The Shaman
| Level | Proficiency Bonus | Features | Blessings Known | Prayer Die | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|---|---|---|---|---|
| 1st | +2 | Healing Touch, Nature's Blessings | 3 | d6 | 2 | — | — | — | — | — |
| 2nd | +2 | Spellcasting | 3 | d6 | 2 | 2 | — | — | — | — |
| 3rd | +2 | Totemic Journey choice and feature(s) | 3 | d6 | 2 | 3 | — | — | — | — |
| 4th | +2 | Ability Score Improvement | 3 | d6 | 2 | 3 | — | — | — | — |
| 5th | +3 | Spiritual Fluidity | 5 | d8 | 2 | 4 | 2 | — | — | — |
| 6th | +3 | Totemic Journey feature(s) | 5 | d8 | 2 | 4 | 2 | — | — | — |
| 7th | +3 | Bestial Armor (+1) | 5 | d8 | 2 | 4 | 3 | — | — | — |
| 8th | +3 | Ability Score Improvement | 5 | d8 | 2 | 4 | 3 | — | — | — |
| 9th | +4 | — | 5 | d8 | 2 | 4 | 3 | 2 | — | — |
| 10th | +4 | Totemic Journey feature(s) | 7 | d10 | 3 | 4 | 3 | 2 | — | — |
| 11th | +4 | Karmic Striker | 7 | d10 | 3 | 4 | 3 | 3 | — | — |
| 12th | +4 | Ability Score Improvement | 7 | d10 | 3 | 4 | 3 | 3 | — | — |
| 13th | +5 | Bestial Armor (+2) | 7 | d10 | 3 | 4 | 3 | 3 | 1 | — |
| 14th | +5 | Totemic Journey feature(s) | 7 | d10 | 4 | 4 | 3 | 3 | 1 | — |
| 15th | +5 | — | 9 | d12 | 4 | 4 | 3 | 3 | 2 | — |
| 16th | +5 | Ability Score Improvement | 9 | d12 | 4 | 4 | 3 | 3 | 2 | — |
| 17th | +6 | Bestial Armor (+3) | 9 | d12 | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | +6 | Favored by Nature | 9 | d12 | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | +6 | Ability Score Improvement | 9 | d12 | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | +6 | Totemic Journey feature(s) | 9 | d12 | 4 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a shaman, you gain the following class features
Hit Points
- Hit Dice: 1d8 per shaman level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier, per shaman level after 1st
Proficiencies
- Armor: Light armor, hide armor, shields
- Weapons: Simple weapons
- Tools: Choose one from cook’s utensils, weaver’s tools, and woodcarver’s tools; herbalism kit
- Saving Throws: Wisdom, Charisma
- Skills: Choose three from Animal Handling, Arcana, History, Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion, and Survival.
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a shortbow and a quiver of 20 arrows or (b) any simple melee weapon
- (a) a wooden shield or (b) any simple melee weapon
- (a) leather armor or (b) hide armor
- (a) a priest’s pack or (b) an explorer’s pack
- (a) a holy symbol or (b) a druidic focus
Healing Touch
Starting at 1st level, you have a pool of healing power that you draw upon by channeling the spirits of nature. This pool has a number of points in it equal to five times your shaman level, and you regain all points spent from the pool when you finish a long rest.
As an action, you can touch a creature and do any combination of restoring hit points, treating ailments, and ending conditions by spending the appropriate number of points from the pool. Each hit point you restore costs 1 point. Each disease you cure or poison you neutralize costs 5 points. Each condition you end – which can end include any effect causing the creature to be blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, or stunned – costs 10 points.
Nature's Blessings
At 1st level, you learn a number of blessings that are fueled by prayer dice. These are not blessings that you bestow, but rather blessings that the spirits of nature bestow upon you.
Blessings. You know three blessings of your choice. You learn two more of your choice at 5th, 10th, and 15th level. Each time you gain a level in the shaman class, you can replace one blessing you know with a different one.
Prayer Dice. You have a number of prayer dice equal to 1 + your Wisdom modifier. Each prayer die starts as a d6, increasing by two sides when you reach 5th (d8), 10th (d10), and 15th level (d12). You can only expend one prayer die per turn, unless otherwise stated in the blessing’s description. You regain all expended prayer dice when you finish a short or long rest.
Spellcasting
At 2nd level, by acting with reverence to the spirits of nature, you learn to work in tandem with those spirits to create miracles.
Cantrips (o-Level Spells)
You learn two cantrips of your choice from the shaman spell list. You learn one additional shaman cantrip of your choice at 10th and 14th level.
In addition, each time you gain a level in the shaman class, you can replace one shaman cantrip you know with a different one.
Preparing and Casting Spells
The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman 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.
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 (minimum of one spell). The spells must be of 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 2nd-level slot. Casting the spell does not remove it from your list of prepared spells.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, as your magic comes from aligning your soul with the spirits of nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.
Spell Save DC
Spell attack modifier
Ritual Casting
You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Spellcasting Focus
As both a spiritual creature and a natural creature, you can use either a holy symbol or a druidic focus as a spellcasting focus.
Totemic Journey
At 3rd level, you are ready to choose the path that your shamanic journey will take. As a shaman hones its mind and skills, it begins to physically embody a particular animal or concept, eventually becoming a living totem. The following totemic journeys are available to you: Journey of the Dragon, Journey of the Elements, Journey of the Ghost, and Journey of the Living Weapon. Your choice grants you a feature(s) now, and again at 6th, 10th, 14th, and 20th level.
Journey Spells
Each journey has a list of spells – its journey spells that you gain at the shaman levels noted in the journey description. Once you gain a journey spell, you always have it prepared, and it does not count against the number of spells you can prepare each day.
If you have a journey spell that does not appear on the shaman spell list, the spell is nonetheless a shaman spell for you.
Ability Score Improvement
At 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2 or two ability scores of your choice by 1 each. You cannot increase an ability score past 20 using this feature.
Spiritual Fluidity
Starting at 5th level, your technique of casting magic allows you to heal or hurt in response to unplanned circumstances. As a bonus action, you can remove 1 shaman spell from your list of prepared spells and replace it with 1 other spell from the shaman spell list. The new spell must be one that grants hit points (regained or temporary) or deals damage. Once you use this feature, you cannot do so again until you finish a long rest.
Bestial Armor
At 7th level, your body begins to assimilate some of nature's defenses. This could be thick fur that begins to cover your entire body, overlapping scales that begin to replace your skin, a layer of blubber that accumulates primarily over your weak spots, or any similar bestial quality. Whatever form your adaptation takes, it grants you the following benefit: While you are wearing no armor and have no natural armor, you gain a +1 bonus to your AC. You can wield a shield and still gain this benefit. This bonus increases by 1 at 13th (+2) and 17th level (+3).
Karmic Striker
At 11th level, you take it upon yourself as a protector of nature to dispense cosmic justice. When a creature provokes an opportunity attack from you, you can use the reaction to cast one of your known cantrips instead.
- The cantrip must have a casting time of 1 action or 1 bonus action.
- The cantrip must (a) enable or require you to make an attack, (b) target no more than one creature, or (c) have an area of effect no larger than a 5 foot cube.
- You must target the provoking creature or include it in the spell’s area of effect.
- If the spell enables or requires you to make a ranged attack, you suffer no disadvantage if the target or another hostile creature is within 5 feet of you.
Favored by Nature
Starting at 18th level, whenever you roll for initiative and have no prayer dice remaining, you regain one expended prayer die.
Blessings
These blessings are presented in alphabetical order.
Blessing of Ancestral Wisdom. When you make a skill check, you can expend one prayer die to seek the advice of the spirits of nature. Roll the prayer die, and add the result to the total for the check. You can use this blessing before or after the check is made but before you learn the outcome of the check.
Blessing of the Bear. Prerequisite: 5th-level shaman. When you or a friendly creature you can see within 30 feet of you provokes an opportunity attack, you can expend one prayer die to summon the protective spirit of the bear. Roll the prayer die, and the target gains a bonus to its AC equal to the result until the end of the turn.
Blessing of Diversion. When a hostile creature provokes an opportunity attack from you, you can expend one prayer die and ask the spirits of nature to alert your ally to the opening. You forgo making any attack (but still use your reaction), roll the prayer die, then one friendly creature of your choice within a number of feet of you equal to ten times the result can immediately make a ranged weapon attack against the hostile creature.
Blessing of the Eagle. When you or a friendly creature you can see within 30 feet of you makes a ranged attack, you can expend one prayer die to summon the scouting spirit of the eagle. Roll the prayer die, and if the target is within a number of feet of the attacker equal to ten times the result, the attack ignores half and three-quarters cover, and the attacker does not suffer disadvantage from attacking at long range. You must use this blessing before the attack roll is made.
Blessing of Fortune. Prerequisite: 10th-level shaman. When you or a friendly creature you can see within 30 feet of you makes an attack roll, ability check, or saving throw, you can expend one prayer die and entreat the spirits of nature to swing events in your favor. The creature rerolls the d20, you roll the prayer die, and the creature can choose either the new d20 result or the prayer die result to use as the number rolled for that attack roll, ability check, or saving throw.
Blessing of the Lion. On your turn, you can use your action to expend a prayer die and summon the roaring spirit of the lion. Roll the prayer die, and choose one creature you can see within 30 feet of you. The creature must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to the prayer die result and be unable to make opportunity attacks until the end of your next turn. The creature automatically succeeds on the saving throw if it cannot be frightened or if it cannot hear you.
Blessing of Magical Infusion. Prerequisite: 10th-level shaman. When a creature you can see within 30 feet of you (other than yourself) makes a weapon attack, you can expend one prayer die and channel the spirits of nature into your ally. Roll the prayer die, and the attack roll and damage roll each gain a bonus equal to half the result (minimum of +1). The weapon also counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You can use this blessing before or after the attack roll is made, but before you learn whether or not it hits.
Blessing of Mercy. Prerequisite: 5th-level shaman. When you take the Attack action on your turn, you can expend one prayer die and persuade the spirits of nature to help you put a creature out of its misery. Make an unarmed strike against a creature. If you hit, roll the prayer die instead of damage, and if the creature’s hit points are equal to or lower than the result + your shaman level, the creature immediately dies.
Blessing of the Panther. When you or a friendly creature you can see makes a melee attack against a creature that only has half its hit points or fewer, you can expend one prayer die to summon the vicious spirit of the panther. Roll the prayer die, and add the result to the attack roll. You can use this blessing before or after the attack roll is made, but before you learn whether or not it hits.
Blessing of Renewed Faith. Prerequisite: 15th-level shaman. On your turn, you can use a bonus action to expend a prayer die and recharge your healing touch with words of praise for the spirits of nature. Roll the prayer die, and the pool for your Healing Touch feature regains a number of points equal to the result.
Blessing of Repulsion. Prerequisite: 10th-level shaman. When you or a creature you can see within 30 feet of you is hit by a melee attack, you can expend one prayer die and suggest an act of retaliation to the spirits of nature. Roll the prayer die, and deal force damage to the attacker equal to the result.
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Blessing of a Second Chance. Prerequisite: 15th-level shaman. When a creature you can see dies within 30 feet of you, you can use your reaction and expend one prayer die to convince the spirits of nature that it was not the creature’s time to go. Roll the prayer die, and the creature is revived with a number of hit points equal to the result.
Blessing of Shifting Sand. When a hostile creature provokes an opportunity attack from you, you can expend one prayer die and coerce the earth to impede the creature’s escape. You forgo making any attack (but still use your reaction), roll the prayer die, and reduce the creature’s speed until the end of the turn by a number of feet equal to five times the result.
Blessing of the Wolf. When you or a creature you can see within 30 feet of you attacks; if the attacker, a creature friendly to the attacker, and the attack target are all within 5 feet of each other; you can expend one prayer die to summon the pack-minded spirit of the wolf. Roll the prayer die, and add the result to the attack roll. You can use this blessing before or after the attack roll is made, but before you learn whether or not it hits.
Totemic Journeys
All shamans revere nature and revere the spirits responsible for nature even more. However, not all shamans take the same path in life. Some become fascinated by a particular animal, while others become enveloped in a particular mentality. These totemic journeys reflect some of the most commonly followed paths among shamans.
Journey of the Dragon
Any shaman who journeys to become a totem of the dragon stares at dragons in awe, not in fear. The shaman strives to embody the qualities of a dragon that most humanoids overlook: its majesty, its might, and its desire to be left alone.
Journey Spells
| Shaman Level | Spell |
|---|---|
| 3rd | cause fear |
| 5th | dragon's breath |
| 9th | nondetection |
| 13th | elemental bane |
| 17th | passwall |
Bonus Proficiencies
At 3rd level, you gain proficiency with all medium armor and the Stealth skill. You also learn to read, write, and speak Draconic, if you do not already do so.
Breath Weapon
At 3rd level, you develop a breath weapon akin to those of true dragons but of your own design. When you gain this feature, you choose whether it deals acid, cold, fire, lightning, poison, or thunder damage, and whether its area of effect is a line or a cone. The line is 5 feet wide and 30 feet long, and the cone is 15 feet long. These lengths double when you reach 10th (60 foot line, 30 foot cone) and 20th level (120 foot line, 60 foot cone).
On your turn, you can use your action to exhale your breath weapon, and each creature within its area of effect must make a Dexterity or Constitution saving throw (its choice) against your spell save DC. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. This damage increases by 1d6 when you reach 10th (3d6) and 20th level (4d6).
You can use your breath weapon a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses when you finish a short or long rest.
Draconic Adaptation
At 6th level, your time spent channeling the spirit of the dragon changes your body and grants you a draconic adaptation. Choose one of the following benefits to receive.
Adhesive. You can walk on vertical surfaces and upside down on ceilings without making an ability check and while keeping your hands free.
Aerodynamic. You fall at a rate of 60 feet per round, are immune to falling damage, and can land on your feet whenever you fall.
Amphibious. You can breathe both air and water.
Avaricious. You have limited expertise in Investigation and Perception, which applies when you make an ability check using one of those skills to find coins, gemstones, artifacts, or other such items of high value (at the DM’s discretion). (Expertise allows you to double your proficiency bonus for ability checks you make using that skill.)
Endurant. You are immune to the effects of extreme heat and extreme cold.
Illusory. You can throw your voice without making an ability check. When you do, you can alter your voice in any fashion, and the sound appears to originate from a point of your choice that you can see instead of from you.
Sure-footed. Difficult terrain caused by slick or slippery surfaces does not cost you extra movement. You are immune to the effects of slippery ice.
Draconic Resistance
At 10th level, you gain resistance to the same type of damage as what your breath weapon deals. If you already have resistance to that type of damage, you can gain resistance to one other damage type of your choice from the ones listed in your Breath Weapon feature.
Adaptation Transference
At 14th level, you learn how to magically transfer your draconic benefits to an ally for a short time. As a bonus action, you can choose one friendly creature you can see within 30 feet of you, and grant it either the benefit of your Draconic Adaptation feature or your Draconic Resistance feature. (The creature gains the same adaptation or resistance you have, not a new one.) While the creature retains this benefit, you lose access to it. The creature retains this benefit for 1 minute or until you use your bonus action to transfer it to another creature or to reclaim it.
Totem of the Dragon
At 20th level, you fully embody the dragon spirit.
- Your creature type changes from humanoid to dragon. If you already have a creature type other than humanoid, you can remain that type or change to dragon.
- You sprout a pair of draconic wings and gain a flying speed of 60 feet. If you already have wings, you can keep whichever set you prefer. If you already have a flying speed, you can keep whichever flying speed is greater.
- The resistance granted by your Draconic Resistance feature becomes an immunity.
Journey of the Elements
Any shaman who journeys to become a totem of the elements is ceaselessly amazed by the concept that four separate entities could mix in seemingly infinite combinations to create the natural world it sees today.
Journey Spells
| Shaman Level | Spell |
|---|---|
| 3rd | absorb elements |
| 5th | blindness/deafness |
| 9th | elemental weapon |
| 13th | freedom of movement |
| 17th | conjure elemental |
Elemental Bursts
At 3rd level, you develop a burst weapon inspired by the mephit’s death burst.
As an action, you can spawn your burst weapon centered on a point you can see within 100 feet of you. Your burst weapon manifests as a 15 foot cube filled with elemental energy. The first time a creature enters the cube on its turn, or if a creature starts its turn in the cube, the creature must make a Dexterity or Constitution saving throw (its choice) against your spell save DC. On a failed save, a creature takes your burst weapon’s damage and suffers an additional effect. Your burst weapon’s damage die is the same size as your prayer die. The type of damage and the additional effect are detailed in the description of the elemental burst you choose to spawn. On a successful save, a creature takes half as much damage and suffers no additional effect. The cube persists for 1 minute or until your concentration on it ends (as if concentrating on a spell).
Boulder Burst. (bludgeoning) A creature that fails the save is knocked prone.
Caustic Burst. (acid) A creature that fails the save suffers a –2 penalty to its AC until the start of its next turn.
Cloud Burst. (lightning) A creature that fails the save has its speed reduced to 0 until the start of its next turn.
Cyclone Burst. (slashing) A creature that fails the save is pushed up to 15 feet in a single direction you choose.
Noxious Burst. (poison) A creature that fails the save cannot regain hit points until the start of its next turn.
Scorching Burst. (fire) A creature that fails the save grants advantage to attack rolls against it until the start of its next turn.
Shivering Burst. (cold) A creature that fails the save suffers disadvantage on its attack rolls until the start of its next turn.
Shrieking Burst. (thunder) A creature that fails the save is dazed until the start of its next turn. A dazed creature can only take an action or a bonus action on its turn, not both, and it cannot take reactions.
Sirocco Burst. (piercing) A creature that fails the save allows any attack against it to score as a critical hit on a roll of 19 or 20 until the start of its next turn.
You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses when you finish a short or long rest.
Elemental Mobility
At 6th level, you gain a climbing speed and swimming speed equal to your walking speed.
Improved Elemental Bursts
At 10th level, you learn how to manipulate the elements within your bursts even after the initial implosion. Each time you use your burst weapon, you can choose to apply one of the following additional effects, directing the elements upward, downward, or around your allies.
Upward. You suspend the elements in the air within the cube. A creature benefits from half cover if it is outside the cube and its attacker is inside the cube, and vice-versa.
Downward. You let the elements fall down and reshape the land. The ground within the cube becomes difficult terrain.
Around Your Allies. When a friendly creature inside the cube attacks a hostile creature inside the cube, the friendly creature can make the attack deal the same type of damage as what the elemental burst deals, instead of the attack's normal damage type.
Elemental Armaments
At 14th level, you reinvent the elemental burst weapon as a defensive armament you can grant to yourself or allies. As a bonus action, you can expend one use of your Elemental Burst feature and instead focus on a friendly creature you can see within 5 feet of you, wrapping it in one of the elemental armaments listed below and making it “the armed creature”. The elemental armament lasts for 1 minute or until your concentration on it ends (as if concentrating on a spell).
Armament of the Flame Domain. The armed creature has advantage on Dexterity saving throws against spells and other magical effects that deal fire damage.
Armament of the Mountain’s Might. The armed creature gains resistance to all damage types and can add its proficiency bonus to any damage it deals with a melee weapon attack, but its speed becomes 10 feet.
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Armament of the Soothing Spring. At the start of each of the armed creature’s turns, it regains a number of hit points equal to half your shaman level (rounded up). The armed creature must have fewer than half its hit points to gain this benefit.
Armament of the Swirling Zephyr. The armed creature benefits from half cover if the attacker is 10 or more feet away, and it gains resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.
Totem of the Elements
At 20th level, you fully embody the elemental spirit.
- Your creature type changes from humanoid to elemental. If you already have a creature type other than humanoid, you can remain that type or change to elemental.
- You can cast absorb elements without expending a spell slot and in response to taking any type of damage, except necrotic, psychic, or radiant.
- While a hostile creature is inside the cube you create with your Elemental Bursts feature, it loses any resistance and immunity it has to the damage type dealt by that elemental burst. If it has no resistance or immunity to lose, it gains vulnerability to that damage type instead.
Journey of the Ghost
Any shaman who journeys to become a totem of the ghost hones its protection of nature on the spiritual level. Although such a shaman often has no quarrel with elementals or fey, the shaman battles any extraplanar spirit that disrupts the natural order of the Material Plane.
Journey Spells
| Shaman Level | Spell |
|---|---|
| 3rd | command |
| 5th | see invisibility |
| 9th | magic circle |
| 13th | dimension door |
| 17th | banishing smite |
Chastise Spirits
At 3rd level, you learn how to display your power to the extraplanar creatures near you and fill them with awe or fear. As an action, you can present your holy symbol or druidic focus and force each hostile celestial, elemental, fey, fiend, and undead creature within 30 feet of you that can hear you to make a Wisdom saving throw against your spell save DC as you attempt to charm or frighten it. You choose which condition to impose each time you use this feature.
Charmed. A creature that fails the save is charmed by you. A creature charmed this way considers you a force to be reckoned with, and it remains stationary to admire or study you. It is incapacitated, its speed becomes 0, and attacks against it have advantage. A creature remains charmed this way for 1 minute or until it takes damage.
Frightened. A creature that fails the save is frightened by you. A creature frightened this way considers you an insurmountable threat, and it must move as far away from you as possible as quickly as possible. It can only use its action to return its native plane of existence (if it has such a capability), to take the Dash action, to try to escape from an effect that prevents it from moving, or to take the Dodge action if there is nowhere to go; it also cannot take reactions. A creature remains frightened this way for 1 minute or until it takes damage. A creature is immune to this effect if it is immune to being turned.
You can use this feature a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses when you finish a short or long rest.
Weapon Specialization
At 6th level, you determine your favorite tool to use in your endeavors to corral unruly spirits. Choose one simple or martial melee weapon. You gain proficiency with such weapons if you do not already have it, and you gain a +1 bonus to attack and damage rolls you make with such weapons.
Improved Chastisement
At 10th level, you start to display greater and greater shows of power. Each outcome of your Chastise Spirits feature gains an additional effect.
Charmed. If a creature fails the saving throw and its Challenge Rating is 1 or lower, it falls under your control instead of being charmed. (The effect lasts for the same duration.) It can move and take reactions on its own, but the only action it takes on its turn is the Dodge action, unless you use your bonus action to command it to take an action in its stat block or to take the Dash, Disengage, Help, Hide, or Search action. If you command it to make an attack or cast a spell, you also choose the target(s) for that attack or spell.
Starting at 14th level, you can control any creature whose Challenge Rating is 2 or lower. At 20th level, you can control any creature whose Challenge Rating is 3 or lower.
Frightened. Any creature who makes the saving throw takes psychic damage, either the full amount on a failed save or half as much on a successful one. The damage roll is a number of d6 equal to half your shaman level (rounded up), and you can treat any immunity an affected creature has to psychic damage as only a resistance.
Ghost Weapon
At 14th level, you learn to filter your growing spiritual adaptations into your weapon as an extension of yourself. When you make an attack with a weapon that benefits from your Weapon Specialization feature, you can temporarily turn the weapon intangible and bypass the target’s defenses in order to strike its spirit. If you do, you treat the target’s AC against the attack as 10 + its Dexterity modifier + its Charisma modifier, and the weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Totem of the Ghost
At 20th level, your body becomes as ghostly as the spirits on which you wage war, and you learn to fight fire with fire. Your creature type changes from humanoid to fey. If you already have a creature type other than humanoid, you can remain that type or change to fey.
In addition, you can use your bonus action to become completely incorporeal, along with anything you are wearing or carrying. You gain the following effects for 1 minute or until you are knocked unconscious. Once you transform this way, you cannot do so again until you finish a short or long rest.
- Your AC becomes 10 + your Dexterity modifier + your Charisma modifier.
- You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons.
- You can move through other creatures and objects without spending extra movement, and you can willingly end your turn there. If you are inside another creature or object when this effect ends, you are shunted as directly as possible to the nearest unoccupied space and take force damage equal to twice the number of feet you travel.
- You cannot make any weapon attack, except an attack with a weapon that benefits from your Weapon Specialization feature, and you must use your Ghost Weapon feature to attack the target’s spirit, even if the alternate AC would be higher.
Journey of the Living Weapon
Any shaman who journeys to become a totem of the living weapon believes that humanoids are born with everything they need to survive. The shaman shuns the use of forged weapons and armor, striving to showcase the natural power that every creature possesses.
Journey Spells
| Shaman Level | Spell |
|---|---|
| 3rd | compelled duel |
| 5th | earthbind |
| 9th | pulse wave |
| 13th | death ward |
| 17th | skill empowerment |
Unarmed Nature
At 3rd level, you augment your weaponless fighting style with the following techniques.
- The 1 base damage of your unarmed strike is replaced with 1d4. This damage die increases by two sides when you reach 10th (1d6) and 20th level (1d8).
- A creature provokes an opportunity attack from you when it makes a melee attack against you and misses.
- When a creature provokes an opportunity attack from you, you can use the reaction to attempt to grapple or shove the creature instead.
- Whenever you shove a creature and knock it prone, you can immediately attempt to grapple the creature as part of the same attack.
- While you are grappling a creature, you can use your action to attempt to pin it. Make a grapple check, and if you win the contest, both you and the creature become restrained.
Unique Blessings
At 3rd level, you gain a number of additional prayer dice equal to half your proficiency bonus (rounded up). You also learn the Blessing of the Tramontane unique to your totemic journey, as well as another unique blessing at 6th, 10th, and 14th level. These blessings do not count against your number of blessings known.
Blessing of the Tramontane. Prerequisite: 3rd-level Journey of the Living Weapon shaman. When you attempt to shove a creature and knock it prone, you can expend one prayer die to channel the mountain-traversing spirit of the north wind. Roll the prayer die, add the result to your roll for the contest, and if you win the contest, you can move the creature to any unoccupied space within 5 feet of you before knocking it prone. You can use this blessing before or after the contested rolls are made, but before you learn the outcome of the contest.
Blessing of the Raging Sea. Prerequisite: 6th-level Journey of the Living Weapon shaman. When you make an unarmed strike on a creature, you can expend one prayer die and attempt to channel the unstable spirit of the ocean into the target. Roll the prayer die, add the result to the attack roll, and if the attack hits, the creature loses any part of its AC that is provided by its Dexterity modifier until the end of your next turn. You can use this blessing before or after the attack roll is made, but before you learn whether or not it hits.
Blessing of the Falling Star. Prerequisite: 10th-level Journey of the Living Weapon shaman. When you make an unarmed strike on a creature, you can expend one prayer die to channel the shining spirit of the meteorite. Roll the prayer die, and the creature must succeed on a Constitution saving throw (DC = 8 + the result) or be blinded for 1 minute. The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. This effect applies even if the unarmed strike misses.
Blessing of the Boa. Prerequisite: 14th-level Journey of the Living Weapon shaman. At the end of your turn, if you have a creature pinned and have kept it pinned since your last turn, you can expend one prayer die to channel the constricting spirit of the boa. Roll the prayer die, and the creature must succeed on a Constitution saving throw (DC = 8 + the result) or fall unconscious. The creature remains unconscious for 10 minutes, until it regains at least 1 hit point, or until another creature safely awakens it with a successful DC 10 Wisdom (Medicine) check.
Totem of the Living Weapon
At 20th level, you fully embody the spirit of the living weapon.
- Your creature type changes from humanoid to giant. If you already have a creature type other than humanoid, you can remain that type or change to giant.
- Your size becomes Large if you are Medium or smaller, and your body enlarges accordingly.
- Your Strength score increases by 2, to a maximum of 22.
- When you hit a creature with an unarmed strike, roll one additional damage die. If the target is a creature that is grappled or pinned by you, roll two additional damage dice instead.
Cantrips (0 Level)
- acid splash
- chill touch
- control flames
- create bonfire
- druidcraft
- fire bolt
- frostbite
- guidance
- gust
- infestation
- lightning lure
- magic stone
- mending
- mold earth
- poison spray
- primal savagery
- produce flame
- ray of frost
- resistance
- sacred flame
- shape water
- shillelagh
- shocking grasp
- spare the dying
- thorn whip
- thunderclap
- toll the dead
- true strike
- word of radiance
1st Level
- alarm (ritual)
- animal friendship
- bane
- beast bond
- bless
- burning hands
- cause fear
- ceremony (ritual)
- create or destroy water
- cure wounds
- detect evil and good
- detect magic (ritual)
- detect poison and disease (ritual)
- divine favor
- earth tremor
- entangle
- false life
- find familiar (ritual)
- fog cloud
- goodberry
- guiding bolt
- healing word
- ice knife
- inflict wounds
- protection from evil and good
- purify food and drink (ritual)
- ray of sickness
- sanctuary
- shield of faith
- snare
- speak with animals (ritual)
- thunderwave
- witch bolt
2nd Level
- acid arrow
- aid
- animal messenger (ritual)
- augury (ritual)
- barkskin
- beast sense (ritual)
- calm emotions
- continual flame
- darkness
- darkvision
- dust devil
- earthbind
- enhance ability
- find traps
- flame blade
- flaming sphere
- flock of familiars
- gentle repose (ritual)
- gust of wind
- healing spirit
- hold person
- lesser restoration
- locate animals or plants (ritual)
- locate object
- Maximilian’s earthen grasp
- misty step
- moonbeam
- pass without trace
- prayer of healing
- protection from poison
- ray of enfeeblement
- scorching ray
- see invisibility
- silence (ritual)
- skywrite (ritual)
- spider climb
- spike growth
- spiritual weapon
- warding wind
- zone of truth
3rd Level
- aura of vitality
- beacon of hope
- bestow curse
- call lightning
- clairvoyance
- conjure animals
- counterspell
- create food and water
- dispel magic
- erupting earth
- feign death (ritual)
- fireball
- flame arrows
- glyph of warding
- incite greed
- life transference
- lightning arrow
- lightning bolt
- magic circle
- mass healing word
- meld into stone (ritual)
- Melf’s minute meteors
- motivational speech
- nondetection
- plant growth
- protection from energy
- remove curse
- revivify
- sleet storm
- speak with dead
- speak with plants
- spirit guardians
- stinking cloud
- thunder step
- tidal wave
- tiny hut (ritual)
- vampiric touch
- wall of sand
- wall of water
- water breathing (ritual)
- water walk (ritual)
- wind wall
4th Level
- arcane eye
- aura of life
- aura of purity
- banishment
- black tentacles
- blight
- confusion
- conjure minor elementals
- conjure woodland beings
- control water
- death ward
- divination (ritual)
- dominate beast
- elemental bane
- fabricate
- fire shield
- freedom of movement
- Galder’s speedy courier
- giant insect
- grasping vine
- guardian of faith
- guardian of nature
- ice storm
- locate creature
- polymorph
- private sanctum
- stone shape
- stoneskin
- storm sphere
- vitriolic sphere
- wall of fire
- watery sphere
5th Level
- antilife shell
- awaken
- circle of power
- cloudkill
- commune (ritual)
- commune with nature (ritual)
- cone of cold
- contagion
- control winds
- creation
- dawn
- destructive wave
- dispel evil and good
- enervation
- far step
- flame strike
- greater restoration
- hallow
- hold monster
- holy weapon
- immolation
- insect plague
- maelstrom
- mass cure wounds
- planar binding
- raise dead
- reincarnate
- scrying
- steel wind strike
- swift quiver
- synaptic static
- telepathic bond (ritual)
- transmute rock
- tree stride
- wall of stone
- wrath of nature