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The Shaman
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## Shaman In the midst of a war between two tribes, a man with fire streaming from his eyes screams and collapses as a burning figure steps out of him and starts to lay into his enemies, igniting the very air around it. In the dark of the night, in a cemetery near the town square a crouched figure whispers words of prayer over an open grave while their shadow swells and looms above them, pulsing with power. In a high aerie in the mountains, an old crone sends an ethereal raven off to warn a nearby village of an approaching army. She guides it remotely through the treacherous mountain winds. ### Power of Spirits Shaman are conduits for raw power. They accept foreign spirits, or riders, into their body to grant themselves power for a few brief, costly moments. As a host for these riders, Shaman tend to worship either the spirits themselves or a deity that aligns itself with the type of spirits they have the most affinity with. Shaman spells are oriented towards simple tasks that simple spirits can carry out at any time. When they allow more powerful spirits into themselves, however, they gain the ability to cast much more powerful spells; especially spells that allow more spirits to infest your plane of existence for the small price of subservience. \columnbreak
### Defending Your Home As a Shaman, your main goal tends to tie into a specific place or people. You allow these spirits to ravage your body, and there is usually some greater good in place for you to put your body and soul through this punishment. You might be the only line of defense for your village, or your family is being hunted and you must protect them at all costs. Whatever the case, your rider tends to warp this sense of duty for its own nefarious ends. You may find yourself justifying the wholesale slaughter of a nearby village as a necessary duty to defend your own home. ### Creating a Shaman When making a Shaman, consider why your character would make the necessary sacrifices to wield this power. Shaman tend to have noble, self-sacrificial traits whereas warlocks, though they make deals for power in a similar way, tend to be selfish and sacrifice others for their power. Perhaps in a desperate time of your life a spirit happened to notice you, and you discovered a whole new world open up to you. Perhaps you are the next in a long line of Shaman, and you feel the mantle thrust upon you by your peers. ##### Quick Build You can make a Shaman quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Constitution. Second, choose the hermit background. \pagebreak
##### Shaman | Level | Proficiency Bonus | Features | Cantrips Known | Spells Known | Spell Slots | Slot Level | Host Dice | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Host Magic, Possession | 2 | 2 | 1 | 1st | 1d4 | | 2nd | +2 | Affinity | 2 | 3 | 2 | 1st | 1d4 | | 3rd | +2 | Spirit Guide | 2 | 4 | 2 | 2nd | 1d4 | | 4th | +2 | Ability Score Improvement | 3 | 5 | 2 | 2nd | 1d6 | | 5th | +3 | Call Upon | 3 | 6 | 2 | 3rd | 1d6 | | 6th | +3 | Affinity feature | 3 | 7 | 2 | 3rd | 1d6 | | 7th | +3 | Possession feature | 3 | 8 | 2 | 4th | 1d6 | | 8th | +3 | Ability Score Improvement | 3 | 9 | 2 | 4th | 2d4 | | 9th | +4 | Call Upon (2) | 3 | 10 | 2 | 5th | 2d4 | | 10th | +4 | Greater Spirit Guide, Syzygy | 4 | 10 | 2 | 5th | 2d4 | | 11th | +4 | Affinity feature | 4 | 11 | 3 | 5th | 2d4 | | 12th | +4 | Ability Score Improvement | 4 | 11 | 3 | 5th | 2d6 | | 13th | +5 | Call Upon (3) | 4 | 12 | 3 | 5th | 2d6| | 14th | +5 | Possession feature | 4 | 12 | 3 | 5th | 2d6 | | 15th | +5 | Affinity feature | 4 | 13 | 3 | 5th | 2d6 | | 16th | +5 | Ability Score Improvement | 4 | 13 | 3 | 5th | 2d8 | | 17th | +6 | Call Upon (4) | 4 | 14 | 4 | 5th | 2d8 | | 18th | +6 | Possession feature | 4 | 14 | 4 | 5th | 2d8 | | 19th | +6 | Ability Score Improvement | 4 | 15 | 4 | 5th | 3d8 | | 20th | +6 | Improved Syzygy | 4 | 15 | 4 | 5th | 3d8 |
## Class Features As a Shaman, you gain the following class features. #### Hit Points **Hit Dice:** 1d8 \ **Hit Points at 1st level:** 8 + your Constitution modifier \ **Hit Points as higher levels:** 1d8 (or 5) + your Constitution modifier for each level after first #### Proficiencies **Armor:** Light armor \ **Weapons:** Clubs, Daggers, Spears, Quarterstaves \ **Tools:** Herbalism Kit, Woodcarver's Tools \ **Saving Throws:** Charisma, Wisdom \ **Skills:** Choose two from Animal Handling, History, Intimidation, Medicine, Nature, Religion and Survival \columnbreak
#### Equipment You start with the following equipment, in addition to the equipment granted by your background: * Two daggers or a club * A quarterstaff and light armor * Your choice of an herbalisn kit or woodcarver's tools * A Primal Focus (a small totem or charm) * An explorer's pack \pagebreak
## Host Magic Your bond with specific possessive spirits and your natural affinity for manipulating minor spirits have allowed you to cast spells. #### 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. The table also shows what the level of those slots is; all of your Spell Slots are the same level. To cast one of your Shaman Spells of 1st level or higher, you must expend a spell slot. You regain all expended Spell Slots when you finish a short or Long Rest. For example, when you are 5th level, you have two 3rd-level Spell Slots. To cast the 1st-level 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 1st level, you know two 1st-level Spells of your choice from the Shaman spell list. You learn a new Shaman spell every time you gain a level from 2 through 9, as well as at level 19. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new Shaman, which can be 1st, 2nd, or 3rd 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 Charisma is your Spellcasting ability for your Shaman Spells, so you use your Charisma whenever a spell refers to your Spellcasting ability. In addition, you use your Charisma 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 + Proficiency bonus + Charisma modifier \ **Spell Attack modifier** = Proficiency bonus + Charisma modifier ## Possession At 1st level, you have the ability to allow spirits to overcome you for a time. You gain 1d4 Host Dice (this changes as you level). You may expend and roll one of your Host Dice to enter a possessed state for that many turns. While in this possessed state, you cast all spells at their highest level. You gain additional Possession features at 7th, 14th, and 18th level. When you choose your affinity, you gain bonus spells at levels 3-6 that you may cast at will, only while Possessed. You regain your expended Host Dice whenever you complete a long rest. \pagebreak
## Affinity At level 2, you pick a favored Affinity that decides what type of rider you tend to have and what spells you have access to. You may choose from three Affinities: Elementals, Spectres, or Loa. ### Host of Elementals As a Host of Elementals, you allow powerful elementals into your body to become a force of nature; striking down your foes. ##### Bonus Host Spells | Level | Spell | |:---:|:---:| | 3rd | *protection from energy* | | 4th | *conjure minor elementals* | | 5th | *conjure elemental* | | 6th | *primordial ward* | #### Attuned Element When you choose this Affinity at 2nd level, you also choose one of four elements: fire, water, earth, or air. When Possessed, you gain an additional host spell based on your choice of element: * **Fire:** *fireball* * **Water:** *tidal wave* * **Earth:** *erupting earth* * **Air:** *wind wall* When casting *conjure minor elementals* or *conjure elemental*, the elemental(s) must be your Attuned Element. #### Elemental Avatar Starting at level 6, whenever you cast your *conjure minor elementals* or *conjure elemental* host spells, you may end your possession early. If you do, that spell is empowered: increasing the summoned elemental's maximum Hit Points by your charisma modifier. #### Maelstrom At level 11, you become a whirlwind of elemental energy while Possessed. Whenever you become possessed, each enemy with 10 feet of you must make a Dexterity savings throw against your spell save DC. If they fail, they are dealt 1d10 force damage and are stunned for 1d4 turns. #### Secondary Attunement At level 15, you may choose another Attuned Element, or choose the same Attuned Element you chose at level 2. You gain an additional host spell based on your choice of element: * **Fire:** *fire storm* * **Water:** *regenerate* * **Earth:** *reverse gravity* * **Air:** *etherealness* When casting *conjure minor elementals* or *conjure elemental*, the elemental(s) may be either of your Attuned Elements. \columnbreak ### Host of Spectres As a Host of Spectres, you call upon the spirits of your ancestors and the Shaman before you to gain their wisdom and to create an army of the dead. ##### Bonus Host Spells | Level | Spell | |:---:|:---:| | 3rd | *animate dead* | | 4th | *shadow of moil* | | 5th | *mass cure wounds* | | 6th | *create undead* | #### Ancestral Wisdom When you choose this Affinity at level 2 you gain the enlightenment of the dead when you are Possessed. While Possessed you gain +1 Wisdom and Intelligence. This increases to +2 at level 6, +3 at level 11, and +4 at level 15. #### Ectomancy Starting at level 6, when you cast your *animate dead* spell, you may do so without a pile of bones or a corpse within range. If you choose to do so, you are no longer Possessed and you summon a ghost (the GM has the creature's game statistics). \pagebreak
\columnbreak #### Grave Fortitude Starting at level 11, when you become Possessed you gain an additional number of rounds equal to the number of corpses within 15 feet of you. You also gain 2d6 temporary Hit Points while Possessed. Whenever you make a Death Saving Throw, you may add your Charisma modifier to your roll. #### Blood Sacrifice Starting at level 15, whenever you would expend a Host Dice to become possessed, you may instead choose to roll that Host Dice and be dealt damage equal to the result before becoming Possessed for that many turns. Whenever your familiar attacks, you may expend a Host Dice to add it to your familiar's attack and damage rolls. ### Host of Loa When you gain this Affinity, you tie yourself to a totem animal spirit. This grants you a small measure of power, but expands greatly upon the power of your Spirit Guide. ##### Bonus Host Spells | Level | Spell | |:---:|:---:| | 3rd | *conjure animals* | | 4th | *locate creature* | | 5th | *seeming* | | 6th | *find the path* | #### Totem Spirit When you choose this Affinity at level 2, you also choose a Totem Spirit. This Totem Spirit Grants you a bonus to an ability score: * **Cat:** +2 Charisma * **Owl:** +2 Wisdom * **Raven:** +2 Intelligence Additionally, as long as your Spirit Guide is the same animal form as your Totem Spirit, it gains additional maximum Hit Points equal to the given ability score bonus. #### Totemic Flock Starting at level 6, you may have up to two familiars active at a time, as long as they are all the same animal form and they are the same animal form as your Totem Spirit. At 11th level, your maximum number of familiars goes up to three. At 15th level, your maximum number of familiars goes up to four. #### Totem Inscription At 11th level, you learn two spells that correspond to your Totem Spirit: * **Cat:** *dream, mislead* * **Owl:** *scrying, legend lore* * **Raven:** *telekinesis, telepathic bond* These spells do not contribute to your Spells Known. \pagebreak
#### Spirit Communion At level 14, you commune with a greater Totem Spirit. This improves your ability score bonus from your Totem Spirit feature to +3. In addition, your familiars become aspects of this greater spirit. As an action, any familiar under your control may cast a Host Spell you know. You may use this feature once per familiar; then, you must complete a short or long rest before using this feature again. ## Spirit Guide When you gain this feature at level 3, you learn the Find Familiar spell and can cast it as a ritual. The spell doesn’t count against your number of Spells known. When you cast the spell, you can choose to make your familiar an elemental or undead rather than Celestial, fey, or fiend. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one Attack of its own with its reaction. #### Greater Spirit Guide At 10th level, you may imbue your Spirit Guide with its own rider. As an action, you may increase its size from tiny to large. It gains a number of maximum and current Hit Points equal to your Charisma bonus. You may ride it as a mount, and are proficient when doing so. This effect wears off after 12 hours, and you must complete a long rest before using this feature again. \columnbreak
## 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. ## Call Upon Starting at level 5, as an action you may cast one of your Host Spells. You roll (but do not expend) a Host Dice to do so, and you are dealt psychic damage equal to the roll minus your Charisma modifier. You must complete a short or long rest before using this feature again. At 9th level, and again at 13th and 17th level, you gain an additional use of this feature per short or long rest. \pagebreak
## Syzygy Starting at 10th level, you gain the ability to (at great cost to yourself) align all the spirits you commune with in methods and goals. When you choose to become possessed, you may do so as a ritual. If you do, roll twice as many Host Dice as you normally would. At the start of each round in which you are still Possessed as a result of this feature you are dealt 1d4 psychic damage. You may cast Host Spells as a bonus action while using this feature. If you cast the spell as regular, if it deals damage you may add your Charisma modifier to that spell's damage. You must complete a long rest before using this feature again. ### Improved Syzygy At level 20, you have mastered your alignment of riders. You no longer become Possessed as normal: instead you may only become Possessed as if utilizing the Syzygy feature. You no longer have to complete a long rest before using it again. \columnbreak ## Possession features Starting at level 7, you may choose a Possession feature. You may choose an additional Possession feature at 14th and 18th level. ##### Astral Sight When becoming Possessed, you may project your astral body into the Astral plane as though casting the spell *astral projection* on yourself. Your material body remains active and under your control while under this effect, and once you are no longer Possessed your astral body returns to your material body. You must complete a short or long rest before using this feature again ##### Riderbound Weapon You learn the *spiritual weapon* spell. You may cast it as a Host Spell, and should choose a weapon thematically appropriate for your rider. ##### Elemental Endurance *Prerequisites: Host of Elementals* You are proficient in the Survival skill, and finishing a short or long rest reduces your exhaustion to 0, as long as you ate a daily amount of food and water. \pagebreak
##### Muddled Elements *Prerequisites: Host of Elementals, level 18* If you have two different Attuned Elements, you gain a bonus to an ability score as determined by the mixture of elements: * **Magma (fire/earth):** +3 Strength * **Sand (earth/air):** +3 Dexterity * **Mud (water/earth):** +3 Constitution * **Lightning (air/fire):** +3 Intelligence * **Cloud (water/air):** +3 Wisdom * **Steam (fire/water):** +3 Charisma You are also proficient in any skill checks that require that Ability Score. ##### Spirit Beacon *Prerequisites: Host of Spectres* Spirits can see your soul burning bright from miles away and are attracted like moths to a flame. Whenever you cast a Host Spell, you may as a bonus action cast any Shaman cantrip. If you do so, the number of Possessed turns you have left goes down by 1. ##### Bathe in Blood *Prerequisites: Host of Spectres, level 18* You may cast your Host Spells when you are not Possessed. If you do so, you must cast them as a ritual. Forgo all components required for the spell, except it requires a new material component: One gallon of blood. \columnbreak
##### Ethereal Minion *Prerequisites: Host of Loa* Your familiar(s) exists partially in the astral plane. It may walk through walls at will. Whenever it is attacked, it makes a Dexterity saving throw. On a success, the attack does not hit. ##### Guardian Loa *Prerequisites: Host of Loa, level 18* You have a friend in high places watching over your shoulder. You gain the following benefits: * You can't be surprised while you are conscious. * You gain a +5 bonus to initiative. * Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. In addition, while Possessed you you can see through your familiar's eyes and hear what it is hearing. If you have multiple familiars, you may see and hear through them simultaneously, and you are still able to see through your own eyes and hear what you are able to hear. \pagebreak
### Shaman Class Spells ##### Cantrips (0 Level) Chill Touch \ Dancing Lights \ Guidance \ Mage Hand \ Message \ Prestidigitation \ Soulfire ##### 1st Level Absorb Elements \ Bless \ Color Spray \ Detect Poison and Disease \ Expeditious Retreat \ Fog Cloud \ Unseen Servant
##### 2nd Level Animal Messenger \ Augury \ Darkvision \ Enchance Ability \ Gentle Repose \ Mirror Image \ See Invisibility \ Spider Climb \columnbreak #### Soulfire *Evocation cantrip* \ **Casting Time:** 1 action \ **Range:** 60 feet \ **Components:** V, S \ **Duration:** Instantaneous
An arc of energy bulges out of your chest, before breaking free and spinning toward a creature within range. Make a ranged spell attack against your target. You choose a damage type: acid, cold, fire, lightning, poison, or thunder. On a hit, the target takes 1d6 slashing damage and 1d4 damage of the type of your choice. At higher levels, the arc deals more damage; increasing to 2d6 slashing damage and 2d4 damage of the type of your choice at 5th level, then 3d6/3d4 at 11th level and 4d6/4d4 at 17th level.
##### 3rd Level Bestow Curse \ Clairvoyance \ Conjure Animals \ Dispel Magic \ Fear \ Haste \ Remove Curse \ Sending \ Spirit Guardians \ Tongues \pagebreak
##### 4th Level Banishment \ Divination \ Phantasmal Killer \ Hex ##### 5th Level Arcane Hand \ Contact Other Plane \ Geas \ Hallow \ Legend Lore ##### 6th Level Forbiddance \ Harm \ Heal \ Instant Summons \ Planar Ally \ True Seeing ##### 7th Level Forcecage \ Project Image \ Resurrection \ Simulacrum \columnbreak #### Hex *4th level transmutation* \ **Casting Time:** 1 action \ **Range:** 40 feet \ **Components:** V, S \ **Duration:** Concentration, Up to 5 minutes
This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. When the target reverts to its normal form, choose an ability score. The target has disadvantage on Ability Checks and Saving Throws that use that ability score for 30 minutes. ##### 8th Level Animal Shapes \ Demiplane \ Dominate Monster \ Maze ##### 9th Level Astral Projection \ Foresight \ Gate \ Imprisonment \ True Resurrection \pagebreak **Author:** /u/Swampfyr ### Image Sources **All Watercolor Stains:** /u/flamableconcrete https://www.gmbinder.com/images/a/OZt2m
**Page 1:** https://www.deviantart.com/wojtekfus/art/Goddess-of-the-Sacred-Forest-467232080
**Page 2:** https://www.deviantart.com/loish/art/breathe-514477489
**Page 3:** https://www.deviantart.com/richarddorran/art/Bayou-660704908
**Page 4:** https://www.deviantart.com/dfrydendall/art/Baron-Samedi-115068087
**Page 5:** https://www.deviantart.com/catbib/art/Guardian-378391415
**Page 6:** as far as I can tell, the artist is named Hamza Luca
**Page 7:** https://jameszapata.carbonmade.com/projects/5229681 https://www.deviantart.com/bear-with-shoes/art/Victor-s-Dreamcatcher-195181105
**Page 8:** https://www.deviantart.com/antifan-real/art/Speed-painting-Syzygy-689102068
**Page 9:** https://twitter.com/loishh/status/1017438142104817664
**Page 10:** https://www.deviantart.com/clockbirds/art/beyond-753569510
**Page 11:** https://www.deviantart.com/earl-graey/art/The-Summoner-544099408