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The NLS Shaman V.1.4.2
\pagebreak # Shaman The blistering cold is beaten away by the white hot glow at the fingertips of the aging goliath. Deep in a trance, his eyes have become as frost laden as the mountains around him. Behind him are the struggling band of his tribe's youth, surviving only thanks to the warmth his magic provides. Citing her family's incantations in a panic, the Pureblood holds an audience with her deceased Yuan-ti grandmother. The elder offers her the secret to mixing ancient medicines, medicines that might cure the wailing death ravaging her granddaughter's body. Lifting a craggy fetish, one lit ominously by purple flame, the Half-orc belts out a triumphant cry. He places the blackest of curses on the hamlet below and calamity strikes. Man, woman, and child run from the village in terror, unspeakable wraiths tearing themselves from each household soon after. Shamans are the intermediary between the living and the dead. Their practice is one of strange customs and varied traditions that can differ even amongst a single tribe. Shamans strive to maintain a healthy relationship between the will of their ancestors and the wellbeing of the living. Sometimes called witch doctors, shamans can be healers but are always the spiritual leaders of their group. ## Spiritual Leaders and Medicine Men Spirit Magic is the primal, emotional magic of the ethereal, the harnessed power of souls since departed, and the raw, untapped magical roil of reality. Shamans are those who claim this power. Through their chants and wild dances, they bridge this world to the unseen, taking power from the beyond and letting it channel through them. Shamans have a connection to the outer elements and natural order much like druids do, but Shamanism and Druidism are not compatible. Where druids seek to preserve the natural order and live in harmony, shamans seek to bend nature’s potential to their will. In a similar way, some would compare shamans and warlocks; both seek power from bonds made with preternatural entities. Unlike warlocks, who often must pay some sort of price for the power they gain, shamans enter communion with spirits as a relationship of mutual benefit and respect. Spirit magic is not something that can be easily taught. It requires a bond as strong as blood or a commitment to legacy and one's own ancestors. A novice seeking to become a shaman would need to gain the trust of an elder spirit or a small tribe to call their own before beginning to learn even the most basic shaman spells. The ability to use shamanic magic stems from this adherence to learned rituals and respect for traditions. \columnbreak ## Mystic Hermits Not every Shaman’s path leads them to live amongst a tribe. Many take the role of the ascetic, be they wandering or holed up beneath some unturned stone. Some are called to a life of self reflection and are better friends with the spirits than with any mortal. Others are tasked by the spirits to repair the roil of reality, and must set out to right the wrongs that may have led to a certain spirit’s death. In some tribes, the shaman is a nomad, expected to leave and return frequently. After extended communion with the spirits of far off lands, nomadic shamans bring back their fables for record keeping and review. For a shaman to set out on a quest, there must certainly be a reason behind it. A life of adventure is seldom the norm for a shaman. Usually some unrest must have been felt across the ethereal, forcing the shaman to go on walkabout seeking to aid in making reparations. Shamans may also take up arms to defend their homeland or to avenge the desecration of tribal burial sites. This can mean calling down lightning on barbaric tribes bent on conquest, placing a curse on the house of a noble who seeks the land your ancestors are buried in, or silencing a lich whose necromancy has disturbed an unsustainable number of long dead souls. Even while adventuring, tribal shamans maintain a connection to their home village or tribal group. They commune with the spirits to send back word of their exploits across the spirit realm. Sometimes a neighboring tribe may seek out your aid, or the departed founder of your tribe may require you to complete a task. ## Creating a Shaman When making a shaman, your primary concern should be determining who your tribe is (if you still have one), what their major practices are, and what your current relationship with them is like. The Tribes and Traditions section includes a list of several types of tribes you may belong to and what traditions those tribes typically support. Once you’ve decided on your tribe, consider your current role within that group. Are you an upstanding member of the community? Or perhaps have you fallen out of grace after a dispute between the spirits and your chief? How might other Shamans treat you, be they from your own village or another; are you a revered spiritual middleman, or an uncanny wisecracking loon? What are your ultimate goals? Do you have a particular wrongdoing to undo for the sake of your people? Or are you seeking greater enlightenment from the spirits of all peoples? #### QUICK BUILD You can make a shaman quickly by following these instructions. First Wisdom should be your highest ability score, followed by Strength or Constitution. Second choose either the Hermit or Outlander background. \pagebreak
#### The Shaman | Level | Proficiency Bonus | Features | Cantrips Known | Communion Uses |Communion Die | Spell Cap | |:-----:|:-----------------:|:---------|:--------------:|:--------------:|:-------------:|:---------:| | 1st | +2 | Spirit Magic, Spirit Communion | 3 | 2 | 1d2 | 1 | | 2nd | +2 | Mystic Memory, Tribal Tradition | 3 | 3 | 1d2 | 1 | | 3rd | +2 | Tribal Tradition Feature | 3 | 6 | 1d2 | 2 | | 4th | +2 | Ability Score Improvement | 3 | 7 | 1d2 | 2 | | 5th | +3 | - | 4 | 7 | 1d4 | 3 | | 6th | +3 | Tribal Tradition feature | 4 | 8 | 1d4 | 3 | | 7th | +3 | Sagacity | 4 | 9 | 1d4 | 4 | | 8th | +3 | Ability Score Improvement | 4 | 10 | 1d4 | 4 | | 9th | +4 | ─ | 4 | 10 | 1d6 | 5 | | 10th | +4 | Tribal Tradition feature | 5 | 11 | 1d6 | 5 | | 11th | +4 | ─ | 5 | 12 | 1d6 | 6 | | 12th | +4 | Ability Score Improvement | 5 | 12 | 1d6 | 6 | | 13th | +5 | ─ | 5 | 12 | 1d8 | 7 | | 14th | +5 | Ancestral Revelation | 5 | 12 | 1d8 | 7 | | 15th | +5 | ─ | 5 | 13 | 1d8 | 8 | | 16th | +5 | Ability Score Improvement | 5 | 13 | 1d8 | 8 | | 17th | +6 | ─ | 5 | 13 | 1d10 | 9 | | 18th | +6 | Tribal Tradition feature | 5 | 14 | 1d10 | 9 | | 19th | +6 | Ability Score Improvement | 5 | 15 | 1d10 | 9 | | 20th | +6 | Wisdom Unbound | 5 | 16 | 1d10 | 9 |
## 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, medium armor, shields - **Weapons:** Simple Weapons, Warhammer, Flail, Maul, Morningstar - **Tools:** Herbalism kit, Woodcarver’s tools - ___ - **Saving Throws:** Strength, Wisdom - **Skills:** Choose two from History, Insight, Medicine, Nature, Religion, Animal Handling, and Survival \columnbreak #### Equipment You start with the following equipment, in addition to the equipment granted by your background: - *(a)* a warhammer or *(b)* any simple weapon - *(a)* scale mail, or *(b)* leather armor - *(a)* a sling and 20 rocks or *(b)* any simple weapon - *(a)* a sage’s pack or *(b)* an explorer’s pack - *(a)* a talisman, *(b)* fetish, or *(c)* totem, and shield ### Spirit Magic *1st-level shaman feature* You have been taught the dances and incantations necessary to weave the animus of mana which runs as thread through all planes. Your magic is the practicum of traditions passed down to you by elders and the ghosts of your ancestors. See chapter 10 of the players handbook for the general rules of Spellcasting, and below for the Shaman Spell List \pagebreak
##### The Magic of Spirits As a shaman, you bargain with the spiritual world, be they spirits of the dead or spirits of nature, to cast your spells. When describing your spellcasting, think about what it looks like for these spirits to perform the spell effect. If you were to cast *thunderwave* as a wizard, it would appear as if a blast of force emanated from your body. If cast as a shaman through spirit communion, you might see the vengeful spirit of a long dead soldier pulled out of the beyond, it’s voiceless screaming blasting everything aside. When you cast polymorph, the spirit of an old wizard might agree to cast the spell for you, or perhaps the spirit of a toad which possesses your target and imposes their shape upon them. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special. The same principle applies when you prepare your spells. As a shaman, you don’t study a spellbook or pray to prepare your spells. Instead, you make lasting bonds with the dead and with the spirits in all things. This is especially true when considering your tribal history as many of your tribe’s ancestors will be the spirits you are beseeching. These bonds will allow you to seek the right help when you need to produce a specific effect. If you choose not to prepare a certain spell, consider that this might represent a specific ancestor which you cannot make contact with at the time.
\columnbreak #### Cantrips You know three Cantrips of your choice from the shaman spell list. You learn additional shaman Cantrips of your choice at higher levels, learning a 4th cantrip at 4th level and a 5th at 10th level #### Spellcasting Ability Wisdom is your spellcasting ability for your Shaman Spells, as your magic comes from your deep seated traditions and mystic ancestry. 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 #### Preparing Spells To cast spells you must expend a slot of the spell’s level or higher. You gain spell slots from use of the Spirit Communion ability. 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 + your shaman level (minimum of one spell). These spells all must be of a level equal to or less than your current spell cap. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Shaman Spells requires time spent in harmony with your ancestors; at least 1 minute per spell level for each spell on your list. #### Ritual Casting You may also cast shaman spells as rituals if they have the ritual tag and you have the spell prepared. #### Spell Cap Your mortal body cannot withstand the full might of spirit magic and must acclimate to channeling their power incrementally over time. Though the spirits may offer you spell slots of higher levels, you may only create spell slots up to your spell cap. For example, at 1st level, you may only make spell slots of 1st level even though your spirit communion die roll may be as high as 2. The Spell Cap limits the upper extreme of spells you may cast and is detailed in the shaman table. The oldest of spirits are draining to use and cannot be done frequently. You may only cast one spell at 9th level. Once you do so, you may not do so again until after you have completed a long rest. #### Spellcasting Focus You can use a shamanic fetish *(see the Shaman Gear section)* as a spellcasting focus for your Shaman spells.
\pagebreak ### Spirit Communion *1st-level shaman feature* Your devotion to the spirit realm has granted you a better connection to the immaterial than your peers. You seek the aid of spectral allies everyday, and they respond to you with trust and familiarity. These spirits may grant you guidance, aid in combat, or other boons as you gain levels in this class. As a bonus action, you may conduct Spirit Communion and select a Communion Boon available to you. Then you may roll a communion die if the boon calls for it. Roll a d2 to commune with the ancient spirits and implore them for aid. This die roll result replaces X for whichever task you choose. The Shaman table shows how many uses you have of Spirit Communion. You regain all expended uses of Spirit Communion after completing a long rest. Additionally the die you use for spirit communion increases at certain levels as shown in the Shaman table. #### Communion Boons * ***Ancestral Guidance:*** You summon a helping spirit, usually a familiar entity that you have contacted through meditation and ritual. These spirits may be ancestral spirits, former members of your tribe who now seek to aid you. These may be spirits your tribe has used for generations, the knowledge and familiarity of each passed down from parent to child. These may be spirits you have personally sought out, sometimes dangerous and mysterious. No matter the origin of your relationship, these spirits will seek to aid you in whatever way they can. Roll a communion die and choose yourself or a creature you can see within 30 feet of you. They gain a +X bonus to all skill checks made using an ability score of your choice, chosen when you bestow this boon, as the spirit guides and assists them. Certain spirits will usually help with certain ability scores. This boon lasts for up to 1 hour, but only one person may benefit from this boon at a time. If you bestow this boon on a new creature, the previous boon ends immediately. * ***Spirit Magic:*** You beseech an arcane spirit to cast a spell using you as a conduit. Roll a communion die and create a spell slot of level X or lower which you may use to cast Shaman spells. A spell slot made in this way lasts for 1 hour, and if you use Spirit Magic again, you lose the previous spell slot made using this feature. After you use a spell slot created by this feature, you lose it completely. ### Traditions *2nd-level shaman feature* You’ve fully embraced certain traditions and moral adherences of a particular sect of shamans within your tribe. These traditions are passed down each generation by the oldest and wisest. Choose one of these traditions as it suits your background or character decisions; the Warrior Tradition, the Hexen Tradition, the Spiritwalker Tradition, the Primalist Tradition, or the Seer Tradition Your choice grants you additional benefits for your Spirit Communion at 2nd level. Your choice also grants you additional features at 3rd, 6th, 10th, and 18th level. \columnbreak ### Mystic Memory *2nd-level shaman feature* You gain the ability to reach out to the local spirits, asking for their guidance. As an action, summon one of these spirits to aid you. Choose one of the following benefits: * You ask a single question about a specific goal, event, or activity that might have happened within the last 24 hours around the area, usually within 1 mile of you. Spirits will answer this to the best of their knowledge, usually in a short phrase, cryptic rhyme, or an omen. As you gain levels in this class, you can seek out older, wiser spirits for guidance. At 5th level you may ask about events up to one week old, at 9th level up to one month, at 13th level one year, and at 17th ten years. (The quality of information may also increase with your levels in this class, at your DM’s discretion.) * The spirit will offer you some of its knowledge. Choose one of the spells you have prepared. Replace it with another Shaman Spell. This spell must be of a level equal to or less than your current spell cap. You can use Mystic Memory a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ### Sagacity *7th-level shaman feature* Your mastery over the spirits has grown strong, allowing you to swiftly choose the appropriate spirit when you ask for their aid. Whenever you roll a communion die, you may assert your control over the spirits to reroll the die and then choose either result. Once you do this, you may not do so again until after you finish a long rest. Starting at 17th level, you can do this twice before a rest, but only once on the same turn. ### Ancestral Revelation *14th-level shaman feature* Through your dedication to your shamanic path, you have gained a special audience with some of the oldest and most revered spirits of your tradition. These spirits are collectively the masters of all trades and forms of Magic, and they can enter your mind to grace you with knowledge of spells outside your normal reach. As a bonus action, you gain the knowledge necessary to cast a single spell from any class, (including this one). You name this spell, and may cast it once within the next 10 minutes without expending a spell slot. This spell counts as a Shaman spell for you and must obey all the rules of your Spell Cap. Once you cast the spell, the spell’s knowledge leaves you, and you may not use this ability again until after you have completed a long rest. ### Wisdom Unbound *20th-level shaman feature* Your knowledge of the afterlife’s bridge and the meaning of all life has reached a level unmatched by most mortals. Your Wisdom score increases by 4 to a maximum of 24, and you no longer have to prepare spells from the shaman spell list in order to cast them. You have gained innate spiritual knowledge of the entirety of the shaman spell list. \pagebreak ## Tribes and Traditions Among the many varied subcultures and peculiarities of tribal life there exist constants in practice and belief. These may be as simple as a common set of chants or as complex as month-long sacrificial rituals, but all varied practices are known as facets of tradition. The sum of a tribe’s unique characteristics and beliefs will place them as followers of one or more of these traditions. For example, although the Windshear Tribe are devout in their worship of the wind which provides their kite mills with power, they also have great respect for battle and a lust for combat. This places the Windshear tribe within both the Primalist and the Warrior traditions. As a shaman, you choose one of your tribe's core traditions to adhere to, and you become a learned channeler of those traditions. Each tradition is described below and examples of tribes and the types of shamans who might follow them are included. ### Warrior Tradition Those who follow the Warrior Tradition proudly continue a legacy of blood and violence. Being the most common tradition amongst the various shamanic cultures, the path of the Warrior is one of conflict and competition as each tribe seeks to exalt their own traditions and practices, leading to much friction between tribes. For example, the Blackscale Lizardfolk have long been at war with their neighbors, and this history of bloody war is a source of pride among the Blackscale. #### Expanded Spell List *2nd-level Warrior feature* The Warrior spirits teach you the secret of additional spells. The following Spells are added to the Shaman spell list for you. | Spell level | Spells | |:---:|:-----------:| | 1st | thunderous smite, armor of agathys| | 2nd | branding smite, blur | | 3rd | crusader's mantle, blinding smite | | 4th | staggering smite, fire shield | | 5th | banishing smite, steel wind strike | #### Warchant Initiate *2nd-level Warrior feature* Your warrior ancestral heritage has hardened you for combat, and you gain another Communion Boon with which you can use your Spirit Communion die.
***Spirits of Battle*** - The spirits of your tribe are great warriors, bloodsoaked and hungry for battle. Roll a communion die and choose a weapon wielded either by yourself or by an ally that you can touch. That weapon gains a bonus to its attack and damage rolls equal to the rolled value on your communion die for a number of attacks equal to your Wisdom modifier (minimum of one). If you do not make the total number of available attacks within an hour, the Spirit leaves the weapon. Only a single weapon may gain this boon, and if you bestow this boon on another weapon, the previous boon ends immediately. \columnbreak #### War Trance *3rd-level Warrior feature* Your blood runs hot and fast as you embrace a Warrior Tradition called the War Trance. Whenever you make a melee weapon attack, you may choose to enter a War Trance before you roll the attack roll. You may also choose to enter your War Trance whenever you cast a spell that requires concentration (no action required). This trance lasts for up to 1 minute. While in your War Trance, you receive the following benefits and restrictions: * If you are concentrating on a spell, your concentration on that spell cannot be broken by taking damage, but you cannot cast spells of 1st level or higher. * Your speed is halved but cannot be reduced any further unless it is reduced to 0 outright. * You cannot take a reaction. * When you make a melee weapon attack, you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of 1). * You gain a +3 bonus to your AC. You may enter a War Trance twice and regain the ability to do so again after a long rest. You gain another use of this feature at 6th level and one more at 18th level. #### Extra Attack *6th-level Warrior feature* At 6th level, you can attack twice, instead of once, whenever you take the attack action on your turn. #### Spirit Mount *10th-level Warrior feature* At 10th level, the charging war chiefs of your tribe send the spirits of their most trusted mounts to aid you. You gain the ability to cast the spell *find greater steed* without expending a spell slot. After doing so, you must finish a long rest before you can do so again. #### Mantle of the Warchief *18th-level Warrior feature* At 18th level, you can choose to become possessed by a powerful spirit of war, your tribe's greatest ancestral spirit, your Loa. As an action, you can become an avatar of war and gain the following benefits: * You gain temporary hit points equal to 3 times your Shaman level. * You have advantage on all attack rolls * You melee attacks deal an additional 2d10 weapon damage on hit. * You can choose a number of creatures equal to your Wisdom modifier (minimum of 1) that you can see within 30 feet of you. They gain advantage on all melee weapon attacks. These benefits last for up to a minute, and once you use this feature, you cannot do so again until after you finish a long rest. \pagebreak
### Hexen Tradition The traditions of the Hexen are an old and often maligned practice. They are associated with the dark, hidden sects who tend to seclude themselves in the study of curses. Only some who follow the Hexen way are evil but all are intrigued by the magic of curses. Some young shamans may adopt these traditions hoping to reverse some terrible magical ill that has befallen their people. Even with the best of intentions, they may find the dark magic of the grim spirits to be destructively seductive. #### Expanded Spell List *2nd-level Hexen feature* The spirits of misfortune teach you the secret of additional spells. The following Spells are added to the Shaman spell list for you. | Spell level | Spells | |:---:|:-----------:| | 1st | cause fear, ray of sickness | | 2nd | ray of enfeeblement, phantasmal force | | 3rd | dispel magic, fear | | 4th | confusion, phantasmal killer | | 5th | geas, dominate person | #### Soulsapper Initiate *2nd-level Hexen feature* Your fledgling foray into the power of the dark has granted you another Communion Boon with which you can use your Spirit Communion ability. \columnbreak
***Spirits of Misfortune*** - The spirits you seek are malignant, sinister entities whose purpose is to curse and spite. Roll a communion die and spend 10 minutes performing a ritual to summon a number of Spirits of Misfortune equal to X+1. These invisible spirits remain with you for the next 8 hours as though haunting you, giving you a dark, undead aura. While they are present, people around you might hear distant whispers or feel the tap of spectral fingers. If you wish to perform another ritual to summon more Spirits of Misfortune, you must first dismiss any Spirits you have remaining as an action. Whenever a creature you can see within 60 feet of you makes an attack roll or ability check, you can use your reaction to use any number of your Spirits of Misfortune to curse the creature attempting the roll. Subtract 1d6 from that roll for every Spirit you use in this way. You can choose to send these Spirits after the die is rolled but before the outcome is known. #### Curse Trance *3rd-level Hexen feature* You erupt with a dark energy, amplifying the power of your curses. When a creature fails a saving throw against one of your spells, you may choose to enter a Curse Trance (no action required). You may also choose to enter your Curse Trance as a bonus action. This trance lasts for up to 1 minute. While in your Curse Trance, you receive the following benefits and restrictions: * If you are concentrating on a spell, any creature that must make a saving throw during its turn to free itself from the effects of your spell must do so with disadvantage, even if another effect would give it advantage, but you cannot cast another spell of 1st level or higher. * As an action, you may choose to use any number of your Spirits of Misfortune to deal 1d6+1 necrotic damage per spirit expended to a target you can see within 60 feet of you. * Your speed is halved but cannot be reduced any further unless it is reduced to 0 outright. * You cannot take a reaction except to use your Spirits of Misfortune feature.
\pagebreak You may enter a Curse Trance twice and regain the ability to do so again after a long rest. You gain another use of this feature at 6th level and one more at 18th level. #### Hunger of the Hex *6th-level Hexen feature* You have become skilled in exploiting the weakness of the victims of your spells. The first time that a creature fails its saving throw against one of your spells, that creature is dealt extra necrotic damage equal to one roll of your communion die, and you regain hit points equal to the necrotic damage dealt as you absorb a portion of your target’s life force. #### Play-thing of the Black Cabal *10th-level Hexen feature* You can spend 1 hour creating a special fetish that stores the blackest of magics. You can use this fetish as a spellcasting focus for yourself or give it to another creature. A creature gains a benefit of your choice as long as the fetish is in the creature's possession. When you create the fetish, choose the benefit from the following options: * When you force a creature to make a Wisdom saving throw, you may use your reaction to impose disadvantage on their roll. (After doing this, the fetish crumbles into dust.) * You gain the ability to speak all language. * If you would drop to 0 hit points as a result of taking damage, you instead drop to 1 hit point. If you are subjected to an effect that would kill you instantly without dealing damage, the effect is negated against you. (After either of these effects activate, the fetish crumbles into dust.) * You gain proficiency in Wisdom saving throws. * You gain resistance to necrotic, acid, poison, or psychic damage (your choice whenever you choose this benefit). \columnbreak Each time you cast a shaman spell of 1st level or higher, you can change the effect of your fetish if the fetish is on your person. If you create a new fetish, the previous one ceases to function. #### Spirit of Death *18th-level Hexen feature* You may use your action to summon the presence of your greatest ancestral spirit, your Loa, to aid you in the deconstruction of conjurations and the shepherding of souls back from the brink of the beyond. Your Loa manifests as a translucent incorporeal image of a long dead ancestor, it appears at your side and remains on this plane of existence for one minute. Your Loa emits an aura with a 10-foot-radius of viscous fog. This aura is an area of antimagic consistent with the *antimagic field* spell. It is a translucent, inky void the color of your choice which miraculously obscures nothing within or behind itself. While your Loa is summoned, you can use your action to command them to move up to 60 feet to a point you can see or to attach themselves to a creature you can see within 60 feet. If your Loa is attached to a creature, it will move with the creature when it moves. Creatures cannot interact with your Loa even if they have the ability to enter the ethereal plane. Additionally, if a creature you can see within 60 feet would drop to 0 hit points, you may use your reaction to bring them to 1 hit points instead and make them immune to all damage for the rest of the turn. Doing so requires the last of your Loa’s strength, dismissing them immediately at the end of the turn. Once you summon your Loa, you may not do so again until after you complete a long rest.
\pagebreak ### Spiritwalker Tradition Spiritwalking is wielding absolute control over one’s own personal spirit. This tradition goes through intense self reflection and meditation to learn to project their souls outside of the body and walk-about. Tribes who practice this art seek enlightenment through these out of body experiences and spiritual manipulation. Free of spirit, both figuratively and literally, Spiritwalker tribes have rites of passage where their young travel the land seeking wisdom and experience from other cultures. Many tabaxi clans in Chult follow the ways of the Spiritwalker, a tradition born from their strong physical connection to their deities, often portrayed as cat people like them. They seek to achieve personal spiritual enlightenment by transcending the limitations of their mortal bodies. #### Expanded Spell List *2nd-level Spiritwalker feature* The wandering spirits teach you the secret of additional spells. The following Spells are added to the Shaman spell list for you. | Spell level | Spells | |:---:|:-----------:| | 1st | find familiar, expeditious retreat | | 2nd | see invisibility, pass without trace | | 3rd | life transference, fly | | 4th | death ward, dimension door | | 5th | planar binding, far step | #### Spiritguide Initiate *2nd-level Spiritwalker feature* You have learned the ways of Spiritwalking, the ability to bolster spirits and transverse physical boundaries. You gain another Communion Boon with which you can use your Spirit Communion ability.
***Spiritual Bolster*** - Through diligent meditation and reflection, you have mastered your own soul's energy. You can freely transfer this energy to others to uplift and bolster them. Roll a communion die and choose a creature you can touch. That creature recovers an expended spell slot of level X or lower. If that creature cannot recover a spell slot of that level, the creature instead gains temporary hit points equal to five times the number rolled. #### Spiritwalk *3rd-level Spiritwalker feature* You partially separate your soul from your body to enter the Spiritwalk, the most basic of Spiritwalker traditions but also one of the most dangerous. As a bonus action, you may choose to enter this special state of meditation. You may also choose to enter your Spiritwalk whenever you cast a spell that requires concentration (no action required). This lasts for up to 1 minute. While in your Spiritwalk, you receive the following benefits and restrictions: * If you are concentrating on a spell, your concentration on that spell cannot be broken by taking damage, but you cannot cast a spell of 1st level or higher. * Your speed increases by 10 feet and your movement does not provoke attacks of opportunity. * You may move through space occupied by creatures' space without a movement penalty, and may move through hostile creatures' space no matter what size they are. * You cannot take a reaction. You may enter a Spiritwalk twice and regain the ability to do so again after a long rest. You gain another use of this feature at 6th level and one more at 18th level. #### Two Paths Diverged *6th-level Spiritwalker feature* The finesse with which you summon and control spirits is unparalleled. Whenever you use Spirit Magic to create a spell slot, you may instead create two spell slots. The combined level of these spell slots must equal X. For example, if you rolled your Communion Die and rolled a 4, you may create 2 2nd-level spell slots instead. These slots both last up to 1 hour, and if you use Spirit Magic to create another spell slot, any remaining spell slots created using this feature are lost. Once you choose to use this feature, you may not do so again until after you complete a long rest. #### Numinous Divination *10th-level Spiritwalker feature* You have perfected the ability to separate your body and spirit and send your spirit to distance locations. You learn the *scrying* spell. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day. You may choose to cast *scrying* as a ritual, ignoring all material components for the spell, as you send your soul on a journey to view remote events. You may cast *scrying* as a ritual twice in this way, you may not do so again until after you have completed a long rest. #### Spirit of the Journey *18th-level Spiritwalker feature* Your tribe's ancient Loa has taught you the powers of soul transference and control. As an action, you may force a creature within 30 feet to make a Charisma saving throw against your Shaman spell save DC. On a failure, your Loa surges through them, dragging their spirit out and restraining it. You and everything you are carrying and wearing disappears as you turn into pure spiritual energy and possess the now vacant body of your target. Until this possession ends, the target is incapacitated, loses control of its body, and in unaware of its surroundings. You now control the body and cannot be targeted by any attack, spell, or other effect, and you retain your alignment, your Intelligence score, your Wisdom score, your Charisma score, and your proficiencies. You otherwise use the target's statistics except for its knowledge, feats, and proficiencies. This possession lasts until either the body drops to 0 hit points, a minute has passed, or you use your Action to end this possession. When the possession ends, you reappear in an unoccupied space within 5 feet of the body, and the original spirit of the body returns with no memory of its time out of body. Once you use this feature, you cannot do so again until after you finish a long rest. \pagebreak
\pagebreak ### Primalist Tradition Primalist shamans make pacts with spirits of the primal elements, those of the elemental plane whose primordial energies are said to have created the world. Primalists invoke the Roil, their name for the power of the primordial elements, and often visualize this concept as another layer of chaotic energy over the world, much like the Weave. Primalists often find the Roil strongest in areas of extreme conditions, such as volcanoes or frozen tundras, where many of their tribesmen make their home. Some turn away from this practice as primal spirits are violent and unpredictable, but Primalists embrace this fear to command elemental spirits of great and awesome power. #### Expanded Spell List *2nd-level Primalist feature* The elements reach out and teach you the secret of additional spells. The following Spells are added to the Shaman spell list for you. | Spell level | Spells | |:---:|:-----------:| | 1st | chromatic orb, tasha’s caustic brew | | 2nd | melf’s acid arrow, aganazzar’s scorcher | | 3rd | fireball, lightning bolt | | 4th | vitriolic sphere, storm sphere | | 5th | cone of cold, immolation | #### Elemental Adept *2nd-level Primalist feature* You have learned to better control the Primal Magics, the elemental forces that make up the world. As a practitioner of the Primal, you gain another Communion Boon with which you can use your Spirit Communion ability.
***Primal Protection*** - You can alter the roiling flow of primal energies and ward those you choose from harm. Roll a communion die. You gain 1+X charges of Primal Protection. These charges last for up to 1 hour, and if you use Primal Protection again, you lose any charges you still had remaining. You can spend Primal Protection in the following ways: * Anytime a creature you can see within 30 feet takes acid, cold, fire, lighting, or thunder damage, you may use your reaction and expend 1 charge of Primal Protection to grant them resistance to the triggering damage type, including against the triggering damage, until the start of your next turn. * You can use your action to spend 3 charges of Primal Protection to touch one willing creature and grant them resistance to either acid, cold, fire, lightning, or thunder. This lasts for 1 hour. * You can use your action to spend 7 charges of Primal Protection to touch one willing creature and grant them immunity to either acid, cold, fire, lightning, or thunder. This lasts for 1 minute.
\pagebreak #### Elemental Rage *3rd-level Primalist feature* You enter a primal trance, a dangerous and volatile practice known as the Elemental Rage. You seek to directly control the primal elements around you by sheer force of will. As a bonus action, you may choose to enter this special state of meditation for up to one minute. You may also enter this state when you deal acid, cold, fire, lightning, or thunder damage with a Shaman Spell but before you roll for that damage (no action required). While in your Elemental Rage, you receive the following benefits and restrictions: * You cannot concentrate on spells. * Once per turn, you can reduce any acid, cold, fire, lightning, or thunder damage you take by an amount equal to your communion die + your wisdom modifier. * You can only cast spells that deal acid, cold, fire, lightning, or thunder damage. * Once per turn, when you deal acid, cold, fire, lightning, or thunder damage with a spell, you can add your communion die + your wisdom modifier to one damage roll of that spell. You may enter an Elemental Rage twice and regain the ability to do so again after a long rest. You gain another use of this feature at 6th level and one more at 18th level. #### Elemental Expansion *6th-level Primalist feature* You have learned to interchange the power of the elements with one another. If you cast a spell that does acid, cold, fire, lightning, or thunder damage, you can spend 1 charge of Primal Protection to change the damage type to acid, cold, fire, lightning, or thunder damage. \columnbreak #### Friend of the Roil *10th-level Primalist feature* You learn the *conjure elemental* spell. You always have it prepared, and it doesn’t count against the number of spells you can prepare each day. Once per long rest, you may cast this spell without expending a spell slot, and when you cast the spell in this way, the elemental does not become hostile to you if you break concentration on this spell. #### Spirit of Chaos *18th-level Primalist feature* Your tribe's most ferocious, dangerous ancestral spirit, your Loa, has taken notice of you and will come to your aid if you so call on it. Your Loa manifests as the Primal Roil itself, made physical and visceral on the material plane. As an action, choose a point within 100 feet of you. Your Loa manifests as a wave of pure primal energy in a 30 foot radius centered on that point. Each creature of your choice within that area must succeed on a Dexterity saving throw against your shaman spell save DC or else take 2d10 acid damage, 2d10 cold damage, 2d10 fire damage, 2d10 lightning damage, and 2d10 thunder damage and suffer an additional effect based on the primal element of your choice from the table below. On a successful save, a target only takes half damage and does not suffer an additional effect. Once you do this, you may not do so again until after you finish a long rest. | Element | Additional Effect | |:---:|:-----------:| | Acid | The target is coated in caustic fluids and takes an additional 5d10 acid damage at the end of their next turn. | | Cold | The target's speed is reduced to 0. On its turn, the target must use its Action to make a Strength saving throw against your Shaman spell save DC to break the ice encasing it. On a success, it's speed returns to normal.| | Fire | The target catches aflame, taking 2d10 fire damage at the start of each of its turns and becoming frightened of you. The target makes another Dexterity saving throw against your Shaman spell save DC at the end of each of its turn, ending the effect on a success. | | Lightning | The target's system is shocked as lightning arcs through it. The target cannot make reactions or take bonus actions. The target makes a Constitution saving throw against your Shaman spell save DC at the end of each of its turn, ending the effect on a success. | | Thunder | The target is knocked prone and deafened for 1 minute. The 30 foot radius area of Spirit of Chaos becomes difficult terrain as echoes of the thunder create a tumultuous sound fog that lingers low over the battlefield for the next minute. |
\pagebreak # Shaman Spell List
##### Cantrips (0 Level) - Acid Splash - Control Flame - Frostbite - Guidance - Gust - Lightning Lure - Magic Stone - Mold Earth - Primal Savagery - Produce Flame - Shape Water - Shillelagh - Shocking Grasp - Thaumaturgy - Totemic Attunement* - Thunderclap ##### 1st Level - Absorb Elements - After Shock* - Animal Friendship - Bane - Burning Hands - Create or Destroy Water - Cure Wounds - Comprehend Languages - Detect Poison and Disease - Detect Magic - Earth Tremor - False Life - Fog Cloud - Heroism - Ice Knife - Lava Fissure - Purify Food and Drink - Sleep - Sanctuary - Speak with Animals - Thunderwave \columnbreak ##### 2nd Level - Animal Messenger - Aid - Arc Lightning* - Augury - Barkskin - Beast Sense - Calm Emotions - Dust Devil - Flaming Sphere - Gentle Repose - Gust of Wind - Hold Person - Jerrod’s Echoing Mallet* - Lesser Restoration - Locate Animals or Plants - Locate Object - Misty Step - Scorching Ray - Suggestion - Protection from Poison - Warding Bond ##### 3rd Level - Animate Dead - Bestow Curse - Call Lightning - Clairvoyance - Conjure Animals - Create Food and Water - Daylight - Elemental Weapon - Erupting Earth - Gaseous Form - Meld into Stone - Protection from Energy - Remove Curse - Spirit Guardians - Sending - Sleet Storm \columnbreak - Speak with Dead - Spirit Shroud - Tidal Wave - Tongues - Vampiric Touch - Water Walk - Wind Wall - Windfury* ##### 4th Level - Blight - Conjure Minor Elementals - Control Water - Divination - Dominate Beast - Elemental Bane - Guardian of Nature - Ice Storm - Locate Creature - Molten Lash* - Polymorph - Stone Shape - Wall of Fire - Watery Sphere ##### 5th Level - Commune with Nature - Conjure Elemental - Contact Other Plane - Control Winds - Danse Macabre - Dream - Flame Strike - Frozen Tomb* - Greater Restoration - Hold Monster - Maelstrom - Reincarnate - Scrying - Wall of Stone \columnbreak ##### 6th Level - Bones of the Earth - Create Undead - Chain Lightning - Find the Path - Flesh to Stone - Freezing Sphere - Investiture of Flame - Investiture of Ice - Investiture of Stone - Investiture of Wind - Move Earth - Primordial Ward - Soul Cage - True Seeing - Windwalk ##### 7th Level - Etherealness - Fire Storm - Finger of Death - Forcecage - Firestorm - Plane Shift - Resurrection - Whirlwind ##### 8th Level - Control Weather - Dominate Monster - Earthquake - Sunburst ##### 9th Level - Astral Projection - Foresight - Imprisonment - Power Word Kill - True Polymorph
\pagebreak # New Spells #### Aftershock *1st Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ Summoning the primal storm, lightning leaps out from your outstretched fingers towards a creature of your choice within range. Make a ranged spell attack against that creature. On a hit, the target takes 2d8 lightning damage and lightning swirls around the target. The next time you hit the target with a melee attack during this spell's duration, your attack deals an extra 2d8 lightning damage. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the number of times a melee weapon attack can trigger this extra damage during the spell's duration increases by 1 for each slot level above 1st. #### Arc Lightning *2nd Level Evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M - **Duration:** Instantaneous ___ A bolt of lightning arcs toward a target of your choice which you can see within range. Three other arcs then leap from that target to as many as three other targets, each which must be within 20 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolt. A target must make a Dexterity saving throw. The target takes 3d8 lightning damage on a failed save and half as much on a successful save. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd. \columnbreak #### Frozen Tomb *5th level Transmutation* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You invoke the name of Verglas, summoning the stoic spirits of frosts to freeze your foes. Make a ranged spell attack against a creature within range. On a hit, the creature takes 4d8 cold damage and is covered in deadly frost. The next time you hit the target with an attack during the spell's duration, your attack deals an extra 4d8 cold damage, and, if the creature is Large or smaller, it is petrified as a thick shell of ice encases the creature. This ice melts at the end of your next turn, freeing the creature from its petrification. #### Jerrod's Echoing Mallet *2nd Level Enchantment* ___ - **Casting Time:** 1 Action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute ___ With the sound of thunder echoing across the high mountains, you summon a furious mace within your hands. It lasts for the duration. It counts as a simple melee weapon with which you are proficient, it's damage die is a d10, and you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon. The weapon is considered magical, and when you cast this spell, you may make one melee weapon attack against a creature within 5 feet of you using this weapon. If you let go of the weapon, it disappears, but you can evoke the mace again as a bonus action. After you hit with the weapon, you may immediately use your bonus action to summon and strike a spectral gong, resounding the blow again for all to bear witness. Each creature within 10 feet of you (excluding yourself) must make a Constitution saving throw. On a failed save, a creature takes thunder damage equal to the amount of damage dealt by the weapon's hit. On a successful save, a creature takes half as much damage. After doing this, the spell ends. The weapon has a form of your choosing, but it must be a club or mace in design. Many tribes (particularly of the Warrior path) carve unique totems into their weapons and may adorn them with animal hides, bright feathers, or carved stone. **At Higher Levels.** When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for every two slot levels above 2nd. \pagebreak #### Lava Fissure *1st level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a shard of volcanic glass) - **Duration:** Concentration, up to 1 minute ___ You open a rocky vent to the volcanic core of the underdark. As an action, choose a five foot cube of space you can see within range. The ground erupts at that location in a molten fissure that lasts for the spell's duration. Any creature that ends it's turn within the spell's area must succeed on a Constitution saving throw or else suffer a level of exhaustion from the immense heat suffusing upwards. As a bonus action on each of your turns, you can cause jets of lava to erupt forth from each five foot cube of fissure dealing 2d6 fire damage to a creature within 10 feet of that fissure. A creature cannot be targeted by more than a single jet of lava. **At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, you can create additional fissures, one additional fissure for each slot above 2nd. When choosing the location of these extra fissures, you may arrange them as you wish. Each fissure takes up a five foot cube and must have at least one face adjacent to the face of another cube. #### Molten Lash *4th level evocation* ___ - **Casting Time:** 1 Action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute ___ You invoke the word of Pahoehoe, calling upon the destructive nature of the fire spiirts. Make a ranged spell attack against a creature within range. On a hit, the creature takes 3d10 fire damage and starts to shine with a hazardous glow. The next time you hit the target with an attack during the spell's duration, your attack deals an extra 8d6 fire damage, and the target explodes in a lava burst. Every other creature within 15 feet of target (excluding you) must succeed on a Dexterity saving throw or else take 8d6 fire damage. \columnbreak #### Totemic Attunement *Abjuration cantrip* ___ - **Casting Time:** 10 min - **Range:** Touch - **Components:** V, S, M (a knife made from the bones of an honorable creature, and a piece of wood or stone) - **Duration:** Until Dispelled or Triggered ___ Over the duration of casting this spell, you carve a small wooden totem, an esoteric tchotchke that you fill with your magic. You can store a prepared spell of 1st level or higher by expending an appropriate spell slot and storing the spell inside the totem. While you hold the totem, you may use your action to cast the spell stored within the totem without expending a spell slot, after which the totem crumbles into dust. You may only have a single totem created at any time, and if you use this cantrip to create another totem, any previous totem you created loses its magic. Anyone who holds the totem might sense some of the magic inside, a sensation fitting the nature of the spell. For example, a totem containing burning hands might feel hot to the touch. #### Windfury *3rd Level Enchantment* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a melee weapon) - **Duration:** Instantaneous ___ You invoke the name of the Squall, summoning the fierce spirits of wind to empower your weapon. Make three melee weapon attacks using the weapon used in the casting of this spell against any creature within 5 feet of you. **At Higher Levels.** When you cast this spell using a spell slot of 4th level or higher, make an additional melee weapon attack, one for every two slot levels above 3rd. \pagebreak ## Shaman Gear This section describes items that have special rules or require further explanation. **Shamanic Fetish.** A shamanic fetish is a relic of your tribe, a representation of your connection to the spirits beyond. It might be a small wooden totem of a guardian spirit passed down your family through the generations.It might be a small doll made of straw and feathers to represent the first spirit you met as a child. It is always made of natural elements and is usually hand made by yourself or someone from your tribe. A shaman can use a shamanic fetish as a spellcasting focus, as described in chapter 10 of the Player’s Handbook. To use a fetish in this way, the caster must hold it in hand, wear it visibly, or it must be attached to the wooden handle of the weapon that you are wielding. > ##### Equipment Packs >The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the item > > ***Explorer’s Pack*** (10 gp). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. > ***Sage's Pack*** (30 gp). Includes a backpack, a bedroll, a healer's kit, a set of dragon bone dice, A small steel knife, a piece of flint, 5 days rations, a flask, and wooden pipe ## Starting Equipment When you create your character, you receive equipment based on a combination of your class and background. Alternatively, you can start with a number of gold pieces based on your class and spend them on items from Chapter 5 of the Player's Handbook. See the Starting Wealth by Class table to determine how much gold you have to spend. Think about how you came by this starting equipment. It might have been an inheritance from your tribe, a good-bye gift from your family as you left on your journey, or you might have stolen it as your tribe is long gone. ##### Starting Wealth by Class | Class | Funds | |:---:|:-----------:| | Shaman | 4d4 X 10gp | \columnbreak ## Multiclassing Prerequisites To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table. ##### Multiclassing Prerequisites | Class | Ability Score Minimum | |:---:|:-----------:| | Shaman | Wisdom 13 | ### Proficiencies When you gain your first level in a class other than your initial class, you gain only some of the new class's starting proficiencies, as shown in the Multiclassing Proficiencies table. ##### Multiclassing Proficiencies | Class | Proficiencies Gained | |:---:|:-----------:| | Shaman | Light armor, medium armor, shields, Woodcarver’s tools | > ##### Art Credits > >Original Art by Chasm Czar > \pagebreak # Patch Notes ## Patch 1.2.1 ### Language * **Grammar & Spelling Errors Corrected** * **Nomenclature Rework** - Changed the names of some subclasses to be more PHB friendly, changed the name of the 2nd level feature from Deep Focus to Deep Trance. * Wudu - Hexmaster * Warsong - Warrior * Ebbentide -Primalist * Tribal Tradition prompt no longer makes reference to Subclasses that do not exist. * Tribal Tradition's mention at 3rd Level no longer mentions Subclasses that do not exist. ### Core * **Mystic Memory** - Changed to better invoke the notion of "divination for the past" * Mystic Memory(Before) - *"At 2nd level, you gain the ability reach out to the local spirits, asking for their guidance. As an action, you may inquire about a specific topic or event that might have happened within the last 24 hours around the area, usually within 1 mile of you. Spirits will answer this to the best of their knowledge. Once you use this feature, you may not do so again until after a short or long rest. As you gain levels in this class, you can seek out older, wiser spirits for guidance. At 5th level you may ask about events up to one week old, at 9th level up to one month, at 13th level one year, and at 17th ten years. (The quality of information may also increase with your levels in this class, at your DM’s discretion.)"* * Mystic Memory(After) - *"At 2nd level, you gain the ability reach out to the local spirits, asking for their guidance. As an action, you may ask a single question about a specific goal, event, or activity that might have happened within the last 24 hours around the area, usually within 1 mile of you. Spirits will answer this to the best of their knowledge, usually in a short phrase, cryptic rhyme, or an omen. Once you use this feature, you may not use it again in the same area until after you finish a short or long rest. As you gain levels in this class, you can seek out older, wiser spirits for guidance. At 5th level you may ask about events up to one week old, at 9th level up to one month, at 13th level one year, and at 17th ten years. (The quality of information may also increase with your levels in this class, at your DM’s discretion.)"* * **Mystic Conflux Removed** - Mystic Conflux is a fine name, but didn't reflect what the fantasy was supposed to be. The ability also drew from your existing uses of Spirit Communion, which does somewhat fit the fantasy, but feels like a drag on a cool ability that was already limited to once per long rest. * Mystic Conflux(Removed) - *"Beginning at 14th level you have gained special audience with the oldest and most revered spirits of your tribe, these spirits are master of all trades and forms of Magic and can enter your mind to grace with knowledge of spells outside your normal reach. Your Spirit Communion gains an additional boon as an option. -you may gain the knowledge necessary to cast a single spell from any class (including this one) without expending a spell slot. You name this spell as part of your Spirit Communion and may cast the spell at any time it could normally be cast in the following 10 minutes. While it is being cast it counts as a shaman spell for you, and obeys all spell cap restrictions. Once the casting is complete, the spell’s knowledge leaves you and you may not use this communion boon again until after you have completed a long rest."*" * **Ancestral Revelation Added** - Replaced Mystic Conflux. Ability no longer uses a Spirit Communion. * Ancestral Revelation - *"Beginning at 14th level, you have gained special audience with the oldest and most revered spirits of your tribe. These spirits are collectively the masters of all trades and forms of Magic, and they can enter your mind to grace with knowledge of spells outside your normal reach. As a bonus action, you gain the knowledge necessary to cast a single spell from any class, (including this one). You name this spell, and may cast it once within the next 10 minutes without expending a spell slot. This spell counts as a Shaman spell for you and must obey all the rules of your Spell Cap. Once you cast the spell, the spell’s knowledge leaves you, and you may not use this ability again until after you have completed a long rest."* \pagebreak * **Totem Carving Removed** - Shaman had too many tools to carve out its niche as a peculiar caster in the early game, however Totems are a core part of some people's interest in shamanism, and as such totems will be implemented in another way. * Totem Carving(Removed) - *" With a bit of effort you have learned to maintain a more permanent communion with a spirit by tying its essence to a physical form. Roll a communion die and subtract 2 from the result, you create spell slot of that level and carve it into a totem of wood, stone or other pliable form. This totem stores the spell until an outside influence triggers it's activation. You determine what triggers the totem when you carve it. Triggers typically include touching or approaching the totem, manipulating the totem in some way, or any specific audible or visible conditions are met within 20 feet of the totem. You may have only one totem at a time, and when you attempt to make a new totem your old totem becomes mundane."* ### Subclasses * **Primalist Tribe** * Removed learning acid splash at level 6. Revised to allow damage type changes for better flexibility. * **Some subclasses still need abilities** * Spiritwalker and Primalist Tribes have nothing to do at 18th level. ### Miscellaneous * **Added "New Spells" Section** * Still no new spells * **Spell List Tweaks** * Acid Splash added - Control Flames Removed * **Document Makes Reference to Shaman Gear Section** * Shaman Gear Section doesn't exist * **Patch Notes Added** - Dev's worried it might just spawn memes. ## Patch 1.3 - (Post Extended Playtesting) ### Core * **Changed Spell Cap to only limit 9th Level Spells** - Initial math for shaman did not assume a single 6-th, 7-th, 8-th, or 9-th level spell being used. So not it has been limited so that only a single 9th level spell slot can be created but unlimited potential 6-th, 7th, and 8-th. * **Spirit Magic Spell Slot duration changed to 1 hour** - to prevent any sort of confusion about cast times over 1 action, spell slots created from spirit magic now last 1 hour which will accommodate most spells now. * **Shamans can now use bonus actions while in Deep Trance** - Deep Trance should be a strong effect, but we found that we were giving it more power in subclasses and still finding the lack of bonus actions troublesome. It requires bonus actions to use most of the class’ core features and feels wrong that one of the main mechanics of the class should be cutting you off from most of the class utility. ### Subclasses * **Warrior** - Change to War Trance to give more survivability. War Trance was not providing enough in play and also was lack-luster compared to other Trances. * **Hexmaster** - Reworked Spirits of Misfortune to be more deliberate and direct. Previous version was too powerful without a save. Added a new 6th level feature to match the power increase of other classes and because previous feature was obsolete due to subclass spell list. * **Added Subclass** - The Seer Tradition and all the predestination that follows was added. No playtesting has yet occurred for ⅔ of their subclass options, so we figured it’s about time to make it ¾. The Seer Tradition charges into battle knowing just how bad things end up for their adversaries. ### Spell List * **Increased Spell list size** - Shamans had one of the smallest spell lists in the game, and we determined that was inconsistent with the design of the class and bad for the new player experience. Often at low level, there were few good targets for Deep Trance to ignite on. More on that shortly. * **Shaman Exclusive Spells** - Every Class needs a few wow factor unique spells so that Bards have a reason to read their spell lists. We thought shaman could use a few of those, and they needed better targets with which to activate Deep Trance. * **Subclass Exclusive Spells** - Each subclass also doubled the number of spells that were added to the shaman spell list for them. This is also to add consistency with the other classes who do similar things. ### Miscellaneous * **Shaman Gear Section Exists** - Added rules and desc. for fetish weapon attachments and the shamans own specialist starter pack, “the Sage’s Pack”. \pagebreak ## Patch 1.4 - (Post Extended Thinking) ### Core * Removed **Deep Trance**. Trances are now a part of subclasses. This removes clunk in format and allows tweaking on a subclass by subclass basis. * Turned all Tribes to Traditions for better flavor and understanding. * Moved Subclass, Tribal Tradition, to 2nd level. * Cleaned up format and wording in many places. ### Subclasses * Removed Seer Tradition. Flavor is not there yet. * Add Deepcaller as DLC but not here. This is just a tease. ## Patch 1.4.1 - (Post First Reddit Fame) ### Core * Slightly adjusted Communion Uses to smooth out curve and gain a bit more power * Added Sagacity as Core. Removed from Spiritwalker. ### Subclasses * Made it so that in every trance, you could cast spells so long as you are not concentrating on a spell already. * Changed some wording on features that allowed free spells to be cast. * Spiritwalker. Removed Spiritual Control and added Two Paths Diverged. Split Communion into two smaller spell slots. * Changed Hexen Communion Boon and Trance to make it stronger and more fitting to the subclass theme. ### Spell List * Replaced *carve totem* with *totemic attunement*. ### Art * Added Tasty, Tasty OC.