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The Shaman

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Shaman

W
alking in the forest at night, you may meet a Soul Vessel
man or a woman sitting and meditating by the
largest tree in the forest. Various carved While gaining physical and magical prowess from the spirits,
wooden figurines, a pouch full of various a Shaman never has true control of their powers, merely
herbs and spices along with a burning incense serving as a vessel for the spirits to channel their energies
are scattered around the person. When you through. To keep the spirits happy and to ensure that they
come closer, you hear the chantings of a ritual keep they powers, Shamans often make ritual sacrifices and
meant to appease the natural spirits, and as you come up offer prayers and services to the spirits.
next to the person, the spirits materialize and envelop you
and the sitting person. At that moment, he or she opens their The Gift of the Spirits
eyes and stare right at you, making you see directly into their As an Shaman becomes more powerful, they become more
eyes, which looks dead and shows signs of having seen much attached to the Spirit World, and gradually, they transition
more than you will ever imagine in your mortal life. into becoming more of a living spirit themselves, being
Spiritual Connection detached from mortal problems and fueling their own
spiritual powers instead of relying on the spirits they worship
Shamans serve as the direct connection between the mortal and serve. At that point, an Shaman becomes neither mortal
world and the realms of spirits, being called by the spirits to nor immortal, neither living nor dead, just something
speak and act for them among mortals. These spirits come in inbetween.
a variety of forms, ranging from nature spirits to the souls of
fallen ancestors. By bargaining and negotiating with spirits, Creating an Shaman
an occulist is granted power from the spirits, both to serve When making your Shaman, you should consider why your
the spirits' goals, but also in part as a reward for serving character has such a close bond with nature and the spirits
them. The powers granted stems from the very energies in particular. Perhaps you are a part of a tribe that worships
permeating throughout nature and reflects it by granting your ancestors which takes their form as spirits, or maybe
effects resembling the elements of nature. you have witnessed a murder in the forest, which have
traumatized you and brought you closer to the spiritual wo.
Perhaps your character had a dramatic encounter with the
spirits of nature, falling from a tree or down a waterfall and
barely surviving, maybe in part due to spirits saving you.
Have you always been an adventurer as part of your
spiritual calling, or did you first spend time as a caretaker of
a mausoleum or graveyard? Perhaps your homeland was
befouled by evil, and you took up an adventuring life in hopes
of finding a new home or purpose.
Quick Build
You can make a Shaman quickly by following these
suggestions. First, Wisdom should be your highest ability
modifier, followed by either Strength or Dexterity. Secondly,
you should take the Outlander background.

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Equipment
You start with the following equipment, in addition to the
Class Features equipment granted by your background:
As a Shaman, you gain the following class features. any simple weapon, a flail, a morning star or a whip
Hit Dice: 1d8 per level (a) a sling and 20 stones, or (b) a wooden shield
Hit Points at 1st Level: 8 + your Constitution modifier (a) a set of hide armor, or (b) a set of leather armor.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution An explorer's pack and a druidic focus.
modifier per level after 1st
Proficiencies Metal Armor
Armor: light armor, medium armor, shields (shamans will not Like druids, shamans will refuse to wear armor or
wear armor or use shields made of metal) shields primarily made of metal. Among non-
Weapons: simple weapons, flail, morning star, whip, blowgun magical armor, shamans can wear leather, studded
Tools: Herbalism kit leather and hide, as they are primarily made of non-
metal materials. Other armor may have variants that
Saving Throws: Wisdom, Strength allow them to be worn by shamans.
Skills: Choose two from Animal Handling, Insight, Medicine,
Nature, Religion, Stealth and Survival.

The Shaman
Proficiency
Cantrips
Spell
Slot

Level Bonus Features Known Slots Level


1st +2 Spirit Magic, Mystical Preparation (1 Spell) 2 1 1st
2nd +2 Spiritual Calling, Imbued Soul (2d6) 2 1 1st
3rd +2 Occult Arts, Natural Barrier 2 2 1st
4th +2 Ability Score Improvement 2 2 1st
5th +3 Occult Prowess 2 2 2nd
6th +3 Spiritual Calling Feature 2 2 2nd
7th +3 Mystical Preparation (3 Spells), Distilled Nature 2 2 2nd
8th +3 Ability Score Improvement 2 2 2nd
9th +4 ─ 2 2 3rd
10th +4 Spiritual Calling Feature 3 2 3rd
11th +4 Imbued Soul (4d6), Shamanic Conduit 3 2 3rd
12th +4 Ability Score Improvement 3 2 3rd
13th +5 ─ 3 2 4th
14th +5 Spiritual Calling Feature 4 2 4th
15th +5 Ethereal Sight, Improved Distilled Nature 4 2 4th
16th +5 Ability Score Improvement 4 2 4th
17th +6 ─ 4 2 5th
18th +6 Fleeting Soul 4 2 5th
19th +6 Ability Score Improvement 4 2 5th
20th +6 Master of the Occult 4 2 5th

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Spirit Magic Mystical Preparation
Your study of nature and the spirits of the world have given Also starting at 1st level, you have honed your ability to call
you the ability to cast spells using the magic of natural spirits for the power of the spirits, becoming able to save some of
in the world. See Chapter 10 in the Player's Handbook for the the spiritual energy conjured for another time.
general rules of spellcasting and the end of this document for When you prepare your spells, you can prepare an
the shaman spell list. additional spell along with your normally prepared spells.
The additional spell prepared must have the ritual tag and
Cantrips (0-Level Spells) can only be cast as a ritual while prepared.
At 1st level, you know two cantrips of your choice from the You can prepare two additional spells in this way for a total
Shaman spell list. At higher levels, you learn additional of three spells at 7th level.
Shaman cantrips of your choice, as shown in the Cantrips
Known column of the Shaman table. Spiritual Calling
Preparing and Casting Spells At 2nd level you have found a part of the spiritual world that
The Shaman table shows how many spell slots you have. The calls for you to search for guidance. You can choose one of
table also shows what the level of those slots is; all of your several callings detailed at the end of the class description.
spell slots are the same level. To cast one of your shaman Your calling grants you additional features when you reach
spells of 1st level or higher, you must expend a spell slot. You 6th level and again at 10th and 14th level.
regain all expended spell slots when you finish a short or long
rest. For example, when you are 5th level, you have two 2nd- Imbued Soul
level spell slots. To cast the 1st-level spell cause fear, you At 2nd level, you have gained the ability to infuse your attacks
must spend one of those slots, and you cast it as a 2nd-level with spiritual energy, gaining the ability to make a large
spell. amount of spiritual energy surge through your body at will.
You prepare the list of Shaman spells that are available for When you use your action to take the Attack action or cast
you to cast, choosing from the shaman spell list. When you a cantrip, you can infuse spirits into your attack. You can add
do so, choose a number of shaman spells equal to your an additional 2d6 damage to the damage dealt with a weapon
Wisdom modifier + half your shaman level, rounded down attack or a cantrip as a part of that action. The damage
(minimum of one spell). The spells must be of a level for increases to 4d6 at 11th level.
which you have spell slots of the level or higher. For example, After you use this feature, you cannot use Imbued soul
if you are a 5th-level shaman with a Wisdom of 16, your list of again until you have cast a spell with a shaman spell slot of
prepared shaman spells can include five spells of 1st and 1st level or higher.
2nd level, in any combination. You can also change your list of Upon gaining this ability, you must choose whether the
prepared spells when you finish a long rest. Preparing a new damage dealt by this feature is radiant or necrotic.
list of shaman spells requires time spent in prayer and
meditation: at least 1 minute per spell level for each spell on Occult Arts
your list.
At 3rd level, you have have proficiency in fighting alongside
Spellcasting Ability your spirits, making you more powerful in ways otherwise not
Wisdom is your spellcasting ability for your shaman spells, possible. Choose one of the following options:
since your magic draws upon your devotion and attunement
to the spirits. You use your Wisdom whenever a spell refers Empowered Body
to your spellcasting ability. In addition, you use your Wisdom While you are wearing armor, you can add your Wisdom
modifier when setting the saving throw DC for a shaman modifier to your AC instead of your Dexterity modifier. You
spell you cast and when making an attack roll with one. can use a shield and still gain this benefit.
Spell save DC = 8 + your proficiency bonus
Focused Mind
+ your Wisdom modifier. When you roll for initiative, you may add your Wisdom
Spell Attack modifier = your proficiency bonus
modifier to your initiative rolls.
+ your Wisdom modifier. Free Spirit
Ritual Casting
You may use your Wisdom score instead of Strength to
determine your jump distance.
You can cast a shaman spell as a ritual if that spell has the In addition, whenever you make a skill check to escape
ritual tag and you have the spell prepared. The ritual version from something binding you (such as being restrained by the
of a spell takes 10 minutes longer to cast than normal and entangle spell, being grappled or being binded by manacles),
also doesn't expend a spell slot. The ritual version of a spell you may choose to use your Wisdom in place of Strength or
can only be cast at its lowest level possible. Dexterity when making the check.
Spellcasting Focus
You can use an druidic focus (see the Adventuring Gear
section) as a spellcasting focus for your shaman spells.

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Natural Barrier Improved Distilled Nature
Also at 3rd level, you gain the ability to create a barrier of At 15th level, the spirits' capabilities to protect you have been
spirits around you. As an action, you can give yourself a improved. You can now use the Distilled Feature twice
number of temporary hit points equal to your Shaman level. between long rests.
Once you use this feature, you must finish a short or long In addition, you can as an action expend two uses of
rest before you can use it again. Distilled Nature at the same time to create a protective
barrier of spirits inside of you, protecting yourself from being
Occult Prowess crippled. Choose one of the following sets of conditions:
At 5th level, you gain one of the following features of your poison and disease
choice: Extra Attack or Potent Cantrips. blinded and deafened
charmed and frightened
Extra Attack
You can attack twice, rather than once, whenever you take You become immune to the chosen two conditions for the
the Attack action on your turn. next hour.
Potent Spells Ethereal Sight
You may add your Wisdom modifier to one damage roll of any Also at 15th level, your affinity with spirits increase to the
Shaman spell you cast. point where you are able to see any nearby spirits. You gain
In addition, you learn an additional cantrip of your choice the ability to see up to 30 feet into the Ethereal plane.
from the shaman spell list. It does not count against the
number of cantrips you know. Fleeting Soul
Distilled Nature At 18th level, when you die, your soul becomes more bound
At 7th level, you can make the spirits cleanse your body at to the material world, even in death. You can be revived by
will. You can as an action draw power from the spirits and revivify as long as you have been dead for no longer than 1
make them flush through you, ending a one disease or one day. You can always be revived by reincarnate regardless of
condition afflicting you. The condition can be either how long you have been dead.
frightened, charmed, blinded, deafened or poisoned. Master of the Occult
Once you use this feature, you must finish a long rest
before you can use it again. At 20th level, you have reached such wisdom from the spirits
of nature that you become a living spirit that can grant
Shamanic Conduit yourself spiritual powers. When you roll for initiative and
have no spell slots remaining, you regain 2 spell slots.
At 11th level, your connection to your spirits is more
substantial than before and is harder to break.
When you cast a spell with a casting time longer than a
single action, you have advantage on concentration checks to
maintain casting the spell until the spell is cast.
In addition, when you finish a short rest, you may switch
one of your spells prepared through the Mystical Preparation
feature with another spell with the ritual tag.

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Spiritual Callings

Spiritual
Calling Subclass Description
Calling of You have a special bond with the totem poles which you use to contact ancient spirits, granting you the
Totemist
the Totem ability to summon and manipulate totemic poles.
Calling of
You have the ability to contact ghosts of deceased creatures and let them possess you or an object of
the Medium
yours, lending you their spiritual powers.
Whispers
Calling of
You attune to the sound of nature by the beat of your trusty spirit drum. By playing on the drum, you
the Spiritualist
can send out spiritual energy in the form of song to you and all allies that can hear you.
Rhythm
Calling of You have moved to a coven, living with likeminded people in search of spiritual power. Your
Witch
the Coven connections with the spirits in those parts of nature grants you powerful magic.
Calling of You have gained the wisdom to communicate with the spirits of nature through speaking the language
the Sage of the natural elements. By way of elaborate and complicated rituals, you align yourself with the
Aspects elements and invoke them in battle.
Calling of A gift from the stars above, you gain power from the night sky. Spirits in the stars grants you the ability
Astrologian
the Stars to summon a constellation in your image that you can manipulate to your liking.

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Calling of the Totem
You have a special bond with the totem poles which you use
to contact ancient spirits, granting you the ability to summon
and manipulate totemic poles.
Summon Totem
At 2nd level, you gain the ability to conjure a totemic pole out
of thin air. As a bonus action, you summon a spirit totem at an
non-occupied square within 30 feet of you. A spirit totem
disappears if you end your turn with it being more than 30
feet away from you or when you dismiss it on your turn (no
action needed). You can have up to three spirit totems active
at any time. When you summon a spirit totem while you
already have the maximum number of totems on the field, the
oldest spirit totem is automatically dismissed.
You have a +1 bonus to your AC whenever you are within
10 feet of any of your totems.
Primal Fortitude
At 2nd level, your might and power prepares yourself for any
wounds and injuries you might get inflicted with while
adventuring. Your hit point maximum increases by 2, and it
increases by 1 again whenever you gain a level in this class.
In addition, whenever you take damage, you gain a fortitude
charge, up to a maximum of three. When you deal damage
with a weapon or a cantrip, you consume all fortitude charges
to deal an additional 1d4 damage for each charge consumed.
If the target is within 10 feet of any of your totems, you
instead deal 1d6 damage for each charge consumed.
Protective Surge
At 6th level, the spirit totems can protect you in a pinch,
weakening the force of blows on you. As a reaction to taking
damage, you can destroy a totem within 10 feet of you to gain
resistance to the triggering damage type against that attack.
After using this feature, the number of totems you can
have active at any one time is then reduced by one until you
finish a short or long rest. You cannot use this feature when
the number of totems you can have active at any one time is
equal to one.
Improved Totem
At 10th level, the spirits residing in your totem becomes more
powerful. Whenever you are within 10 feet of any of your
totems, you gain a bonus of +1 to your weapon attack rolls
and saving throws.
Animal Guardians
At 14th level, the spirits residing inside the totemic pole is
able to lash out from the totem. While you are within 10 feet
of a totem, you may make the area within 10 feet of that totem
lightly obscured for creatures other than you as spirits are
released from the totem and surround the nearby area.
When the creature enters the area around a totem that has
its spirits released for the first time on a turn or starts its
turn there, the spirits lash out at the creature. The creature
must make a Wisdom saving throw. On a failed save, the
creature takes 2d8 damage and having its speed halved,
taking half as much damage and not having its speed halved
on a successful save. The damage dealt is of the same type
as the one chosen for the Infused Soul feature.
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Calling of the Whispers Ancient Possession
Also at 2nd level, the ancestor can lend you its spectral
You have the ability to contact ghosts of deceased creatures powers by possessing you temporarily. As a bonus action,
and let them possess you or an object of yours, lending you you can become spectral temporarily. For the next minute,
their spiritual powers in battle. By contacting the ghosts you can move through other creatures and objects as if they
around you, you gain the ability to temporarily become a were difficult terrain. You take 2d6 force damage if your turn
ghost yourself, becoming intangible and separated from the is ended while you’re still inside an object. If you are inside
physical realm for a short moment. an object when you stop being spectral, your body is expelled
Ancestral Guidance to the nearest unoccupied space that you can occupy and
At 2nd level, an ancestral spirit possesses up to two weapons take force damage equal to twice the number of feet you
of yours, engulfing it in ectoplasm and ghastly energies to moved.
improve your abilities in battle. After using this feature, you can’t use it again until you
Whenever you finish a long rest, you can touch up to two finish a short or long rest.
weapons that you are proficient with. They become your Phantom Massacre
ancestral weapons. You can use your ancestral weapons as At 6th level, your ancestral spirits increase in power, gaining
spellcasting foci and while holding your ancestral weapons, the ability to mark creatures you hit. Once per turn, you can
your speed increases by 10 feet, increasing to 20 feet at 10th deal an extra 1d6 psychic damage to one creature you hit
level. This lasts until you choose to change your ancestral with a weapon or a cantrip and mark the creature for the next
weapons during a long rest. minute. If the creature is already marked, you instead deal
2d6 psychic damage, increasing to 3d6 at 14th level. When
you mark a creature, any marks on other creatures
disappear.
Poltergeist
At 10th level, you become closer with your ancestral spirits,
increasing the power of the marks. When you consume a
mark to deal damage to a creature, you may choose to
become spectral and jump into the creature if you are within
30 feet of it. You disappear from the field as you enter the
creature's body as a ghost. At the start of your next turn or
when the creature dies, you reappear at an unoccupied
space within 10 feet of the creature.
After using this feature, you can’t use it again until you
finish a long rest.
In addition, you can cast the spell speak with dead at will
without expending a spell slot.
Secret of the Ancients
Beginning at 14th level, you are completely confident in your
ability to become spectral. While your Ancient Possession
feature is active, if you haven't moved this turn, and you end
your turn inside an object, the turn will not count against the
time left as spectral. You can extend the duration in this
matter up to a maximum of 1 hour.
In addition, you now do not take force damage from ending
your turn while you’re still inside an object if you haven't
moved this turn.

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Calling of the Rhythm Spiritual Beat
At 6th level, you can invigorate your song, granting additional
You attune to the sound of nature by the beat of your trusty bonuses to your allies. If you are currently playing a song, you
spirit drum. By playing on the drum, you can send out may boost the sound of your song as an action for a minute,
spiritual energy in the form of song to you and all allies that granting an additional beneficial effect to yourself and all
can hear you. allies within 30 feet of you depending on the song currently
Natural Rhythm playing:
At 2nd level, you can feel the rhythm of your surroundings Aria of the Lake: When you or an ally must make a
from your head to your toes. You gain proficiency with Wisdom or Constitution saving throw, you and your allies
warhammers and longswords. You also gain proficiency with gain advantage on the saving throw instead of adding a
a drum. For you, a drum also counts as a shield and a flat +1 bonus.
spellcasting focus. Whenever you wield a shield in one hand Storm Chant: Whenever you or an ally is hit by a melee
and a weapon in the other, the shield can also be used as a attack, the attacker takes 1d6 lightning damage.
drum. Hymn of the Wind: You and your allies' movement does
not provoke opportunity attacks while in range. You and
Song of the Forest your allies also gain advantage on the ability check when
At 2nd level, you can use your drum to beat the rhythm of you take the Shove action.
your surroundings to empower your allies. As an action while Earthen Anthem: Whenever you or an ally roll the
holding a drum, you may begin to make the spirits play a song maximum number on any of their damage dice when
on your drum, granting a beneficial effect to yourself and all making a weapon attack, you may roll an additional die and
allies within 30 feet of you. You and your allies must be able add it to the damage dealt. You can only add a single
to hear your drum to gain its benefits. You may choose one of damage die to a damage roll in this manner.
the following songs to play:
After using this feature, you can’t use it again until you
Aria of the Lake: You can add an additional bonus of +1 finish a short or long rest.
to any saving throws you or an ally must roll.
Storm Chant: Whenever you or an ally attacks with a Worldly Heart
wielded weapon, the weapon’s damage type is thunder At 10th level, your beat of the drum adds vitality to your
instead of the weapon’s normal damage type. allies, keeping them in battle for longer. As an action, you may
Hymn of the Wind: You and your allies’ movement speed beat your drum in a special rhythm. Allies within 30 feet of
gain a bonus of +10 feet. The ally’s bonus is maintained to you that has 0 hit points is healed for an amount equal to
end of their turn even if they move out of the song’s radius your Shaman level + your Wisdom modifier.
during their turn. After using this feature, you can’t use it again until you
Earthen Anthem: When you or an ally roll a 1 on a finish a long rest.
damage die for a weapon attack, one can reroll the die and
must use the new roll, even if the new roll is a 1. Aura of Balance
The song ends if you are no longer carrying or wielding the At 14th level, your drum playing abilities improves. While the
drum. You may end your song at any time as a bonus action. Spiritual Beat feature is active, you and your allies also gain a
While playing a song, your drum is considered occupied, and resistance to a damage type depending on the song played:
you cannot attack an enemy with the drum. Aria of the Lake: You gain resistance to piercing damage.
Storm Chant: You gain resistance to lightning and
thunder damage.
Hymn of the Wind: You gain resistance to slashing
damage.
Earthen Anthem: You gain resistance to bludgeoning
damage.

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Calling of the Coven Enchanting Grace
Beginning at 6th level, your power to entrance people has
You have moved to a coven, living with likeminded people in improved drastically, becoming almost flawless. When you
search of spiritual power. Your connections with the spirits in interact with a humanoid for at least 1 minute, you have
those parts of nature grants you powerful magic. advantage on any subsequent skill checks to lie, confuse or
Bewitching Jinx otherwise mislead the target for your own benefit.
At 2nd level, you gain the ability to place a jinx on someone. You also become immune to other creature's attempts to do
As a bonus action, choose one creature you can see within 60 the same to you. You have immunity to the charmed and
feet of you. You curse the target for the next minute. Until the frightened conditions.
curse ends, you gain the following benefits: Poppet Master
You have advantage on spell attack rolls against the At 10th level, you gain the ability to create a poppet that is
cursed target. bound to a nearby enemy. As an action, you can target a
While cursed, the target has disadvantage on saving humanoid creature you can see within 60 feet. You curse that
throws against your shaman spells and abilities. target, creating a doll within 5 feet of you that resembles this
creature that lasts for 1 minute or until that creature dies.
After using this feature, you can’t use it again until you The poppet doll uses the target's statistics. Whenever the
finish a short or long rest. doll is attacked, the creature that the doll resembles takes
half damage from attacks that hit the doll and is subject to all
Occult Codex effects that effect the doll.
Beginning from 2nd level, you gain additional tome spells at After using this feature twice, you can’t use it again until
the Shaman levels noted in the table below. Once you gain a you finish a long rest.
tome spell, you always have it prepared, and it doesn't count
against the number of spells you can prepare each day. If you Witch’s Brew
have a domain spell that doesn't appear on the Shaman spell Beginning at 14th level, whenever you use the Jinx feature,
list, the spell is nonetheless a Shaman spell for you. you can choose up to two creatures you can see within 30
feet of you to be cursed instead. You cannot target both a
Occult Codex Spells creature and a doll that resembles the same creature.
Spell Level Spells In addition, when a creature rolls a 1 on any saving throw
1st find familiar, bane against one of your spells, the target must make a
Constitution saving throw against your spell DC. On a failed
2nd enthrall, hold person save, they are inflicted with curse as described in the Jinx
3rd lightning bolt, dispel magic feature.
4th phantasmal killer, confusion
5th teleportation circle, dream

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Calling of the Aspects Rune Tablet
Beginning from 2nd level, you gain additional tome spells at
You have gained the wisdom to communicate with the spirits the Shaman levels noted in the table below. Once you gain a
of nature through speaking the language of the natural tome spell, you always have it prepared, and it doesn't count
elements. By way of elaborate and complicated rituals, you against the number of spells you can prepare each day. If you
align yourself with the elements and invoke them in battle. have a domain spell that doesn't appear on the Shaman spell
Elemental Bending list, the spell is nonetheless a Shaman spell for you.
Beginning at 2nd level, you gain the limited ability to bend the Rune Tablet Spells
elements through the spirits of nature. As a bonus action, Spell Level Spells
you can invoke an element of your choice, gaining an effect
based on the element invoked: 1st absorb elements XGE , healing word
Earth: You grant a creature within 30 feet of you 2nd skywrite XGE , heat metal
temporary hit points equal to 1d8 + your Wisdom 3rd protection from energy, meld into stone
modifier until the start of your next turn, as a barrier of
stone and rocks envelop the target. The temporary hit 4th watery sphere XGE , elemental bane XGE
points increases by 1d8 at 6th level (2d8), 10th level (3d8) 5th mass cure wounds, skill empowerment XGE
and 14th level (4d8).
Water: Choose a creature within 30 feet of you. The Sage of Nature
creature must succeed in a Constitution saving throw At 6th level, you gain control on the aspects of nature and can
against your spell DC or be dazed by a whip of water, manipulate them as you cast spells. When you finish a long
becoming incapacitated until the end of its next turn. rest, choose a damage type from the following list: acid, cold,
Fire: You create a wave of lava that you send at a creature fire, lightning, or thunder. Until the end of your next long rest,
within 30 feet of you. Make a ranged spell attack. On a hit, when you cast a spell that deals acid, cold, fire, lightning, or
the attack deals 2d8 fire damage. The damage increases thunder damage, you can choose to substitute that damage
by 1d8 at 6th level (3d8), 10th level (4d8) and 14th level type with the chosen damage type.
(5d8). In addition, you can now speak, read, and write Primordial.
Air: Choose a creature within 30 feet of you. The creature
must succeed in a Strength saving throw against your Aspect Burst
spell DC or be restrained by a vortex of air. At the end of At 10th level, you become more controlled at bending the
each of its turns, a restrained target can repeat the saving elements, gaining the ability to invoke all four elements at
throw, ending the effect on itself on a success. once. When you consume a use of the elemental bending
You can use this feature a number of times equal to your feature to invoke an element, you can choose to invoke all four
Wisdom modifier (minimum of once). You regain all expended elements at once. Each element can be targeted at the same
uses when you finish a long rest. target or at different targets.
After using this feature, you can’t use it again until you
finish a long rest.
Elemental Alignment
Upon gaining 14th level, choose one of the following elements
to focus on: Fire, Water, Air or Earth. During a long rest, you
can then create a sigil of that element using 1 hour of your
time, which can be part of the long rest. You can as an action
activate the sigil and cast a spell according to the aligned
element without expending a spell slot and without requiring
concentration:
Earth: You cast investiture of stone.
Water: You cast investiture of ice.
Fire: You cast investiture of flame.
Air: You cast investiture of wind.
When the spell ends, you gain a level of exhaustion.
To change your aligned element to one of the other three,
you can spend a week and 100 gp worth of materials making
rituals to realign yourself to the element of choice.

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Calling of the Stars Firmament
Starting at 6th level, you can manipulate light around you.
A gift from the stars above, you gain power from the night When you end your turn while in bright light, you become
sky. Spirits in the stars grants you the ability to summon a enrobed in a firmament of stars that distract enemies. Until
constellation in your image that you can manipulate to your you take damage, any attack roll made against you has
liking. disadvantage unless the creature can sense your prescence
Star Constellation by tremorsense, blindsight or truesight.
At 2nd level, you gain the ability to use the magic of the night In addition, you gain advantage on Wisdom (Survival)
sky to conjure a spectral presence resembling a constellation. checks when you can see the night sky above you.
As a bonus action, you can create a spectral presence Stella Nova
resembling a humanoid constellation, hovering in an Beginning at 10th level, when you use your action to intensify
unoccupied space of your choice within 30 feet of you. This the light of the constellation, you can cause the constellation
presence is the same size class as you, it is intangible and to momentarily erupt with light. Creatures within 20 feet of
invulnerable, and it sheds dim light in a 10-foot radius. the constellation must make a Constitution saving throw
While the spectral prescence is within 90 feet of you, you against your spell DC. On a failed save, a creature is knocked
can cause the spectral presence to hover up to 30 feet to an prone and blinded until the end of your next turn.
unoccupied space that you can see within 90 feet of you. It After using this feature, you can’t use it again until you
can pass through creatures but not objects. finish a short or long rest.
As an action, you can intensify the brightness of the
constellation's light, making it shed bright light in a 20-foot Living Constellation
radius and dim light for an additional 20 feet. On your Beginning at 14th level, your mastery of stellar powers
subsequent turns, you can dim the light back to normal (no become unparalleled. You can as an action change the shape
action required). You cannot both dim and intensify the light of your constellation, making it resemble and function as a
in the same turn. The light automatically dims if the spectral humanoid creature of your choice with a CR equal to or lower
prescence is more than 90 feet away from you. than 4. As it is only a constellation, other creatures cannot be
When you cast a spell on your turn, you can cast it as if fooled into thinking that the constellation is the creature it
you were in the spectral mind’s space instead of your own if resembles. While transformed, it takes its turn immediately
the spectral prescence is within 90 feet of you. after yours, and you cannot cast a spell through the
constellation while it is transformed. Otherwise, it functions
Spatial Diary as normal.
Beginning from 2nd level, you gain additional tome spells at The transformation lasts for 1 minute or until your
the Shaman levels noted in the table below. Once you gain a concentration ends (as if you were concentrating on a spell).
tome spell, you always have it prepared, and it doesn't count After using this feature, you can't do so again until you
against the number of spells you can prepare each day. If you finish a long rest or until you expend a shaman spell slot.
have a domain spell that doesn't appear on the Shaman spell
list, the spell is nonetheless a Shaman spell for you.
Spatial Diary Spells
Spell Level Spells
1st guiding bolt, detect magic
2nd moonbeam, blur
3rd melf’s minute meteors XGE , clairvoyance
4th greater invisibility, arcane eye
5th scrying, wall of light XGE

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Shaman Spells
As a Shaman, when you prepare your spell list you can
choose from the following list of spells:
Detect Poison & Disease (R) Overgrowth (R) SH Water Walk (R)
Cantrips Dissonant Whispers Protection from Poison Wind Wall
Control Flames XGE Entangle Ray of Enfeeblement Wood Hammer SH
Create Bonfire XGE Earth Tremor XGE Roman Candle (R) SH
Dancing Lights Faerie Fire See Invisibility 4th Level
Druidcraft Fog Cloud Silence (R) Blight
Frostbite XGE Incense Sticks (R) SH Suggestion Banishment
Gust XGE Purify Food and Drink (R) Spike Growth Borrowed Life SH
Infestation XGE Ray of Sickness Spiritual Surge SH Call of Ancestors (R) SH
Lightning Lure SCAG Screech SH Control Water
Message Sleep 3rd Level Grasping Vine
Mold Earth XGE Speak with Animals (R) Bestow Curse Guarding Sigil (R) SH
Plant Matter SH Thunderwave Call Lightning Hallucinatory Terrain
Poison Spray Witch Bolt Decompose (R) SH Ice Storm
Primal Savagery XGE Erupting Earth XGE Natural Gift (R) SH
Produce Flame 2nd Level Fear Polymorph
Sapping Sting EGW Animal Messenger (R) Forest Warden SH Storm Sphere XGE
Shape Water XGE Barkskin Gaseous Form
Shocking Grasp Continual Flame Hypnotic Pattern 5th Level
Soak SH Crown of Madness Life Transference XGE Blossom Barrier (R) SH
Spare the Dying Darkness Magic Circle Cloudkill
Thorn Whip Dust Devil XGE Plant Growth Commune With Nature (R)
Thunderclap XGE Earthbind XGE Sleet Storm Contagion
Word of Radiance XGE Gust of Wind Spirit Tracker (R) SH Control Winds XGE
Lesser Restoration Stinking Cloud Hallow
1st Level Locate Animals & Plants (R) Soul Beasts SH Transmute Rock XGE
Cause Fear XGE Mind Spike XGE Vampiric Touch Tree Stride
Create or Destroy Water Misty Step Wall of Water XGE Wrath of Nature XGE
Cure Wounds Melf's Acid Arrow Water Breathing (R)
Chromatic Orb
. Multiclassing
(R) The Spell can be cast as a Ritual

The prerequisites for multiclassing into a Shaman is a


SH Spells can be found under Shaman-specific Spells

XGE Spell is from Xanathar's Guide to Everything

Wisdom score of 13. When you multiclass into a Shaman,


SCAG Spell is from Sword Coast Adventurer's Guide

you gain proficiency in light and medium armor along with


EGW Spell is from Explorer's Guide to Wildemount shields and simple weapons.
If you have the Spirit Magic class feature from the Shaman
class and at least one of the following: the Spellcasting class
feature or the Pact Magic feature, you can use the spell slots
you gain from the Spirit Magic feature to cast spells you
know or have prepared from classes with the Spellcasting
or/and the Pact Magic class feature, and you can use the
spell slots you gain from those class features to cast Shaman
spells you know.

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Call of Ancestors At
Shaman-specific Spells 4th-level Divination (Ritual) incre
The connection you share with the spirits allows you to cast In ad
Casting time: 1 action for ea
spells unknown to other spellcasters. Your bond allows you Range: Self
to manipulate the weave of nature and create spells that Components: V, S, M (Incense and charcoal together worth
harness the powers of spirits and nature. A DM may allow at least 25 gp, which the spell consumes)
these spells to be taken by other spellcasters such as Druids, Duration: Instantaneous
Rangers and Warlocks.
Your magic and an offering put you in contact with spirits.
Blossom Barrier The GM tells you a piece of advice concerning a specific
5th-level Abjuration (Ritual) goal, event, or activity in the near future. The reply might be a
Casting time: 10 minutes short phrase, a cryptic rhyme, or an omen. You may ask a
Range: Self (30-foot-radius sphere) question to the spirits, but the GM does not have to answer
Components: V, M (a glass orb worth 100 gp, which is the question.
The spell doesn’t take into account any possible
consumed) circumstances that might change the outcome, such as the
Duration: 1 hour casting of additional spells or the loss or gain of a companion.
If you cast this spell two or more times before finishing
You create a 30-foot radius sphere that moves with you for your next Long Rest, there is a cumulative 25 percent chance
the duration, inside of which blossoms of your choice for each casting after the first that you get no answer from
magically appear and hover. the spiritual ancestors.
The dome has the following effects:
Decompose
Creatures inside the area can breathe whatever fluid is in 3rd-level Transmutation (Ritual)
the dome at any one time. Casting time: 1 action
Any air or water that enters the dome is magically clear of
any harmful effects such as poison, gas or magical fog. Range: Touch
A creature cannot become poisoned or diseased while Components: V, S, M (a live maggot or dermestid beetle)
inside the dome. If the creature is already poisoned or Duration: Instantaneous
inflicted with disease, they ignore any effects caused by You cause organic material you choose within range to
the poison or disease until they leave the dome. instantly decompose into composted humus, producing only
the odor of petrichor and ozone. You can affect up to 150 lbs.
Borrowed Life of material. Living matter, magical items composed of organic
4rd-level Necromancy materials, and bodies under the effect of a necromancy spell
Casting time: 1 action are not affected by decompose.
Range: Touch Decomposed creatures can still be brought back to life by
Components: V, S means of the reincarnate, resurrection, or wish spell.
Duration: Instantaneous
Forest Warden
You use spiritual energies to vitalize a creature you touch. 3rd-level Transmutation
The creature regains a number of Hit Points equal to 7d8 +
your spellcasting ability modifier. Every 10 minutes, that Casting time: 1 bonus action
creature then loses 1 hit point until the creature has lost hit Range: Self
points equal to half the amount healed, rounded down. Components: V, M (a piece of bark and herbs)
At higher levels: When you cast this spell using a spell Duration: Concentration, up to 10 minutes.
slot of 5th level or higher, the Healing increases by 2d8 each A spirit travels inside your body and transform into a mighty
slot level above 4th. treant. You gain 25 temporary hit points, and while
transformed, your AC is increased by 2.
While you are a treant, on your turn, if you has not moved
yet that turn, you can forfeit your movement speed to do one
of the following effects:
Until the start of your next turn, your melee weapon
attacks deal an additional 2d6 bludgeoning damage.
At the end of your turn, you heal an ally within 30 feet of
you for an amount of hit points equal to 1d4 + your
spellcasting modifier.
You have advantage on saving throws until the start of
your next turn.

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Guarding Sigil Overgrowth
4th-level Abjuration (Ritual) 2nd-level Transmutation (Ritual)
Casting time: 1 hour Casting time: 1 action
Range: Touch Range: 60 feet
Components: V, S, M (a diamond worth 50 gp, which is Components: V, S, M (A vine and a wooden branch)
consumed) Duration: Concentration, up to 10 minutes
Duration: Until Dispelled After casting the spell, you turn an 5 ft. wide and 20 feet long
You call upon the spirits to guard you, sending a wave of rectangle of ground within range into overgrown rainforest
spirits into a stone brick or wall you touch, encarving a sigil jungle.
that is visible only to you. The sigil then guards a 60 foot- The overgrown area is considered difficult terrain. When
radius sphere centered on the sigil. you are inside the area, you are considered heavily obscured
When a creature walks into a space guarded by the sigil for for creatures outside the overgrowth, but you do not suffer
the first time, and there is no obstructions between the sigil from the effects of being heavily obscured when targeting a
and the creature, it shoots a small magical fire against the creature outside the overgrowth while inside the overgrowth.
target, which then must make a Dexterity saving throw. On a At higher levels: When cast at 3rd level or higher, you
failed save, the target is is outlined in red light and shed dim increase the area transformed. At 3rd level, you transform a
light in a 10-foot radius for 1 minute. Any attack roll against 10 by 20 feet area. At 4th level, you transform a 10 by 30 feet
an affected creature or object has advantage if the attacker area. At 5th level, you transform a 10 by 40 feet area.
can see it, and the affected creature or object can’t benefit
from being invisible. The sigil is then revealed to the target Plant Matter
and all creatures that can see both the target and the sigil. On Transmutation cantrip
a successful save, the sigil is not revealed. Casting time: 1 action
Incense Sticks
Range: Touch
1st-level Abjuration (Ritual) Components: V, S
Duration: Varies
Casting time: 1 minute You create or modify a minor plant object. You create one of
Range: Self (30 ft radius sphere) the following magical Effects within range:
Components: V, S, M (Incense worth 10 gp, which is
consumed) You create a wooden plank up to the size of a human hand.
Duration: 1 hour It lasts for 1 hour and gradually rots away afterwards.
You make an altar of burning incense to the spirits, calling for You create a single flower of your choice. It lasts for 1
strength. hour and gradually rots away afterwards.
After casting, all allies within 30 feet of you on casting is You touch a branch or a stick and elongate it into a
blessed by the spirits for the next hour. A blessed creature wooden rod with a length of 10 feet. The rod is too thin to
can replace any ability modifiers that are negative with 0. be effectively used as a staff. It lasts for 1 hour and
gradually rots away afterwards.
Natural Gift You touch a leaf and transform it into an origami figure of
4th-level Enchantment (Ritual) your choice.
Casting time: 1 action You touch a thick branch and transform it into a
Range: Touch woodwind instrument of your choice for 1 minute.
Components: V, S, M (a flower bouquet and a gem worth 10 You touch a leaf or a vine and transform it into up to 30
gp) feet of hempen rope. It lasts for 1 hour and gradually rots
Duration: 8 hours away afterwards.
You call upon powers of the spirits of nature to grant their Roman Candle
strength to you and an ally. 2nd-level Evocation (Ritual)
You grant yourself and a target you touch access to a Casting time: 1 action
cantrip of your choice from the shaman spell list for the Range: 300 feet
duration of the spell or until you cast this spell again. When Components: V, S, M (A piece of charcoal)
they cast the cantrip, they use Wisdom as their spellcasting Duration: Instantaneous
modifier. You conjure a sphere of fire and throw it on a target within
At higher levels: When cast at 5th level or higher, the range.
duration of the spell is increased to 7 days. Make a ranged spell attack against the target. On a hit, you
deal 2d12 fire damage. If the target is an object or a
structure, you deal double damage.
At higher levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage increases by 1d12 for
each spell level above the 2nd.

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Screech Soak At
1st-level Enchantment Conjuration cantrip slot o
each
Casting time: 1 action Casting time: 1 action
Range: 60 feet Range: 60 feet
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous
You call upon the spirits to emit a shrill, piercing shriek, You conjure a small bubble of water, which you hurl a bubble
startling a target within range. of water at nearby targets, soaking them.
The target must make a Wisdom Saving throw. On a failed Choose one creature within range or choose two creatures
save, creatures may use their reaction to make an attack of within range that are within 5 feet of each other. A target
opportunity against the target if the target is within reach. must succeed on a Dexterity saving throw or take 1d4
At higher levels. When you cast this spell using a spell bludgeoning damage and have disadvantage on ability checks
slot of 3rd level or higher, you can cast this spell using a until the start of your next turn.
bonus action. This spell's damage increases by 1d4 when you reach 5th
Level (2d4), 11th level (3d4) and 17th level (4d4).
Spirit Tracker
3rd-level Abjuration (Ritual) Soul Beasts
Casting time: 1 minute 3rd-level Conjuration
Range: 300 feet Casting time: 1 action
Components: V, S, M (an orb worth 100 gp) Range: 5 feet
Duration: Instantaneous Components: V, S, M (A wolf's fang)
You call upon the spirits to help you see, sending a wave of Duration: Concentration, up to 10 minutes.
spirits out from you that track enemies within range. You may You call for the spirits which arrive as two beasts.
choose if they move outwards in a sphere or a circle. The You summon 2 Medium or smaller beasts, each of CR 2 or
spirits pass through any physical or magical barriers along under. Each beast is summoned at an unoccupied space
with creatures if possible. within range. They stay by your side, moving along the same
All creatures within that distance of you that the spirit movement trajectory as you, repositioning within 5 feet of you
wave through takes 1 necrotic damage. You then gain when needed and do not have their own initiative slot.
information on how many creatures that took at least one Instead you can on your turn reposition the beasts within
damage by your spell (when you hit more than 20 creatures, range of you and make them each attack a creature within
you only gain information on the approximate number of range, using a bonus action to do so. Each beast can attack a
creatures hit) and the general direction of creatures’ separate creature.
whereabouts. At higher levels. When cast at higher levels, the maximum
At higher levels. When cast at 4th level or higher, you can CR of the beasts summoned is increased to 3 when using a
increase the area tracked to 900 feet instead of 300 feet. 5th or 6th level spell slot and 4 when using a 7th level spell
When cast at 5th level, you can increase the area tracked to slot or higher.
half a mile. When cast at higher levels than 5th level, the area
tracked is increased by half a mile for each level above 5th. Wood Hammer
3rd-level Conjuration
Spiritual Surge Casting time: 1 action
2nd-level Evocation Range: Self
Casting time: 1 bonus action Components: V, S
Range: Self Duration: Concentration, up to 1 minute
Components: V, S You smash a tree trunk in a 30 feet long and 5 feet wide line
Duration: Concentration, up to 1 minute from you in a direction you choose. Each creature in the line
You call upon the spirits to infuse your being temporarily, is pushed to one side of the tree trunk (your choice) and
filling it with spirits. When you cast the spell (and as a bonus must make a Dexterity saving throw. On a failed save, a
action on each of your turns thereafter), you can make spirits creature takes 4d6 bludgeoning damage. On a successful
leap from you to a creature within 15 feet of you that you can save, a creature takes half as much damage.
see. The creature must succeed in a Wisdom saving throw or After casting, the tree is left behind, creating a wall 5-foot
take 2d10 damage. When you cast the spell, you choose tall, 30 feet long and 5 feet wide in the affected area. The tree
whether the damage is radiant or necrotic. trunk has AC 15 and 50 hit points. Reducing the tree trunk
At Higher Levels. When you cast this spell using a spell to 0 hit points destroys it.
slot of 3rd level or higher, the extra damage increases by If you maintain your concentration on this spell for its
1d10 for each two levels above 2nd. whole duration, the wall becomes permanent and can't be
dispelled. Otherwise, the wall disappears when the spell
ends.

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Ca
Credit: Changelog fe
Ca
Creator: 1.0-1.4
This Class was made by /u/SacredWind See older versions of this document for changelog for
Artists: these iterations.
Shaman from the east by Eilene Cherie 2.0 (Revamp)
https://www.artstation.com/artwork/5880rJ
Shaman of the Forgotten Ways by Tyler Jacobson Name changed from Occultist to Shaman.
http://www.artofmtg.com/art/shaman-of-forgotten-ways/ Slight change in overall class flavor.
Revamped base class features:
Forest by JJcanvas:
https://www.deviantart.com/jjcanvas Spellcasting is granted at level 1 and now also grants the
shaman cantrips.
Only Known From Legends by Frank Att Cantrips added to Shaman spell list.
https://www.deviantart.com/frankatt Imbued Weapon renamed to Imbued Soul and now works
with ranged weapon attacks and cantrips. It now scales at
Spirit Link Totem by Guangjian Huang level 11 and 18.
http://wow.blizzgame.ru/gallery/Spirit-Link-Totem-by- Improved Imbued Weapon is removed.
Guangjian-Huang Granted additional option at level 5: Potent Cantrips.
Lost Spirit by Hearthstone Mystical Preparation moved to level 3 and its upgrade to
https://gamepedia.cursecdn.com/hearthstone_gamepedia level 11.
/1/1b/Lost_Spirit_full.jpg?version= Wilderness Bond replaced by Occult Sight, which is
2e287339d0be60a0a723a4e981595a0e placed at level 7.
Subclass is now chosen at level 2, granting subclass
Forest fan art dark souls by Celts features at level 6, 10 and 14.
https://www.deviantart.com/celths/ Features removed from all subclasses due to base class
revamp.
Snow-Covered Swamp from Magic: The Gathering by Calling of the Totem: Summon Totem revamped.
Alayna
https://www.deviantart.com/alayna/ Calling of the Future: Determination and Red Thread of
Primal Talismans by Hearthstone Fate revamped.
https://gamepedia.cursecdn.com/hearthstone_gamepedia Calling of the Dreams: Sleeping Powder changed.
/5/5c/Primal_Talismans_full.jpg? Calling of the Coven: Jinx renamed to Bewitching Jinx and
version=c3e25525f688203b0ddcdd3b2723b4dd changed.
Calling of the Stars: Syzygy changed.
Nightsky by Mikeinel Calling of the Sigil: Circle of Aspects changed.
https://www.deviantart.com/mikeinel/ Calling of the Offering: Blood Letting and Self-offering
combined into a single feature, Blood Letting.
Calling of the Patterns: Interpretation Acuity and
Whispers of the Hidden features revamped.
2.1
Corrected various wordings and errors.
Reworked the Natural Barrier base class feature.
Added Lightning Lure to Shaman spell list.
Changed the Natural Gift spell to accommodate the
addition of cantrips to Shaman spell list.
Calling of the Totem: Changed the Energy Surge feature.
Calling of the Whispers: Reworked the Phantom
Massacre and Umbral Echo features. Umbral Echo
renamed to Poltergeist.
Calling of the Future: Changed the Prepared Mind and
Precognition features. Switched the level you learn the
Fortunes and Disasters feature with the Prepared Mind
feature.
Calling of the Rhythm: Changed the Natural Rhythm
feature.
Calling of the Dreams: Reworked the Lucid Nightmare
feature.
Calling of the Coven: Changed the Witch's Brew feature.

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2.2 2.4
Corrected various errors. Corrected various wordings and errors.
Added Stealth to the list of possible base skill Removed Soul Shot from the shaman spell list.
proficiencies. Added Dust Devil and Fog Cloud to spell list.
Removed heavy armor proficiency and added shield Added two new spells, Spiritual Surge and Wood
proficiency on base class. Hammer, to the spell list.
The shaman can now only wear armor or use shields not Occult Sight renamed to Ethereal Sight.
primarily made of metal. Fleeting Soul reworked.
Reworked the Natural Barrier and Improved Natural Changed the Natural Barrier feature: Increased the
Barrier base class features, renaming them into Distilled temporary hit points gained to 3d6.
Nature and Natural Barrier respectively. Calling of the Totem: Changed Summon Totem and Energy
Added the Occult Arts feature to the base class. Surge features.
Minor changes to the Spirit Magic feature. Calling of the Whispers: Changed the Phantom Massacre
Potent Cantrips now apply to one damage roll of a shaman features.
cantrip (to prevent shenanigans with the Sigil Calling Calling of the Sigil: Renamed to Calling of the Aspects.
potentially using blade cantrips and Eldritch Blast) Renamed various subclass features. Reworked additional
Added Soak and Thorn Whip to the spell list. spell list and the Sealed Magic feature.
Transfered Calling of the Future, Calling of the Dreams,
Calling of the Offering and Calling of the Pattern to 2.5
Supplemental Shaman Content to reduce number of Corrected various wordings and errors.
subclasses to 6. Added blowgun to base class weapon proficiency.
Calling of the Totem: Changes to the Summon Totem and Removed Magic Stone from the shaman spell list.
Animal Guardians feature. Added Control Winds and Primal Savagery to shaman
Calling of the Whispers: Reworked the Ancestral spell list.
Guidance and Phantom Massacre features. Changed the Roman Candle spell.
Calling of the Rhythm: Replaced shield proficiency with Reworked Occult Arts and moved the feature to 3rd level.
scimitar proficiency in the Natural Rhythm feature. Moved Mystical Preparation to 1st and 7th level.
Calling of the Coven: Small change to the Bewitching Jinx Changed and renamed Heart Conduit to Shamanic
feature. Conduit and moved it to 11th level.
Calling of the Sigil: Reworked the Circle of Aspects feature Moved Ethereal Sight to 15th level.
and renamed the feature Ritual Scribe. Reworked Distilled Nature and Natural Barrier, adding
2.3 Improved Distilled Nature at 15th level as part of the
rework.
Corrected various errors. Calling of the Totem: Full rework. Reworked Summon
Reworked Occult Arts and moved it to 1st level. Totem. Changed Animal Guardians and moved to 14th
Moved Distilled Nature to 3rd level. level. Replaced Energy Surge and Totemic Strength with
Changed Imbued Soul damage from 1d8 to 2d6. Now only Protective Surge (at 6th level) and Improved Totem (at
scales at 11th level to 4d6. 10th level). Changed the Primal Fortitude feature.
Potent Cantrips renamed to Potent Spells. Now applies to Calling of the Whispers: Changed the Poltergeist and
all shaman spells and grants an additional cantrip of your Secret of the Ancients features.
choice. Calling of the Rhythm: Changed all features.
Master of Occult reworked. Calling of the Coven: Changed the Bewitching Jinx feature.
Replaced Dust Devil with Earthbind in spell list. Changed additional spell list.
Fleeting Soul added as a 18th level feature. Calling of the Stars: Changed/Reworked the Living
Calling of the Totem: Changed Summon Totem. Reworked Constellation (formerly Manifest Constellation) feature.
Energy Surge and Primal Fortitude (formerly Primal Changed the Star Constellation feature. Changed
Might). additional spell list.
Calling of the Whispers: Changed the Ancestral Guidance Calling of the Aspects: Full rework. Reworked additional
and Phantom Massacre features. spell list. Replaced Scribe of the Aspects, Sealed Magic
Calling of the Rhythm: Fixed Storm Chant in Spiritual and Ritual Pillars with Elemental Bending, Sage of Nature
Beat. Nerfed Worldly Heart. and Aspect Burst.
Calling of the Coven: Reworked additional spell list.

18
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At 5th level, you choose between being weapon-oriented
Design Notes with Extra Attack and being cantrip-oriented with Potent
Cantrips.
Class overall Distilled Nature is a selfish variant of Lesser Restoration.
The class was made to fill out the flavor space of a shaman or It trades the ability to remove conditions from allies and
a person who dabbles with spirits. Right now the Druid and removing the paralyzed condition for gaining the ability to
the Warlock is close, but i feel their flavor doesn't completely remove the charmed and frightened conditions. While a
fit what I want in a shaman. Mechanically, the Shaman is to a bit costly in battle, it is very useful when inflicted with
Warlock what a Paladin is to a Cleric, even if the flavor and conditions and/or disease that lasts beyond a single
primary ability of the Shaman fits closer to a Druid. It fits a combat. At 15th level, can consume two uses to grant
more spellcasting-heavy half-caster (like Artificer), at least condition immunity for an hour. This option is best used
compared to Rangers and Paladins, which is more like spell- proactively.
supported martial classes, where focus is on Hunter's Mark Occult Sight is a simple ribbon, unlikely to be useful other
and Divine Smite, respectively. than in niche situations.
The playstyle of the Shaman has two facets: The martial Subclass features fills 4 different levels (2nd, 6th, 10th,
half-caster with Extra Attack should remind you of the 14th). Choice of subclass changes the playstyle and
Shaman of WoW, specifically Enhancement Shamans, in gameplay of the Shaman a lot - the base class is made to
terms of flavor, fulfilling a gish fantasy. Meanwhile, the half- be more of a simple chassis for the subclasses, both in
caster with Potent Cantrips should be reminiscent of a flavor and mechanics.
tankier Warlock or Artificer, fulfilling more of a caster-style Possible Builds
fantasy.
The shaman class is built with these possible
Features weapon/cantrip builds in mind:
Since a shaman is normally associated with rituals, a lot of
features are related to ritual spells and ritual casting. The Strength-based melee warrior
Shaman spell list is filled with ritual spells, and the Takes Spirit Bulwark at level 3 (unless good AC can be
Mystical Preparation and Heart Conduit features are built gotten elsewhere)
specifically for use of ritual casting. Even the additional Takes Extra Attack at level 5
spell lists of some subclasses contains at least one ritual Likely to get 17 AC (19 AC with a shield) using Spirit
spell in the list (and often more than one). Bulwark
Spirit Magic is half-caster version of Pact Magic. Also MAD (Strength and Wisdom)
includes prepared casting (like Paladins) along with ritual
casting and cantrips (like Artificer). Grants a lot of Dexterity-based melee warrior
flexibility compared to equivalent half-caster spellcasting. Takes Focused Soul or Empowered Body at level 3
Imbued Weapon is built to function as a mixture of Takes Extra Attack at level 5
Paladin's Divine Smite and the Ranger's hunter's mark Up to 17 AC with armor (19 AC with a shield)
spell. Since the amount of spell slots is limited due to the MAD (Dexterity and Wisdom)
nature of the Spirit Magic (Pact Magic analogue) feature, Dexterity-based ranged marksman
the use of Imbued weapon is free, but refreshed by usage
of spell slots. In that way, you trade free damage for the Takes Focused Soul at level 3
damage being less of a nova compared to Divine Smite (as Takes Extra Attack at level 5
the damage is not automatic) and Hunter's mark (as the Will have 17 AC with light armor
effect isn't continuous). The playstyle with Imbued Soul MAD (Dexterity and Wisdom)
will be a lot different than the aforementioned features, as Wisdom-based cantrip caster
you have to interchange between weapon attacks and Takes Spirit Bulwark or Focused Soul at level 5
spells to optimize damage uptime. Scales at 3rd (2 spell Up to 19 AC with light armor and shield
slots per short rest), 5th (If you take Extra Attack), and SAD compared to the other builds
11th level (Increase in dice). No benefit from magic weapons
Occult Arts reduces the gish-ness of the class slightly by
making you improve either AC, initiative or specific skill Subclass Specific Builds
checks by making them use Wisdom instead of or in Two-weapon Fighting (mostly only with Calling of the
addition to their regular ability. Whispers)
Natural Barrier grants some survivability in the form of Shillelagh (Wisdom-based melee warrior)
1/short rest temp hp. Weaker than the Fighter Magic Stone (Wisdom-based ranged marksman)
counterpart in Second Wind (lower healing/temp hp, uses Green-Flame Blade, Booming Blade (Strength- or
action instead of bonus action), but can be used before Dexterity-based melee cantrip caster)
you are hurt, as it is temp hp instead of healing.

19
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Spells
Spell list is similar to a Druid's, but with a few Warlock-esque
spells added in. Large focus on spells that can be cast as a
ritual (even in the additional spell lists)
New Spells
Design notes WIP

20
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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Subclasses Witch
The standard caster. Gains a curse quite similar to Hexblade
General subclass chassis for Shaman subclasses is as Warlock. Most features are Witch-like in flavor. Spell list has
follows: very standard witch flavor, with a lot of fire damage spells
Subclass feature level 2a: Defining Subclass Feature and enchantment spells along with Find familiar.
Subclass feature level 2b: Offensive Improvement or Works best with Potent Cantrip due to features focusing
Additional Spell List on spell attacks and saving throws.
Subclass feature level 6: Additional Ability or Flavor
Ability Sage
Subclass feature level 10: Additional Ability or Improved The flexible offensive caster. Very bonus action-heavy, as its
Subclass Feature main feature uses bonus actions. Has four different bonus
Subclass feature level 14: Improved Subclass Feature action options, granting a lot of flexibility. Higher level
features improve flexibility by increasing options when
Subclasses are split into two groups: Martial-type and casting spells and using the main feature. Spell list has a lot
Caster-type subclasses. Caster-style subclasses are of elemental-themed spells along with a few healing spells.
characterized by gaining an expanded spell list at 3rd level, Works best with Potent Cantrip due to features focusing
while Martial-style do not.
In general, martial-type subclasses on spell damage and Wisdom.
work best with Extra Attack, while caster-type subclasses
work best with Potent Cantrips, but you should be able to Astrologican
use subclasses with the Occult Power that it is not meant for The "pet" caster. Gains a Echo Knight Fighter or (UA)
and still be useful. Archivist Artificer style "clone" that is an extension from you,
even granting you the ability to cast spells from the clone.
Totemist Features power up your clone. Utility-focused. Spell list is a
The bulky brute of the team. The tankiest subclass due to mix of detection spells and recurring damage spells.
Primal Fortitude both increasing hit points and AC along with Works well with both Extra Attack and Potent Cantrips,
Protective Surge. Gains more damage when you get damaged. with a slight edge to Potent Cantrips due to features
Uses a spirit totem to gain defensive bonuses and soft area improving spells slightly.
control. Is weak to effects that push you away from your spirit
totems.
Works best with Extra Attack due to features synergizing
with weapon attacks.
Medium
The sneaky assassin. Works well with two-weapon fighting.
Very slippery and fast. Has a lot of engaging and disengaging
power by becoming incorporeal. Most of power level should
be in Phantom Massacre, a pseudo-Sneak Attack that
increases in power when continuing to attack the same
target.
Works best with Extra Attack due to features synergizing
with making multiple attacks on a turn.
Spiritualist
The buffing support. Has team auras that can be amplified
for a short duration. Also has an additional feature that heals
fallen allies. Weaknesses are the silence spell along with
abilities that punish grouping together, since features require
grouping of party to function optimally.
Works well with both Extra Attack and Potent Cantrips,
with a slight edge to Extra Attack due to some features
involving weapon attacks.

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used are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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