##### The Shaman
|Level|Proficiency
Bonus|Features|Cantrips
Known| |Spells
Known| |1st| |2nd| |3rd| |4th| |5th| | 6th| |7th| |8th| |9th
—Spell Slots per Spell Level—
|
|:---:|:--:|:----------------------------|:-:|-|:-:|-|:-:|-|:-:|-|:-:|-|:-:|-|:-:|-|:-:|-|:-:|-|:-:|-|:-:|
| 1st | +2 | Kalimag, Spellcasting |2|| 4||2||—||—||—||—||—||—||—||—|
| 2nd | +2 | Totems (3/rest),
Elemental Attunement |2|| 5||3||—||—||—||—||—||—||—||—|
| 3rd | +2 | Totemic Path |2|| 6||4||2||—||—||—||—||—||—||—|
| 4th | +2 | Ability Score Improvement |3|| 7||4||3||—||—||—||—||—||—||—|
| 5th | +3 | Spirit Beast |3|| 8||4||3||2||—||—||—||—||—||—|
| 6th | +3 | Totemic Path Feature |3|| 9||4||3||3||—||—||—||—||—||—|
| 7th | +3 | — |3||10||4||3||3||1||—||—||—||—||—|
| 8th | +3 | Ability Score Improvement |3||11||4||3||3||2||—||—||—||—||—|
| 9th | +4 | Elemental Attunement improvement |3||12||4||3||3||3||1||—||—||—||—|
| 10th| +4 | Totem Mastery,
Totems (4/rest) |4||14||4||3||3||3||2||—||—||—||—|
| 11th| +4 | — |4||15||4||3||3||3||2||1||—||—||—|
| 12th| +4 | Ability Score Improvement |4||15||4||3||3||3||2||1||—||—||—|
| 13th| +5 | Far Sight |4||16||4||3||3||3||2||1||1||—||—|
| 14th| +5 | Totemic Path Feature |4||18||4||3||3||3||2||1||1||—||—|
| 15th| +5 | — |4||19||4||3||3||3||2||1||1||1||—|
| 16th| +5 | Ability Score Improvement |4||19||4||3||3||3||2||1||1||1||—|
| 17th| +6 | — |4||20||4||3||3||3||2||1||1||1||1|
| 18th| +6 | Call of the Elements, Totems (5/rest) |4||22||4||3||3||3||3||1||1||1||1|
| 19th| +6 | Ability Score Improvement |4||22||4||3||3||3||3||2||1||1||1|
| 20th| +6 | Totemic Path Feature |4||22||4||3||3||3||3||2||2||1||1|
#### Quick Build
You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. If you intend to engage in melee combat regularly, make Strength or Dexterity your second highest ability score instead.
## 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
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#### Proficiencies
___
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Simple weapons
- **Tools:** Herbalism kit
___
- **Saving Throws:** Wisdom, Charisma
- **Skills:** Choose two from Animal Handling, Arcana, Athletics, History, Insight, Medicine, Nature, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) any simple melee weapon and a shield
- (a) 4 javelins or (b) a shortbow and 20 arrows
- (a) leather armor, an explorer’s pack, and a totemic focus
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### Kalimag
You know Kalimag, the language of elementals. You can speak the language and use it to leave messages in rocks and pools of water that only you, other shamans, and elementals can spot. The messages are spoken as through a *sending* spell, with the limitations that come with that spell.
### Spellcasting
Drawing on the elements themselves, you can manifest them into casting spells. See chapter 10 of the Player's Handbook for the general rules of spellcasting and chapter 6 of this book for the shaman spell list.
#### Cantrips
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.
#### 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 spell slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
#### Spells Known of 1st Level and Higher
You know four 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. For instance, when you reach 3rd level in this class, you 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 power comes from the elements and spirits. You use your Wisdom whenever a shaman 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.
##### Cantrips
- Acid Splash
- Booming Blade
- Control Flames
- Frostbite
- Green Flame Blade
- Guidance
- Gust
- Lightning Lure
- Lightning Strike✦
- Message
- Mold Earth
- Produce Flame
- Resistance
- Shape Water
- Spare the Dying
- Thunderclap
##### 1st level
- Absorb Elements
- Burning Hands
- Chromatic Orb
- Create or Destroy Water
- Cure Wounds
- Detect Evil and Good
- Detect Poison and Disease
- Earth Shock✦
- Earth Tremor
- Find Familiar
- Flame Shock✦
- Frost Shock✦
- Healing Word
- Ice Knife
- Identify
- Lightning Shield✦
- Protection from Evil and Good
- Thunderous Smite
- Thunderwave
- Witch Bolt
##### 2nd level
- Aganazzar’s Scorcher
- Augury
- Continual Flame
- Dust Devil
- Earthbind
- Enhance Ability
- Find Traps
- Flaming Sphere
- Gentle Repose
- Lesser Restoration
- Locate Animals or Plants
- Locate Object
- Acid Arrow
- Maximilian’s Earthen Grasp
- Scorching Ray
- See Invisibility
- Skywrite
- Snilloc’s Snowball Swarm
- Spike Growth
- Warding Wind
##### 3rd level
- Call Lightning
- Clairvoyance
- Counterspell
- Dispel Magic
- Earthen Spike✦
- Elemental Weapon
- Erupting Earth
- Haste
- Lava Burst✦
- Melf’s Minute Meteors
- Magic Circle
- Meld into Stone
- Protection from Energy
- Remove Curse
- Revivify
- Sleet Storm
- Speak with Dead
- Thunder Step
- Tidal Wave
- Wall of Sand
- Wall of Water
- Water Breathing
- Water Walk
- Wind Wall
##### 4th level
- Chain Heal✦
- Conjure Minor Elementals
- Control Water
- Death Ward
- Divination
- Elemental Bane
- Fire Shield
- Freedom of Movement
- Ice Storm
- Locate Creature
- Polymorph
- Stone Shape
- Stoneskin
- Storm Sphere
- Thunderstorm✦
- Wall of Fire
- Watery Sphere
##### 5th level
- Awaken
- Commune
- Conjure Elemental
- Contact Other Plane
- Control Winds
- Dispel Evil and Good
- Greater Restoration
- Hallow
- Legend Lore
- Maelstrom
- Planar Binding
- Raise Dead
- Reincarnate✦
- Scrying
- Sundering✦
- Transmute Rock
- Wall of Stone
##### 6th level
- Bones of the Earth
- Chain Lightning
- Find the Path
- Investiture of Flame
- Investiture of Ice
- Investiture of Stone
- Investiture of Wind
- Move Earth
- Otiluke's Freezing Sphere
- Primordial Ward
- Wall of Ice
- Wind Walk
##### 7th level
- Fire Storm
- Plane Shift
- Regenerate
- Sequester
- Spirit Link✦
- Symbol
- Whirlwind
##### 8th level
- Antipathy/Sympathy
- Control Weather
- Earthquake
- Incendiary Cloud
- Tsunami
##### 9th level
- Astral Projection
- Foresight
- Gate
- Mass Heal
- Storm of Vengeance
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#### Lightning Strike
*Evocation cantrip*
___
- **Casting Time:** 1 Action
- **Range:** 90 Feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You hurl a bolt of lightning at a target within range. Make a ranged spell attack roll against the target. You have advantage on the attack roll if the target is wearing armor made of metal or is made primarily of metal. On a hit, the target takes 1d8 lightning damage.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
#### Earth Shock
*1st-level evocation*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You extend you hand an manifest a bolt of rock and earth and send it hurling at a creature you can see within range. The target must make a Dexterity saving throw. It takes 2d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
A creature damaged by this spell has disadvantage on a concentration check made as a result of the damage.
**At Higher Levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
#### Flame Shock
*1st-level evocation*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You extend you hand an manifest flames around a creature you can see within range. The target takes 1d6 fire damage and begins to burn. A creature that burns because of this spell can extinguish the flames using their action to make a Dexterity check against your spell save DC. If a creature is burning, they take 1d6 fire damage at the end of their turn.
**At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
#### Frost Shock
*1st-level evocation*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You extend you hand an manifest ice around the legs of a creature you can see within range. The target must make a Strength saving throw. It takes 2d10 cold damage on a failed save, or half as much damage on a successful one. A creature that fails their saving throw has their speed reduced to 0 until the start of your next turn.
**At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the initial damage increases by 1d6 for each slot level above 1st.
#### Lightning Shield
*1st-level abjuration*
___
- **Casting Time:** 1 Bonus Action
- **Range:** 60 feet
- **Components:** S
- **Duration:** 10 minutes (c)
___
You call upon the element of air and surround a friendly target within range with a field of crackling electricity. Until the spell ends, the target gains a +1 bonus to their AC and when a creature hits it with a melee attack, that creature takes 1d4 lightning damage.
**At higher levels.** When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d4 for each slot level above 1st.
#### Earthen Spike
*3rd-level transmutation*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Components:** V, S, M (a granite pebble)
- **Duration:** 1 hour (c)
___
You place your hand on the ground and evoke the element of earth, erupting a spike of earth at a point within range. A 5-foot radius, 15-foot high spike of earth erupts from that point. Each creature within that area must make a Dexterity saving throw. On a failed save, a creature takes 6d8 bludgeoning damage, or half as much damage on a success. Each creature affected by this spike is pushed away from the point of the spell to the nearest empty space. A creature who failed the saving throw falls prone.
The earthen spike remains for the duration of the spell or until your concentration is broken at which point it crumbles, leaving its area as difficult terrain. When it crumbles, each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage.
**At higher levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
#### Lava Burst
*3rd-level evocation*
___
- **Casting Time:** 1 Action
- **Range:** 60 Feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You call forth a slab of molten earth from the elemental planes and send it flying towards a creature you can see within range. Make a ranged spell attack against the target. On a hit, the target takes 6d6 fire damage.
If the target is burning as a result of the *flame shock* spell that you cast, it takes an additional 2d6 fire damage.
**At higher levels.** When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
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#### Chain Heal
*4th-level evocation*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Components:** V, S
- **Duration:** Instantaneous
___
You cause a deluge of restorative water to rush between creatures you can see. Choose a creature you can see within range. It recovers hit points equal to 3d8 + your spellcasting ability modifier. The water then rushes to another creature within 15 feet and restores 2d8 hit points. A third creature within 15 feet of the last then recovered 1d8 hit points.
**At higher levels.** When you cast this spell using a spell slot of 5th level or higher, the initial healing increases by 1d8 and it can jump to one addition creature.
#### Thunderstorm
*4th-level evocation*
___
- **Casting Time:** 1 Action
- **Range:** Self (15-foot radius)
- **Components:** V, S
- **Duration:** Instantaneous
___
You erupt with thunderous might, knocking enemies away from you. Each creature within 15 feet of you must succeed on a Constitution saving throw or take 5d8 thunder damage, and be pushed 15 feet away from you. A creature that succeeds on its saving throw takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
**At higher levels.** When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
#### Reincarnation
*5th-level necromancy*
___
- **Casting Time:** 10 minutes
- **Range:** Self
- **Components:** V, S, M (a bejeweled ankh worth 500 gp)
- **Duration:** 10 days
___
You protect your soul with the power of the elements. If you die during the spell's duration, you are instantly returned to life with half your hit points and the material component of the spell is consumed.
This spell neutralizes any poisons and cures normal diseases afflicting you when you died. It doesn't, however, remove magical diseases, curses, and the like; if such effects aren't removed prior to dying, they still afflict you.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal. You take a −2 penalty to all attack rolls, saving throws, and ability checks. Every time you finish a long rest, the penalty is reduced by 1 until it disappears.
This spell ends prematurely if its material component is ever not on your person. If you are brought back from the dead by this spell while you still have a penalty from a previous reincarnation, the penalty is cumulative.
#### Sundering
*5th-level evocation*
___
- **Casting Time:** 1 Action
- **Range:** Self (60-foot line)
- **Components:** V, S
- **Duration:** Instantaneous
___
You strike the earth, and explosively sunder the ground in a line originating from you that is 60 feet long and 5 feet wide. The line follows the elevation of the ground, even travelling up walls or down cliffs. Each target within 5 feet of this line must succeed on a Dexterity saving throw or take 6d8 bludgeoning damage, and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn't knocked prone.
In addition, the ground in the sundered line becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
**At higher levels.** When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each level above 5th.
#### Spirit Link
*7th-level abjuration*
___
- **Casting Time:** 1 Action
- **Range:** 30 Feet
- **Components:** V, S
- **Duration:** 1 Minute (c)
___
You call upon ancestral power to link together the spirits of allies for protection. Choose any number of creatures within range. For the duration, you and any target of this spell are linked together. Whenever a linked creature takes damage, that damage is instead split amongst all of the linked creatures evenly. If damage cannot be split evenly, whatever creature has the highest total hit points takes the largest amount.
If a linked creature would be reduced to 0 hit points, but not outright killed, they instead gain hit points equal to your shaman level and are severed from the link of this spell. Whenever a creature is severed from the link of this spell, you must make a concentration check to maintain concentration on this spell.
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## Talents
Beginning at 5th level, you gain a talent from the following list. You gain additional talents at 10th and 15th level. You must meet the prerequisite for a talent to learn it.
### Shaman
#### Ancestral Empowerment
**Prerequisite:** *5th level*