The Shaman

by Lanth Sor

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The Shaman
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spellcasting 3 2 2
2nd +2 Calling 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 5 3
5th +3 4 6 3 2
6th +3 Calling Feature 4 6 3 3
7th +3 4 7 3 3 1
8th +3 Ability Score Improvement 4 8 3 3 2
9th +4 4 9 3 3 3 1
10th +4 Calling Feature 5 9 3 3 3 2
11th +4 5 10 3 3 3 2 1
12th +4 Ability Score Improvement 5 11 3 3 3 2 1
13th +5 5 12 3 3 3 2 1 1
14th +5 Calling Feature 5 12 3 3 3 2 1 1
15th +5 5 13 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 14 3 3 3 2 1 1 1
17th +6 5 15 3 3 3 2 1 1 1 1
18th +6 Calling Feature 5 15 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 16 3 3 3 3 2 1 1 1
20th +6 Calling Apex 5 16 3 3 3 3 2 2 1 1

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: Hand Axe, Clubs, daggers, darts, javelins, maces, quarterstaffs, sickles, slings, spears
  • Tools: Herbalism kit
  • Saving Throws: Constitution, Wisdom
  • Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival

Equipment


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


  • (a) a wooden shield or (b) any simple weapon
  • (a) a scimitar or (b) any simple melee weapon
  • Leather armor, an explorer's pack, and a shamanic focus

Spellcasting

Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will.

Cantrips

At 1st level, 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.

Spell Slots

The shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest. For example, if you know the 1st level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.

Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the shaman spell list. The spells known column of the shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

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 cleric 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

Totem spells

A shaman cast spells by focusing them through totems, they plant into the ground. Instead of the normal effect of the spell a magical totem is created. Totems have different effects based on the spell. The shaman may have a number of active totems equal to their proficiency bonus. While a totem is out the shaman is treated as if they were holding concentration for the purpose of other abilities. If casting a spell that has concentration as a totem spell you do not have to hold concentration for that spell. A totem uses its actual location to determine ranges. A totems has 5 hp + 10 per spell level. Totems have AC equal to 10 + the shaman's wisdom modifier.

Cantrip spell totems can be activated any number of times. Totem spells of spells 1st level or higher can be reactivated by expending a spell slot. Activation of a totem requires the shaman to be with-in 120ft of the totem. Activating a single totem can be done as a bonus action or as a reaction. As a action you the shaman may activate two placed totems. If a totem has been discharged it does not count against the shaman's limit of totems. At any time the shaman may release a totem, loosing the ability to activate it with out spending a new spell slot, and allowing new totems to be placed.

Spell totems for spells that require a melee touch instead have a range of 5ft from the totem. Spell totems with spells that have a range use the totem as the source.

Spells that provide a buff/debuff, such as bless, are now auras centered on the totem. Buff/debuff spells apply their effects at the start of each of your turns and the effect last until the start of your next turn. If a target is not in range the spell retargets the effect to a new valid target in range. As a bonus action you can instead choose what targets are benefiting that turn. The use the spells normal duration to determine how long the benefit is applied to targets in the area.

Spellcasting Focus

You can use a shamanic focus (see "Equipment") as a spellcasting focus for your shaman spells.

Callings

At 2nd level, you choose to shamanic calling, such as the Totemic Calling. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th level.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Calling Apex

At 20th level, the shaman unlocks the ultimate power of their calling.

Callings

Maelstrom Callings

The shaman has for goes master of totems to become a savage warrior.

Storm Strikes

Starting at the 2nd level, the shaman may empower a held weapon as if a totem. If empowered with a spell that deals damage the spell can be activated on a successful attack as a bonus action. If activated in such a way the spell automatically hits the target of the attack.

Extra Attack

A 6th level shaman's gains the ability to make an additional attack when taking an attack action.

Storms Resilience

When the shaman reaches the 10th level, whenever they spend bonus action for a storm strike they gain resistance to any type of damage you have dealt or received since the start of their last turn.

Lightning Stride

Starting at the 14th level, the shaman may expend a spell slot to lightning stride. Lightning stride creates a crack of lightning teleporting the shaman between 2 points. The effect varies by spell level.

Spell Slot Effect
1 30ft teleport, and deals 1d6 damage along the path. Dexterity for half damage.
2 60ft teleport, dealing 2d6 to all between the two points. Dexterity for half damage.
3 120ft teleport, dealing 3d6 to all between the two points. Dexterity for half damage.
4 250ft teleport, dealing 4d6 to all between the two points. Dexterity for half damage.
5 1000ft teleport, dealing 5d6 to all between the two points. Dexterity for half damage.
6 50 miles teleport, dealing 6d6 to with in 10ft of the two points. Dexterity for half damage.
7 500 miles teleport, dealing 7d6 to with in 10ft of the two points. Dexterity for half damage.
8 5000 miles teleport, dealing 8d6 to with in 10ft of the two points. Dexterity for half damage.
9 Teleport any where on plane, dealing 9d6 to with in 10ft of the two points. Dexterity for half damage.

Wind Fury

A 18th level shaman may expend a spell slot as a bonus action to make an additional attack. The additional attack has advantage and deals 1d6 additional damage per spell slot level above 1st.

Avatar of the Maelstrom

At the 20th level the shaman may expend a 9th level spell slot to become an avatar of the Maelstrom. The shaman becomes a living lightning beacon in the middle of the battlefield. For the next minute the shaman may cast lightning bolt and lightning stride as if using a 3rd level spell slot at-will. Enemies in 30ft gain disadvantage on rolls and allies gain advantage as lightning bolts dance around the area. You gain a fly speed equal to your move speed.

Restorative Waters Callings

The shaman has found solace in the restoration of nature.

Healing Streams

Starting at the 2nd level, the shaman's curing spell totems can project the heal an additional 30 ft beyond the spells normal range.

Water Shell Totems

A 6th level shaman may create a unique totem in the form of a liquid shell around a target that lasts until their next long rest or the spell is discharged. The waters hold a single spell that heals or provides any kind of recovery magic, such as restoration or resurrection. The shaman may set a condition as to when the spell is cast. The spell can always be activated like any other totem. Water Shell Totems count against the shaman's active totems.

Far Placement

When the shaman reaches the 10th level, whenever they would place a totem they may place it anywhere with in 60ft of them.

Cleansing Deluge Totems

Starting at the 14th level, the shaman may cast any non damaging spell using a spell slot 3 levels higher than normal to cause the spell to affect an area around the totem. The area is 10ft radius. A higher level slot can be used to double the radius; 20ft radius for 4 levels higher, 40ft for 5 levels higher, 80ft for 6 levels higher, 160ft for 7 levels higher, 320ft for 8 levels higher. Additionally any nonmagical fire is extinguished in the radius.

Purifying Warding

A 18th level shaman may place their totems in a star pattern, purging all decay undeath. The circle provides 1 healing per minute to all living in the pattern The effect last until any one of the totems is moved. Any undead take 1 damage per minute and have any passive healing negated, such as regeneration. The shaman may expend spell slots to cause the next instance of healing or damage to increase by 1d4 per level of the spell slot. Any land that was made barren is restored to a lush state in the area of the pattern.

Wellspring of Eternity

At the 20th level the shaman no longer ages and their very presence is harmful to the undead. Undead with in 10ft of the shaman take the shaman's wisdom modifier in damage per round and lose any passive healing effects. The shaman gains 4 wisdom and their maximum wisdom increases to 24. Living things are healed the shaman's wisdom modifier each round while with in 10ft of the shaman. Any previously barren land is restored to a lush state.

Totemic Callings

The shaman has spent time mastering control of their totems.

Totemic Placement

Starting at the 2nd level, the shaman may place any number of totems as an action, up to their limit.

Totemic Resilience

A 6th level shaman's totems gain resistance against all damage types.

Far Placement

When the shaman reaches the 10th level, whenever they would place a totem they may place it anywhere with in 60ft of them.

Skittering Totems

Starting at the 14th level, the shaman may use their movement to move their totems instead. The totems have a move speed of 60ft.

Totemic Warding

A 18th level shaman may place their totems in a star pattern, no two totems more than 60ft apart. The area in the center of the totems is treated as if the spell magic circle was cast in it. The effect last until any one of the totems is moved.

Totemic Mastery

At the 20th level the shaman no longer has a limit to how many totems can be placed at one time. They can still only place 6 totems at one time. Spending an action to activate a totem activates a number of totems equal to the shaman's wisdom modifier.

Volcanic Callings

The shaman has been claimed by the calling of earth and fire.

Earth Shock

Starting at the 2nd level, the shaman may spend a reaction to interrupt a spell being cast with in 60ft. The shaman makes a spell attack that deals 1d4 bludgeoning damage. The target then must make a concentration check DC 5 + earth shock's damage. If a spell slot is used the DC increases to 8 + the damage, and deal an additional 1d4 per level of spell slot used.

Lava Burst

A 6th level, whenever the shaman casts an attack spell with advantage they may spend a bonus action to unleash a fire cantrip using the lower roll as the attack roll.

Heart of the Volcano

When the shaman reaches the 10th level, their skin becomes like hardened stone and with cracks of molten fire when they cast spells. They gain resistance to bludgeoning and fire damage. Any spell they cast that deals bludgeoning or fire damage adds their wisdom modifier to the damage.

Claim the Land

Starting at the 14th level, the shaman may expend a spell slot to claim the land. Claim the land deals 1 bludgeoning and 1 fire damage to anything with-in 10ft of the shaman's totems. Activating claim the land is an action. While claim the land is active the shaman may expend a 3rd level or higher spell slot to cause one of the totems to flare up. Dealing 5d6 damage +1d6 per slot level above 3rd, in a radius from the totem. The radius is 20ft base and doubles for each spell slot level above 5th.

Molten Core

A 18th level shaman gains resistance to bludgeoning and fire damage. As a bonus action you may maximize the damage of the next spell that deals fire or bludgeoning damage you cast on the next turn.

Avatar of Earth's Fury

At the 20th level the shaman may expend a 9th level spell slot to become an avatar of the Maelstrom. The shaman becomes a living volcano in the middle of the battlefield. For the next minute the shaman may cast fireball and earth shock as if using a 3rd level spell slot at-will. The shaman is treated as if they had used claim the land with them being the totem. Each spell slot is treated as one level higher for determining effects of fire, earth, bludgeoning spells or class abilities.

Spell List

Cantrips (0-Level)

Acid Splash, Druidcraft, Fire bolt, Guidance, Mending, Poison Spray, Produce Flame, Ray of Frost, Resistance

1st-Level

Animal Friendship, Charm Person, Create or Destroy Water, Cure Wounds, Detect Magic, Detect Poison and Disease, Entangle, Faerie Fire, Goodberry, Healing Word, Jump, Longstrider, Purify Food and Drink, Speak with Animals

2nd-Level

Animal Messenger, Barkskin, Darkvision, Enhance Ability, Find Traps, Flame Blade, Flaming Sphere, Gust of Wind, Heat Metal, Hold Person, Lesser Restoration, Locate Animals or Plants, Locate Object, Moonbeam, Pass without Trace, Protection from Poison, Spike Growth

3rd-Level

Call Lightning, Conjure Animals, Daylight, Dispel Magic, Meld into Stone, Plant Growth, Protection from Energy, Sleet Storm, Speak with Plants, Water Breathing, Water Walk, Wind Wall

4th-Level

Blight, Confusion, Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Freedom of Movement, Giant Insect, Hallucinatory Terrain, Ice Storm, Locate Creature, Polymorph, Stone Shape, Stoneskin, Tree Stride, Wall of Fire

5th-Level

Antilife Shell, Awaken, Commune with Nature, Conjure Elemental, Contagion, Geas, Greater Restoration, Insect Plague, Mass Cure Wounds, Planar Binding, Reincarnate, Scrying, Tree Stride, Wall of Stone

6th-Level

Conjure Fey, Find the Path, Heal, Heroes' Feast, Move Earth, Sunbeam, Transport via Plants, Wall of Thorns, Wind Walk

7th-Level

Fire Storm, Mirage Arcane, Plane Shift, Regenerate, Reverse Gravity

8th-Level

Animal Shapes, Antipathy/Sympathy, Control Weather, Earthquake, Feeblemind, Sunburst

9th-Level

Gate, Mass Heal, Meteor Swarm, Storm of Vengeance, True Resurrection

 

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