Class: Shaman

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Shaman

A half-orc closes his eyes, focusing on the powerful essence of nature. When his eyes open, a crackling boom erupts as blue and white lightning flows from his fingers flying through skeleton after skeleton, their now charred bones clattering to the stonework.

A large fire pit casts orange light and purple shadow on the large crowd of elves in a circle surrounding it. A young elf clad in a shawl of owlbear feathers, her face painted red and blue, steps toward the fire. Drums start and she begins her performance to grant her people strength and bravery in the upcoming battle.

Ignoring his own bleeding wounds, a grizzled dwarf kneels beside a writhing ally. He quickly identifies the poison at work and touches his ally’s fevered forehead. Almost immediately his sick ally's body fights back the poison.

Nature and Spirit

Shamans study and harness the core tenets of the natural and spiritual worlds. On the fringe of society, alone from most people, this is where these aspects are most prevalent and unforgiving. A shaman must learn the arts of medicine and healing. They must temper the harsh environments and raging tempests. They must grasp the very essence of death and decay to utilize it for their benefit. These practices are what is necessary for living a life in the wilderness.

Shamans find these ways of survival by learning from the mystic aspects of nature. Through a divine connection to nature they are able to cure wounds and disease by knowing how the health of the body and health of the soul are connected, channel the storm for protection by using primal, elemental forces to influence weather and geology, and guide the course of a person by charting the courses of stars and planets.

Community

Shamans are often found on the outskirts of civilization, settling deep in forests, jungles, and deserts or as a pack of nomads. Ranging from a tribe of a couple of dozen to a village of hundreds, shamans are shepherds to these small communities, acting in a variety of roles from healer to leader to sage. It is this community that drives a shaman to perfect their craft for they do not learn and grow merely for their benefit but for the benefit of all.

Some shamans find the large kingdoms and bustling cities of the world as too impersonal compared to their close-knit communities. Others, however, see the whole world as a community, just as in need of a shaman's help and guidance as the home they were born to.

Creating a Shaman

Shamans are deeply intertwined in the tribes they are a part, so decide what caused your shaman to leave their community. Perhaps the village elders have tasked them with a quest. Perhaps you were ostracized from your people, or perhaps your people are no more. Maybe you had your own reasons for leaving.

How does being away from your community make you feel? Are you scared without the support of your family? Do you feel as if you have abandoned them? Maybe instead you are glad to put that primitive lifestyle behind you and embrace this new world.

Quick Build

You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the hermit or outlander background.

Optional Rule: Multiclassing

If your group uses the optional rule on multiclassing in the Player's Handbook, here's what you need to know if you choose shaman as one of your classes.

Ability Score Minimum. As a multiclass character, you must have at least a Wisdom score of 13 to take a level in this class or to take a level in another class if you are already a shaman.

Proficiencies Gained. If shaman isn't your initial class, here are the proficiencies you gain when you take your first level as a shaman: light armor, medium armor, shields

Spell Slots. Add your levels in the shaman class to the appropriate levels from other classes to determine your available spell slots.

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 level after 1st

Proficiencies


  • Armor: Light, medium, shields
  • Weapons: Simple melee weapons, blowguns, shortbows, slings
  • Tools: Herbalism kit, one musical instrument of your choice

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Insight, Medicine, Nature, Performance, Persuasion, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) leather armor and a shield or (b) hide armor
  • (a) two javelins or (b) any simple melee weapon
  • A club, a sling, an explorer's pack, and a druidic focus

If you forgo this starting equipment, as well as the items offered by your background, you start with 2d4 x 10 gp to buy your equipment.

The Shaman
Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Ceremonies Known
1st +2 Spellcasting, Natural Healing (1 Hit Die) 3 2
2nd +2 Ceremonies (1/rest) 3 3 2
3rd +2 Discipline 3 4 2 2
4th +2 Ability Score Improvement 4 4 3 2
5th +3 Natural Healing (2 Hit Dice) 4 4 3 2 2
6th +3 Discipline feature 4 4 3 3 3
7th +3 4 4 3 3 1 3
8th +3 Ability Score Improvement, Ceremonies (2/rest) 4 4 3 3 2 4
9th +4 Natural Healing (3 Hit Dice) 4 4 3 3 3 1 4
10th +4 Discipline feature 5 4 3 3 3 2 5
11th +4 5 4 3 3 3 2 1 5
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 5
13th +5 Natural Healing (4 Hit Dice) 5 4 3 3 3 2 1 1 6
14th +5 Discipline feature 5 4 3 3 3 2 1 1 6
15th +5 5 4 3 3 3 2 1 1 1 7
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 7
17th +6 Ceremonies (3/rest) 5 4 3 3 3 2 1 1 1 1 7
18th +6 Wise Council, Natural Healing (5 Hit Dice) 5 4 3 3 3 3 1 1 1 1 8
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1 8
20th +6 Discipline feature 5 4 3 3 3 3 2 2 1 1 8

Natural Healing

1st-level shaman feature

You already have a profound understanding of healing practices. As an action, you may touch a willing creature and heal it using its Hit Dice. The creature spends one Hit Die, rolling it and regaining hit points equal to the roll plus its Constitution modifier and your Wisdom modifier. This feature has no effect on undead or constructs. A creature cannot be the target of this feature again until it has finished a long rest.

The amount of Hit Dice a creature can spend changes when you reach certain levels in this class. It may spend up to two Hit Dice at 5th level, three Hit Dice at 9th level, four Hit Dice at 13th level, and five Hit Dice at the 18th level.

Spellcasting

1st-level shaman feature

Drawing on the primal divine essence of nature itself, you can cast spells to shape that essence to your will. See chapter 10 of the Player's Handbook for the general rules of spellcasting and the end of the class description for the shaman spell list.

Cantrips

You know three 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.

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 plus 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 3rd-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six 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 doesn’t remove it from your list of prepared spells. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in prayer and meditation: 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 upon your devotion and attunement to 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 = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom 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

You can use a druidic focus (found in chapter 5 of the Player's Handbook) as a spellcasting focus for your shaman spells.

Ceremonies

2nd-level shaman feature

You begin your journey as a performer of ceremonies. You will use these ceremonies to strengthen your allies and your bond with them. Ceremonies can take many forms, some are a vibrant display of dancing and music, some are a somber and reverential liturgy, while others have you enter a trance state to commune with spirits around you and throughout the planes.

You gain or make an important ceremonial garb or item you use when you perform ceremonies. This object can reflect your people and their history or an aspect of nature or the spirit world. If the ceremonial object is ever lost or destroyed, you may spend 1 hour making another.

You learn two ceremonies of your choice. Your ceremony options are detailed at the end of the class description. When you gain certain shaman levels, you learn additional ceremonies of your choice, as shown in the Ceremonies Known column of the Shaman table.

Additionally, when you gain a level in this class, you can choose one of the ceremonies you know and replace it with another ceremony that you could learn at that level.

If a ceremony has been interrupted it may be continued provided the total time of the stoppage is not greater than 1 minute per half-hour of ceremony duration.

Once you perform a ceremony, you must finish a short or long rest before you can perform a ceremony again. At 8th level this increases to two ceremonies between rests, and at 17th level to three ceremonies between rests. You cannot perform the same ceremony again until you have finished a long rest.

Discipline

3rd-level shaman feature

You focus your natural magic and ceremonies by taking up a discipline of your choice: Elemental, Medical, Voodoo, Dream, or Astrological all detailed at the end of the class description. Your choice grants you features at 6th level and again at 10th, 14th, and 20th level.

Discipline Spells

Each discipline has a list of spells—its discipline spells— that you gain at the shaman levels noted in the discipline description. Once you gain a discipline spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.

If you have a discipline spell that doesn’t appear on the shaman spell list, the spell is nonetheless a shaman spell for you.

Ability Score Improvement

4th-level shaman feature

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.

Wise Council

18th-level shaman feature

You may use your Wisdom modifier instead of your Intelligence or Charisma modifier for any Intelligence or Charisma checks you make.

Shaman Disciplines

Shamans often fill many roles within their tribes and villages but most focus their magic into a specific discipline. This discipline may be chosen based on what you feel your clan is most in need of at the time, by where your passions and interests lie, or by the influence of a mentor, usually an elder shaman. And while shamans begin to specialize their power, there does not exist a strong division between those who choose separate disciplines. Shamans of varying disciplines learn from and guide each other just as much as they learn from and guide their other friends and family.

Elemental Discipline

The primal forces of nature draw awe and fear from those living in the wilds. The bitter wind of a blizzard. The crack of lightning and boom of thunder. The scorch of a raging fire. The harsh sting of a plant's defenses. The shamans following the Elemental Discipline use their natural magic to connect to these primal forces and harness them to shield their tribe from their destructive potential and turn them against those who would do them harm.

Elemental Discipline Spells
Shaman Level Spells
3rd Melf’s acid arrow, scorching ray
5th lightning bolt, protection from energy
7th elemental bane, fire shield
9th cone of cold, control winds

Elemental Healing

3rd-level Elemental Discipline feature

When you use your Natural Healing feature on a creature that received acid, cold, fire, lightning, or thunder damage since the beginning of your last turn, the target regains 4 additional hit points for each Hit Dice spent.

Primal Cantrip

3rd-level Elemental Discipline feature

Your control of basic elemental spells allows you to damage creatures at a primal level. When casting a shaman cantrip that deals acid, cold, fire, lightning, or thunder damage, you may have the cantrip deal normal damage to creatures with resistance and half damage to creatures with immunity.

Acid, Cold, Fire, Lightning, Thunder

6th-level Elemental Discipline feature

When you roll damage for a spell you cast that deals acid, cold, fire, lightning, or thunder damage and roll a 1, you may reroll the die and must take the new roll.

Elemental Guardian

10th-level Elemental Discipline feature

You can imbue a creature with elemental protection. When you cast the protection from energy spell, you may cast it without expending a spell slot. When cast in this way, the spell lasts for 8 hours and does not require concentration.

Once you use this feature, you must finish a long rest before you can use it again.

Nature's Rebuke

14th-level Elemental Discipline feature

When you cast a spell of 1st level or higher that deals acid, cold, fire, lightning, or thunder damage and requires a saving throw when you cast, you may add one additional effect to that saving throw corresponding to one damage type of the spell.

Acid. On a successful save, any weapons a creature is wielding have -1 penalty to attack and damage rolls until the end of your next turn. On a failed save, any weapons a creature is wielding have -3 penalty to attack and damage rolls until the end of your next turn.

Cold. On a successful save, a creature’s movement speed is reduced by 5 feet until the end of your next turn. On a failed save, a creature's movement speed is reduced by 15 feet and it cannot take reactions until the end of your next turn.

Fire. On a successful save, a creature takes 1d6 fire damage at the the start of its next turn. On a failed save, a creataure is on fire and takes 1d6 fire damage at the the start of each of its turns until a creature uses an action to put it out.

Lightning/Thunder. On a successful save, a creature is pushed 5 feet in one direction of your choice. On a failed save, a creature is pushed 15 feet in one direction of your choice and is deafened until the end of your next turn.

Channel Elements Ceremony

20th-level Elemental Discipline feature

You gain the Channel Elements Ceremony, and it doesn’t count against your ceremonies known.


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

Targets deal an additional 1d8 of acid, cold, fire, lightning, or thunder damage whenever they make a melee or ranged attack (the creature chooses each time it makes an attack).

Additionally, any spell these creatures cast that deals acid, cold, fire, lightning, or thunder damage now deal damage as if it were cast at one level higher than the spell slot cast.

Medical Discipline

Many shamans act primarily as their clan’s healer. Accessing the natural capabilities of the body and enhancing them through the divine magic from their devotion to nature, shamans of the Medical Discipline go furthest in this regard. They devote their study to the tireless practice of healthcare and wellbeing of their people.

Medical Discipline Spells
Shaman Level Spells
3rd aid, lesser restoration
5th mass healing word, revivify
7th aura of vitality, freedom of movement
9th mass cure wounds, greater restoration

Communal Healing

3rd-level Medical Discipline feature

You gain advantage when making Wisdom (Medicine) checks. Also, when performing your Natural Healing feature you may treat any 1 rolled on a die as a 2 and, in addition to the hit points regained, you may also remove one disease or one condition. The condition can be blinded, deafened, or poisoned.

Triage

6th-level Medical Discipline feature

When you restore hit points to a creature using a spell of 1st level or higher while the creature is at or below half its maximum hit points, the creature regains additional hit points equal to 1d6 per level of the spell.

Stat

10th-level Medical Discipline feature

You are able to act instantly when an ally expires. If a creature dies, you can use your reaction to move up to your movement speed toward it and cast the revivify spell without expending a spell slot targeting that creature.

Once you use this feature, you must finish a long rest before you can use it again.

Do Harm

14th-level Medical Discipline feature

You can use your knowledge of medicine to prevent healing. As an action, you may make a melee spell attack against a creature. On a hit, the target takes 4d12 necrotic damage and may not regain hit points for 24 hours.

Once you use this feature, you must finish a short or long rest before you can use it again.

Rejuvenation Ceremony

20th-level Medical Discipline feature

At 20th level, you gain the Rejuvenation Ceremony, and it doesn’t count against your ceremonies known.


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

Targets regain all hit points, regain half their Hit Dice, may be the target of your Natural Healing feature again, and recover spell slots of a levels equal to or less than half their highest spell level.

Voodoo Discipline

While most shamans focus primarily on healing, those of the Voodoo Discipline focus on the opposite side of nature’s coin. They use the necrotic arts as a useful tool to fight their foes. Voodoo Discipline shamans use this intertwined balance to create life from death and death from life.

Voodoo Discipline Spells
Shaman Level Spells
3rd blindness/deafness, protection from poison
5th animate dead, bestow curse
7th blight, death ward
9th antilife shell, contagion

Necrotic Healing

3rd-level Voodoo Discipline feature

You gain the spare the dying cantrip if you didn’t know it already.

Also, when you use your Natural Healing feature, you gain a number of temporary hit points equal to the half the hit points the target regained (rounded down).

Corruption

6th-level Voodoo Discipline feature

You can empower your spells with voodoo essence. When you deal damage with a spell, you can choose one target affected by the spell and roll up to half your Hit Dice, expending them. You deal additional necrotic damage to the target equal to the total.

Zombify

10th-level Voodoo Discipline feature

You can control your defeated foes. When you reduce a Small or Medium humanoid to 0 hit points on your turn, you may cast the animate dead spell without expending a spell slot as a bonus action targeting only that corpse. You may do this even if you’ve already cast a spell this turn. As a result of casting the spell in this way, you take 2d10 necrotic damage. This damage to you can't be reduced or prevented in any way.

Once you use this feature, you must finish long rest before you can use it again.

Living Dead Sacrifice

14th-level Voodoo Discipline feature

You may bestow life upon and siphon life from your undead servants. As an action, you may touch an undead creature under your control. The creature's hit points are reduced by a number of your choice up to the creature's current hit point total, and you gain a number of temporary hit points equal to the same amount. If this would reduce the creature to 0 hit points, you also gain additional temporary hit points equal to your shaman level.

In addition, any spell or ability you use that restores hit points to a creature can now restore hit points to undead.

Blood Life Ceremony

20th-level Voodoo Discipline feature

You gain the Blood Life Ceremony. It doesn’t count against your ceremonies known.


  • Ceremony Performance Time: 2 hours
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

Roll up to five of your Hit Dice, expending them. A targets increase its maximum hit points and current hit points an amount equal to the total rolled until it finishes a long rest. Your hit point maximum is reduced by a number equal to the total until you finish your next long rest, and you gain a number of temporary hit points equal to the same amount. This reduction of hit points cannot be prevented or undone by any spell or feature.

Dream Discipline

Dreams hold a significant role in both the nature of the Weave of Magic as well as the connection of the various planes. Many shamanic teachings hold that magic is merely dreams made manifest in the world. A disciple of the Dream Discipline works to study oneiric arts and to protect their tribe during the vulnerable times of sleep.

Dream Discipline Spells
Shaman Level Spells
3rd animal messenger, phantasmal force
5th catnapXGE, feign death
7th hallucinatory terrain, phantasmal killer
9th dream, modify memory

Ever Watchful

3rd-level Dream Discipline feature

Your sleeping state does not hinder your experience of the world. While you are unconscious, you can choose to be aware of your surroundings perceiving as if you were conscious and can telepathically communicate with creatures within 10 feet of you, if you share a language. You may also communicate telepathically with unconscious creatures within 10 feet of you, if you share a language.

Healing Sleep

3rd-level Dream Discipline feature

You can have any creature of your choice that completes a long rest within 60 feet of you regain an additional number of Hit Dice equal to its proficiency bonus.

Peaceful Sleep

6th-level Dream Discipline feature

You can help ensure your companions remain unharmed whilst asleep. When a creature targets an unconscious ally within 30 feet of you with an attack or a harmful spell, you may use your reaction to have the creature make a Wisdom saving throw against your shaman spell save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This doesn't protect the unconscious ally from area effects, such as the explosion of a fireball.

Day Dream

10th-level Dream Discipline feature

When you cast the catnapXGE spell, you can choose to target three additional willing creatures. In addition, a creature can be affected by this spell for this casting even if it hasn't finished a long rest since the last time it was affected by this spell.

Once you use this feature, you must finish a long rest before you can use it again.

Sedate

14th-level Dream Discipline feature

You may aid a creature into rest. As an action, choose one creature within 30 feet of you to make a Constitution saving throw against your shaman spell save DC. On a failure, the target falls unconscious for 8 hours or until it takes damage. At the end of each hour it is unconscious, the target may make another Constitution saving throw, ending the effect on a success.

Once you use this feature, you can't use it again until you finish a short or long rest.

Astral Form Ceremony

20th-level Dream Discipline feature

You gain the Astral Form Ceremony, and it doesn’t count against your ceremonies known.


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

For the duration, a target can manifest its astral form on the material plane as an action. Its material body enters unconsciousness and is in a state of suspended animation; it doesn't need food or air and doesn't age. Its astral form manifests as an exact physical duplicate, which resembles its mortal form in almost every way, replicating its game statistics and possessions. It gains a silvery cord that extends from between its shoulder blades and trails behind it, fading to invisibility after 1 foot. This cord is its tether to its material body. As long as the tether remains intact, it can find its way home. If the cord is cut—something that can happen only when an effect specifically states that it does—its soul and body are separated, killing it instantly.

While in its astral form and not on the Astral Plane, the target is invisible to all creatures save those with truesight. It makes no sounds, but can communicate telepathically with other astral forms or unconscious creatures within 60 feet of it. It has a flying speed of 300 feet. It can move through creatures, objects, and structures. It is immune to all damage except force and psychic damage. It is under the effect of the detect thoughts spell. By taking 1 minute to concentrate on a plane of existence, it can sense the direction to the nearest portal to that plane, assuming there is one. Aside from anything listed above, it can not affect the world in any way.

The astral form is a separate incarnation. Any damage or other effects that apply to it have no effect on the creature's physical body, nor do they persist when it returns to it.

If a creature's original body or its astral form drops to 0 hit points, the effect ends for that creature. If the effect ends and the silver cord is intact, the cord pulls the creature's astral form back to its body, ending its state of suspended animation.

When the duration ends or a target chooses to end the effect early as an action, its astral form returns to its physical body, and it awakens. Alternatively, as an action, it can have its body and possessions transport instantly along the silver cord to its astral form, allowing it to re-enter its body.

Astrological Discipline

The movement of the planets, moons, and stars govern much of our life. It marks the days and seasons, tells people when to begin planting or harvesting, and gives guides to find our way in the world. But the energy of the cosmic bodies also tell us about our past, present, and future. Your discipline focuses studying the cosmos to glean this information. A star can help guide us home or to our destiny.

Astrological Discipline Spells
Shaman Level Spells
3rd augury, skywrite
5th daylight, Melf's minute meteorsEE
7th compulsion, divination
9th dominate person, reincarnate

Astronomical Awareness

3rd-level Astrological Discipline feature

You have meticulously studied of the motion of the heavenly bodies. You always know the number of hours left before the next sunrise or sunset, the current phase of the moons, the positions of the planets and constellations, when any significant astronomical events will occur such as eclipses or the arrival of comets, the duration and transition of the seasons, as well the weather for the next 24 hours. Also if you can see the sun or stars in the sky, you know the cardinal directions and can't become lost except by magical means.

Lifeline Reading

3rd-level Astrological Discipline feature

When you use your Natural Healing on a creature, you gain insight into its mortality. The next time the target is reduced to 0 hit points and doesn't die outright, it immediately stabilizes.

Born Under a Star

6th-level Astrological Discipline feature

You can determine much of someone's attributes based on the predictability of star signs. If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:

  • Constitution score
  • Wisdom score
  • Charisma score
  • Intelligence score
  • Current hit points
  • Class levels (if any)

At the DM’s option, you might also realize you know one of its personality traits or a vague idea about its immediate future.

Soothsayer

10th-level Astrological Discipline feature

Your prognostication becomes more reliable. When you cast the augury spell using a spell slot, it does not increase the chances of getting a random reading.

Bad Mojo

14th-level Astrological Discipline feature

You can tamper with the fates. As an action, you emit a 30 foot cone of misfortune from you. Creatures within the area of the cone must make Charisma saving throw against your shaman spell save DC. On a failure, a creature has disadvantage on all saving throws, attack rolls, and ability checks until the start of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

Future Sight Ceremony

20th-level Astrological Discipline feature

You gain the Future Sight Ceremony, and it doesn’t count against your ceremonies known.


  • Ceremony Performance Time: 30 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 1 hour

Targets can't be surprised and have advantage on all attack rolls, ability checks, and saving throws.

Ceremonies

If a ceremony has prerequisites, you must meet them to learn it. You can learn the ceremony at the same time that you meet its prerequisites.

Ancestors Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: You
  • Duration: Instantaneous

You ask 3 questions to your dead ancestors. The questions may concern any knowledge they would have possessed in life or knowledge of their existence in the spirit world.

Beast Companion Ceremony


  • Ceremony Performance Time: 10 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

Targets gain a beast of their choice which appears in an unoccupied space within 30 feet of the target. The challenge rating of the beast is 0 and increases depending on your shaman level to 1/8 at 5th level, 1/4 at 10th level, 1/2 at 15th level, and 1 at 20th level. Each beast disappears when it drops to 0 hit points or the duration ends.

The target's beasts are friendly to it and its companions. Each target and beast pair shares the same initiative. The beasts obey any verbal commands that are issued to them by the target (no action required by it). If no commands are issued to them, they defend themselves from hostile creatures, but otherwise take no actions.

Burial Ceremony


  • Ceremony Performance Time: 5 minutes
  • Target: Up to ten dead creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Indefinite

Targets cannot be turned into undead except by you. If you turn a target into undead, it gains additional hit points equal to your shaman level.

The ceremony also effectively extends the time limit on raising the target from the dead for seven days.

Caregiver Ceremony

Prerequisite: Medical Discipline


  • Ceremony Performance Time: 10 minutes
  • Target: One creature of your choice who remains within 30 feet of you throughout the ceremony
  • Duration: 1 hour

Whenever you cast a spell that restores hit points, the target regains a number of hit points equal to three times the spell's level.

Caster Ceremony

Prerequisite: 7th level


  • Ceremony Performance Time: 2 hours
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

Targets recover one 1st-level, 2nd-level, and 3rd-level spell slot or lower.

Celebration Ceremony


  • Ceremony Performance Time: 2 hours
  • Target: Up to twenty creatures of your choice who remain within a 60 feet of you throughout the ceremony
  • Duration: 24 hours

Targets are charmed by you and up to eight other creature of your choice. A creature is no longer charmed if any creature it is charmed by does something harmful to it.

Circle Ceremony

Prerequisite: 9th level


  • Ceremony Performance Time: 1 hour
  • Target: A 10-foot diameter circle of ground you can see
  • Duration: Special

The target area becomes a temporary teleportation circle. While you have a temporary teleportation circle up, you know the teleportation circle spell, always have it prepared, and it doesn’t count against the number of spells you can prepare each day. When you cast the teleportation circle spell, you can only use the spell to go to the created circle. When you teleport to the temporary teleportation circle, the teleportation circle then breaks.

If you create a new teleportation circle, any previously made circle breaks. If you don't have this ceremony learned any teleportation circle created by this ceremony breaks.

Death Ceremony

Prerequisite: Voodoo Discipline


  • Ceremony Performance Time: 30 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

Targets are given an avenging gris-gris. The next creature to reduce a target to 0 hit points takes necrotic damage equal to your Wisdom modifier + your shaman level (minimum of 1).

Dreamscape Ceremony

Prerequisite: 15th level, Dream Discipline


  • Ceremony Performance Time: 1 hour
  • Target: 1000-foot cubic area you can see throughout the ceremony
  • Duration: 24 hours

The targeted area turns into a dreamscape in which reality has no rhyme or reason. You may choose from three of the following attributes:

  • Each time a creature moves 60 feet or more in a turn, it must succeed on a Charisma saving throw against your shaman spell save DC or return to the spot it was at the beginning of its turn.
  • Creatures are under the speak with animals spell.
  • The area is mildly obscured either through your choice of fog, dim light, or a general blurring of the sight.
  • Creatures have no sense of time in the area, believing minutes to be days or hours to be seconds at random.
  • Random illusions exist throughout the area. You may choose to have the illusions be sensual, frightening, or absurd, or combinations of all three.
  • Creatures are under the effects of the fly spell. If a creature is flying, it may without warning fall prone.
  • A creature thinks it is naked or, if normally naked, clothed.
  • Creatures feel an impending sense of dread, either that it is being stalked or that it is unprepared for an important upcoming task.

None of these effects you have chosen will afflict damage to creature, but the creature may believe damage will be done to it, even to the point of death. A creature will not notice these effects if it is outside the area looking in. Regardless of the absurdity of what is happening the creature will not question the events around it unless it has a passive Intelligence (Investigation) score higher than your shaman spell save DC.

Dreamwalker Ceremony

Prerequisite: 7th level, Dream Discipline


  • Ceremony Performance Time: 1 hour
  • Target: You
  • Duration: 8 hours

For the duration, you are aware of the dreams of creatures within 120 feet of you. As an action, you can enter the dream of a creature. You can not communicate with the dreamer or affect the dream world in anyway, and the dreamer will not notice your presence. You merely observe the dream and get a sense of the meaning the dream has to the creature. You may exit the dream as an action.

You are considered blind and deaf with regard to your own senses while in another creature's dream.

Elemental Adaptation Ceremony

Prerequisite: Elemental Discipline


  • Ceremony Performance Time: 10 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 1 hour

A target gains one of the effects of your choice:

Acid Touch. It can take 10 minutes to dissolve wood or earth of a 10 foot cube, stone of 5 foot cube, metal of a 1 foot cube by touching the material.

Flame Sight. It sees regular and magical darkness as bright light.

Electric Motion. Its movement speed increases by 10 feet.

Ice Form. It is under the effects of the armor of Agathys spell.

Elemental Smithing Ceremony

Prerequisite: 11th level, Elemental Discipline


  • Ceremony Performance Time: 1 hour
  • Target: None
  • Duration: 16 hours

You can create armor of acid resistance, a flame tongue sword, a frost brand sword, or three javelins of lightning (your choice). Your creation lasts for the duration.

Elemental Ward Ceremony

Prerequisite: 5th level, Elemental Discipline


  • Ceremony Performance Time: 2 hours
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

Targets are resistant to acid, cold, fire, lightning, or thunder damage (your choice).

Enhanced Protection Ceremony


  • Ceremony Performance Time: 30 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 1 hour

Targets gain advantage in one saving throw of your choice.

Focused Healing Ceremony

Prerequisite: Medical Discipline


  • Ceremony Performance Time: 10 minutes
  • Target: One creature of your choice who remains within 30 feet of you throughout the ceremony
  • Duration: 1 hour

The target regains the maximum number of hit points possible from any healing.

Grand Celestial Motion Ceremony

Prerequisite: 7th level, Astrological Discipline


  • Ceremony Performance Time: 1 hour
  • Target: A 30-foot radius surrounding you
  • Duration: Instantaneous

As the ceremony is performed, time begins to speed up in the area outside a radius of 30 feet of you as the motion of planets and stars spin faster. Upon completion of the ceremony, 24 hours has passed since the beginning of the ceremony. While the world outside the radius appears to spin faster, creatures outside do not note this change and everything moves normal from their point of view.

If a creature inside the the radius attempts to exit or a creature outside the radius attempts to enter, it must make a Charisma saving throw against your shaman spell save DC. On a success, the ceremony ends early with the amount of time having passed determined by when the interruption occurs.

Harvest Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Special

Targets eats a hearty meal that no longer requires them to need food for the next week.

If you've performed a Planting Ceremony within 6 months it extends to 2 weeks, and the creatures are also resistant to poison and have advantage against resisting any effects to be poisoned for this time.

Healing Ward Ceremony

Prerequisite: Medical Discipline


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

The next time a target takes damage, it immediately regains a number of hit points equal to the damage that was taken.

Improve Undead Ceremony

Prerequisite: 11th level, Voodoo Discipline


  • Ceremony Performance Time: 4 hours
  • Target: Up to two skeletons or zombies under your control who remain within 30 feet of you throughout the ceremony
  • Duration: Special

This ceremony must be performed at night. The targets become ghouls under your control.

If you don't have this ceremony learned, any undead improved this way are no longer controlled by you.

Initiation Ceremony


  • Ceremony Performance Time: 10 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 24 hours

The targets are now bonded. If one bonded target were to attack another target it was bonded with or have it make a saving throw, its bond is broken with all the other target. That creature now has disadvantage with attack rolls against those it was previously bonded with, and the previously bonded creatures have advantage on any saving throws made against the creature that broke the bond. These attributes last for 24 hours.

A bonded target can not speak a deliberate lie to another target it is bonded with.

Also, when a bonded target uses the Help action to help another bonded target, the target gains a +1 bonus to the roll.

Invigoration Ceremony

Prerequisite: Dream Discipline


  • Ceremony Performance Time: 10 minutes
  • Target: One creature of your choice who remains within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

The target loses all levels of exhaustion.

Knowledge Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

Targets gain proficiency in one skill or tool of your choice.

Lucid Sight Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

Targets are able to see into the Ethereal Plane.

Magicweaver's Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: You
  • Duration: Instantaneous

You learn 1 spell from any class and have it prepared. It counts as shaman spell for you, and it does not count against the number of spells you can prepare. It must be of a level you can cast as shown in the Shaman table. You know the spell until you finish a long rest.

Mask Carving Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: None
  • Duration: Special

You can create a mask of a humanoid. This can be of a particular humanoid you’ve seen at least once within 30 feet or one of your own design. As an action, a creature can put the mask on. When it does, it takes on the facial appearance of the humanoid.

To discern that the creature is disguised, a creature can use its action to inspect its appearance and must succeed on an Intelligence (Investigation) check against your shaman spell save DC.

When you create a new mask, any older masks lose their magic. If you don't have this ceremony learned, any previously created masks lose their magic.

Meditation Ceremony


  • Ceremony Performance Time: 4 hours
  • Target: You
  • Duration: 8 hours

Your Wisdom score increases by 2, you have advantage with Wisdom saving throws, and you have advantage with and are proficient in all Wisdom ability checks. While performing this ceremony you are considered blind and deaf.

Natural Healing Ceremony

Prerequisite: Medical Discipline


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

A target can perform your Natural Healing feature on itself once within the duration as if you had performed it.

Nature's Pilgrim Ceremony

Prerequisite: Elemental Discipline


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 24 hours

Targets suffer no ill effects from diseases, Extreme Cold, Extreme Heat, Heavy Precipitation, or Forced March, and can move through nonmagical rough terrain at no additional movement cost.

Oracle's Ceremony

Prerequisite: 5th level, Astrological Discipline


  • Ceremony Performance Time: 2 hours
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

A target can ask a single question concerning a specific goal, event, or activity to occur within 24 hours to you. The DM offers a truthful reply from an otherworldly oracle that is spoken through you. The reply might be a short phrase, a cryptic rhyme, or an omen.

The answer doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

Pack Hunting Ceremony


  • Ceremony Performance Time: 5 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 1 hour

Targets gain advantage with Dexterity (Stealth) checks.

Past Reading Ceremony

Prerequisite: Astrological Discipline


  • Ceremony Performance Time: 1 minute
  • Target: One creature of your choice who remains within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

You learn about one significant event about the target, beginning with the most recent. Significant events typically involve powerful emotions, such as battles and betrayals, marriages and murders, births and funerals. However, they might also include more mundane events that are nevertheless important in your current situation.

Planar Ceremony

Prerequisite: 13th level


  • Ceremony Performance Time: 1 hour
  • Target: An unoccupied 20-foot diameter space within 30 feet of you
  • Duration: 1 hour

You create a portal linking the targeted space to a random location on another plane of existence of your choice. A creature can expend 5 feet of movement to travel through the portal.

Planting Ceremony

Prerequisite: 5th level


  • Ceremony Performance Time: 1 hour
  • Target: 100-foot square area you can see throughout the ceremony
  • Duration: Instantaneous

You can grow and shape plants in the targeted area. You can grow cover, thick brambles, poisonous vegetation, and/or a specific plant type in any manner you choose. The plants last as long as is natural given the environment.

Relaxation Ceremony


  • Ceremony Performance Time: 10 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

Targets gain the benefits of a short rest.

Revival Ceremony

Prerequisite: 9th level, Voodoo Discipline


  • Ceremony Performance Time: 4 hours
  • Target: One dead creature of your choice who didn't die of natural causes in the last 30 days that remains within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

The target is brought back to life by reducing your hit point maximum by half. This hit point reduction cannot be prevented or undone by any spell or feature. When brought back to life, the creature regains a number of hit points equal to the reduction of hit point maximum. If this goes above its maximum hit points, it gains the rest as temporary hit points.

After you finish a long rest, your hit point maximum increases by a number equal to your shaman level until your original hit point maximum is returned.

Revitalization Ceremony

Prerequisite: 9th level, Medical Discipline


  • Ceremony Performance Time: 2 hours
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

Targets are cured of all disease, poisons, curses, exhaustion, charms, or petrifications.

Sacred Land Ceremony

Prerequisite: 11th level


  • Ceremony Performance Time: 4 hours
  • Target: 100-foot square area you can see throughout the ceremony
  • Duration: 24 hours

The targeted area becomes sacred and gains the following effects:

  • Creatures regain the maximum number of hit points possible from any healing in the area.
  • Sensors created by divination spells can’t appear inside the area or pass through the barrier at its perimeter, and creatures in the area can’t be targeted by divination spells.
  • Nothing can teleport into or out of the area, and planar travel is blocked within the area.
  • Celestials, elementals, fey, fiends, and undead cannot enter the area without your permission.

If you perform this ceremony on the same spot each day for 120 days, the area is permanently sacred.

Smiling Fate Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 16 hours

Targets gain one luck point. Whenever the target makes an attack roll, an ability check, or a saving throw, it can spend one luck point to roll an additional d20. The target can choose to spend the luck point after it rolls the die, but before the outcome is determined. The target chooses which of the d20s is used for the attack roll, ability check, or saving throw.

Spell Swap Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

A target may switch a number of prepared spells equal to its spellcasting modifier with other spells it can prepare.

Spirit Guide Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: You
  • Duration: 8 hours

You gain a spirit guide. The spirit guide acts exactly as a creature summoned from the find familiar spell with the additional benefits of speaking common, being proficient in all Intelligence and Wisdom skills, and being able to enter or return from the Ethereal Plane as an action.

Star Gazer's Ceremony

Prerequisite: 13th level, Astrological Discipline


  • Ceremony Performance Time: 8 hours
  • Target: You
  • Duration: Instantaneous

This ceremony must be performed at night where you can see stars, planets, or moons in the sky throughout the ceremony. As the ceremony takes place, you study the motion of the celestial bodies. After the ceremony, this movement reveals the most significant event that may transpire within the next 30 days on the world. The day of the significant event will be made clear, but the revelation itself may be vague and obfuscating. For example you may learn "a great power will arise this day" which may be the birth of a powerful sorcerer, the release of an eldritch horror from its arcane prison, or the beginning of a conquest that creates a mighty empire.

The event is only a possibility and doesn't take into account any circumstances that might change the outcome from now until the day.

Totem Carving Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: None
  • Duration: Special

You create a totem at least 3 feet tall and 1 feet in diameter. The totem alerts you if someone enters an area in a radius of 60 feet of it. As an action, you can see through the totem's eyes, hear through the totem's ears, and speak through the totem's mouth until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.

As an action, you can make a totem inactive. Once made inactive, you may make it active again by taking 1 hour with the totem to reactivate it. If you move the totem to a new location you must spend 1 hour reactivating the totem before gaining any of its uses.

You can have a number of totems active equal to your Wisdom modifier. If you make a totem when you are already at your maximum allowed, a totem of your choice becomes inactive. If you don't have this ceremony learned, any previously created totems become inactive.

Voodoo Doll Ceremony

Prerequisite: 9th level, Voodoo Discipline


  • Ceremony Performance Time: 1 hour
  • Target: None
  • Duration: Special

If you have a personal item and a physical piece of a creature, you may create a voodoo doll of it. While in possession of the doll you know anytime the creature takes damage, when it is affected by a spell, when it moves within or away from 100 feet of you, and when it leaves or enters your plane.

You can spend 10 minutes concentrating on the doll to gain the effects of the scry spell targeting the creature once per day. It automatically fails its saving throw against the spell.

As an action, you can prick the doll. The creature must succeed a Constitution saving throw against your shaman spell save DC or take necrotic damage equal to one-quarter your shaman level. You must finish a short or long rest before taking this action again.

You may dismiss the connection between the doll and humanoid as an action. If you make another doll, the original doll's connection is automatically dismissed. If you don't have this ceremony learned, any created doll's connection is dismissed.

Wakefulness Ceremony

Prerequisite: Dream Discipline


  • Ceremony Performance Time: 1 hour
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 8 hours

A target can't be put to sleep against its will, either by magic or natural means.

War Ceremony


  • Ceremony Performance Time: 30 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: 1 hour

A target gains a +2 bonus to attack rolls and is immune to the frightened condition.

War Leader Ceremony


  • Ceremony Performance Time: 1 hour
  • Target: One creature of your choice who remains within 30 feet of you throughout the ceremony
  • Duration: 8 hours

The target gains a +10 bonus to its initiative rolls, temporary hit points equal to your shaman level, and advantage on Charisma ability checks.

Warrior's Rest Ceremony

Prerequisite: Dream Discipline


  • Ceremony Performance Time: 30 minutes
  • Target: Up to eight creatures of your choice who remain within 30 feet of you throughout the ceremony
  • Duration: Instantaneous

A target gain the following benefits during its next long rest:

  • It can't be surprised.
  • While unconscious, attacks that hit it while the attacker is within 5 feet are not automatically a critical hit.
  • It does not suffer any penalty for sleeping in medium or heavy armor.
  • It has advantage on saving throws it must make as a result of completing a long rest, such as to resist becoming lawful evil after a rest in the Nine Hells.
  • The period of strenuous activity that requires it to begin the long rest again doubles to at least 2 hours.

Weather Ceremony

Prerequisite: 15th level


  • Ceremony Performance Time: 1 hour
  • Target: A point you can see throughout the ceremony
  • Duration: 24 hours

You can pick the weather conditions centering on the targeted point and extending in a radius for up to 5 miles. You may take a minute to dismiss or return the weather conditions during this 24 hour period. The weather can be one of the following:

  • Light Rain
  • Heavy Rain
  • Thunderstorm
  • Snow
  • Blizzard
  • Wind
  • Gales
  • Cold
  • Temperate
  • Hot
  • Foggy

Shaman Spell List

Here's the list of spells you consult when you learn a shaman spell. The list is organized by spell level, not character level.

These spells are from the Player’s Handbook. If there is a superscript following the spell, it denotes it is from another source.

AI spells are from Acquisitions Incorporated.

EE spells are from the Elemental Evil Player's Companion as well as Xanathar’s Guide to Everything.

EGW spells are from the Explorer's Guide to Wildemount.

FTD spells are from Fizban's Treasury of Dragons

SCC spells are from Strixhaven: Curriculum of Chaos

SCAG spells are from the Sword Coast Adventurer's Guide.

TCE spells are from Tasha's Cauldron of Everything

XGE spells are from Xanathar’s Guide to Everything.

Cantrips (0 Level)
  • Acid Splash
  • Chill Touch
  • Control FlameEE
  • Dancing Lights
  • Druidcraft
  • Fire Bolt
  • Friends
  • FrostbiteEE
  • Guidance
  • GustEE
  • Lightning LureSCAG
  • Magic StoneEE
  • Primal SavageryXGE
  • Produce Flame
  • Ray of Frost
  • Resistance
  • Shape WaterEE
  • Shillelagh
  • Shocking Grasp
  • ThunderclapEE
1st Level
  • Absorb ElementsEE
  • Animal Friendship
  • Armor of Agathys
  • Bane
  • Beast BondEE
  • Burning Hands
  • CeremonyXGE
  • Cure Wounds
  • Detect Poison and Disease
  • False Life
  • Feather Fall
  • Goodberry
  • Gift of AlacrityEGW
  • Ice KnifeEE
  • Inflict Wounds
  • Jump
  • Magnify GravityEGW
  • Purify Food and Drink
  • Ray of Sickness
  • Sanctuary
  • Silvery BarbsSCC
  • Sleep
  • SnareXGE
  • Thunderwave
  • Zephyr StrikeXGE
2nd Level
  • Aid
  • Augury
  • Barkskin
  • Borrowed KnowledgeSCC
  • Calm Emotions
  • Dust DevilEE
  • Enhance Ability
  • Flame Blade
  • Healing SpiritXGE
  • Lesser Restoration
  • Locate Animals or Plants
  • Protection from Poison
  • Moonbeam
  • Rime's Binding IceFTD
  • Scorching Ray
  • SkywriteEE
  • Snilloc's Snowball SwarmEE
  • Spider Climb
  • Warding WindEE
  • Web
  • Wither and BloomSCC
3rd Level
  • Ashardalon's StrideFTD
  • Bestow Curse
  • Call Lightning
  • Create Food and Water
  • Daylight
  • Elemental Weapon
  • Feign Death
  • Fireball
  • Flame ArrowsEE
  • Gaseous Form
  • Glyph Warding
  • Life TransferenceXGE
  • Mass Healing Word
  • Melf's Minute MeteorsEE
  • Motivational SpeechAI
  • Plant Growth
  • Pulse WaveEGW
  • Protection from Energy
  • Revivify
  • Sleet Storm
  • Speak with Plants
  • SPirit Shroud TCE
  • Summon Fey TCE
  • Tidal WaveEE
  • Thunder StepXGE
  • Tongues
  • Water Breathing
  • Water Walk
4th Level
  • Blight
  • Charm MonsterXGE
  • Conjure Minor Elementals
  • Death Ward
  • Dominate Beast
  • Elemental BaneEE
  • Fire Shield
  • Giant Insect
  • Gravity SinkholeEGW
  • Guardian of NatureXGE
  • Hallucinatory Terrain
  • Ice Storm
  • Polymorph
  • Sickening RadianceXGE
  • Stone Shape
  • Stone Skin
  • Storm SphereEE
  • Summon Elemental TCE
  • Vitriolic SphereEE
  • Watery SphereEE
5th Level
  • Awaken
  • Cloudkill
  • Commune with Nature
  • Cone of Cold
  • Conjure Elemental
  • Contagion
  • Control WindsEE
  • DawnXGE
  • Dream
  • EnervationXGE
  • Geas
  • Greater Restoration
  • Insect Plague
  • ImmolationEE
  • MaelstromEE
  • Mass Cure Wounds
  • Negative Energy FloodXGE
  • Raise Dead
  • Skill Empowerment
  • Transmute Rock EE
  • Tree Stride
  • Wall of Stone
  • Wrath of NatureXGE
6th Level
  • Bones of the EarthEE
  • Chain Lightning
  • Create Undead
  • Druid GroveXGE
  • Gravity FissureEGW
  • Harm
  • Heal
  • Investiture of FlameEE
  • Investiture of IceEE
  • Investiture of WindEE
  • Primordial WardEE
  • Soul CageXGE
  • Transport via Plants
  • Wall of Thorns
7th Level
  • Etherealness
  • Fire Storm
  • Finger of Death
  • Prismatic Spray
  • Regenerate
  • Resurrection
  • Symbol
  • WhirlwindEE
8th Level
  • Abi-Dalzim's Horrid WiltingEE
  • Control Weather
  • Dark StarEGW
  • Incendiary Cloud
  • Maddening DarknessXGE
  • Maze
  • Sun Burst
  • Tsunami
9th Level
  • Astral Projection
  • Foresight
  • Mass PolymorphXGE
  • Power Word Heal
  • Prismatic Wall
  • Storm of Vengeance
  • True Resurrection