fey creatures of challenge rating 1 or less as though their challenge rating were half as large for your Planar Summoning feature. You may treat fey creatures of challenge rating 2 or greater as though their challenge rating were 1 less for the purposes of that feature. Fey Bond Spells Shaman Level Spells 3rd Charm Person, Sleep 5th Misty Step, Invisibility 9th Blink, Hypnotic Pattern 13th Confusion, Polymorph 17th Dominate Person, Seeming Veil of Forms After you form this bond at 3rd level, you can use your imprinted creatures to form illusions. As an action, you can choose a creature you've imprinted on your shamanic talisman. You make yourself appear to be the chosen creature for 1 hour or until you dismiss this effect. Your true form does not change, and this illusion does not hold up to physical inspection. A suspicious creature can make an Intelligence (Investigation) check against your spell save DC to see through this illusion. If they fail this check, they are convinced by the illusion for its duration unless they interact with you physically. Misty Passage By 7th level, your connection with the feywild is strong enough to allow you and your to travel through it for short distances. As a bonus action, choose two fey creatures you've summoned, or yourself and one fey creature you've summoned. One of the chosen creatures teleports to an unoccupied space withing 5 feet of the other chosen creature. In addition, that creature turns invisible until the end of its next turn or until it attacks, makes a damage roll, or forces a creature to make a saving throw. This ability can be used by you and creatures you've summoned a total number of times equal to your Wisdom modifier. You regain all expended uses after you finish a long rest. Aura of Glamour Upon reaching 15th level, fey magic extends from you towards your foes. Whenever a creature makes a melee attack against you or a fey creature you've summoned, you may use your reaction to force them to make a Wisdom saving throw against your spell save DC. On a failure, that creature is charmed until the start of their next turn and can't attack you or creatures you've summoned for as long as they're charmed. A creature which succeeds on a saving throw against this effect can't be affected by it for 24 hours.

Death Bond Master of the Undead Death shamans are connected with the various planes of the afterlife, and so have a powerful ability to control beings after death. Their necromantic practices draw power from the unrest of lost souls who are bound to one of the many planes outside the material plane by the confines of death. After you form this bond at 3rd level and whenever you gain an odd-numbered level in this class afterwards, you can imprint an undead creature on your shamanic talisman. You many treat undead creatures of challenge rating 1 or less as though their challenge rating were half as large for your Planar Summoning feature. You may treat undead creatures of challenge rating 2 or greater as though their challenge rating were 1 less for the purposes of that feature. Death Bond Spells Shaman Level Spells 3rd False Life, Cause Fear 5th Blindness/Deafness, Ray of Enfeeblement 9th Animate Dead, Revivify 13th Blight, Death Ward 17th Reincarnate, Antilife Shell Soul Speaker When you form this bond at 3rd level, you gain the ability to speak with unrested souls. You can perform a ritual on the remains of a humanoid to create a connection with the soul that once inhabited them. You can speak with the soul for 1 hour. You can also put to rest undead souls, sending them away from the plane you're on. Unwilling souls can make a Charisma saving throw against your spell save DC to resist this effect. They may add their Challenge Rating to this saving throw (minimum 1) unless you expend essence as though you were summoning a single creature with your Planar Summoning feature with Challenge Rating equal to the target's. Profane Order Once you've reached 7th level, your command of the powers of death allow you to instill your nearby allies with deathly precision. As an action, you can choose any number of creatures within 30 feet of you. The next time each of those creatures makes an attack roll before your next turn, that creature can roll a d4 and add the number rolled to the attack roll. When an undead creature you've summoned hits with that attack, it deals an additional amount of necrotic damage equal to its equal to that creature's challenge rating (minimum 1) and you regain that many hit points. Once you've used this feature, you can't use it again until you've finished a short or long rest. Eternal Dominion At 15th level, you are immediately able to tap into your connections with the afterlife. When a creature you can see within 30 feet of you dies, you can use your reaction to expend essence as though you were summoning a single creature of the same Challenge Rating as that creature with your Planar Summoning feature. If that creature does not have a challenge rating, the DM may suggest an appropriate amount of essence. You can immediately raise that creature as though it was summoned by your Planar Summoning feature. It is friendly to you and follows your command, but it is undead.