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The Shaman




A female half-orc lumbers
through the forest, her primal
tattoos glistening in the light
of the moon. A child from her tribe
had seen a group of hobgoblins
cutting lumber from their sacred
grove of trees. Slicing her hand,
the half-orc used her dark blood
to inscribe a glyph on a the hilt of
her greatclub. The weapon began to
pulse with a deep green aura as she
ventured forth to deal with the foolish
hobgoblins that had dared profane the
sacred grove of her tribe. For desecrating
the holy place of her ancestors, they would
pay with their lives.
A hunched over, elderly halfling grips his
necklace as he faces down the massive ogre who
had come to threaten his village. The necklace, made
from the finger bones of the villiage's previous shamans,
allowed their spirits to empower his aging body. Drawing
upon the power of his predecessors, he could once again
move with the vigor of his youth. Quick as lightning, he struck
the ogre’s head with the ceremonial quarterstaff that marked
him as the elder of his people. As his foe's body slumped to
the ground, he reflected on his time defending his people as
their champion. Soon his time would come to an end, and his 

body would rejoin the earth. However, his spirit would live on, 
joining the previous elders, providing aid forever.
In the dark of night, a thin elvish woman used her Unlike most spellcasters, shamans don’t come to learn their
connection to magic of creation to conduct a dark ritual on a magic through study or devotion. Through meditation and
stolen lock of hair. The next morning, far across town, the introspection they learn to tap into the raw energy of creation
village fool came down with a mysterious illness, and within innate in all living things. Once they open themselves, their
hours he had succumbed to the strange pox. The townsfolk connection to the power of the natural world is intense, and
suspected dark magic was at play, but after a few days they shamans constantly run the risk of being overwhelmed by the
buried the fool and moved on. The man who had dared to magic they wield. Many who attempt to follow the way of the
insult the crone had paid the price for his sharp words. shaman are consumed by the life-energy they draw into
themselves, irrevocably transforming into large trees or
 stalagmites that vaguely resemble their original form.
Every living thing, plants, animals, and even the landscape, is But, for the few that strike a balance between themselves
suffused with the magic of creation. Shamans are the rare and this power, they are able to wield the primal magic that
few that learn to draw upon that natural energy that flows was instrumental in the creation of the multiverse. They walk
through all life. After opening themselves up to this power the land, mediating the eternal struggle between humanoid
they are able to mold this primal energy to enhance and races and the wild beast and plants of the world.
change the shape of their bodies, place strange curses on 
their foes, shape the landscape, wield the raw power of the
elements, and heal the sick. The practice of shamanistic When creating your shaman, consider how you came to be a
magic is ancient in origin, and traces its roots back to the conduit for the power of creation. Were you trained from
dawn of creation. Since the beginning, shamans have passed birth to be the elder of your tribe, destined to bear the power
their teachings and traditions from one generation to the next that comes with the spiritual support of your ancestors? Did a
in an unending chain of sages. terrible hag steal you away and raise you in her ways,
Some say that shamanistic magic is older then the divine teaching you the secrets of curses and hex magic? Or did you
magic of the gods, and more powerful then the arcane magic study under an ancient hermit, learning to manipulate the
of the most well-studied wizards. However, those that energy present in all things in order to heal the broken?
understand this power are rare. Shamans overwhelmingly Whatever your origin, consider how your relationship to
embrace the old ways of the world. They find themselves the natural world effects your character. Do you gently
uncomfortable in civilized society, instead preferring to dwell beseech the power of nature? Or do you violently wrest
in the wild where their connection to nature is strongest. control of the primeval creative energies around you?
The Shaman
Shaman Proficiency Class Cantrips Spells Spell Slot Totems
Level Bonus Features Known Known Slots Level Known
1st +2 Primal Magic, Sacred Technique 2 2 1 1st —
2nd +2 Totemic Magic 2 3 2 1st 2
3rd +2 Spirituality 2 3 2 2nd 2
4th +2 Ability Score Improvement 3 4 2 2nd 3
5th +3 ─ 3 4 2 3rd 3
6th +3 Spirituality Feature 3 5 2 3rd 4
7th +3 ─ 3 5 2 4th 4
8th +3 Ability Score Improvement 3 6 2 4th 4
9th +4 ─ 3 6 2 5th 5
10th +4 Spirituality Feature 4 7 2 5th 5
11th +4 Primeval Conduit (6th) 4 8 3 5th 5
12th +4 Ability Score Improvement 4 9 3 5th 6
13th +4 Primeval Conduit (7th) 4 10 3 5th 6
14th +5 Spirituality Feature 4 11 3 5th 6
15th +5 Primeval Conduit (8th) 4 12 3 5th 7
16th +5 Ability Score Improvement 4 12 3 5th 7
17th +6 Primeval Conduit (9th) 4 13 4 5th 7
18th +6 — 4 13 4 5th 8
19th +6 Ability Score Improvement 4 14 4 5th 8
20th +6 Primal Mastery 4 14 4 5th 8


You can make a shaman quickly by following these

suggestions. First, make Wisdom your highest ability score 
followed by Constitution. Second, choose the hermit Hit Dice: 1d8 per shaman level
background. Third, select the shillelagh and vicious mockery Hit Points at 1st Level: 8 + your Constitution modifier.
cantrips along with the 1st-level spells entangle and heroism. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per shaman level after 1st

If your group uses this optional rule, here's what you need to 
know if you choose the shaman as one of your classes. Armor: Light armor, shields
Ability Score Minimum. You must have an Wisdom score Weapons: Simple weapons, blow guns, nets.
of at least 13 to take a level in this class, or to take a level in Tools: None
another class if you are already a shaman. Saving Throws: Wisdom, Charisma
Proficiencies Gained. If shaman isn't your initial class, Skills: Choose two from Animal Handling, Arcana, Insight,
here are the proficiencies you gain when you take your first Medicine, Nature, Performance, or Religion
level in shaman: light armor, shields, simple weapons, and 
one skill from the shaman skill list.
Spellcasting. If you have the Spellcasting feature and the You start with the following equipment, in addition to the
Primal Magic feature from the shaman, you can use the spell equipment granted by your background.
slots you gain from Primal Magic to cast spells you know or (a) a quarterstaff or (b) any simple weapon
have prepared from classes with the Spellcasting feature, and (a) a shortbow and 20 arrows or (b) 5 javelins
you can use the spell slots you gain from the Spellcasting (a) a priest's pack or (b) an explorer's pack
feature to cast any shaman spells you know. Leather armor and a Shamanistic Fetish.

You have learned to draw upon your connection to primordial
power of nature to cast spells. See chapter 11 of the Player's
Handbook for the general rules of spellcasting and the end
of this class description for the shaman spell list.

You know two cantrips of your choice from the shaman spell
list at the end of this class description You learn additional
shaman cantrips of your choice at higher levels, as shown in
the Cantrips Known column of the Shaman table.

The Shaman table shows how many spell slots you have, and
the level of these spell slots. All of your spell slots are of the
same level. To cast one of your shaman spells of 1st-level or
higher, you must expend a spell slot. You regain all expended
spell slots when you finish a short or long rest.
For example, as a 5th level shaman, you have two 3rd-level
spell slots. To cast the 1st-level spell cure wounds, you must
spend one of those slots, and you cast it as a 3rd-level spell.

When you gain your Primal Magic at 1st level, you learn 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 of 1st- 
level and higher. A spell you choose must be of a level no
higher than what’s shown in the table’s Slot Level column for Shamans must focus on a powerful aspect of themselves in
your level. When you reach 6th level, for example, you learn a order avoid being consumed by the power they channel. This
new shaman spell, which can be 1st, 2nd, or 3rd-level. focus, known as your sacred technique, grants you certain
Additionally, when you gain a level in this class, you can innate bonuses depending on your choice of focus. At 1st
choose one of the shaman spells you know and replace it with level, select a sacred technique from the options below.
another spell from the shaman spell list, which also must be Body. This sacred technique draws power through your
of a level for which you have spell slots. physical form. Your hit point maximum to increases by 1 and
increases by 1 again whenever you gain a level in this class.
 Mind. This sacred technique uses your intellect to
Wisdom is your spellcasting ability for your shaman spells, dominate the power you channel. When you make an
so you use your Wisdom whenever a spell refers to your Intelligence-based ability check or saving throw, you can
spellcasting ability. In addition, you use your Wisdom choose to use your Wisdom score in place of Intelligence.
modifier when setting the saving throw DC for a shaman Heart. This sacred technique channels primal power
spell you cast and when making an attack roll with one. through your most powerful emotions. When you make a
Spell save DC = 8 + your proficiency bonus saving throw, you can choose to have advantage, or
+ your Wisdom modifier disadvantage, on the roll. However, the next saving throw you
make is made with the opposite effect. For example, if you
Spell attack modifier = your proficiency bonus gave yourself advantage on a saving throw, the next saving
+ your Wisdom modifier throw you make is made with disadvantage.

Soul. This sacred technique balanced the raw primal
power with the serenity of your soul, granting you a serene
You can use a shamanistic fetish as a spellcasting focus for measure of protection. While you are wearing no armor and
your shaman spells. See the Shamanistic Fetishes note below not wielding a shield, your armor class is equal to 10 + your
for a list of objects that count as a shamanistic fetish. Dexterity modifier + your Wisdom modifier.

At the end of a long rest, you can perform a short meditation, Shamanistic Fetishes
and replace one shaman spell you know from your Primal
Magic feature with another spell from the shaman spell list of When a shaman casts a spell, they must be careful
a level equal to, or lower then, your Slot Level. not to be consumed by the power they draw upon.
For this reason, their spellcasting focus, known as a
 shamanistic fetish, must be a mundane item of
personal significance worth at least 1 gp.
You can cast any shaman spell you know as a ritual if that
spell has the ritual tag.
 
You have learned the shamanistic art of creating totems When you reach 4th level, and again at 8th, 12th, 16th, and
through which you channel primal power. These totems allow 19th level, you can increase one ability score of your choice
you to use specific powerful magic abilities without the risk of by 2, or you can increase two ability scores of your choice by
being overwhelmed. At 2nd level, you learn two totems of your 1. As normal, you can’t increase an ability score above 20
choice from the list at the end of this class description. A using this feature.
shaman's totems are unique to them. Some appear as
shimmering tattoos, and others as small animal carvings that 
adorn their weapons and clothing. You learn additional
totems of your choice at higher levels, as shown in the Starting at 11th level, your spiritual connection with the
Totems Known column of the Shaman Table. natural world deepens, allowing you to briefly unleash the
At the end of a long rest, you can choose one of the totems raw power of creation in overwhelming ways. Choose one
you know and replace it with another totem of your choice 6th-level spell from the shaman spell list. You can cast this
that you meet the prerequisites for. Primeval Conduit spell once without expending a spell slot.
You must finish a long rest before you can do so again.
 As you gain levels in this class, you gain more shaman
spells of your choice that can be cast in this way: one 7th-level
Upon reaching 3rd level, you adopt a spirituality. Your spell at 13th level, one 8th-level spell at 15th level, and one
spirituality dictates the how you interact with the primal 9th-level spell at 17th level. You regain all uses of your
forces of nature and the way in which you manifest your Primeval Conduit spells when you finish a long rest.
power. Most shamans learn their spirituality directly from a At the end of a long rest, you can replace one of your
mentor, community elders, or a powerful creature of the Primeval Conduit spells with another shaman spell of the
natural world. However, some shamans have been known to same level, instead of using your Spell Versatility feature.
develop their own spirituality in the absence of a mentor.
Choose one of the following Spiritualities detailed at the 
end of this class description: Curse Binder, Earth Shaker,
Spirit Warrior, Storm Caller, Wild Heart, or Witch Doctor. You have gained mastery over the power that once threatened
to consume you, and you can siphon energy from the world
 around you to replenish your reserves of primal power. Upon
Each Spirituality has a list of spells that you gain at the reaching 20th level, as an action, you can draw upon the life-
shaman levels noted in the Spirituality description. These essence of the surrounding landscape and immediately
spells count as shaman spells for you, but they don't count regain one of your expended Primal Magic spell slots.
against your number of Spells Known. Spells gained from You can use this ability a number of times equal to your
this feature cannot be replaced when you gain a level in this Constitution modifier (minimum of once), and you regain all
class or with your Spell Versatility feature. expended uses when you finish a long rest.

Here's the list of spells you consult when you learn a shaman
spell. The list is organized by spell level, not character level. If
a spell can be cast as a ritual, the (ritual) tag appears after the
spell's name. The spells below are from the 5th edition
Player's Handbook and Xanathar's Guide to Everything.
Cantrips (0 Level) 2nd Level 4th Level 7th Level
blade ward aid control water crown of stars
chill touch alter self divination (ritual) divine word
control flames augury (ritual) elemental bane XGtE etherealness
druidcraft barkskin fire shield finger of death
guidance continual flame freedom of movement fire storm
magic stone XGtE dust devil XGtE giant insect plane shift
primal savagery XGtE earthbind XGtE grasping vine regenerate
resistance enhance ability guardian of nature XGtE resurrection
shillelagh flame blade stoneskin reverse gravity
spare the dying gentle repose (ritual) storm sphere XGtE sequester
thaumaturgy locate animals/plants (ritual) symbol
thorn whip misty step 5th Level whirlwind XGtE
toll the dead XGtE pass without trace awaken
vicious mockery protection from poison cloudkill 8th Level
spike growth commune with nature (ritual) animal shapes
1st Level warding wind dream antimagic field
absorb elements XGtE maelstrom XGtE antipathy/sympathy
animal friendship (ritual) 3rd Level reincarnate control weather
armor of agathys daylight scrying dominate monster
bane dispel magic skill empowerment XGtE earthquake
bless erupting earth XGtE wrath of nature XGtE horrid wilting XGtE
ceremony (ritual) XGtE feign death (ritual) incendiary cloud
command haste 6th Level maddening darkness
compelled duel life transference XGtE meld bones of the earth XGtE sunburst
cure wounds into stone (ritual) chain lightning tsunami
earth tremor XGtE phantom steed (ritual) investiture of flame XGtE
entangle plant growth investiture of ice XGtE 9th Level
expeditious retreat protection from energy investiture of stone XGtE astral projection
false life remove curse investiture of wind XGtE foresight
find familiar (ritual) sleet storm primordial ward XGtE imprisonment
fog cloud thunder step XGtE sunbeam invulnerability XGtE
heroism tidal wave XGtE transport via plants meteor swarm
longstrider tiny hut (ritual) wall of thorns storm of vengeance
shield of faith water breathing wind walk true resurrection

Listed below are the totems available to a shaman. If a totem
has prerequisites, you must meet them to learn it. A level
prerequisite refers to your shaman level. You can learn the
totem at the same time that you meet its prerequisites.

When you deal damage to a creature, you can force them to
make a Constitution saving throw against your shaman spell
save DC. On a failed save, the creature cannot regain hit
points until the beginning of your next turn.

Your unarmed attacks deal slashing damage equal to 1d6
+ your Strength modifier on hit. If you aren't wielding any
weapons or a shield, the d6 becomes a d8.
Starting at 5th level, your unarmed strikes count as magical
for the sake of overcoming resistances.

Your senses are enhanced by primal magic. You gain
proficiency in the Perception skill, and you have advantage on
Wisdom (Perception) checks that rely on hearing or smell.

When you hit an enemy creature with a melee weapon attack 
your weapon deals an additional 1d4 damage on hit.
The bonus weapon damage increases as you gain levels in Your eyes have adjusted to the darkness that comes after
this class; to 1d6 at 6th level, and 1d8 at 11th level. sundown. You gain Superior Darkvision to a range of 120
feet. Within that radius you can see in dim light as if it were
 bright light, and in darkness as if it were dim light.
You gain proficiency in the Stealth skill, and you have 
advantage on Dexterity (Stealth) checks made to Hide in When an enemy creature hits you with a critical hit, you can
natural environments. use your reaction to change it into a regular hit. You can use
 this ability once, and you regain all expended uses when you
Whenever you finish a short or long rest, you automatically finish a short or long rest. Starting at 12th level, you can use
cast the goodberry spell without expending a spell slot. this ability twice between a short or long rest.
 
While not wearing armor or using a shield your armor class When you score a critical hit with a weapon attack you can
is equal to 13 + your Constitution modifier. use your reaction to immediately make one additional
weapon attack targeting the same creature.

Your base movement speed increases by 5 feet. This bonus to 
your movement speed increases to 10 feet at 7th level, and 15 You can cast speak with animals at-will, without expending a
feet at 15th level. spell slot. Starting at 5th level, you also can cast speak with
plants at-will, without expending a spell slot.

You can hold your breath for up to 1 hour while underwater. 
In addition, you develop a viscous coating on your skin that Prerequisite: 5th-level shaman
gives you advantage on ability checks to escape being You can cast the 'enlarge' version of enlarge/reduce as a
grappled. bonus action on your turn, targeting only yourself, without
expending a spell slot. You regain the ability to do so when
 you finish a short or long rest.
You gain resistance to acid and poison damage, and have 
advantage on saving throws to resist being poisoned.
Prerequisite: 5th-level shaman
 You can cast plant growth once per day, without expending a
You gain proficiency in the Survival skill, and you have spell slot. If you do not cast the immediate version of this
advantage on Wisdom (Survival) checks to track creatures spell, the 8 hour version of the spell takes effect on the land
while in natural environments. around you while you long rest.
 
Prerequisite: 5th-level shaman Prerequisite: 7th-level shaman
As long as part of your body is touching the ground, you have Your arms grow and allow you to wreak destruction like a
tremorsense out to a radius 30 feet. Starting at 9th level the hurricane. You gain the Long-Limbed trait. When you make a
radius of your tremorsense increases to 60 feet. melee attack on your turn, your reach increases by 5 feet.
 
Prerequisite: 5th-level shaman Prerequisite: 7th-level shaman
Once per turn when you hit a creature with a melee weapon Your body, and any equipment, becomes slimy and pliable.
attack, you can expend one Primal Magic spell slot to deal You can move through any space as narrow as 1 inch without
force damage to the target, in addition to the weapon's squeezing, and you can spend 5 feet of movement to escape
damage. The extra damage is 1d8 for a 1st-level slot, plus 1d8 from nonmagical restraints or being grappled.
for each spell level higher than 1st, to a maximum of 5d8.

 Prerequisite: 7th-level shaman
Prerequisite: 5th-level shaman You can move through the water like a native of the seas. You
You can cast animate dead once using a shaman spell can breathe both air and water, and you gain a swimming
slot. You can't do so again until you finish a long rest. speed equal to your movement speed.
 
Prerequisite: 5th-level shaman Prerequisite: 7th-level shaman
When you restore another creature's hit points you regain hit You can cast conjure woodland beings once using a shaman
points equal to your Wisdom modifier (minimum of 1). spell slot. You can't do so again until you finish a long rest.
 
Prerequisite: 5th-level shaman Prerequisite: 9th-level shaman
You are immune to the non-damaging effects of divination You gain blindsight in a radius of 30 feet. Starting at 15th
magic, and any Wisdom (Insight) checks made to discern level your blindsight radius becomes 60 feet.
your intentions are made with disadvantage.

 Prerequisite: 9th-level shaman
Prerequisite: 5th-level shaman You have advantage on saving throws to resist spells and
You can draw upon spirits for protection. As a bonus action other magical effects. In addition, starting at 15th level you
you can grant yourself temporary hit points equal to your gain resistance to damage from spells.
proficiency bonus.

 Prerequisite: 9th-level shaman
Prerequisite: 5th-level shaman When you fail a saving throw, you may choose to succeed
As an action, you can exude noxious gas. Every creature instead. Once you use this ability you must complete a long
within 15 feet must make a Constitution saving throw. On a rest before you can use it again. Starting at 15th level, you
failed save, they are poisoned until the end of your next turn. can use this ability twice per long rest.
On a save, the creature is immune to this effect for 24 hours.

 Prerequisite: 15th-level shaman
Prerequisite: 5th-level shaman The power of creation flows through your veins and restores
You can cast ensnaring strike at will as a 1st-level spell, your body when weary. At the start of each of your turns, you
without expending a spell slot. regain hit points equal to your Wisdom modifier (minimum of
1) if you have no more than half of your hit points left. You
 don't gain this benefit if you have 0 hit points.
Prerequisite: 5th-level shaman
You can cast conjure animals once using a shaman spell slot. 
You can't do so again until you finish a long rest. Prerequisite: 15th-level shaman
You can bend even the winds to your will. You gain a flying
 speed equal to your movement speed, and as a reaction you
Prerequisite: 7th-level shaman can reduce any falling damage you take by an amount equal
At the end of a long rest, you can cast death ward on a to your shaman level.
creature of your choice, without expending a spell slot.

 Prerequisite: 15th-level shaman
Prerequisite: 7th-level shaman You can cast the conjure fey spell as a 6th-level spell without
Once per turn, you can grant yourself advantage on an attack expending a spell slot. You must complete a long rest before
roll if the target is within 5 feet of a creature friendly to you. you can use this ability again.

Choose one of the following spiritualities for your shaman:
Curse Binder, Spirit Warrior, Wild Heart, or Witch Doctor.

While most shamans draw upon life giving energy of creation
to create and heal, some twist their connection, using it to
hinder and hex their foes. Curse Binders are masters of this
foul side of shamanism. Often the students of vile hags, or
dark beings from the shadowfell, these dark shamans use
forbidden techniques to twist a creature's own life essence
against them. Their familiarity with dark magic allows Curse
Binders to protect themselves against hexes, blights, and
other dark magics they confront.
Curse Binder Spells
Shaman Level Spells
3rd blindness/deafness, ray of enfeeblement
5th bestow curse, vampiric touch
7th blight, phantasmal killer
9th contagion, enervation


You learn to twist a creature's life essence in harmful ways.
Starting at 3rd level, when a creature you can see within 30
feet makes an ability check, attack roll, or saving throw, you
can use your reaction to impose disadvantage on their roll.
You may use this ability a number of times equal to your
Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a long rest.

Upon adopting this spirituality at 3rd level, you learn to twist 

the life essence of a creature, hindering their abilities. As an 
action, you can choose to inflict one of the following primal Starting at 6th level, your practice of twisted magic has made
curses on a creature you can see within 30 feet. These curses your abilities more powerful. When you damage a creature
last for 1 minute, unless you are incapacitated or end the with a cantrip or primal curse you gain a bonus to the
curse as a bonus action. If you curse a second creature, any damage roll equal to your Wisdom modifier (minimum of 1).
curse effects immediately end for the previous creature.
As you reach certain shaman levels you can have more 
curses active at once; two at 11th level, and three at 17h level. Beginning at 10th level, you can ward yourself against
A single creature can only be under the effect of one curse. magical effects. At the end of each long rest choose one of the
Curse of Binding. You force a creature to make a Strength following damage types: acid, cold, fire, lightning, necrotic,
saving throw. On failed save, it's movement speed is reduced poison, psychic, radiant, or thunder. You gain resistance to
by a number of feet equal to five times your Wisdom modifier that damage type until the end of your next long rest.
(minimum of 5 feet). The creature can repeat the saving Attacks made with silvered weapons ignore any damage
throw at the end of each turn, ending the effect on a success. resistances you gain from this ability.
Curse of Draining. You force a creature to make a
Constitution saving throw. On a failed save, it takes 1d4 
necrotic damage and cannot regain hit points. At the end of You have reached the pinnacle of foul shamanism, and
each of its turns the creature must repeat the saving throw, learned to conjure spirits of darkness. Upon reaching 14th
taking an additional 1d4 necrotic damage on a failed save, level, you can cast create undead as a 6th-level spell, without
and ending the effects of this curse on a success. providing any of the material components or expending a
Curse of Lethargy. You force a creature to make a spell slot. Spirits rise out of the ground in the shape of the
Wisdom saving throw. On a failed save, the creature must undead you summon. They are under your control until the
subtract your Wisdom modifier (minimum of 1) from it's end of your next long rest, or until they are destroyed.
attack rolls. The creature can repeat the saving throw at the Once you use this ability you must complete a long rest
end of each of it's turns, ending the effect on a success. before you can cast create undead in this way again.

You have learned the secret technique of the Spirit Warrior,
special glyphs, that when inscribed upon a weapon, grant its
wielder incredible power. Starting at 3rd level, when you
finish a long rest, you touch one weapon of your choice,
inscribing it with one of the glyphs below. Only Spirit
Warriors know how to draw out the potential of these glyphs,
for anyone else the weapon functions as normal. The glyph
you choose lasts until the end of your next long rest.
Glyph of Binding. This glyph draws out the full potential
of your physical strength. While wielding this weapon you
have advantage on any Strength (Athletics) check you make
to grapple a creature, and you have advantage on any attack
rolls you make targeting a creature that is grappled by you.
Glyph of Draining. This glyph can drain the life force of
others to restore your vitality. When you roll a 20 on an attack
roll with this weapon, the creature takes an additional 2d6
necrotic damage. You regain hit points equal to the extra
necrotic damage dealt. This ability has no effect on
constructs or undead creatures.
Glyph of Wounding. This glyph allows the weapon to
inflict deep, grievous, wounds upon your foes. When you deal
damage to a creature with this weapon, the creature cannot
regain hit points until the beginning of your next turn.

The spirits that guide you have imbued you with the heart of a
warrior. Starting at 6th level, you can attack twice, instead of
once, whenever you take the Attack action on your turn.

 Your familiarity with spirits beyond the veil grants you an
Since the dawn of time mortals have communed with the increased resilience when facing death. Beginning at 10th
spirits of the deceased. Turning to them for guidance in the level, you can sacrifice your own life essence to resist the
present, stories of the past, and glimpses of the future. Some grasp of death. When you are reduced to 0 hit points but not
shamans allow the spirits to work through their bodies, killed outright, you can use your reaction to expend one of
granting them the martial prowess of warriors long dead. your Hit Dice, causing you to drop to 1 hit point instead.
Known as Spirit Warriors, these shamans are often found 
guarding sacred places, hidden from civilization. Upon reaching 14th level, you can allow the spirits to take full
Sprit Warriors make stalwart allies and terrible foes, and control of your body. As a bonus action on your turn, you can
woe to those who would rouse these ancient protectors to enter a possessed state that lasts for one minute, or until you
action. Fighting in tandem with the spirits of the world are reduced to 0 hit points. While in this possessed state your
around them, Spirit Warriors gain enhanced physical and movement speed is doubled, you have resistance to
spiritual abilities, some which may seem unnatural. bludgeoning, piercing, and slashing damage from non-
Spirit Warrior Spells magical attacks, and your melee weapon attacks deal an
additional 2d6 necrotic damage on hit.
Shaman Level Spells
Once you use this ability you can’t use it again until you
3rd branding smite, magic weapon finish a long rest, unless you expend one of your Primal
5th clairvoyance, spirit guardians
Magic spell slots to use it again.
7th guardian of faith, staggering smite
9th contact other plane, steel wind strike XGtE Non-Metal Weapons & Armor
Talk to your Dungeon Master about re-flavoring the
 weapons and armor in the Player's Handbook to fit
the Spirit-Warrior's theme: a breastplate made of
When you adopt this Spirituality at 3rd level, the spirits lend heartwood or a greataxe with an obsidian blade.
you their skill with the armaments of war. You gain However, if you choose not to follow this theme,
proficiency with medium armor and martial weapons. there are no mechanical draw-backs for using
Spirit Warriors are particular about what weapons and normal metal armor and weapons.
armor they use, and will go to great lengths to avoid using
weapons and armor forged through the toil of industry.
 
Almost every town and city has folk tales of humanoids Your kinship with the animals of the land allows you to take
raised by animals, learning to live in tandem with beasts of on the form of a great beast. Starting at 3rd level, you can
the land instead of with their own kind. Stories of these feral expend one of your Primal Magic spell slots to transform into
children are used to reinforce the importance of society. a great beast, using the Great Beast stat bock, which uses
While most of these tales are nothing more then local your proficiency bonus (PB) in several places. When you
legends with no basis in reality, some are inspired by the transform you choose one bestial trait from the list at the end
bestial shamans known as Wild Hearts. of this spirituality. You determine the appearance of your
These shamans reject humanoid civilization and set out great beast, but it's appearance has no effect on it's abilities.
into the wilds, looking to live in harmony with animals. They While you are transformed the following rules apply:
use their connection with primal magic to assume the form of
great and terrible beasts, and serve as protectors of local You use the Strength, Dexterity, and Constitution scores of
wildlife. Wild Hearts will go to any lengths necessary to the great beast, but you retain your Intelligence, Wisdom,
protect the creatures that they view as part of their pack. and Charisma. You also retain all of your skill and saving
throw proficiencies.
Wild Heart Spells You assume the hit points and Hit Dice of the great beast.
Shaman Level Spells When you revert to your normal form, you return to the
number of hit points you had before you transformed.
3rd beast sense, summon beast TCoE However, if you revert because you dropped to 0 hit points,
5th conjure animals, fear any excess damage carries over to your normal form.
You can't cast spells, and your ability to speak or take any
7th dominate beast, locate creature action that requires hands is limited to the capabilities of
9th hold monster, insect plague your beast form. Transforming doesn't break your
concentration on a spell you've already cast, however, or
 prevent you from taking actions that are part of a spell.
Upon adopting this spirituality at 3rd level, you primal You retain the benefit of any features from your class, race,
connection to the wilds enhances your physical abilities. or other source and can use them if the new form is
Choose one of the following features of your choice that best capable of doing so. However, you can't use any of your
reflects the beasts you seek to emulate. special senses unless your new form also has that sense.
Agile Adaptation. Your movement speed increases by 10 Any equipment you are wearing or carrying merges into
feet, and you ignore the effects of mundane difficult terrain. your great beast form. Equipment that merges with your
great beast form has no effect while transformed.
Alpine Adaptation. You gain a 30 foot climb speed, and
you can use your reaction to reduce any falling damage you Your great beast form lasts for one hour. You then revert to
take by an amount equal to your shaman level. your normal form unless you expend another Primal Magic
Aquatic Adaptation. You gain a 30 foot swim speed, and spell slot. You revert to your normal form if you use a bonus
you can hold your breath underwater for up to one hour. action to do so, fall unconscious, drop to 0 hit points, or die.

You attack with the speed and accuracy of an apex predator.
Starting at 6th level, when you are in great beast form and
you take the Bite or Rend action, you can make an additional
Bite or Rend attack as part of the same action. The primal
magic you draw upon to transform suffuses your bestial form.
Your attacks in great beast form count as magical for the sake
of overcoming resistance.
In addition, when you use your Primal Wild Shape you
choose two bestial traits for your great beast form.

Beginning at 10th level, you can draw on your pain to fuel
your fury. As a bonus action, you can expend one of your Hit
Dice, immediately gaining hit points equal to the number
rolled + your Wisdom modifier (minimum of 1).
Any hit points you gain from this ability that exceed your hit
point maximum become temporary hit points.
In addition, when you use your Primal Wild Shape you
choose three bestial traits for your great beast form.

You have mastered your great beast form, drawing out it's
true potential. When you transform into a great beast, it's
Strength score becomes 20, and the damage of your Bite and
Rend attacks increase by 1d6.
In addition, when you use your Primal Wild Shape you
choose four bestial traits for your great beast form.

When you use your Primal Wild Shape to transform into a 
great beast, you determine some of the beast's medium beast, unaligned
characteristics. Each time you transform, choose the
appropriate number of bestial traits from the list below. Armor Class 13 + PB
Aggressive. As a bonus action, the great beast can move Hit Points 10 + six times your shaman level.
up to its speed toward a hostile creature that it can see. ( The great beast has a number of hit dice [d10s]
Amphibious. The great beast can breathe air and water. equal to your shaman level. )
Aquatic. The great beast gains a swim speed of 40 feet. Speed 40 ft.
Charge. If the great beast moves at least 20 feet in a
straight line toward a target and then hits it with a Rend
attack on the same turn, the target takes an extra 1d6 STR DEX CON
slashing damage. If the target is a creature it must succeed 16 (+3) 14 (+2) 16 (+3)
on a Strength saving throw against your shaman spell save
DC or be knocked prone. Senses darkvision 60 ft.
Keen Sight. The great beast has advantage on Wisdom Languages understands the languages you speak
(Perception) checks that rely on sight.
Pack Tactics. The great beast has advantage on attack Keen Smell. The great beast has advantage on
rolls against a creature if at least one of the it's allies is within Wisdom (Perception) checks that rely on it's
5 feet of the creature, and the ally isn't incapacitated. sense of hearing or smell.
Large. The great beast becomes a Large creature. Primal Fury. Whenever the great beast makes a
Powerful Build. The great beast counts as one size larger Strength, Dexterity, or Constitution check or saving
when determining the weight it can push, drag, lift, or carry. throw, you add your proficiency bonus to the roll.
Savage Bite. If the great beast hits a creature that is the
same size, or smaller, with a bite attack, the creature is Actions
grappled (escape DC is equal to your shaman spell save DC). Bite. Melee Weapon Attack: +3 plus PB to hit, reach
Until the grapple ends, the target is restrained, and the great 5 ft., one target. Hit: 1d6 +3 piercing damage.
beast cannot bite another target.
Standing Leap. The great beast's long jump is 15 feet, and Rend. Melee Weapon Attack: +3 plus PB to hit,
its high jump is 10 feet, with or without a running start. reach 5 ft., one target. Hit: 2d6 +3 slashing damage.
Sure Footed. The great beast has advantage on saving
throws to resist being forcibly moved or knocked prone.
 
When all other options for help have been exhausted, nobles Upon reaching 6th level, you learn to empower your weapon
and peasants alike will turn to the medicine men of old in strikes with your own life essene. Once on each of your turns
their time of need. Those who practice ancient healing when you hit a creature with a weapon attack, you can cause
ceremonies and traditional herbal remedies are known as the attack to deal an extra 1d8 radiant damage. This
Witch-Doctors. Masters of stimulating the life essence of additional radiant damage increases to 2d8 at 14th level.
creatures to induce healing, they are often found wandering 
the land offering aid to those in desperate need.
Beginning at 10th level, your spirit is enhanced when you
Witch-Doctor Spells enhance your allies. You gain a +1 bonus to all saving throws
Shaman Level Spells for each totem you have granted to another creature.
3rd enhance ability, lesser restoration 
5th beacon of hope, revivify Starting at 14th level, you have forged a direct connection
with the life essence of the world around you. When you are
7th aura of life, death ward forced to make a death saving throw at the start of your turn,
9th creation, greater restoration you can instead spring back to your feet with a surge of
healing energy. You immediately regain hit points equal to
 half your hit point maximum, and then you stand up if you so
Upon adopting this spirituality at 3rd level, you learn to choose. A number of creatures of your choice equal to your
manipulate the life energy in others to stimulate natural Wisdom modifier (mimimum of 1), that are within 30 feet of
healing. As a bonus action on your turn, you can touch one you regain hit points equal to 2d10 + your Wisdom modifier.
creature and heal them. They regain a number of hit points Once you use this feature, you can’t use it again until you
equal to 1d10 + your Wisdom modifier (minimum of 1). finish a long rest.
You can use this ability a number of times equal to your
Wisdom modifier (minimum of once), and you regain all
expended uses when you finish a long rest. Totems, Features, and Abilities
Witch-Doctors have the ability to grant other
 creatures the abilities of their shaman totems.
You have learned to transfer the benefits of your totems to When selecting the totems you wish to bestow
others. Starting at 3rd level, at the end of a long rest, you can upon another creature, remember that having the
bestow up to half your totems (rounded up) upon other same ability from two sources does not stack.
willing creatures that you touch. The benefits of these totems For example, if you bestow the Totem of the
Rockslide upon a monk with the Martial Arts
last until the end of your next long rest, at which point the feature, they must choose one unarmed strike
totem abilities end for the creature and return to you. calculation to use. They cannot use both.
You can grant each totem to only one creature at a time,
and a creature can only gain the benefits of one totem.
The Shaman
Become a conduit for the power of creation with
this new class for the worlds greatest roleplaying
game! Includes four spiritualities; Curse Binder,
Spirit Warrior, Wild Heart, and Witch Doctor.

Version 4.5.1
Created by /u/laserllama

Artist Credits:
Covers - Cristi Balanescu - Llanowar Visionary
Page 1 - Dan Scott - Oath of the Ancient Wood
Page 3 - Lius Lasahido - Skalla Wolf
Page 4 - Seb McKinnon - Growing Ranks
Page 5 - Chris Rahn - Eternal Witness
Page 6 - Slawomir Maniak - Sage of Ancients
Page 8 - Izzy - Onxy Mage
Page 9 - algenpfleger - Aura Token
Page 10 - Rogier van de Beek - Bear Token
Page 11 - Svetlin Velinov - Goreclaw
Page 12 - Tomasz Jedruszek - Primal Druid

Additional Laserllama Homebrew content can be


found for free on GM Binder.

Support me on Patreon for access to two


exclusive elemental Spiritualities:
Channel stone and flame with the Earth Shaker
Channel frost and wind with the Storm Caller
 
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