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The
Shaman
The half-orc silently moved
through the forest, her tattoos
below. The great dragon had all but decimated the battalion
of guards that had come to defend their home. A single man Your Shaman
stood and thrust his spear toward the terrifying wyrm, but When creating your shaman, consider how you first learned
before the dragon could deflect the blow, the elf unleashed a to wield the power of spirits. Were you trained from birth to
powerful spirit from within one of her Totems. In an instant, become the next elder of your people, destined to inherit the
the spirit had enveloped the dragon, temporarily sapping its power of your ancestors? Were you raised by a vile hag, and
strength. In its weakened state, the spear pierced the great taught to manipulate spirits of darkness and death to curse
beast's heart, ending its campaign of terror. The elf made her and hex your foes? Or did you study under an ancient hermit,
way back to her solitary cave, content knowing that the town learning to draw upon the spiritual power within in all living
she guarded in secret would be safe for another season. things in order to heal the spiritually and physically broken?
The three characters above are examples of the spiritual No matter your origin, you should decide how your shaman
conduits known as shamans. Using ancient knowledge they views the spiritual world. Have they dedicated themselves to
are able to bind and channel the power of primal spirits. maintaining a balance between the physical and ethereal? Or,
do they view spirits as tools to be bound and used, a source of
Ancient Power power that shamans can wield in whatever ways they choose?
Before the gods took notice of mortals and bestowed power
upon clerics and paladins, shamans served as protectors and
guides. Using supernatural techniques, shamans were able to Multiclassing and the Shaman
bind spirits to Totems, small objects of spiritual significance, If your group uses the rule on multiclassing in the
and channel that power for good of their people. Passed from Player's Handbook, here's what you need to know
elder to elder in a continuous chain, those who learn the arts if you choose the shaman as one of your classes.
of shamanism are part of a truly ancient spiritual tradition. Ability Score Minimum. As a multiclass character,
you must have a minimum Wisdom score of 13 to
Spiritual Existence take your first level as a shaman, or to take a level
in another class if you are already a shaman.
Shamans spend their lives maintaining the delicate balance Proficiencies Gained. If shaman isn't your initial
between the physical mortal world, and the ethereal spiritual class, you gain proficiency in light armor, shields,
world. They are trained to recognize the spirits that dwell in simple weapons, and one skill from the shaman
every living thing and use this spiritual sight to protect those skill list when you take your first level in shaman.
they love from sinister spirits who seek to destroy all life. Spellcasting. If you have a feature from another
Sometimes, shamans will seek out spirits of love and life class that allows you to learn and cast spells, you
that willingly bind themselves to Totems so that they may aid can use your Primal Magic spell slots to cast the
the shaman in their spiritual warfare. Other malevolent and spells you gained through that feature, and you can
vile spirits are bound to Totems against their will and used by use those spell slots to cast your shaman spells.
shamans to help defeat other powerful spirits of destruction.
The Shaman
Bound
Cantrips
Spells
Spell
Slot
At 1st level, you learn to bind primal nature spirits into sacred draws on the spirit
Totems so that you may safely channel their mystical abilities. within his Totem.
Any Tiny object of your choice can be a Totem, but most often
they are objects reminiscent of the spirit within.
At 1st level, you know two Totems of your
At 2nd level, you learn two cantrips of your choice from the + your Wisdom modifier
shaman spell list. You learn an additional shaman cantrip of Spell attack modifier = your proficiency bonus
your choice when you reach 4th level and again at 10th level. + your Wisdom modifier
Spell Slots Ritual Casting
The Shaman table above shows the number of spell slots you You use your spiritual knowledge to cast the ritual version of
have to cast your shaman spells of 1st through 5th-level. The any shaman spell you know so long as it has the ritual tag.
Shaman table also shows what the level of those slots is; all Spellcasting Focus
of your spell slots are the same level. To cast a shaman spell You use a shamanistic fetish as a spellcasting focus for your
of 1st-level or higher, you must expend a spell slot. You regain shaman spells. Shamanistic fetishes are mundane items of
all expended spell slots when you finish a short or long rest. personal significance to the shaman worth at least 1 gold.
For example, at 5th level, you have two 3rd-level spell slots. Examples include the skull of an ancestor, the feather of
To cast the 1st-level spell cure wounds, you must expend one a guardian beast, or an ancient stone engraved with runes.
of your 3rd-level spell slots, and cast cure wounds at 3rd-level.
Spells Known of 1st-Level and Higher Spirituality
At 2nd level, you learn three 1st-level spells of your choice At 3rd level, you choose the Spirituality, that best represents
from the shaman spell list at the end of this class description. the discipline you use to channel spirits: Curse Binder, Spirit
The Spells Known column of the Shaman table shows when Warrior, Wild Heart, or Witch Doctor, each of which is
you learn additional shaman spells of your choice of 1st-level detailed at the end of this class.
and higher. A spell you choose must be of a level no higher Your Spirituality grants you features at 3rd level, and again
than what’s shown in the table’s Slot Level column for your when you reach 6th, 10th, and 14th level in this class.
level. For example, when you reach 6th level, you learn a new
shaman spell, which can be 1st, 2nd, or 3rd-level. Spirituality Spells
Additionally, when you gain a level in this class, you can Each Spirituality has a list of spells that you learn at the
choose one of the shaman spells you know and replace it shaman levels noted in the Spirituality description. These
with another spell of your choice from the shaman spell list, Spirituality Spells count as shaman spells for you, but they
which also must be of a level for which you have spell slots. don't count against your total number of Spells Known.
Spiritual Ascension
You have transcended the need for a corporeal form. At 20th
level, your physical body no longer ages, and you are immune
to all disease, the poisoned condition, and poison damage.
When you finish a long rest, you can choose to reduce your
number of Bound Totems by one and create a special Totem
that is attuned to your soul. Should you die, that Totem grows
into an exact replica of your body, though it lacks a soul.
When you die, you become an incorporeal creature, unable
to interact with the world around you. If you can return to the
replica of your body, you return to life at the following dawn.
The following Spiritualities are available for a shaman to Dark spirits empower your magic. When you deal damage to
choose from at 3rd level: the Curse Binder, Spirit Warrior, a creature with a shaman cantrip or Totemic Assault, you add
Wild Heart, or Witch Doctor. your Wisdom modifier (minimum of +1) to your damage roll.
Curse Binder Shamanistic Ward
10th-level Curse Binder feature
While most shamans use the power of spirits to work magics Sinister spirits ward you against elemental assaults. At the
and heal the sick, some twist this connection, binding sinister end of each long rest, choose either acid, cold, fire, lightning,
spirits to their foes. Known as Curse Binders, these shamans necrotic, poison, psychic, radiant, or thunder. Until the end
wield the sinister spiritual power present in the world. Often of your next long rest, you are resistant to that damage.
apprentices of hags or entities from the Shadowfell, they use When you take damage of a type that you resist, you can
ancient techniques to afflict their foes with hexes and curses. use Totemic Assault as a reaction, targeting your attacker.
Curse Binder Spells Foul Conjuration
3rd-level Curse Binder feature
14th-level Curse Binder feature
When you gain a level in this class, you can replace one spell You have reached the apex of sinister shamanism, the ability
from this feature with an enchantment or necromancy spell to create corporeal bodies for the spirits you conjure. As an
of the same level from the shaman or warlock spell list. action on your turn, you can cast create undead at 6th-level,
Shaman Level Spells without expending a spell slot or the material components.
3rd blindness/deafness, ray of enfeeblement Once you cast create undead in this way, you must finish a
long rest before you can cast it in this way again.
5th bestow curse, vampiric touch
7th blight, phantasmal killer Spirit Warrior
9th contagion, enervation Serving as the guardians of sacred groves and places of great
spiritual power, Spirit Warriors draw on the power of ancient
Evil Eye spirits to enhance their physical form. When they allow these
3rd-level Curse Binder feature
incorporeal beings to walk the world through their physical
You can curse with a glance. As a reaction, when a creature bodies, they gain increased physical and martial abilities.
you can see within 60 feet makes an ability check, attack roll, Ancestral Knowledge
or saving throw, you can impose disadvantage on its roll. 3rd-level Spirit Warrior feature
You can use this reaction a number of times equal to your When you adopt this Spirituality, spirits of ancient warriors
Wisdom modifier (a minimum of once), and you regain all grant you their lifetimes' worth of combat experience. You
expended uses when you finish a long rest. gain proficiency with medium armor and all martial
You can attack twice, instead of once, whenever you take
the Attack action on your turn. Moreover, you can cast a
You can offer your very life force to the spirit realm to
resist the grasp of death. When you are reduced to 0 hit
points but not killed outright, you can expend one of your
You can offer the spirits full control of your body, granting you
temporary mystical power. As a bonus action, you can enter a
possessed state, gaining the following benefits for 1 minute:
Spirit Warrior Spells You can take the Dash action as a bonus action.
3rd-level Spirit Warrior feature
You gain resistance to all bludgeoning, piercing, and
When you gain a level in this class, you can replace one spell slashing damage from non-silvered attacks.
from this feature with an abjuration or evocation spell of the Once per turn when you hit a creautre with your Totemic
same level from either the paladin or shaman spell list. Weapon, you can apply the effects of Totemic Assault as if
the creature had failed its Charisma saving throw.
Shaman Level Spells
Once you use this feature you must finish a short or long
3rd magic weapon, spiritual weapon rest before you can use it again. If you have no uses left, you
5th clairvoyance, spirit shroud TCoE can expend a Primal Magic slot to use this feature again.
7th guardian of faith, staggering smite Wild Heart
9th contact other plane, steel wind strike XGtE
Often raised by, or closely with, wild beasts, shamans known
as Wild Hearts develop an intense spiritual connection with
Totemic Weapon the wild. This intense devotion, when combined with spiritual
3rd-level Spirit Warrior feature
power, allows a Wild Heart to transform into the Great Beast,
You can bind powerful spirits to your weapons for use in a legendary guardian of the wild animals of the natural world.
battle. At the end of a long rest, you can perform a ritual to
bind one of the spirits below to a melee weapon you touch. Wild Heart Spells
The benefits last until the end of your next long rest. 3rd-level Wild Heart feature
Moreover, you can use your Wisdom, in place of Strength, When you gain a level in this class, you can replace one spell
for attack and damage rolls with your Totemic Weapon, and from this feature with an abjuration or divination spell of the
attacks with your Totemic Weapon count as magical for the same level from either the ranger or shaman spell list.
sake of overcoming resistances and immunities. Shaman Level Spells
Spirit of Challenge 3rd animal messenger, beast sense
This spirit compels your foes to stand and fight against you. 5th conjure animals, fear
When you hit a creature with an attack with this weapon, it
has disadvantage on any attacks it makes against creatures 7th dominate beast, locate creature
other than you until the beginning of your next turn. 9th hold monster, tree stride
Bestial Adaptations
3rd-level Wild Heart feature
Your time spent in the wild has given you bestial qualities. Great Beast
You gain an Adaptation of your choice from the list below. Medium beast, unaligned
You gain another Adaptation at 6th level and 10th level.
Armor Class 13 + PB (natural armor)
Agile Adaptation Hit Points 10 + six times your shaman level.
Your speed, long jump, and high jump distances increase by Speed 40 ft.
10 feet, and you can ignore the effects of all difficult terrain.
Alpine Adaptation STR DEX CON
You gain a climbing speed equal to your walking speed, and
you can climb difficult surfaces, including sheer surfaces and 18 (+4) 14 (+2) 16 (+3)
upside down on ceilings, without making an ability check.
Senses darkvision 60 ft.
Aquatic Adaptation Languages understands the languages you speak
You gain a swimming speed equal to your walking speed, and
while you are underwater you can take the Dash action as a Hit Dice. The Great Beast has a total number of d10
bonus action, and you can hold your breath for up to 1 hour. Hit Dice equal to your shaman level. It also gains all
the normal benefits of both short and long rests.
Totemic Wild Shape
3rd-level Wild Heart feature
Primal Fury. When the Great Beast makes an ability
Your connection with the spirits of the wild allows you to take check or saving throw that uses Strength, Dexterity,
or Constitution, it can add your PB to the roll.
on the shape of the Great Beast, the legendary guardian of all
wild creatures. As a bonus action, you can expend a Primal Actions
Magic spell slot to transform into the Great Beast. Bite. Melee Weapon Attack: +4 plus PB to hit, reach
While you are transformed, you use the Great Beast stat 5 ft., one target. Hit: 1d6 +4 piercing damage.
block on the next page. It uses your proficiency bonus (PB) in
several places. You determine the appearance of your Great Claw. Melee Weapon Attack: +4 plus PB to hit, reach
Beast, but this has no effect on its abilities. For the duration 5 ft., one target. Hit: 2d6 +4 slashing damage.
of your transformation the following rules apply:
The Great Beast gains a number of Bestial Traits
from the list at the end of this Spirituality equal
Your Great Beast stands as a legendary guardian of the wild. Witch Doctor
When you transform into your Great Beast form, its Strength, Long before the gods took notice of mortals, Witch Doctors
Dexterity, and Constitution scores are all increased by 2, to a wandered the land, providing spiritual healing and medicine.
maximum of 20 (this increases both the attack and a damage Working in tandem with spirits of life, Witch Doctors heal the
bonus of the Great Beast's Bit and Claw attack by 1). wounded and grant their allies mystical abilities. These sages
Also, the damage of its Bite and Claw increase by 1d6. are peaceful in nature and can often be found traveling the
wilds tending to the spiritual needs of those they meet.
Bestial Traits
When you use your Totemic Wild Shape to transform into the Witch Doctor Spells
Great Beast, you choose Bestial Traits from the following list. 3rd-level Witch Doctor feature
These traits last for the duration of that transformation. When you gain a level in this class, you can replace one spell
Any saving throws are made against your spell save DC. from this feature with an abjuration or enchantment spell of
the same level from either the cleric or shaman spell list.
Aggressive Shaman Level Spells
As a bonus action, the Great Beast can move up to its speed
toward a hostile creature that it can see, hear, or smell. 3rd lesser restoration, warding bond
5th beacon of hope, revivify
Amphibious
The Great Beast gains a swimming speed equal to its 7th aura of life, death ward
walking speed, and it can breathe both air and water. 9th creation, greater restoration
Charge Life Bearer
When the Great Beast moves at least 20 feet in a straight line 3rd-level Witch Doctor feature
toward a target and hits it with a Claw attack it deals an extra You can channel spirits of abundance and life to heal others.
1d6 damage. A creature that is the Great Beast's size, or As an action, you can touch a creature and cause it to regain
smaller, must make a Strength saving throw or fall prone. hit points equal to 1d8 + your Wisdom modifier. This feature
Keen Senses has no effect on undead creatures or constructs.
The Great Beast has advantage on Wisdom (Perception) or You can use this feature a number of times equal to your
Wisdom (Survival) checks that rely on its hearing or smell. level, and you regain all uses when you finish a long rest.
Large Totemic Blessing
The Great Beast becomes a Large creature. If it is ridden as
3rd-level Witch Doctor feature
a mount, the Great Beast can act independently of its rider. You bind only willing spirits to the Totems you wield. Your
Totemic Assault deals radiant damage on a failed save.
Light Step You can also bind Totems to your allies, allowing them to
The Great Beast has advantage on Dexterity (Stealth) checks make use of their mystical power. At the end of a long rest,
while it is lightly obscured by natural foliage or weather. you can bind one of your Bound Totems to a willing creature
you touch, losing the Totem abilities for yourself. The Totem
Pack Tactics remains bound to the creature until the end of your next long
The Great Beast has advantage on attack rolls against any rest, at which point the power of the Totem returns to you.
target that has one of its conscious allies within 5 feet of it. At certain shaman levels, the number of Totems you can
bind to other creatures increases: at 6th level (2 Totems), at
Powerful Build 12th level (3 Totems), and finally 18th level (4 Totems).
The Great Beast counts as one size larger when determining A single Totem can only be bound to one creature at a time,
creatures it can grapple, and the weight it can move or lift. and a creature can only have a single Totem bound to them.
Mystical Focus
6th-level Witch Doctor feature
Once you use this feature, you can’t use it again until you at 6th level (1d8), 11th level (1d10), and 17th level (1d12).
finish a long rest. When you have no uses remaining, you can
expend a Primal Magic spell slot to use this feature again. Totem of the Harvest
Prerequisites: Soul Sacred Focus
Totems You bind a minor spirit of wild growth and bounty. When you
finish short or long rest, you automatically cast goodberry
Below is the list of Totem that a shaman can learn to bind without expending a spell slot or material components.
spirits to their will. If a Totem has a prerequisite, like a The berries from this spell last until the end of your next
shaman level or Sacred Focus, you can learn that Totem at short or long rest, at which point they wither into nothing.
the same time that you meet any prerequisites it may have.
Totem of the Hound
Totem of the Bear You bind a minor bestial spirit that grants you the senses of a
You bind a minor bestial spirit that grants you the ferocity of a hound. You gain proficiency in Survival and have advantage
bear. As a bonus action, you can grow claws from your on Wisdom (Survival) checks while in natural environments.
fingers. With your claws, your unarmed strikes deal magical
slashing damage equal to 1d6 + your Strength modifier on Totem of the Mountain
hit. If you have two free hands, the d6 becomes a d8. You can Prerequisites: Body Sacred Focus
use another bonus action to cause your claws to disappear. You bind a minor spirit of the earth that hardens your skin
like that of solid rock. While you are not wearing any armor
Totem of the Crossroads or wielding a shield, your Armor Class is equal to 13 + your
Prerequisites: Heart Sacred Focus
Constitution modifier (minimum of 13 Armor Class).
You bind a minor Fey spirit that allows you to converse with
wild creatures in your own tongue. You are always under the Totem of the Panther
effect of speak with animals while you are conscious. You bind a minor bestial spirit that grants you the steps of a
When you reach 5th level in this class, you are also always panther. You gain proficiency in Stealth, and have advantage
under the effect of speak with plants while you are conscious. on Dexterity (Stealth) checks to hide in natural environments.
Totem of the Pond Totem of the Bloom
You bind a minor spirit of water that grants you a protective Prerequisite: 5th-level shaman, Soul Sacred Focus
viscous coating. While underwater, you can hold your breath You bind a spirit of wild growth that enriches the land around
for up to 1 hour, and you have advantage on any ability check you. You can cast plant growth without expending a spell slot.
or saving throw you make to resist being grappled. Once you cast plant growth in this way, you must finish a
short or long rest before you can cast it in this way again.
Totem of the Quagmire If you begin a long rest and have not used this feature to
Prerequisite: Mind Sacred Focus
cast plant growth since your previous long rest, the 8-hour
You bind a minor spirit of darkness that guards your mind. version of plant growth takes effect on the land immediately
You are immune to any effect that would read your thoughts, surrounding you during the course of your long rest.
sense your emotions, or detect your alignment, as well as any
divination spell that you refuse. Moreover, if a creature makes Totem of the Eruption
a Wisdom (Insight) check to ascertain your true intentions or Prerequisite: 5th-level shaman
sincerity it does so at disadvantage. You bind an elemental spirit that lends you its destructive
Totem of the Rains
power. Once per turn, when you hit a creature with a melee
weapon attack, you can expend one of your Primal Magic
You bind a minor spirit of water that washes poison away like spell slots to deal additional cold, fire, lightning, magical
rain. You gain resistance to acid and poison damage, and you bludgeoning, or thunder damage (your choice) to the target.
have advantage on saving throws to resist being poisoned. The extra damage is 1d8 for a 1st-level slot, plus 1d8 for
Totem of Twilight each spell level higher than 1st, to a maximum of 5d8.
You bind a minor spirit of darkness that grants you enhanced Totem of Growth
sight in the shadows. You gain Darkvision out to a radius of Prerequisite: 5th-level shaman, Body Sacred Focus
120 feet, within which you can see in dim light as if it were You bind a spirit of wild growth that can temporarily increase
bright light, and in darkness as if it were dim light. your size. You can cast the 'enlarge' version of enlarge/reduce
Starting at 9th level, you can see in magical darkness. as a bonus action, targeting only yourself, without expending
Totem of the Waves a spell slot. This effect does not require your concentration.
You bind a minor spirit of water that allows you to shift like Once you cast enlarge/reduce in this way, you must finish a
the sea. As a reaction when you take a critical hit, you can to short or long rest before you can cast it in this way again.
turn it into a normal hit. Once you use this feature you must Totem of the Grave
finish a short or long rest before you can do so again. Prerequisite: 5th-level shaman
When you reach 12th level in this class, you can use this You bind a spirit of undead power which you can summon to
reaction twice between each short or long rest. your service. You can expend one of your Primal Magic spell
Totem of the Whirlwind slots to cast animate dead, without providing the normal
You bind a minor spirit of air that speeds your strikes. When material components required for this spell.
you score a critical hit with a melee weapon attack, you can Once you cast animate dead in this way, you must finish a
use your reaction to make another attack against that target. long rest before you can cast it in this way again.
Totem of the Winds Totem of Light
You bind a minor spirit of the air which lends speed to
Prerequisite: 5th-level shaman
speed increases by 5 feet. your spirit when you aid others. When
(15 feet), and finally at 17th level (20 feet). then yourself, you gain temporary hit
You bind a spirit of revelry and life that grants you renewed You bind a spirit of radiance which you can shield creatures
vigor. Once per long rest, you can use a bonus action to grant from death. At the end of a long rest, you can cast death ward
yourself temporary hit points equal to your shaman level. on a creature of your choice, without expending a spell slot.
Totem of the Mystic Totem of the Fey
Prerequisite: 5th-level shaman, Mind Sacred Focus
Prerequisite: 9th-level shaman
You bind a spirit of secret knowledge that grants you the You bind a fey spirit which you can call to your aid. You can
ability to peer into the minds of others. As an action, you
cast summon fey at a level equal to your Primal Magic slots,
can cast detect thoughts without expending a spell slot, or without expending a spell slot or material components.
requiring the normal verbal or somatic components. Once you cast summon fey in this way, you must finish a
Once you cast detect thoughts in this way, you must finish
long rest before you can cast it in this way again.
a short or long rest before you can cast it in this way again.
Totem of the Sun
Totem of the Swamp Prerequisite: 9th-level shaman
can cast summon beast at a level equal to your Primal Magic You bind a spirit of wild growth which lends you the power to
slots, without expending a spell slot or material components. restrain your foes. You can cast ensnaring strike at 1st-level,
Once you cast summon beast in this way, you must finish a at will, without expending a spell slot.
long rest before you can cast it in this way again.
Totem of Binding
Totem of Wrath Prerequisite: 15th-level shaman
Totem of the Ooze You bind an elemental spirit which you can call to your aid.
Prerequisite: 7th-level shaman
You can cast summon elemental at the level of your Primal
You bind a spirit of elemental water which allows your body Magic slots, without expending a spell slot or components.
to flow like ooze. As a bonus action, you can cause your body Once you cast summon elemental in this way, you must
to become pliable. You can move through spaces as narrow finish a short or long rest before you can do so again.
as 1 inch without squeezing, and escape from nonmagical
restraints or a grapple by expending 5 feet of movement. Totem of the Sapling
Prerequisite: 15th-level shaman
Totem of the River You bind a powerful spirit of wild growth which blesses your
Prerequisite: 7th-level shaman
body with wondrous regeneration. At the start of each of your
You bind a spirit of elemental water which allows you to live turns, you regain hit points equal to your Wisdom modifier, so
underwater. You can breathe both air and water, and you gain long as you have no more than half of your hit points left.
a swimming speed equal to your walking speed. You do not gain this benefit if you have 0 hit points.
Totem of the Cave Totem of the Skies
Prerequisite: 9th-level shaman
Prerequisite: 15th-level shaman
You bind a spirit of elemental earth that lends you its ability You bind a powerful spirit of elemental air which propels you
to sense movement through the ground. So long as you are through the air. You gain a flying speed equal to your walking
touching the ground, you gain tremorsense out to a radius of speed, and whenever you take falling damage you reduce the
30 feet, allowing you to sense anything touching the ground. damage by an amount equal to your shaman level.
Shaman Spell List
Below is the list of spells available to the shaman. They are
organized by spell level, not character level. The spells listed
below can be found in the Player's Handbook, Xanathar's
Guide to Everything*, and Tasha's Cauldron of Everything**.
Spells marked with an S are spells exclusive to the shaman
class that can be found on the following page.
Cantrips (0-Level) 2nd-Level
blade ward
aid
chill touch
alter self
control flames*
augury (ritual)
create bonfire*
barkskin
frostbite*
blur
guidance
continual flame
gust*
darkness
magic stone*
dust devil*
mold earth*
earthbind*
otherworldly grasp S
enhance ability
poison spray
flame blade
produce flame
gentle repose (ritual)
primal savagery
gust of wind
shape water*
heat metal
shillelagh
locate animals or
seance S
misty step
thaumaturgy
moonbeam
thorn whip
pass without trace
thunderclap*
protection from poison
totemic cowl S
bane
daylight
beast bond*
dire wail S
bless
dispel magic
caustic brew**
feign death (ritual)
ceremony (ritual)*
gaseous form
command
haste
cure wounds
life transference*
dissonant whispers
nondetection
4th-Level 5th-Level
entangle
plant growth
arcane eye
anitlife shell
expeditious retreat
protection from energy
banishment
awaken
false life
remove curse
control water
cloudkill
ghastly flight S
speak with dead
faithful hound
dispel evil and good
heroism
spectral passage S
fire shield
dream
hex
spirit guardians
freedom of movement
far step
inflict wounds
stinking cloud
giant insect
maelstrom*
longstrider
thunder step*
grasping vine
planar binding
sanctuary
tiny hut (ritual)
ice storm
scrying
shield of faith
wall of sand*
sickening radiance*
skill empowerment*
sleep
wall of water*
stoneskin
spiritual sundering S
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