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The Shaman
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Shaman | Contents
## [Table Of Contents](https://homebrewery.naturalcrit.com/share/BkQ02erpl) - **[1 Cover Page](#p1)** - [1.1 Shaman](#p3) - [1.1.1 Spiritual Teachers](#p3) - [1.1.2 Power From Beyond This World](#p3) - [1.1.3 Creating a Shaman](#p3) - [1.2 Class Features](#p3) - [1.2.1 Spirit Sense](#p4) - [1.2.2 Shamanic Aspects](#p4) - [1.2.3 Spellcasting](#p4) - [1.2.4 Spiritual Lessons](#p5) - [1.2.5 Shamanistic Traditions](#p5) - [1.2.6 Ability Score Improvement](#p5) - [1.2.7 Soul Channel](#p5) - [1.2.8 Guarded Soul](#p5) - [1.2.9 Shamanic Aspect Improvement](#p5) - [1.2.10 Versatile Aspects](#p5) - [1.2.11 Timeless Body](#p5) - [1.2.12 Conduit of Souls](#p6) - [1.3 Shamanistic Traditions](#p6) - [1.3.1 Dream Shaman](#p6) - [1.3.2 Ethereal Shaman](#p7) - [1.3.3 Elemental Shaman](#p8) - [1.3.4 Primal Shaman](#9) - [1.3.5 Kraken Shaman](#p9) - [1.3.6 War Shaman](#p11) - [1.4 Shamanic Aspects](#p11) - [1.5 Multiclassing](#p13)
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Shaman | Introduction & Class Features
## Shaman ##### A class created by Jack Weighill The elderly human man completes the channelling of his spell, summoning the powerful spirit of his tribal ancestors. His enemies tremble in fear before the spectre, regretting their decision to trouble the old man. The man strokes his beard as he inspects the ground, a nearby spider tells him that a woman garbed in black came running through recently. Thanking the spider, the man stands and continues to chase the killer. The elf conjures a powerful burst of elemental energy, throwing the giant over the edge of the cliff into the icy waters a thousand feet below. Seeing her fallen ally on the brink of death, the catfolk reaches for powers beyond her reality to the great dream beyond and calls her ally's spirit back to its body. Striking his foe in the chest, briefly separating the spirit from the body, leaving the flesh weak and vulnerable. This foe will not withstand such a lesson. \columnbreak ### Spiritual Teachers Few can grasp the spiritual teachings of the shaman - but those that do gain power beyond what could be achieved with regular arcane magics. Most shamans live apart from society: in small hovels in the woods, or in nomadic tribes of people who share their spiritual beliefs. However, it is not unheard of for a shaman to live in a small village of the average folk, giving teachings to those less wise in the ways of the world as them. A man or woman seeking spiritual enlightenment is just as likely to be shown the path by a shaman in his simple hit as they are a monk in his grand temple. Many shamans are beyond the wisdom of man, gaining vast knowledge from the spirits in which they commune. Some shamans gain their knowledge from the dead, some from nature, others from the wild, swirling power of the elements, or perhaps from the power residing in the world of the subconscious. ### Power From Beyond This World Shamans use their spiritual connections to tap into powers beyond the material plane. They use this strength to protect their world from the beings related to the forces they control; and sometimes that force's enemies too. A shaman is wise in his decisions, planning for the future instead of the now, taking actions that may seem foolish at first - but are in fact all a part of the shaman's greater plan of protecting that which he has chosen to protect. Be it the natural world, the barriers between the material and elemental planes, the burial site of an ancient king, or the subconscious minds of the world around; a shaman is always prepared for what he must face next, what he must protect, and what he must defeat. ### Creating a Shaman When creating a shaman character, think about who your shaman is, what their reasons are for being a shaman, where they're from, what they protect, and where their loyalties lie. Talk with your DM about the appropriate origin for your shaman. Did your spiritual abilities come from ancestral teachings? Or they you go on their own vision quest to connect more with the world and discover these secrets themselves? What made you leave your home to travel the world? Are you searching for further answers to your life questions? Are you searching to strengthen your bond with the spirits you commune with? Or are you on a more personal quest of your own? #### Quick Build You can make a shaman quickly by following these suggestions. First, make Wisdom your highest ability score, followed by either Strength or Dexterity, depending on whether you wish to fight with more dexterous weapons or not. Secondly, choose either the outlander or hermit background. \pagebreakNum
Shaman | Class Features
##### The Shaman | Level | Proficiency
Bonus | Aspects
Known | Aspect
Slots | Aspect
Radius | Features | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | 2 | 2 | 10 ft. | Spirit Sense, Shamanic Aspects | — | — | — | — | — | | 2nd | +2 | 2 | 2 | 10 ft. | Spellcasting, Spiritual Lessons | 2 | — | — | — | — | | 3rd | +2 | 3 | 2 | 10 ft. | Shamanistic Tradition | 3 | — | — | — | — | | 4th | +2 | 3 | 2 | 10 ft. | Ability Score Improvement | 3 | — | — | — | — | | 5th | +3 | 4 | 2 | 15 ft. | Soul Channel | 4 | 2 | — | — | — | | 6th | +3 | 4 | 3 | 15 ft. | Shamanistic Tradition Feature | 4 | 2 | — | — | — | | 7th | +3 | 4 | 3 | 15 ft. | Guarded Soul | 4 | 3 | — | — | — | | 8th | +3 | 5 | 3 | 15 ft. | Ability Score Improvement | 4 | 3 | — | — | — | | 9th | +4 | 5 | 3 | 20 ft. | — | 4 | 3 | 2 | — | — | | 10th | +4 | 5 | 3 | 20 ft. | Shamanistic Tradition Feature | 4 | 3 | 2 | — | — | | 11th | +4 | 6 | 3 | 20 ft. | Spirit Sense Improvement | 4 | 3 | 2 | — | — | 12th | +4 | 6 | 4 | 20 ft. | Ability Score Improvement | 4 | 3 | 3 | — | — | | 13th | +5 | 6 | 4 | 25 ft. | — | 4 | 3 | 3 | 1 | — | | 14th | +5 | 7 | 4 | 25 ft. | Shamanistic Tradition Feature | 4 | 3 | 3 | 1 | — | | 15th | +5 | 7 | 4 | 25 ft. | Versatile Aspects | 4 | 3 | 3 | 2 | — | | 16th | +5 | 7 | 4 | 25 ft. | Ability Score Improvement | 4 | 3 | 3 | 2 | — | | 17th | +6 | 8 | 5 | 30 ft. | — | 4 | 3 | 3 | 2 | 1 | | 18th | +6 | 8 | 5 | 30 ft. | Timeless Body | 4 | 3 | 3 | 2 | 1 | | 19th | +6 | 8 | 5 | 30 ft. | Ability Score Improvement | 4 | 3 | 3 | 2 | 2 | | 20th | +6 | 8 | 5 | 30 ft. | Conduit of Souls | 4 | 3 | 3 | 2 | 2 |
## Class Features As an shaman, you gain the following class features. #### Hit Points ___ - **Hit Dice:** 1d10 per shaman level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per shaman level after 1st #### Proficiencies ___ - **Armour:** Light armour, medium armour, shields (shamans will not wear armour or use shields made of metal) - **Weapons:** Simple weapons, blowsguns, flails, mauls, morningstars, nets, pikes, warhammers, whips - **Tools:** Herbalism kit - **Saving Throws:** Strength, Wisdom - **Skills:** Choose two from Animal Handling, Athletics, History, Insight, Investigation, Medicine, Nature, Perception or Religion #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a warhammer and a shield, or *(b)* two simple weapons - *(a)* leather armour, or *(b)* hide armour - A herbalism kit, an explorer's pack and a druidic focus Alternatively, you can purchase your starting equipment with a starting wealth of 2d4 x 10gp. ### Spirit Sense At the 1st level you learn to open your mind to detect the presence of lingering spirits. As an action, until the end of your next turn you are aware of the creature type and location of any undead and elementals within 60 feet of you that is not behind total cover. You can also determine if a creature has died in this area within the last 24 hours. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of 1). When you finish a Long rest you regain all expended uses. \pagebreakNum
Shaman | Class Features
### Shamanic Aspects At 1st level you know two shamanic aspects and have two aspect slots. To activate either one of these aspect you must spend your bonus action and expend one aspect slot, stating which aspect of your known aspects you wish to activate. This aspect emanates from you in a 10-foot radius sphere for 1 minute, affecting conscious creatures you choose. The radius in which you aspect affects increases as you gain levels, as shown in the Aspect Radius column of the Shaman table. If you have no aspect slots you cannot activate your shamanic aspects. You regain all expended aspect slots after a long rest. Your shamanic aspect ends after 1 minute, you activate another shamanic aspect, or you are affected by a magic dispelling effect such as *dispel magic* or *antimagic field*. ### Spellcasting By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does. See chapter 10 for the general rules of spellcasting. #### Preparing and Casting Spells The Shaman table shows how many spell slots you have to cast your spells. To cast one of your shaman spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + half your shaman level, rounded down (minimum of one spell). The spells must be o f a level for which you have spell slots. For example, if you are a 5th-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in meditation and prayer to the spirits: at least 1 minute per spell level for each spell on your list. #### Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells, since your magic draws on your attunement to the spiritual forces of the world. 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 \columnbreak #### Ritual Casting You can cast a shaman spell as a ritual if that spell has the ritual tag and you have that spell prepared. #### Spellcasting Focus You can use a druidic focus (found in chapter 5) as a spellcasting focus for your shaman spells. ### Spiritual Lessons Starting at 2nd level, you can convey your spiritual teachings to those around you through a variety of *Lessons*. On your turn, you can expend shaman spell slots in ways detailed below to teach one of the following *Lessons*: ***Expectant Lesson.*** As a bonus action on your turn, you expend a shaman spell slot to begin watching over your allies. Until the start of your next turn, you have a number of d4 that can be distributed in any order to an attack roll or saving throw that a target within your aspect range makes. You can only add a maximum of 2d4 to a single roll. You get 3d4 for a 1st-level spell slot, plus 1d4 for each spell level higher than 1st, to a maximum of 5d4. ***Harsh Lesson.*** When you hit a creature with a weapon attack, you can expend a shaman spell slot to target the creature's spirit directly. The attacks damage type changes to force, and deals additional damage. The target must then make a Constitution saving throw against your shaman spell save DC. On a failure, the targets maximum hit points are reduced by the attacks total damage dealt. On a success, the targets maximum health is unaffected. The extra damage is 1d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6.
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Shaman | Class Features & Shamanistic Traditions
***Kind Lesson.*** As a bonus action, you can gesture towards a creature with your shamanic aspect range, expending a shaman spell slot to grant the target's spirit guidance in what is to come. The target gains temporary hit points and advantage on its next saving throw. The temporary hit points gained is 1d6 + your Wisdom modifier for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st, to a maximum of 5d6. ### Shamanistic Traditions At 3rd level, you choose a Shamanistic Tradition; a focus from which Shamans draw their Spiritual Power from. Choose between a Primal Shaman, an Ethereal Shaman, a Dream Shaman, an Elemental Shaman, a War Shaman, or a Kraken Shaman. You gain additional features from your Shamanistic Tradition at 6th, 10th, and 14th level. #### Tradition Spells Each tradition has a list of associated spells. You gain access to these spells at the levels specified in the tradition’s description. Once you gain access to a tradition spell, you always have it prepared. Tradition spells don’t count against the number of spells you can prepare each day. If you gain a tradition spell that doesn’t appear on the shaman spell list, the spell is nonetheless a shaman spell for you. ### 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. ### Soul Channel Beginning at 5th level, you can draw in spiritual energies from around you as a part of your meditation. Once per day, when you take a short rest, you can regain expended spell slots of a combined level equal to 1/3 your shaman level, and none of the regained spell slots can be of 3rd-level or higher. For example, if you're a 6th-level shaman, you can regain either a 2nd-level spell slot, or two 1st-level spell slots. ### Guarded Soul At 7th level, your connection to the spirits has granted you a resistance to that which would damage you soul. You gain resistance to poison damage, as well as immunity to the poisoned condition and all diseases. Starting at 11th level, you gain immunity to poison damage. ### Spirit Sense Improvement Beginning at 11th level, your connection to the spirits allows you to sense the powers of all things around you, as the spirits guide your sense to that which you seek. Whenever you use your Spirit Sense feature, you can expend an additional use to gain the benefits of the following spells until the end of your next turn: *detect emotions*, *detect evil and good*, *detect life*, *detect magic*, and *detect order and chaos*, along with the benefits supplied by spirit sense normally. You must concentrate for the duration to use spirit sense in this way. ### Versatile Aspects At 15th level, by spending a bonus action on your turn whilst you have a shamanic aspect active, you can change that aspect to another of your known aspects. This effect does not reset the duration of aspects, it instead carries on from where the other aspect left off, nor does it cost an aspect slot to change aspects. ### Timeless Body At 18th level, the spirits of the multiverse have guarded your soul from the weaknesses of old age. You do not you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. ### Conduit of Souls Starting at 20th level, you have ascended as a masterful commander of the spirits, and can channel them through you like a river channels water. Your Wisdom score increases by 2, as does your maximum. Additionally, you can perform a lengthy ritual to conjure the power of the spirits from conduit of your creation. You can expend 1,000 gp worth of gemstones to create a permanent spiritual idol designed to conjure spirits. Choose one of your known auras. The aura chosen is emanated by the idol permanently, unless the idol is destroyed, or an *antimagic field* spell, or similarly powered magic is cast on it, upon which it becomes mundane for the duration. The idol has the following statistics: - Hit points equal to your hit point maximum + 10 times your Wisdom modifier. - An AC equal to 12 + your Wisdom modifier - Resistance to all damage - Immunity to poison and psychic damage. - Advantage on saving throws against spells and other magical effects ## Shamanistic Traditions Shamans choose what supernatural power to focus their spiritual energy into; the tradition you choose reflects this. ### Dream Shaman Drawing upon the power of the Great Dream; an alternate plane of existence where the dreams of mortals across the cosmos collide in a world that shifts like sand, the Dream Shamans use their connection to this place to fuel their Shamanic Powers. Dream Shamans often work with the Owl-Like Duchesses of the Great Dream themselves. #### Tradition Spells You gain tradition spells at the shaman levels listed. \pagebreakNum
Shaman | Shamanistic Traditions
##### Dream Shaman Spells | Shaman Level | Spells | |:----:|:-------------| | 3rd | *sleep*, *sudden awakening* | | 5th | *augury*, *phantasmal force* | | 9th | *dreamscape*, *night guardians* | | 13th | *hallucinatory terrain*, *mystic aurora* | | 17th | *dream*, *conjure dream creatures* | #### Prophetic Visions At 3rd level, you can use the power you gain from the great dream to know of the future through visions gained from your sleep, sharing this knowledge with your allies gives them forsight into their own actions. After you complete a long rest in which you slept for at least 1 hour, you gain the ability to discern the future. You gain a number of d4s equal to your Wisdom modifier + your proficiency bonus, these d4s can be split among you and any creature that is within 60 feet of you when you complete a long rest and can understand you. The die are called Prophecy Die. When a creature rolls an ability check, attack roll or saving throw, they can choose to add a Prophecy Die that you have given them to the roll. They must add this die before the DM has declared the original result a success or a failure. Prophecy Die persist until the ally next completes a long rest. The value of your Prophecy Die increases to d6s at 6th level, and d8s at 14th level.
\columnbreak #### Soothing Touch At 6th level, your link to the dream empowers your kind lesson, allowing the spirits of the great dream to calm your allies. When you target a creature with your Kind Lesson, they can instead regain hit points instead of gaining temporary hit points. They also can make a saving throw against any frighten or charm effect that currently affects them with advantage. #### Improved Prophetic Visions At 10th level, your prophetic visions are heightened - allowing your predictions to aid your allies further. When you complete a long rest, you gain additional prophecy dice equal to half your Wisdom modifier. These bonus prophecy dice can only be given to you. Additionally, any creature with prophecy dice cannot have its mind read, or be subjected to divination spells similar to the *scrying* spell, unless they choose to. #### One Mind Starting at 14th level, your connection to the Great Dream has strengthened. When you cast a spell that does not have a range of self, you can instead choose a creature that you can see, and is in range of your Shamanic Aspect. The spell is treated as though it was casted from that creature's space instead of your own. Additionally, you can communicate telepathically with any creature that is within your Shamanic Aspect range, or has at least one Prophecy Die. ### Ethereal Shaman Often referred to by the common folk as witch doctors, ethereal shamans are by far the strangest of the shamans, often heavily tattooing themselves, piercing their skin with bone and wearing strange masks moulded to look somewhat like faces. The ethereal shaman focuses mostly on unnatural spirits of death and sorrow from the ethereal plane; whether they use this power for good or not is solely up to them. #### Tradition Spells You gain tradition spells at the shaman levels listed. ##### Ethereal Shaman Spells | Shaman Level | Spells | |:----:|:-------------| | 3rd | *false life*, *witch bolt* | | 5th | *bone dance*, *phantasmal force* | | 9th | *bestow curse*, *speak with dead* | | 13th | *blight*, *phantasmal killer* | | 17th | *create undead*, *raise dead* | #### Ethereal Empowering At 3rd level, your ethereal connection has allowed you to draw in the strength of those you have defeated in battle and use their power to replenish your health. When you reduce a creature to 0 hit points and kill it, you regain hit points equal to your Wisdom modifier + your shaman level (minimum of 1). \pagebreakNum #### Dissolving Lesson At 6th level, your connection to the ethereal plane empowers your spirit crush, allowing it to dissolve your foe’s spirit. When a creature fails a saving throw against your harsh lesson and has its maximum health reduced by the force damage dealt. Half of all damage dealt to that creature until the start of your next turn forces the target to make the save again or have the target’s maximum health reduced by that amount. #### Conjure Spectres At 10th level, you can use your action and expend 2 aspect slots to call forth 2 **spectres** (see pg 269 of the *Monster Manual*). These Spectres are summoned within 5 feet of you, and act on their own initiative. On your turn (and all subsequent turns) you can spend your bonus action to dictate two Spectres’ actions on their next turns. Whilst the spectres persist, your shamanic aspects are inactive. The Spectres last for 1 minute or until reduced to 0 hit points, at which point their souls return to a peaceful slumber. Once you have used this feature, you cannot use it again until you complete a long rest. #### Incorporeal Form At 14th level, you can assume a more ghostly, ethereal form. On your turn, you may spend your action to undergo a transformation. For 1 minute you become a **spectre** (see page 279 of the *Monster Manuel*). You however retain your Intelligence, Wisdom and Charisma scores and your health in this form is equal to half your normal maximum or 45, whichever is higher. Your Shamanic Aspects remain in effect in this form but you can’t cast spells; but you can retain concentration on any you casted previously. When you are reduced to 0 hit points in this form it fades and you return to your normal form, taking any left-over damage from the attack that destroyed your incorporeal form. Once you have used this feature, you cannot use it again until you complete a long rest.
Shaman | Shamanistic Traditions
### Elemental Shaman Calling upon the powers of the elemental planes, Elemental Shamans use the raw powers of the 4 elements; Fire, Earth, Air and Water, bending their near limitless chaotic energy to their whim. Elemental Shamans, hence their name, often have interactions with the various types of elementals that roam the cosmos. #### Tradition Spells Elemental shamans have a wide variety of spells they can choose from. At 3rd, 5th, 9th, 13th and 17th level, you can choose two spells of the level specified from any of the four following tables to add as your tradition spells. \columnbreak ##### Elemental Shaman Spells | Shaman Level | Fire Spells | |:----:|:-------------| | 3rd | *burning hands*, *hellish rebuke* | | 5th | *aganazzar's scorcher*, *flame spiral* | | 9th | *fireball*, *pit of flame* | | 13th | *fire shield*, *wall of fire* | | 17th | *flamestrike*, *immolation* | | Shaman Level | Air Spells | |:----:|:-------------| | 3rd | *blisterwind*, *thunderwave* | | 5th | *gust of wind*, *skywrite* | | 9th | *fly*, *call lightning* | | 13th | *air walk*, *storm sphere* | | 17th | *cloudkill*, *control winds* | | Shaman Level | Earth Spells | |:----:|:-------------| | 3rd | *earth tremor*, *stone bolt* | | 5th | *dust devil*, *stalagmite* | | 9th | *erupting earth*, *wall of sand* | | 13th | *stone shape*, *stoneskin* | | 17th | *transmute rock*, *wall of stone* |
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Shaman | Shamanistic Traditions
| Shaman Level | Water Spells | |:----:|:-------------| | 3rd | *fog cloud*, *ice knife* | | 5th | *misty step*, *Snilloc's snowball storm* | | 9th | *gaseous form*, *wall of water* | | 13th | *ice storm*, *watery sphere* | | 17th | *cone of cold*, *maelstrom* | #### Elemental Force At 3rd level, your connection to the elemental planes bolsters the damage you deal with elemental spells. When you cast a spell that deals: acid, cold, fire, lightning, poison or thunder damage; add your Wisdom modifier, even if the spell already allows you to do so. #### Chaotic Expectation At 6th level, your connection to the ethereal plane empowers your allies, allowing them to deal additional elemental damage. When a target under the effects of you Expentant Lesson hits with a weapon attack, they deal a number of d4 equal to the number you expended on the attack roll as additional fire, lightning, thunder, poison, acid or cold damage (your choice). #### Power Flux At 10th level, you can draw upon the power of the elementals to empower your tradition spells. Once per short rest, when you cast a tradition spell, you can use this feature to cast the spell at one level higher than the level you cast it at; to a maximum of 5th level. #### Elemental Attunement At 14th level, when you are subjected to an effect that would cause acid, cold, fire, lightning, poison or thunder damage (regardless of whether you would take damage or not), you can use your reaction to induce one of the following effects based on the damage dealt. ___ - **Acid Damage.** You gain a corrosive shield. Until the start of your next turn, any creature that hits you with a melee weapon attack takes 1d8 acid damage. - **Cold Damage.** Shards of ice shoot from your form. Up to 3 creatures within your Shamanic Aspect take 1d4 piercing damage and 1d4 cold damage. - **Fire Damage.** A shield of hot rocks surrounds you until the start of your next turn. Whilst the shield persists, you gain +1 to your AC, and any creature that makes a melee weapon attack against you takes 1d4 fire damage. - **Lightning Damage.** You gain a shield of lightning around your form until the start of your next turn. Ranged attacks are made against you with disadvantage whilst this shield persists. - **Poison Damage.** A cloud of poison surrounds your attacker. The effected creature is poisoned until the start of its next turn. - **Thunder Damage.** A clap of thunder bursts out from you. Up to 3 creatures within your Shamanic Aspect are pushed 10 feet away from you. \columnbreak ### Primal Shaman A druid of the plants, Primal Shamans draw upon the raw power of nature and its plant life to protect the wilderness of the world with great ferocity. Primal Shamans often have contact with the spirits of nature and work closely with druids. They despise creatures who seek to destroy the plant-life of the world, such as those loyal to Gulthia. #### Tradition Spells You gain tradition spells at the shaman levels listed. ##### Primal Shaman Spells | Shaman Level | Spells | |:----:|:-------------| | 3rd | *ensnaring strike*, *overgrowth* | | 5th | *animal messenger*, *moonbeam* | | 9th | *skewering branch* , *speak with plants* | | 13th | *grasping vine*, *tree strike* | | 17th | *commune with nature*, *tree stride* | #### Natural Link At 3rd level, your connection to the primal spirits of nature has allowed you to use your powers to commune with animals. You learn the spell *find familiar*, which you can cast as a ritual, as well as the *speak with animals* spell, which you can cast at will, without expending a spell slot. Neither of these spells count against the number of spells you can prepare each day. #### Nature's Kindness Starting at 6th level, your Kind Lessons aid you allies further. When you target an ally with kind lesson, they gain an additional 3 temporary hit points. In addition, whilst the temporary hit points persist, the target has +1 to their AC. #### Primal Totemic At 10th level, you can create a shamanic animal totem to act as a conduit for your aspects. Your totem can look however you choose, but is generally made out of wood or stone, and must fit within a 5 foot cube. The totem has an AC of 10 + your Wisdom modifier, and hit points equal to half your maximum. Should your totem be destroyed, you can perform a 1 hour ritual to make a new one using items found in a natural environment. When you activate one of your shamanic aspects, you can instead have it centred on your totem, which must be placed in an unoccupied space. Using both yourself and your totem, you can have up to two aspects active at once. Any aspect centered on your totem has a range equal to half your aspect range. A creature that stands within the aspect range of your totem - even when it is not the conduit for a shamanic aspect - can be a target for your Spiritual Lessons, or any shaman spell you cast that does not have a range of Self. You cannot have the same aspect active on both you and your totem. \pagebreakNum
Shaman | Shamanistic Traditions
#### Primal Overgrowth At 14th level, you can use your action to undergo a transformation into a being of primal energy, and you gain the following benefits: - Your skin hardens to thick bark, your hair turns to leaves or vines, and you grow one size category larger, gaining the effects of the spells *barkskin* and *enlarge* - You gain resistance to nonmagical bludgeoning, piercing and slashing damage. - Your totem grows 5 feet taller, and its aspect range is equal to your own instead of half. This transformation persists for 1 minute, or until you are knocked unconcious, upon which you revert to your natural state. ### Kraken Shaman Kraken shamans are different to others of their kind, for they covet worship of the denizens of the Elemental Plane of Water. Most notably, the kraken. Kraken shamans often tattoo themselves with squid ink, or allow themselves to be struck by lightning to form latices of lightning scars. These types of shamans serve krakens, and occasionally other denizens of the water plane, whilst facing any that would oppose their beliefs. #### Tradition Spells You gain tradition spells at the shaman levels listed.
\columnbreak ##### Kraken Shaman Spells | Shaman Level | Spells | |:----:|:-------------| | 3rd | *lightning lure*, *Tasha's hideous laughter* | | 5th | *anchor/buoy*, *far reach* | | 9th | *call lightning*, *water breathing* | | 13th | *Evard's black tentacles*, *storm sphere* | | 17th | *cloudkill*, *maelstrom* | #### Titan's Will Starting when you choose this tradition at 3rd level, your worship of the tidal titans has granted you a boon of your choice. Choose one of the following benefits: ***Ink Tattoos.*** You have survived having your body tattooed with poisonous, but magical kraken ink. The tattoos appear to be tentacles, and they extend from your spine in a manor of your choosing. Using your tattoos, you can cast the cantrip *mage hand* at will, with the following alterations: - The hand appears instead as a tentacle that extends from your back - The hand can lift up to 30 pounds instead of 10 - The hand cannot move more than 10 feet away from you instead of 30 feet ***Lightning Scars.*** Your masters have struck you with enough electrical energy to grant you some control over its power. You know the cantrip *shocking grasp*, and can cast it at will. You add your Wisdom modifier to the damage of the cantrip. ***Monstrous Alterations.*** Through an agonising ritual of pain, you have been gifted gills and webbed digits. You can breath in water as if it were air, and you gain a swim speed equal to that of your normal speed. Your skin also changes to a shade of light purple or blue (your choice). #### Harsh Suffering Once you reach 6th level, you lesson strikes a creature with the force of the titan. When a creature fails the saving throw against your Harsh Lesson, it is knocked prone and takes additional lightning damage equal to your Wisdom modifier. #### Extended Will Starting at 10th level, the will of the kraken has granted you addtional power. You gain one of the following features based on the one you choose for your Titan's Will feature: ***Ink Tattoos.*** Your mystical tentacles have been granted power by your titan overlords. The amount of weight your *mage hand* tentacle can carry is now equal to 5 x your Strength score. In addition, when you cast the *mage hand* spell, you can attempt to grapple a creature as a part of the action used to cast *mage hand*. ***Lightning Scars.*** Your resilience has granted you added defence against that which scarred you. You gain resistance to lightning damage. ***Monstrous Alterations.*** You have undergone more transformations to grow ink sacks in your throat. As an action, you can spit sticky ink in a 15-foot-cone. Each creature inside the cone must succeed a Constitution saving throw against your shaman save DC or be blinded for 1 minute. The creature can remake the save at the end of each of turns. \pagebreakNum
Shaman | Shamanistic Traditions
Once you have used this feature, you cannot use it again until you complete a short or long rest. #### Titan's Bond When you reach 14th level, your link to the krakens of the deep has granted you further powers. You gain one additional benefit from the Titan's Will feature (but do not gain the additional benefit granted from Extended Will). In addition, you gain one of the following features based on the one you originally chose for your Titan's Will feature: ***Ink Tattoos.*** You have been granted additional spiritual tentacles. When you cast *mage hand*, you can create a number of tentacles equal to half your Wisdom modifier. You can then attempt to grapple a number of creatures equal to the number of tentacles you have available. ***Lightning Scars.*** You scars protect you from all forms of harm. When a creature within 5 feet of you deals damage to you, you can use your reaction to force the creature to succeed a Dexterity saving throw or take 2d6 + your Wisdom modifier lightning damage. ***Monstrous Alterations.*** Your alterations can allow you to grow in size greatly. You can cast the *enlarge/reduce* spell on yourself once per short rest. It has the following alterations. - You instead grow two sizes (medium to huge, for example) - The bonus damage on weapon attacks is equal to the weapons damage die or 1d4, whichever is higher ### War Shaman A shaman of war draws upon the strength of the battlefield, calling the spirits of warriors to aid them in their conquest. War shamans are known to inhabit old battlegrounds, tending to the lost souls of soliders that remained after their demise. These shamans are sometimes asked for guidance by even the greatest general, for their knowledge of the lives of countless soldiers. Some even rise to positions of command themselves. #### Tradition Spells You gain tradition spells at the shaman levels listed. ##### War Shaman Spells | Shaman Level | Spells | |:----:|:-------------| | 3rd | *abaltive armour*, *command* | | 5th | *animate sword*, *magic weapon* | | 9th | *delay death*, *protection from energy* | | 13th | *dome of warding*, *staggering smite* | | 17th | *dominate person*, *Indalamar's otherworldly warcry* | #### Bonus Proficiency Starting when you choose this tradition at 3rd level, you gain proficiency in martial weapons and heavy armour. You can also wear armour that is metallic. \columnbreak #### Spirits of the Six Styles Also at 3rd level, your connection with spirits of war has granted you the guidance of six different warriors. When you complete a long rest, choose a fighting style offered to the fighter class. The spiritual warrior guides you in using that style until you next take a long rest. Starting at 14th level, the bonuses granted by each fighting style are improved in the following ways: ___ - **Archery:** Your bonus to ranged weapon attack rolls increases to +3. - **Defence:** Your AC bonus whilst wearing armour increases to +2. - **Dueling:** Your damage bonus whilst wielding a single one-handed weapon increases to +3. - **Great Weapon Fighting:** The rerolling threshold is instead, 1, 2, or 3 on damage die. - **Protection:** The creature you are protecting gains a +1 AC bonus when you use your reaction to impose disadvantage on an attack roll made against them. - **Two-Weapon Fighting:** If you engage in two-weapon fighting, your offhand attack gains a +1 damage bonus. ___ You cannot gain more than one fighting style with this feature, regardless of where you gained it from, unless it is specifically stated by a another class feature that you can. #### Harsh Strikes Starting at 6th level, the first successful weapon attack you make each turn is considered to be affected by a 1st-level harsh lesson. You may still expend spell slots to invoke a harsh lesson on top of this feature. When you reach 14th level, each weapon attack you make it considered to be affected instead by a 2nd-level harsh lesson. #### Guiding Spirit Starting when you reach 10th level, you can summon a spirit of war to convey the power of your aspects to a far off ally. As a bonus action on your turn, you can target a creature that you can see within 60 feet of you, conjuring a spirit by their side. For 1 minute, until you, or that creature is incapacitated, the target creature receives the benefits of any aspects you currently have active, as well as a +1 bonus to all attack rolls, ability checks and saving throws, as long as they stay within 120 feet of you. You can only have one guiding spirit on a creature at once, and this feature cannot be used to double an aspect's effects on a creature. Once you have used this feature, you cannot do so again until you complete a short or long rest. #### Clamour of War Once you reach 14th level, your powers grant you the ability to let out a war cry fuelled by spiritual energy. As an action on your turn, you can let out a giant roar. An allied creature that hears the roar, and is within 60 feet of you rolls a number of d6s equal to your Wisdom modifier, and gains those as temporary hit points. These temporary hit points last for 1 minute, or until depleted. \pagebreakNum
Shaman | Shamanistic Traditions & Shamanic Aspects
A hostile creature that hears the roar, and is within 60 feet of you must succeed on a Wisdom saving throw against your shaman spell save DC or take a number of d6 in psychic damage equal to your Wisdom modifier, and become frightened of you for 1 minute, remaking the saving throw at the end of each of their subsequent turns. In addtion, until the end of your next turn, your aspect range is doubled. Once you have used this feature, you cannot use it again until you complete a long rest. ## Shamanic Aspects Shamans can activate their Shamanic Aspects; each aspect has its own unique effect and only one can be active at a time. #### Amplifying *Prerequisite: 14th level, Elemental Shamanistic Tradition* When an allied creature within range casts a spell that deals acid, cold, fire, lightning, poison or thunder damage, they can add an additional die of damage. #### Calming *Prerequisite: 3rd level, Dream Shamanistic Tradition* All allied creatures within your aspect radius add your Wisdom modifier to any Intelligence, Wisdom or Charisma saving throws. #### Cerebral *Prerequisite: 11th level, Dream Shamanistic Tradition* When a creature that you choose starts its turn within range of your aspect, that creature gains temporary hit points equal to your Wisdom modifier. In addition they gain resistance to psychic damage. These effects last until the start of their next turn. #### Chaotic *Prerequisite: 3rd level, Elemental Shamanistic Tradition* All enemy creatures within range have -1 to their spell save DC, whilst all allied creatures have +1 to their spell save DC, as their magic fluctuates wildly. #### Clutching *Prerequisite: 14th level, Kraken Shamanistic Tradition* When a hostile creature in your aspect range that makes a saving throw against being grappling or restrained, they do so with disadvantage. #### Confining *Prerequisite: 3rd level, Primal Shamanistic Tradition* A hostile creature that starts its turn in your aspect, has its ground movement reduced to 10 feet. #### Critical *Prerequisite: 14th level, War Shamanistic Tradition* Allied creatures in your aspect range score a critical hit on a roll of 19 or 20. #### Electrifying *Prerequisite: 11th level, Kraken Shamanistic Tradition* A hostile creature that starts its turn within your aspect range takes addtional lightning damage from weapon attacks made with metal weapons equal to your Wisdom modifier. #### Fleeting All allied creatures that start their turn within range of the aspect gain 15 additional feet of movement. #### Guardian All allied creatures within range of the aspect have their AC increased by 1. #### Guiding All allied creatures within range of the aspect have a +2 bonus to attack rolls. #### Grasping *Prerequisite: 14th level, Ethereal Shamanistic Tradition* When an enemy creature starts its turn within the aspect, they must succeed a Dexterity saving throw against spectral hands or take 2d6 necrotic damage and have their movement halved until the start of their next turn. On a success they take half damage and their movement in unaffected. #### Infectious *Prerequisite: 11th level, Primal Shamanistic Tradition* When an enemy creature starts its turn within range of your aspect they must succeed a Constitution saving throw or take 2d10 poison damage. This aspect ignores resistance to poison damage. #### Pulsating *Prerequisite: 5th level* All enemy creatures that start their turn within range of the aspect are struck by a pulse of magical energy. The creature must succeed a Strength saving throw or take 1d8 force damage and be pushed 10 feet from the origin of your aspect. A success halves the damage taken and the creature is not pushed. #### Protective *Prerequisite: 14th level, Dream Shamanistic Tradition* An allied creature within range of your aspect who has temporary hit points makes all saving throws with advantage. #### Restoring *Prerequisite: 5th level* Whenever a creature you choose starts its turn within your aspect range, it regains hit points equal to your 2 + one third your shaman level (minimum of 3). If the creature has not dealt damage to a creature, or taken damage since the start of its previous turn, this aura has no affect on it. #### Shattering *Prerequisite: 11th level, War Shamanistic Tradition* Any hostile creature that starts its turn in the aspect must succeed on a Constitution saving throw or have their AC reduced by 2 until the start of their next turn. A creatures AC cannot be reduced lower than 10 + its Dexterity modifier + any other ability modifiers that it can add to AC (such as a cambion's fiendish blessing). #### Shielding *Prerequisite: 11th level, Elemental Shamanistic Tradition* All allied creatures within range of the aspect have resistance to one of the following damage types of your choice: acid, cold, fire, lightning, poison or thunder. \pagebreakNum
Shaman | Shamanic Aspects, Multiclassing & Spell List
#### Shocking *Prerequisite: 3rd level, Kraken Shamanistic Tradition* When a creature starts its turn within your aspect, you can use your reaction to force the creature to make a Constitution saving throw against your shaman save DC or take lightning damage equal to your Wisdom modifier + half your shaman level. The creature takes half damage on a success. #### Terrifying *Prerequisite: 11th level, Ethereal Shamanistic Tradition* Any enemy creature that starts its turn within your aspect must make a Wisdom saving throw or become frightened of you for 1 round. #### Thorny *Prerequisite: 14th level, Primal Shamanistic Tradition* When an enemy hits an ally within range with a melee attack roll, that enemy takes 1d6 piercing damage, plus 1d6 poison damage. #### Unnerving *Prerequisite: 3rd level, Ethereal Shamanistic Tradition* All hostile creatures within range of the aspect have -1 to attack rolls and disadvantage on saving throws against being frightened. #### Warding *Prerequisite: 5th level* All allied creatures within range have a bonus to saving throws against magical effects equal to your Wisdom modifier. #### Weakening When an enemy creature rolls a damage die against an allied creature, they must roll the damage die twice and take the lower of the two results. #### Wrathful *Prerequisite: 3rd level, War Shamanistic Tradition* All allied creatures within range of the aspect deal have a bonus to the first damage roll they make each turn equal to your Wisdom modifier. ## Multiclassing ***Ability Score Minimum.*** Wisdom 13 ***Proficiencies Gained.*** Light armour, medium armour, shields (shamans will not wear armour or use shields made of metal), simple weapons, herbalism kit \pagebreakNum
Jack Weighill's Homebrew Compendium
Hello players and GM Binder devs! You've found the back page of a class from my class compendium. Not all of this work is mine, in fact, most of it isn't! It is simply here for ease of access for the players, and isn't shared elsewhere.
My first fully homebrewed class, the shaman has gone through several partial or complete reworks to make it a more enjoyable and interesting class to play. Originally, the class had a "shamanic focus," that was one of a variety of weapons, such as an axe, staff, spear etc. and you would plant them in the ground and your shamanic aspect would extend out of them until you picked it up again. The problem with this is that it made the class very "campy," so I ended up changing it.
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