The Shaman

by TheCrazyDragonLady

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The Shaman

The Shaman


An orc shaman raises her hand in the middle of a group of chanting assistants, drawing lines on the ground to revive a fallen friend.
A lizardfolk pulls a feather glowing with power from her necklace, throwing it on the ground, summoning a giant owl in a burst of feathers.
An elf laughs as he dances under moonlight, drawing down wisps of light into an arcane seal drawn upon the ground.
All shamans channel raw sources of power into spellcraft, harnessing raw power through rituals as a cleric channels their god's power. Far older than any other way of channeling magic, a shaman's power is versatile and not to be underestimated.

Channelers of Power

The power Shamans draw upon, called a Channel, shapes their perspective and spells. Many shamans often seek to emulate that Channel, with Animal shamans wearing fur or feathers, or Solar or Lunar shamans wearing pendants or bracelets depicting their celestial sphere. Most shamans apprentice under a more experienced shaman for many years as they learn to use their gift.

Power Through Rituals

A Shaman preforms magic through rituals, either passed down from teacher to student, or instinctively understood by the shaman themselves. Often incorperating aspects of their channel, the rituals are extremely symbolic and personalized to each Shaman. The Shaman's Intent and belief in the results shapes the ritual just as much as the words spoken and items offered.

Creating a Shaman

When making a shaman, consider how their connection to a channel effects their beliefs and actions. Why did they choose that channel? Have they always had a connection to a specific animal, a presence drawing them towards the harsh sun or gently glowing moon? Have they heard the whispers of those that came before, guiding their actions? Did they see a dragon flying overhead and become enamored with their power?
What made your shaman choose to become an adventurer? Are they seeking lost knowledge, a ritual to cure a friend's illness, or are they just drawn to adventure?

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, and shields
  • Weapons: simple weapons
  • Tools: herbalism kit

  • Saving Throws: Wisdom, Intelligence
  • Skills: Choose 2 from the following: Animal Handling, Arcana, Insight, Investigation, Medicine, Nature, Perception, or Survival

Quick Build

You can make a Shaman quickly by following these suggestions. First, put your highest ability score in Wisdom, followed by Constitution or Dexterity. Second, choose the Outlander background.

Equipment

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

  • (a) any simple weapon or (b) a shortbow and 20 arrows
  • (a) a quarterstaff or (b) any simple weapon
  • (a) explorer's pack or (b) a priest's pack or (c) a scholar's pack
  • (a) druidic focus or (b) component pouch
  • leather armor
  • a small trinket of your choosing worth at most 5gp.

Alternatively, you can ignore the equipment here in your background, and buy 5d4 × 10gp worth of equipment from Chapter 5 of the Player's Handbook.

Multiclassing

The prerequisites for multiclassing into Shaman is a Wisdom score of at least 13. When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies.
Armor: light armor
Weapons: simple weapons

The Shaman
Level Proficiency
Bonus
Features Cantrips
Known
Maximum
Spell Level
Spell Level
Stored
1st +2 Ritual Spellcasting, Talisman 2 1 1
2nd +2 Channel 2 1 2
3rd +2 Immersion in Nature, Ritual Gift 2 2 3
4th +2 Ability Score Improvement 3 2 4
5th +3 Casting Time Improvement 3 3 5
6th +3 Channel Feature 3 3 6
7th +3 3 4 7
8th +3 Ability Score Improvement 3 4 8
9th +4 3 5 9
10th +4 Channel Feature, Ritual Gift Improvement 4 5 10
11th +4 Casting Time Improvement 4 6 11
12th +4 Ability Score Improvement 4 6 12
13th +5 4 7 13
14th +5 Channel Feature 4 7 14
15th +5 4 8 15
16th +5 Ability Score Improvement 4 8 16
17th +6 Casting Time Improvement 4 9 17
18th +6 Channel Feature 4 9 18
19th +6 Ability Score Improvement 4 9 19
20th +6 Casting Time Improvement, Master of Rituals 4 9 20

Ritual Spellcasting

1st, 6th, 11th, 16th, and 20th level Shaman Feature
By channeling the powers around you, you may slowly syphon energy in order to cast spells.

Cantrips

At 1st level, you know two 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.

Casting Ritual Spells

You can cast any spell from your Shaman Spell List as a ritual provided that it does not exceede the maaximum Spell Level column of the Shaman class table. When you cast a spell this way, your ritual time is determined by the Ritual Casting Time Table, below, replacing the casting time of the spell. For the duration of the ritual casting time, you must maintain concentration (as if concentrating on a spell). Performing a ritual requires your action for each round you are performing the ritual. The Maximum Spell Level column of the class table determines the highest level ritual spell you are able cast.
You may cast spells at a higher level by performing the longer ritual for that spell’s level at which you intend to cast them.
This counts as light activity for you, allowing you to cast during a short or long rest.
If a spell has a ritual tag, you may instead follow normal rules for ritual casting.
In all other ways, spellcasting follows the rules as described in Chapter 10 of the Player’s Handbook. Your spell list is located at the end of this document.

.

Ritual Casting Time

Spell
Level
Time to Cast
(Level 1-4)
Time to Cast
(Level 5-10)
Time to Cast
(Level 11-16)
Time to Cast
(Level 17-19)
Time to Cast
(Level 20)
1st 10 minutes 5 minutes 5 minutes 1 minute 1 minute
2nd 15 minutes 15 minutes 10 minutes 10 minutes 5 minutes
3rd 30 minutes 15 minutes 15 minutes 10 minutes
4th 1 hour 30 minutes 30 minutes 15 minutes
5th 2 hours 1 hour 1 hour 30 minutes
6th 2 hours 2 hours 1 hour
7th 4 hours 3 hours 2 hours
8th 6 hours 5 hours 3 hours
9th 8 hours 4 hours

Ritual Casting Time

The table below depicts the amount of time you need to spend at any level to cast a ritual of any level. Just because the table lists a spell level does not mean you have access to it, the maximum Spell Level Column of the Shaman class table determines the highest level spell you can cast. At level 5th, 11th, 17th, and 20th level your experience casting rituals allows you to cast them quicker.

Ritual Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your instincts and understanding of channeling the energy around you. 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 Spellcasting Focus

You can use your Tailsman as a spellcasting focus for your Shaman spells.

Talisman

1st level Shaman Feature
During a long rest if you do not have a Talisman, you may select a non-magical object. At the end of the long rest the object becomes your Talisman. You may have only one object as your Talisman at any given time. You can dismiss an object from being your Talisman during the same process as obtaining a new Talisman. Your Talisman is considered magical. As an action, as long as your Talisman is on the same plane of existence as you, you can teleport it to your hand.
Your Talisman acts as a spell focus in addition to any other properties of the item. You can store spells into your Talisman by performing the normal Ritual Casting Progress, but instead of casting it, you instead store it within your Talisman. The total combined level of spells stored is determined by the Maximum Spell Level Column in the Shaman Class Table. If you store more than the Maximum Spell Level, the oldest spell stored in the Talisman immediately vanishes from it.
While the spell is stored in your Talisman, you may cast it using its normal casting time without material components. When you cast a spell from your Talisman, the Spell Levels used to store it is freed, and may be filled again by any spell you can Ritual Cast. Any stored spell in your Talisman fades a week after being stored.

Channels

2nd, 6th, 10th, 14th, and 18th level Shaman Feature
When you reach 2nd level, you gain the ability to channel natural power. You may choose from Ancestor Channel, Animal Channel, Draconic Channel, Lunar Channel, and Solar Channel. What power you channel grants you features at 2nd level and again at 6th, 10th, 14th and 18th level.

Immersion in Nature

3rd level Shaman Feature
You have advantage on skill checks to locate plants and animals as well as natural features. In addition, you have advantage on crafting and healing checks involving herbs and animals.

Ritual Gift

3rd and 10th level Shaman Feature
When you cast a ritual spell from your talisman or from completing a ritual with a range of self, you may instead touch a creature and transfer the effects to them as if the spell had a range of touch. You maintain concentration on that spell.

At 10th level, the creature given the spell may maintain concentration for that spell instead.

Ability Score Improvement

4th, 8th, 12th, 16th, and 19th level Shaman Feature
When you reach 4th, 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.
If your DM allows the use of feats, you may instead take a feat.

Master of Rituals

20th level Shaman Feature
At the end of a long rest, you may select a number of Shaman spells whose total spell level is equal to the remaining space in your talisman. Your Talisman is filled with those spells.

Channels

Ancestor Channel

Of all the channels, Ancestors is the most tied to a sense of self and tradition. Channeling the powers of those who came before, Ancestor Channel Shamans often serve as spiritual leaders.

Additional Spells

You learn the cantrip Guidance. If you already know this cantrip, you may instead pick any cantrip from the Shaman spell list. The following spells are added to the Shaman spell list for you.

Expanded Spell List
Level Spells
1st Guiding Bolt, Dissonant Whispers
2nd Spiritual Weapon, Calm Emotions
3rd Spirit Guardians, Spirit Shroud
4th Aura of Life, Guardian of Faith
5th Awaken, Legend Lore

Ancestor's Guidance

2nd, 6th, 14th, and 18th level Ancestor Channel feature
The whispers of your Ancestors guide your actions. At the end of a long rest, you may pick a skill or tools proficiency, and you gain +1 to checks using that skill or tool proficiency until the end of your next long rest.
The number of skills and bonus to the checks increase by one at 6th (2), 10th (3), 14th (4), and 18th (5). This bonus does not stack with other abilities that provide a bonus to skill checks.
At 10th level, instead of giving the bonus to
yourself, you may instead give the bonus to a
creature you can see instead.

Commune with the Dead

6th level Ancestor Channel feature
When in the presence of a dead creature's
corpse, you may use your action to ask the
creature's spirit a single question. The corpse
must still have a mouth and can't be undead.
They answer it truthfuly to the best of their
ability and extent of their knowledge.
A corpse can only be targeted this way once.
If a target's spirit is trapped or destroyed,
this ability does nothing.

Ghostly Form

14th level Ancestor Channel feature
You can focus on your connection with spirits in order to temporarily take on their traits. As an action, you gain the following benefits until the start of your next turn:

  • You can move through other creatures and objects as if they were difficult terrain, as well as see and affect creatures and objects on the Ethereal Plane. You take 1d10 force damage if you end your turn inside an object. If you are inside an object when this feature ends, you are immediately forced to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.
  • You gain resistance to nonmagical Bludgeoning, Piercing, and Slashing damage.

One with those Before

18th level Ancestor feature
At the end of a long rest, you can gain some of an ancestor's prowess. One ability score of your choice increases by 2 to a maximum of 22. You also may gain one of the following:

  • A level 10 or lower feature from a class (For the purposes of your level in that class, it is equal to 1/2 your shaman level).
  • One skill proficiency.
  • One saving throw proficiency.

Animal Channel

Animal Channel Shamans often serve as protectors of woods, coexisting with druids. Whereas druids may focus on a companionship with all animals, Animal Channel Shamans focus on a connection with a particual animal or type of animals, often living with them.

Additional Spells

You learn the cantrip Mage Hand. If you already know this cantrip, you may instead pick any cantrip from the Shaman spell list. The following spells are added to the Shaman spell list for you.

Expanded Spell List
Spell Level Spells
1st Animal Friendship, Entangle
2nd Alter Self, Summon Beast
3rd Conjure Animals, Phantom Steed
4th Guardian of Nature, Mordokinan’s Faithful Hound
5th Wrath of Nature, Conjure Elemental

Animal Form

2nd, 10th, and 18th level Animal Channel feature
Your connection with nature allows you to transform into animals.Pick one of the following animal forms: Agile Beast, Aquatic Beast, Pack Beast, Strong Beast, Sturdy Beast, or Winged Beast. As an action, you may transform yourself into that form, and you may return to your normal form as a bonus action. This form uses your proficiency bonus (PB) in several places. You determine the appearance of the form, appropriate to the stat block. When you gain a level in Shaman, you may replace your choice with another.
Your statistics are replaced with that of the animal form, accept for your Intelligence, Wisdom, and Charisma scores. You assume the hit points of your new form. When you revert to your normal form, you return to the number of hit points you had before you transformed; unless you are dropped to 0 hit points in your animal form, where you transform back to normal form, drop to 0 hit points, and become unconscious, which causes you to make death saving throws.
You are limited in the actions you can perform by the nature of your new form. Your gear melds into your new form. You can't activate, use, wield, or otherwise benefit from any of your equipment.
At 10th level, you may instead transform into the larger Greater Animal Form for your chosen animal form. At 18th level, you gain the ability to transform into the Regal Beast.

Speech of Beasts

6th level Animal Channel feature
While in animal form, you can speak and communicate with similar creatures (DM’s discretion). The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

Second Chance

14th level Animal Channel feature
If you would be dropped to 0 hit points while in beast form, instead of reverting, dropping to 0 hit points, and becoming unconscious, you may use your reaction to instead revert with the number of hit points equal to your level in this class. You can not use your Animal Form ability for the next hour.



Regal Beast

Huge Beast


  • Armor Class Your shaman level
  • Hit Points 8 plus 8 times your shaman level
  • Speed 40 ft., Climb 40 ft., Swim 40 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) --- --- ---

  • Condition Immunities Charmed, Exhausted, Frightened, Restrained, Unconcious
  • Senses darkvision 60 ft.
  • Languages understands and speaks the languages you do
  • Proficiency Bonus equals your bonus

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.
Monarch of Beasts. Any beast who targets the Regal Beast with an Attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the beast must choose a new target or lose the Attack or spell. This spell doesn't protect the Regal Beast from area Effects, such as the explosion of a Fireball.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 4d6 + 2 + PB piercing damage.

Animal Forms


Agile Beast

Small or Medium Beast


  • Armor Class 11 + PB
  • Hit Points 4 + four times your shaman level (the Agile Beast has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 2 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Greater Agile Beast

Medium or Large Beast


  • Armor Class 12 + PB
  • Hit Points 4 + four times your shaman level (the Agile Beast has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 40 ft., climb 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 3 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Aquatic Beast

Small or Medium Beast


  • Armor Class 11 + PB
  • Hit Points 4 + four times your shaman level (the Aquatic Beast has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 14 (+2) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Amphibious. You can breath both air and water.
Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 2 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Greater Aquatic Beast

Medium or Large Beast


  • Armor Class 12 + PB
  • Hit Points 4 + four times your shaman level (the Aquatic Beast has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Amphibious. You can breath both air and water.
Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 3 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Pack Beast

Small or Medium Beast


  • Armor Class 11 + PB
  • Hit Points 4 + four times your shaman level (the Pack Beast has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 12 (+1) 12 (+1) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Pack Hunter. You may take the help action as a bonus action.
Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 1 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Greater Pack Beast

Medium or Large Beast


  • Armor Class 12 + PB
  • Hit Points 4 + four times your shaman level (the Pack Beast has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Pack Hunter. You may take the help action as a bonus action.
Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 2 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Strong Beast

Small or Medium Beast


  • Armor Class 11 + PB
  • Hit Points 4 + four times your shaman level (the strong beast has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 12 (+1) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 2 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Greater Strong Beast

Medium or Large Beast


  • Armor Class 12 + PB
  • Hit Points 4 + four times your shaman level (the strong beast has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 14 (+2) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 3 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Sturdy Beast

Small or Medium Beast


  • Armor Class 13 + PB
  • Hit Points 5 + five times your shaman level (the sturdy beast has a number of Hit Dice [d8] equal to your shaman level)
  • Speed 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Greater Sturdy Beast

Medium or Large Beast


  • Armor Class 13 + PB
  • Hit Points 5 + five times your shaman level (the sturdy beast has a number of Hit Dice [d8] equal to your shaman level)
  • Speed 30 ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 12 (+1) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Winged Beast

Tiny or Small Beast


  • Armor Class 10 + PB
  • Hit Points 3 + three times your shaman level (the winged has a number of Hit Dice [d4] equal to your shaman level)
  • Speed 30 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 14 (+2) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).


Greater Winged Beast

Small or Medium Beast


  • Armor Class 11 + PB
  • Hit Points 3 + three times your shaman level (the winged beast has a number of Hit Dice [d4] equal to your shaman level)
  • Speed 40 ft., Fly 60 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 16 (+3) --- --- ---

  • Senses Darkvision 60 ft., and passive Perception 10 + Wis
  • Languages Any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Prior Knowledge. You may take and use any action you would normally as a Shaman, including but not limited to casting spells, preforming rituals, and using your talisman. You retain all skill and saving throw proficiencies.

Actions

Maul. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + PB piercing damage. This attack's damage increases by 1d4 when you reach 5th (2d4), 11th (3d4), and 17th (4d4).

Death Channel

When a creature dies, it's power is transfered from itself to the enviroment around it, referred to as the Veil. Some Shamans learn to harness this power, transforming it into fuel for their spells.

Additional Spells

You learn the cantrip Spare the Dying. If you already know this cantrip, you may instead pick any cantrip from the Shaman spell list. The following spells are added to the Shaman spell list for you.

Expanded Spell List
Level Spells
1st Ray of Sickness, Sleep
2nd Ray of Enfeeblement, Phantasmal Force
3rd Animate Dead, Spirit Shroud
4th Aura of Life, Confusion
5th Animate Objects, Negative Energy Flood

Death Channel

2nd and 10th level Death Channel feature
When a hostile creature is reduced to 0 hp with 100 ft of you, you gain a number of Twilight points equal to the creatures challenge rating (rounded down) or equal to their class level. You can have a maximum number of these points equal to your level in this Class. A creature can only give you these points once per long rest.
You may use expend a number of points to cause one of the following effects:

  • As a bonus action, expend any number of Twilight points, and roll that many d4's. A target creature within 60 ft of you gains that many temporary hit points.
    At 10th level, the dice size increases to d6's, and the target regains hp equal to the amount of points spent.
  • As an action, a creature within 60 ft of you must make a constitution saving throw. On a failure it takes a number of d8's equal to the amount of Twilight points spent in necrotic damage, it takes half damage on a success.
    At 10th level, if a creature is below half health, the dice size increases to d12's.
  • As a bonus action, expend one or more Twilight points, and choose a creature within 5 ft of you wih 0 hit points. The creature becomes stable, and gains a number of hit points equal to the amount of Twilight point spent.
    At 10th level, the target gains temporary hit points equal to the amount of Twilight points spent.
  • As an action, you may expend one or more Twilight points to summon an Undead Familiar to assist you in combat. If you use this option again, your current Undead familiar disappears. The creature disappears when it drops to 0 hit points.
    The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. Using your bonus action, you may command it to take an action in its stat block or any other. If you don't issue any, it takes the Dodge action and uses its move to avoid danger.

At the end of a short or long rest, you gain a 2 Twilight points, up to a maximum of half your level. The amount of points gained increases by 1 at 6th (3), 10th (4), 14th (5), and 18th (6).

Echoes in the Veil

6th level Death Channel feature
You can sense the presence of death around you. You know when a creature within 100 ft of you dies, but not the cause.



Undead Familiar

Tiny or Small Undead


  • Armor Class 10 + amount of Twilight points spent (Natural Armor)
  • Hit Points 10 + 10 times the amount of Twilight points spent
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 10 (+0) 4 (-3) 10 (+0) 9 (-1)

  • Damage Resistance necrotic
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned
  • Senses Darkvision 60 ft., and passive Perception 10
  • Languages understands the languages you speak
  • Challenge ---

Might of the Master The Undead Familiar adds the amount of Twilight points spent to it's saving throws. If you cast a spell with a range of touch, the Undead Familiar can deliver the spell as if had cast the spell. The Undead Familiar must be within 100 feet of you, and use it's reaction to deliver the spell. If the spell requires an attack roll, you use your attack modifier for the roll.

Actions

Strike. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4 + 2 + Amount of Twilight Points spent bludgeoning damage.

Harness the Veil

14th level Death Channel feature
When you cast a necromantic spell from your Tailsman or preform a ritual that casts a necromantic spell that is not a cantrip, you gain 1 twilight point, or an ally gains X temporary hit points, where X is the spell's level.
You do not need to recast a spell in order to retain control over undead you make.

A Soul Betwixt and Between

18th level Death Channel feature
When a creature would drop to 0 hit points, as a reaction you may imbue them with the power leaving their form.

A ghostly specter of them appears, using the same statistics with the exception of hit points, of which they have 1 and a number of temporary hit points equal to half their maximum Hit Points. You may either control the specter or let it retain it's original personality, which uses it's original initiative. They make death saving throw at the start of their turn and at no other time. If they fail 3 death saving throws, or if the specter is reduced to 0 hit points, the creature dies and the specter disappears. This feature can only effect a creature once per week.

Draconic Channel

Inspired by raw draconic power, Draconic Channel shamans bind a spirit of a dragon to their service as they travel seeking wealth or a challenge.

Additional Spells

You learn the cantrip True Strike. If you already know this cantrip, you may instead pick any cantrip from the Shaman spell list. The following spells are added to the Shaman spell list for you.

Expanded Spell List
Level Spells
1st Chromatic Orb, Compelled Duel
2nd Alter Self, Warding Bond
3rd Elemental Weapon, Vampiric Touch
4th Elemental Bane, Hallucinatory Terrain
5th Hold Monster, Legend Lore

Draconic Assistance

2nd Draconic Channel feature
You magically summon a draconic spirit, which you draw appon it's strength. The dragon is friendly to you and your companions and obeys your commands. Choose its color, which determines several features of the dragon. It uses your proficiency bonus (PB) in several places.
In combat, the dragon acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action,

unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the dragon to take the Attack action. If you are incapacitated, the dragon can take any action of its choice.
If the dragon has died within the last hour, you can preform a 1st spell level ritual. As long as the ritual is started before the hour is up, you may revive your companion. The dragon returns to life after its completion with all its hit points restored.
When you finish a long rest, you can summon a different color dragon. The new dragon appears in an unoccupied space within 5 feet of you, and you choose its color and appearance. If you already have a dragon from this feature, it vanishes when the new dragon appears. The dragon also vanishes if you die.

Bound through Blood

6th level Draconic Channel feature
While your draconic spirit is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your draconic spirit's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the draconic spirit has. During this time, you are deaf and blind with regard to your own senses. Your draconic spirit may do the same in reverse.
As an action, you can temporarily altar the size of your companion. You may change its size to large, medium, or small.

Shared Magic

10th level Draconic Channel feature
Your draconic spirit serves as a channel for your powers. When you cast a spell, it may come from your Draconic Spirit instead. Your Draconic Spirit can deliver the spell as if it had cast the spell. The Dragon Spirit must be on the same plane as you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
When you cast a spell through your Draconic Spirit that deals the same type of damage as the dragon's resistance, it deals an additional damage dice more.

Channeled Majesty

14th level Draconic Channel feature
You gain resistance to whatever damage type your Draconic Spirit is resistant to while your spirit is summoned and are immune to the damage your Draconic Spirit would deal. If you are in the area of the Dragonic Spirit's Breath Weapon, you instead gain THP equal to the damage dealt.

Eternity

18th level Draconic Channel feature
You no longer age and you can't be aged magically.

.

Apex

18th level Draconic Channel feature
Your Draconic spirit has reached the apex of it's power. As an action, your dragon may transform. As a bonus action, they may return to their normal form. Depending on the age of the dragon, the duration changes, as listed on the Table below.
After they transform, they must wait at least 1 hour before transforming again, as the form is taxing.
The Draconic Spirit's game Statistics, are replaced by the Statistics of the new form. It retains its Alignment and Personality.
The Draconic Spirit assumes the Hit Points of its new form, and when it reverts to its normal form, the Draconic Spirit returns to the number of Hit Points it had before it transformed. If it reverts as a result of dropping to 0 Hit Points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the Draconic Spirit's normal form to 0 Hit Points, it isn't killed.

Age Duration
Wyrmling 4 hours
Young Adult 1 hour
Adult 10 minutes
Ancient 1 minute



Draconic Spirit

Small Dragon


  • Armor Class 12 + PB
  • Hit Points 4 + four times your shaman level (the dragon has a number of Hit Dice [d6] equal to your shaman level)
  • Speed 30 ft., fly 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 12 (+1) 14 (+2) 10 (+0) 12 (+1) 14 (+2)

  • Senses Darkvision 60 ft., and passive Perception 11
  • Languages Draconic and any languages you speak
  • Challenge ---
  • Proficency Bonus (PB) equals your own.

Damage Resistance. acid (black or copper), cold (white or silver), fire (red or brass or gold), lightning (blue or bronze), or poison (green).
Spell Bound. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Bite. Melee: Your Ritual Spell Attack Roll, 5 feet, one target. Hit: 1d4+2 piiercing damage and PB of the Damage Type of the resistance damage.
Breath Weapon. The dragon exhales a stream of their element. If the dragon's color is Black, Copper, Brass, Blue, or Bronze, the shape is a 5x30 ft. line and the saving throw is dexterity. If the dragon's color is Gold, Red, Silver, or White, the shape is a 15 ft. cone and the saving throw is dexterity. If the dragon's color is Green, the shape is a 15 ft. cone and saving throw is constitution. Each creature in that area must make a saving throw, taking 1d10 + PB damage on a failed save, or half as much damage on a successful one. This action cannot be used again until 1d4+1 rounds have passed.

Lunar Channel

Inspired by the light of the moon, Lunar Shamans serve as quite yet changing beacons, promoting change and seeking inspiration.

Additional Spells

You learn the cantrip Dancing Lights. If you already know this cantrip, you may instead pick any cantrip from the Shaman spell list. The following spells are added to the Shaman spell list for you.

Expanded Spell List
Level Spells
1st Unseen Servant, Silent Image
2nd Blindness/Deafness, Moonbeam
3rd Major Image, Phantom Steed
4th Shadow of Moil, Aura of Purity
5th Cone of Cold, Dream

Phases of the Moon

2nd, 6th, 10th, 14th, and 18th level Lunar Channel feature
Your connection with the moon allows you to grant boons based off the forms of the moon. At the end of a short or long rest, choose one of the following options and up to 2 creatures. Until your next short or long rest, they gain the benefits of that ability.
At 6th, 10th, 14th, and 18th level, you may affect one more creature with this ability.

Full

The chosen creature can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of grey. If there already are, it instead increases by 30 feet.
At 10th level, the distance increases to 120 feet and the additional to 60 feet.

New

The next time one of the chosen creatures falls to 0 hit points, instead they gain hit points equal to your level in Shaman.
At 10th level, the ability activates the first time each creature falls to 0 hit points.

Waxing

The chosen creature counts as one size larger for pulling and carrying capacity, and gains advantage on strength checks and saving throws.
At 10th level, as an action, the chosen creature can increase their size by one category. As a bonus action, they may return to their normal size.

Waning

The chosen creature may squeeze through areas one size smaller without penalties, and gains advantage on dexterity checks and saving throws.
At 10th level, as an action, the chosen creature can decrease their size by one category. As a bonus action, they may return to their normal size.

Lunar Awareness

6th level Lunar Channel feature
You always know the time of day while you can see the sun, moon, or stars. In addition, you can add your proficiency bonus to checks made to navigate at night while you can see the stars and moon.

Creature of the Night

14th level Lunar Channel feature
Your adaptation to nighttime frees you from the need to sleep. Instead of resting for the duration of a long rest, you may instead preform light activity for the duration.
You instead age 1 year for every 10 that pass.

Lunar Incarnate

18th level Lunar Channel feature
While you are in natural moonlight, you gain the following benefits.

  • Spell attack rolls have disadvantage targeting you, and you gain advantage on saving throws against spells and other magical effects.
  • You gain a magical fly speed of 60 feet.
  • You gain truesight to a range of 30 feet.
  • You gain a resistance to Radiant Damage

Solar Channel

As the sun's scorching rays purify by burning away impurities, Solar Shamans understand that through trial and tribulation comes growth. They eternally seek the rising sun, pursuing perfection.

Additional Spells

You learn the cantrip Light and Fire Bolt. If you already know those cantrips, you may instead pick any cantrip from the Shaman spell list. The following spells are added to the Shaman spell list for you.

Expanded Spell List
Level Spells
1st Guiding Bolt, Faerie Fire
2nd Flame Blade, Heat Metal
3rd Fireball, Vampiric Touch
4th Fire Shield, Wall of Fire
5th Dawn, Immolation

Solar Decree

2nd, 6th, 10th, 14th, and 18th level Solar Channel feature
When a creature damages a creature you can see, you can use your reaction and pick one of the following:

  • The attack deals an additional 2 fire or radiant damage. The damage increases by 1 at 6th (3), 10th (4), 14th (5), and 18th (6).
  • The attacked creature gains 2 Temporary Hit Points. The THP increases by 1 at 6th (3), 10th (4), 14th (5), and 18th (6). These are given after they take damage from the attack.

Solar Awareness

6th level Solar Channel feature
You cannot be blinded by bright lights and other optical effects. For the purposes of determining how far you can see, light sources's range is twice as big.

Guardian of the Sun

10th level Solar Channel feature
You gain another reaction each round which may only be used for Solar Decree, as well as resistance to Fire and Radiant Damage.

Boon of Estus

14th level Solar Channel feature
When you or an ally fall to 0 hit points, you can channel the power of the sun to give them a second chance. They gain hit points and temporary hit points equal to your level. Their speed is also doubled, they gain +1 to AC, resistance to fire and radiant damage, and they gain an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The additional effects end when the target no longer has temporary hit points from this feature.
This reaction may be done once per long rest or you may spend 1 hour preforming a ritual to regain a usage of this ability.

Sunlight Incarnate

18th level Solar Channel feature
While you are in natural sunlight, you gain the following benefits.

  • You gain an immunity to Fire and Radiant Damage
  • You gain a flying speed of 60ft.
  • You gain another reaction each round, which may only be used for Solar Decree.

Shaman Spell List

Cantrips (0 Level)
  • Druidcraft
  • Encode Thoughts
  • Light
  • Mage Hand
  • Mending
  • Message
  • Mental Bash (*)
  • Minor Illusion
  • Thaumaturgy
  • Resistance
  • Shillelagh
  • Spare the Dying
1st Level
  • Absorb Elements
  • Alarm
  • Animal Friendship
  • Bane
  • Bless
  • Cause Fear
  • Ceremony
  • Charm Person
  • Command
  • Comprehend Languages
  • Create/Destroy Water
  • Cure Wounds
  • Detect Good and Evil
  • Detect Magic
  • Detect Poison and Disease
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Fog Cloud
  • Frost Fingers
  • Gift of Alaracy
  • Goodberry
  • Grease
  • Heroism
  • Healing Word
  • Identify
  • Illusory Script
  • Inflict Wounds
  • Jump
  • Longstrider
  • Mage Armor
  • Protection from Evil and Good
  • Protection from Beast and Leaf (*)
  • Purify Food and Drink
  • Sanctuary
  • Shared Knowledge (*)
  • Shield
  • Snare
  • Speak with Animals
  • Suggestion
  • Tasha’s Caustic Brew
  • Tenser’s Floating Disk
  • Thunderwave
2nd Level
  • Aid
  • Animal Messenger
  • Arcane Lock
  • Augury
  • Barkskin
  • Blindness/Deafness
  • Blir
  • Calm Emotions
  • Crown of Madness
  • Darkness
  • Darkvision
  • Detect Thoughts
  • Dragon’s Breath
  • Earthbind
  • Enhance Ability
  • Enlarge/Reduce
  • Enthrall
  • Find Steed
  • Find Traps
  • Fortune’s Favor
  • Gentle Repose
  • Healing Spirit
  • Hold Person
  • Immovable Object
  • Inspiring Visions (*)
  • Invisibility
  • Knock
  • Lesser Restoration
  • Locate Animals or Plants
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Mirror Image
  • Nystul’s Magic Aura
  • Pass without Trace
  • Prayer of Healing
  • Protection from Poison
  • Pyrotechnics
  • Rope Trick
  • See Invisibility
  • Shatter
  • Silence
  • Skywrite
  • Spider Climb
  • Uplift (*)
  • Wrist Pocket
  • Zone of Truth
3rd Level
  • Beacon of Hope
  • Bestow Curse
  • Blink
  • Call Lightning
  • Catnap
  • Clairvoyance
  • Create Food or Water
  • Dispel Magic
  • Enemies Abound
  • Fast Friends
  • Fear
  • Feign Death
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Incite Greed
  • Intellect Fortress
  • Leomud’s Tiny Hut
  • Magic Circle
  • Motivational Speech
  • Nondetection
  • Protection (*)
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Speak with Dead
  • Speak with Plants
  • Tongues
  • Waterbreathing
  • Waterwalk
4th Level
  • Arcane Eye
  • Banishment
  • Charm Monster
  • Compulsion
  • Confusion
  • Deathward
  • Divination
  • Fabricate
  • Freedom of Movement
  • Greater Invisibility
  • Leomud’s Secret Chest
  • Locate Creature
  • Mordenkienen’s Private Sanctum
  • Otiluke's Resilient Sphere
  • Polymorph
  • Stoneshape
  • Stoneskin
5th Level
  • Antilife Shell
  • Circle of Power
  • Commune with Nature
  • Contagion
  • Creation
  • Dispel Evil and Good
  • Ennervation
  • Greater Restoration
  • Hallow
  • Mislead
  • Planar Binding
  • Rary’s Telepathic Bond
  • Reincarnate
  • Scrying
  • Seeming
  • Skill Empowerment
  • Telekinesis
  • Teleportation Circle
  • Wall of Force
6th Level
  • Arcane Gate
  • Contingency
  • Create Homunculus
  • Drawmij's Instant Summons
  • Druid Grove
  • Eyebite
  • Find the Path
  • Globe of Invulnerability
  • Guards and Wards
  • Heroes’ Feast
  • Magic Jar
  • Planar Ally
  • Primorial Ward
  • Ritual Circle
  • Scatter
  • Soul Cage
  • Tasha’s Otherworldly Guise
  • Transport Via Plants
  • True Seeing
  • Wind Walk
7th Level
  • Divine Word
  • Dream of the Blue Veil
  • Force Cage
  • Mordenkienen’s Magnificent Mansion
  • Planeshift
  • Regenerate
  • Resurrection
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Teleport
  • Tether Essence
8th Level
  • Antimagic Field
  • Antipathy/Sympathy
  • Clone
  • Control Weather
  • Demiplane
  • Feeblemind
  • Glibness
  • Maze
  • Mighty Fortress
  • Mind Blank
  • Telepathy
9th Level
  • Astral Projections
  • Foresight
  • Gate
  • Imprisonment
  • Invulnerability
  • Power Word Heal
  • True Polymorph
  • True Resurrection


(*) are spells listed at the end of this document

New Spells

Mental Bash

Evocation Cantrip


  • Casting Time: Action
  • Range: 60 feet
  • Components: V, S
  • Duration: Instantaneous

You attempt to stun target creature by slamming it with raw magical force. That creature must make a constitution saving throw or be stunned until the end of your next turn.
At 5th, 11th, and 17th levels the effect lasts an additional turn but the creature can repeat the save at the end of each of their turns.
Shaman

Protection from Beast and Leaf

1st level Abjuration


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Until the spell ends, one willing creature you touch is protected against certain types of creatures: beast, plant, or monstrosity. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Shaman, Cleric, Paladin, Druid, Ranger, Wizard

Shared Knowledge

1st level Enchantment (ritual)


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: 1 Hour

Target creature gains advantage on either attack, skill, damage (reroll damage dice and take the higher total amount rolled can only be rolled once this way) rolls. For whichever option(s) you choose, you suffer disadvantage on them for the duration.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Shaman, Bard, Cleric

Inspiring Visions

2nd level Divinatiion


  • Casting Time: Action
  • Range: 20 ft x 20 ft cube
  • Components: V, S
  • Duration: 1 minute

All creatures within the area see visions of their future success, filling them with bravery. Creatures of your choice within the area can see in dim light within 120 feet of them as if it were bright light, and in darkness as if it were dim light. They can't discern color in darkness, only shades of grey. The long range of weapons do not impose disadvantage. Targets may reroll 1s on damage dice, and must use the second result.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Shaman, Artificer, Wizard, Sorcerer, Ranger, Druid

Uplift

2nd level Enchantment


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: 10 minutes

Up to 3 creatures you can see gain +10 feet to all of their movement speeds.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Shaman, Artificer, Wizard, Sorcerer, Ranger, Druid

Protection

3rd level Abjuration


  • Casting Time: Action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 10 minutes

Choose a creature type or alignment. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Shaman, Cleric, Paladin, Druid, Ranger, Wizard

Ritual Circle

6th level Abjuration


  • Casting Time: 10 minutes
  • Range: Touch
  • Components: V, S, M (Runic Chalk)
  • Duration: 24 hours

You create an area of stronger magical influence, augmenting creatures of your choice. The area can be 15 ft. sphere or smaller. If you cast this spell in the same area every day for a year, the spell lasts until dispelled.
The spell creates the following effects within the area. When you cast this spell, you can specify creatures as friends who are effected. You can also specify a password that, when spoken aloud, grants the speaker these effects.
The entire warded area radiates magic. A dispel magic cast on the area, if successful, removes only one of the following effects, not the entire area. That spell's caster chooses which effect to end. Only when all its effects are gone is this spell dispelled.
Magical Efficency. The magic augments resting and work, allowing resting and ritual casting to finish in half the time, as well as downtime activities.
Constitutional Enhancement. Creatures may also roll an extra hit die within the area, adding it to the result. Creatures gain Advantage on Constitution saves while within the area.
Magical Protection. Creatures gain +2 AC while within the sphere.
At the DM's digression, other similar effects may be placed instead.
At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the radius increases by 10 ft for each slot level above 6th.

Change Log

1.2

  • Removed Healing Boon

1.1

  • Switched Talisman and 1st level Channel Feature
  • Removed Encoding and Replaced with Ritual Gift, Changed Capstone.
  • Added Healing Boon
  • Subclass capstone change
  • Redesign Dragon

Credits


Thank you for your art!
Esika, God of the Tree by Johannes Voss
Soratami Savant by Jim Nelson
Archelos, Lagoon Mystic by Dan Scott
Great Fear by Blaine Hogan
Sea Gate Stormcaller by Anna Steinbauer
Azusa, Lost but Seeking by Wenoma Nelson
Imoti, Celebrant of Bounty by Ekaterina Burmak
Nurturing Presence by Irina Nordsol
Icefeather Aven by Slawomir Manak
Kaheera, the Orphanguard by Ryan Pancoast
Nine Lives by Paul Scott Canavan
Lorthos, the Tidemaker by Kekai Kotaki
Nightpack Ambusher by Dan Scott
Aura Gnarlid by Lars Grant-West
Ayula, Queen Among Bears by Jesper Ejsing
Hakka, Whispering Raven by Kieran Yanner
Ghoulcaller Gisa, by Karla Ortiz
Moldervine Reclamation by Antonio José Manzanedo
Kargan Dragonlord by Jason Chan
Sarkhan's Triumph by Chris Rahn
Dragonmaster Outcast by Raymond Swanland
Moon-Blessed Cleric by Marta Nael
Cylian Sunsinger by Jesper Ejsing
Bloom Tender by Chippy
Collective Voyage by Charles Urbach
Dragon Whisperer by Chris Rallis
D&D Watercolor Stains by Jared Ondricek

The Shaman is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

NAME Channel

Additional Spells

You learn the cantrip ???. If you already know that cantrip, you may instead pick any cantrip from the Shaman spell list. The following spells are added to the Shaman spell list for you.

Expanded Spell List
Level Spells
1st
2nd
3rd
4th
5th

Name

2nd, and 10th Name Channel feature

Name

6th level Name Channel feature

Name

10th level Name Channel feature

Name

14th level Name Channel feature

Name

18th level Name Channel feature

 

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