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Creating A Shaman

Shaman The most important question to consider when making a


A silver dragonborn watches the movements of a Phase shaman is what kind of spirit would it eventually wish to
Spider as it travels through the Ethereal Plane towards one bond with? An ancient explorer that can tell wonderful stories
of her allies. When the spider reappears, her ally is able to of its many exploits? A powerful warrior that died heroically
dodge the attack because of the advanced warning, and in battle, but still yearns to feel their blood race with
ultimately slay the creature. excitement? A curious mage that was too confident in his
An injured human who is being chased down by several own abilities?
Orcs calls out for a spirit to help him. As the spirit enters his What were the circumstances that ultimately led the
body, he is able to draw on its power and make his escape. shaman to decide to come into the adventuring world? Was it
A half-orc meditates at the base of a tree after a hard fought a great disturbance felt across the ether that they feel needs
battle. A few traveling companions decide to join them in the to be eradicated? Have they heard of wise elder spirits that
meditation, and after several minutes, all their wounds begin can impart great power and wisdom to those that find them?
to heal. Has the shaman come across living individuals in danger of
Shamans are the shepherds of the spirits that still reside in becoming the evil they seek to eliminate? Have you met a
the ether between the planes. Whether it is calling on a Wandering Spirit that has asked for your help? Was this
specific spirit to assist them in a difficult task, or channeling power you now have forced upon you in some way?
the energy of many to cast a spell, the Shaman does so only
through an equal exchange. A shaman knows there is still Quick Build
much to be gained by learning from those that still linger. You can make a shaman quickly by following these
suggestions. First, Constitution should be your highest ability
Spirit and Training score, followed by Strength or Wisdom. Second, choose the
The training required to become a shaman is not made for Hermit background. Third, choose the Chill Touch and
those with weak constitutions. Many shamans in training Guidance cantrips, along with the 1st-level spells Cure
have been torn apart while learning to channel the spiritual Wounds and Dissonant Whispers.
energy through their bodies. However, for the individuals that
survive the training, there are few that can match the
fortitude that a shaman possesses.
Most shamans bare unique markings and scars throughout
their bodies from this dangerous practice. To the untrained
eye these marks appear to be intricate and elaborate tattoos, Thank You!
but they are in reality the marks left from the mystical energy I want to give a massive thank you to
traveling through the shaman’s body. Homebrewery! This tool was amazing and very easy
Shamans make powerful allies because of their resilience to use! If you want to create your own D&D
and versatility. By channeling the mystical energy that the content that looks amazing, please check out their
spirits still possess the shaman has the ability to access skills website @ https://homebrewery.naturalcrit.com/
necessary in the moment.
A Stoic Existence
Shaman very rarely show emotion to the outside world. Their
eyes tend to be trained on some far off place, while their
powerful presence makes them intimidating to be around.
Many can be found walking alone in far off places, speaking
quietly to the spirits as they travel.
For the shaman that seeks a life of adventure, they do so in
hope of communing with as many spirits as they can, and one
day finding a spirit to soul bond with. A shaman will brim
with excitement, even though it may not show on their face,
at the thought of encountering a powerful spirit from long
ago.
While many shaman live out peaceful lives, for those that
embark on adventure, it is not uncommon for them to come
across evil and malicious spirits. These spirits that tear at the
living and other non-threatening spiritual forces can quickly
anger the shaman to action. It is not uncommon for shaman
to come out of isolation when great evil disturbs the peaceful
spirits.
The Shaman
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th
1st +2 Channeling Magic, Offering of Essence, Ethereal 2 2 2 — — — —
Eyes
2nd +2 Meditative Healing, Spiritual Invitation, Wandering 2 3 3 — — — —
Spirits
3rd +2 Bonded Soul 3 4 4 2 — — —
4th +2 Ability Score Improvement 3 5 4 3 — — —
5th +3 Communal Healing 3 5 4 3 2 — —
6th +3 Bonded Soul feature 3 6 4 3 2 — —
7th +3 Spiritual Reservoir 3 6 4 3 3 1 —
8th +3 Ability Score Improvement 3 7 4 3 3 1 —
9th +4 Council of Elder Spirits 4 7 4 3 3 2 1
10th +4 Bonded Soul feature 4 8 4 3 3 2 1
11th +4 Strength of Spirit 4 8 4 3 3 3 2
12th +4 Ability Score Improvement 4 9 4 3 3 3 2
13th +5 Meditative Healing 4 10 4 3 3 3 2
14th +5 Bonded Soul feature 4 10 4 3 3 3 2
15th +5 Ethereal Sanctuary 4 11 4 3 3 3 2
16th +5 Ability Score Improvement 4 11 4 3 3 3 2
17th +6 Into the Ether 4 12 4 3 3 3 3
18th +6 — 4 12 4 3 3 3 3
19th +6 Ability Score Improvement 4 13 4 3 3 3 3
20th +6 Soul Union 4 13 4 3 3 3 3
Cantrips
Class Features You know 2 cantrips of your choice from the shaman spell
As a shaman, you gain the following class features list. You learn additional shaman cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the
Hit Points Shaman table.
Hit Dice: 1d10 per shaman level
Hit Points at 1st Level: 10 + your Constitution modifier Spell Slots
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution The Shaman table shows how many spell slots you have to
modifier per shaman level after 1st cast your spells of 1st level and higher. To cast one of these
spells, you must expend a slot of the spell’s level or higher.
Proficiencies You regain all expended spell slots when you finish a long
Armor: Light armor, Medium Armor rest.
Weapons: Simple weapons For example, if you know the 1st-level spell Cure Wounds
Tools: None and have a 1st-level and 2nd-level spell slot available, you can
Saving Throws: Constitution, Strength cast Cure Wounds using either slot.
Skills: Choose two from Athletics, History, Insight, Medicine, Spells Known of 1st Level and Higher
Perception, Religion, and Survival You know two 1st-level spells of your choice from the shaman
Equipment spell list.
You start with the following equipment, in addition to the The Spells Known column of the Shaman table shows
equipment granted by your background: when you learn more shaman spells of your choice. Each of
these spells must be of a level for which you have spell slots.
(a) a greatclub or (b) a quarterstaff For instance, when you reach 3rd level in this class, you can
(a) hide armor or (b) leather armor learn one new spell of 1st or 2nd level.
(a) an explorer's pack or (b) a priest's pack Additionally, when you gain a level in this class, you can
2 daggers and any simple weapon choose one of the shaman spells you know and replace it
with another spell from the shaman spell list, which also
Channeling Magic must be of a level for which you have spell slots.
At 1st level, your communion with the spiritual realm allows
you to tap into the mystical energy that radiates from the Spellcasting Ability
spirits that inhabit it. Tapping into this energy through your Constitution is your spellcasting ability for your shaman
Offering of Essence allows you to channel it through your spells, since the power that fuels your magic is dependent on
body and release it in the form of a spell. channeling the mystical energy through your body. You use
See chapter 10 in the Player’s Handbook for the general your Constitution whenever a spell refers to your spellcasting
rules of spellcasting, and refer to the Shaman Spell List at ability. In addition, you use your Constitution modifier when
the end of the class description for a list of spells you can setting the saving throw DC for a shaman spell you cast and
choose from. when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your
Offering of Essence Constitution modifier
When a Shaman cast a spell, they do so by channeling the Spell attack modifier = your proficiency bonus + your
magical energy of the spirits through their bodies. This Constitution modifier
communion between the Shaman and the spirits is based on
a mutual exchange of power. The Shaman offers some of its
essence to the spirits, and in doing so the spirit unleashes a Spellcasting Focus
surge of magical power. Your body acts as an arcane focus (see chapter 5,
Whenever a Shaman casts a spell using a spell slot of 1st “Equipment”) for your spellcasting focus to cast your shaman
level or higher, they do so by losing some of their Current Hit spells.
Points. The amount of Hit Points a Shaman offers to the
spirits in exchange for their magical energy is calculated as
follows: Shameless Plug
Offering of Essence = Spell Slot Level Please check out some of my other work which
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For example, when a level 5 Shaman uses a 3rd level spell know what you think!
slot to cast Bestow Curse, the Shaman immediately loses 3 Class: The Maverick; Barbarian Primal Path: Path
Hit Points. of the Ravager; Cleric Domain's: Hope and
Spirituality, Arcane Tradition: School of Scholars,
and Additional Blade Flourish Options.
You may use the Spiritual Invitation feature a number of
Hallow times equal to your Constitution modifier (minimum of 1).
In regards to the spell Hallow (and other similar You regain all uses after finishing a long rest.
spells) and its effects on a Shaman’s ability to cast
spells or use features that rely on spirits, here are Wandering Spirits
my recommendations:
When you use the Spiritual Invitation feature, you may
The Shaman would be able to draw energy from choose what type of spirit you would like to host. While every
spirits that are outside of the radius of the spirit is different and unique in its own way, you are able to
Hallow spell, so they would have full access to communicate to the spiritual realm to draw the desired spirit
their spellcasting ability. to yourself. The spirits tend to take on six different forms:
The Shaman could enter an area that is under The Athlete, The Diviner, The Paragon, The Ravager, The
the effects of Hallow while already hosting a Sentinel, and The Skulker.
Wandering Spirit, but would not be able to use
their Spiritual Invitation feature again while in The Athlete
that area. Additionally, the Wandering Spirit You summon to you a spirit skilled in feats of strength and
would not be expelled from the Shaman
because it is not technically a possession, but
agility. While you are hosting this spirit, your movement is
rather a communion.
increased by 5 feet, and you roll with advantage on any
The Bonded Soul feature would not be affected Strength (Athletics) or Dexterity (Acrobatics) checks. In
because the souls are merged into one. addition to this, you may cast the spell Jump or Longstrider
once on yourself without needing material components, and
without expending a spell slot.
Ethereal Eyes The Diviner
Beginning at 1st level when you choose this class, you have You summon to you a spirit skilled in observation, in both the
the unique ability to see into the Ethereal Plane where many material and spiritual worlds. While you are hosting this
spirits walk. As a bonus action, you can use this feature to see spirit, you roll with advantage on Wisdom (Perception)
into the Ethereal Plane, which includes creatures and objects checks. In addition to this, you may cast the spell Detect Evil
within 120 feet for one minute. and Good or Detect Magic once without needing material
You can use this feature a number of times equal to your components, and without expending a spell slot.
Wisdom modifier (minimum of once). You regain all uses of The Paragon
this feature after finishing a long rest. You summon to you a spirit that was beautiful in body and
Additionally, while using this feature, any spell you cast spirit during its life. While you are hosting this spirit, all
targeting a creature that is on the Ethereal Plane is cast as if physical blemishes and ailments seem to disappear. You gain
you were on the Ethereal Plane as well. advantage on all Charisma (Persuasion) checks. In addition
to this, you may cast the spell Charm Person or Command at
Meditative Healing its lowest level once without needing material components,
Beginning at 2nd level, you are able to focus your inner spirit and without expending a spell slot.
to heal your body. When you spend 10 minutes of
uninterrupted time using this feature, you regain a number of The Ravager
hit points equal to half of your current hit point maximum. You summon to you a spirit that was a vicious and ruthless
Once you have used this feature, you must finish a long rest fighter during its life. While you are hosting this spirit, you
before using it again. Starting at 13th level, you can use this gain a +2 bonus to all melee attack rolls. In addition to this,
feature twice before completing a long rest. you may cast the spell Primal Savagery at will without
needing material components for the duration.
Spiritual Invitation *This includes melee spell attacks
Throughout your life, you have been able to see into the The Sentinel
spiritual world. Lost souls, spiritual protectors, and ancient You summon to you a spirit that was an able defender in
guardians have all been visible to you. During your training as fights. While you are hosting this spirit, you gain a +1 bonus
a Shaman, you have learned to communicate with a number to your AC. In addition to this, you may cast the spell Armor
of different spirits. You have also gone through the arduous of Agathys or Sanctuary at its lowest level once without
training of preparing your body to host them. needing material components, and without expending a spell
Beginning at 2nd level, you may use your action to invite a slot.
Wandering Spirit (as follows) to share your body for a short
time. Each Wandering Spirit provides additional benefits for The Skulker
the duration, and in return the Shaman offers part of its You summon to you a spirit that was skilled at hiding in the
essence to the spirit in thanks. The spirit lasts for 10 shadows. While you are hosting this spirit, you roll with
minutes, or until you dismiss it as a bonus action. Whenever advantage on all Dexterity (Stealth) checks. In addition to
the spirit departs, you immediately take 2d6 necrotic damage this, you may cast the spell Disguise Self or Expeditious
(this damage ignores resistances). You may only host one Retreat once without needing material components, and
Wandering Spirit in your body at a time. without expending a spell slot.
Bonded Soul Strength of Spirit
Beginning at 3rd level, you have found a kindred spirit that Beginning at 11th level, your body has become accustomed to
yearns for life again. Whether the spirit has unfinished the strain of hosting different spirits. Whenever you roll
business, someone to protect, or simply a desire to feel the damage for using your Spiritual Invitation feature, you only
sun on their skin again, it has reached out to you. After roll 1d6 now instead of 2.
careful consideration, you have made an accord with the
spirit to perform a ritual of soul bonding. Ethereal Sanctuary
Through this process, the spirit is able to experience what Beginning at 15th level, you are able to enter the Ethereal
you experience in life. In return, it bestows on you some of Plane in response to extreme danger.
the knowledge and skill it had in life. While there are many In response to taking damage while you are below half
different spirits that seek to experience life again, there are your current Hit Point Maximum, or when damage reduces
three different spirits that Shamans tend to bond with. They you to it on a turn, you can use your reaction to shift yourself
are The Explorer, The Mage, and The Warrior. You gain into the Ethereal Plane. While on the Ethereal Plane, you can
additional benefits from this feature again at 6th, 10th, and see and hear the plane you originated from. Creatures that
14th level. aren’t on the Ethereal Plane can’t perceive you or interact
The soul bond you create with this spirit is unique in with you, unless they have the ability to do so.
comparison to the Spiritual Invitation feature. It also takes 24 At the start of your next turn, you reappear in the same
hours of meditation to complete. This bond is permanent, spot. If another creature is occupying that space, you appear
and can only be broken through the use of a Wish spell. in the closest adjacent spot available.
When you use this feature, you must finish a long rest
Ability Score Improvement before using it again.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Into the Ether
by 2, or you can increase two ability scores of your choice by Beginning at 17th level, you are able to step into the Ethereal
1. As normal, you can’t increase an ability score above 20 Plane for a short time.
using this feature. As an action, you may enter into the Ethereal Plane. In
addition to this, you may take one willing creature with you.
Communal Healing When you use this feature, it is as if you, and any creature
Beginning at 5th level, whenever you use your Meditative with you are under the effects of the spell Etherealness for
Healing feature, you are able to extend your spirit outward as the duration. This feature lasts for a number of minutes equal
a healing guide to your allies. Up to 3 allies may join you to your Constitution modifier (minimum of 1 minute).
while you are using your Meditative Healing feature, after Once you have used this feature, you must finish a long rest
which they receive the same benefits as you. before using it again.
Once an allied creature has regained hit points from this
feature, it must finish a long rest before it can regain hit Soul Union
points in this way again. At level 20, the bond between you and your chosen spirit is
complete. You have achieved the ultimate pinnacle of any
Spiritual Reservoir Shaman by becoming a new soul that is stronger, wiser, and
Beginning at 7th level, you are able to tap into the deepest connected to the spirits of the world. You gain the following
parts of your life force, allowing you to share it with others benefits:
without harming yourself. Choose three ability scores to increase by 1, to a
As an action, you can touch another creature and spend maximum of 20.
any number of your unused hit die to heal them. The amount Your Hit Point Maximum is increased by 50.
the creature is healed is based on the number you roll on all Your life span is increased by 100 years.
hit die used plus your Constitution modifier.
The hit dice rolled using this feature are expended. See the
rules for regaining Hit Dice on page 186 in the Player’s Bonded Soul
Handbook (Long Rest). You may use this feature as long as Many shaman find different souls to bond with. Although
you have available Hit Dice. every soul is unique, most shaman, especially those that are
adventurers, bond with one of the following: The Explorer,
Council of Elder Spirits The Mage, and The Warrior.
Beginning at 9th Level, you have met several spirits whom
you can rely on for advice. When you use this feature, a group
of 7 spirits come forth to answer your questions as if you had
cast the spell Commune.
Once you have used this feature, you must finish a long rest
before using it again.
The Explorer Arcane Knowledge Spells
Shaman Level Spell
An Explorer spirit is the remnant of a person who loved life
and was not ready to pass away. These spirits love to 3rd Detect Magic, Magic Missile
experience everything about life and linger on in the world to 5th Mirror Image, Scorching Ray
continue to experience it as best they can. While this spirit 7th Dispel Magic, Counterspell
was alive, it was constantly learning new things, meeting
fascinating people, and exploring the corners of the world to
experience as much as they could. Spiritual Efficiency
Beginning at 6th level, your bond with the mage allows you to
Well Traveled channel the mystical energy of the spirits more efficiently.
Beginning at 3rd level when you select this bond, you gain When calculating your Offering of Essence to cast spells,
proficiency with two skills of your choice from Arcana, you now use 1/2 of the spell slot level (rounded down) instead
Investigation, History, Insight, Nature, Perception, or of the actual level.
Survival. Offering of Essence = 1/2 Spell Slot Level (rounded
Additionally, you learn to read, write and speak 2 languages down)
of your choice, and gain proficiency with a set of tools of your
choice. Enduring Spirit
Beginning at 10th level, your bonded soul infuses your body
Out of Necessity with protective energy to keep you from death. You may cast
While your bonded soul's skillset is centered on exploration the spell Death Ward once on yourself without using a spell
and diplomacy, it knew that having some skill with weapons slot, and without needing material components.
was necessary for any adventurer. Once you have used this feature, you must finish a long rest
Beginning at 6th level, you gain proficiency with one before using it again.
martial melee, and one martial ranged weapon of your
choice. Soul Strike
Beginning at 14th level, when you hit an enemy with an
Skilled Seeker attack, you do so in a way that also strikes at your target’s
Beginning at 10th Level, your bonded soul bestows on you a soul. When this attack hits, it strikes both body and soul,
useful skill it picked up while exploring the world. leaving the target paralyzed in anguish.
Whenever you use your action to take the Search action, When you use your action to make an attack roll against a
you may use a bonus action to take the Use an Object action. creature and hit, you may use this feature to cast Hold
Monster (PH 251) as part of the same action. This spell is
Stories of Old cast without expending a spell slot or needing material
Your bonded soul has begun to recall information it had components, nor does it require you to maintain
gathered during its adventures, and it is sharing them with concentration to remain in effect. In addition to this, you may
you. choose to deal 0 damage on the attack to give the target
Beginning at 14th level, you may cast the spell Legend Lore disadvantage on their saving throw.
once without expending a spell slot, and without needing Once you use this feature, you must finish a long rest
material components. before using it again.
Once you have used this feature, you must finish a long rest
before using it again. The Warrior
The Mage A Warrior spirit is the remnant of a person that was skilled in
combat, typically struck down in life before it felt it had
The Mage is the spirit of a powerful arcane caster. Whether it fulfilled its duty. These spirits tend to stay close to the place
was a young sorcerer that accidentally detotanted a fireball where they were slain, constantly reliving their final
too close to himself, or a well known wizard of renown, this moments, wondering what they could have done to prevent
union allows the Shaman to draw upon the mage's spirit to their demise.
better understand the intricacies of arcane spellcasting.
Warrior Spirits
Arcane Knowledge Beginning at 3rd level when you select this bond, you can
Beginning at 3rd level when you choose this option, you gain select from the following Warrior Spirits to bond with: The
access to some of the arcane knowledge that your bonded Heavy Hitter, The Marksmen, or The Specialist.
mage still possesses. You gain the following spells at the
shaman levels noted in the Arcane Knowledge Spells The Heavy Hitter
description. You gain proficiency with all melee weapons that have one or
These spells do not count against the total number of more of the following properties: Heavy, Reach, Two-Handed
Known Spells you may have.
The Marksmen
You gain proficiency with all weapons that have one or more
of the following properties: Ammunition, Light
The Specialist DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
You gain proficiency with all weapons that have one or more Forgotten Realms, Ravenloft, Eberron, the dragon ampersand,
of the following properties: Finesse, Thrown, Versatile Ravinca and all other Wizards of the Coast product names, and
Duel Assault their respective logos are trademarks of Wizards of the Coast
Beginning at 6th Level, when you use your action to cast a in the USA and other countries.
cantrip, you can make one weapon attack as a bonus action. This work contains material that is copyright Wizards of the
Coast and/or other authors. Such material is used with
Ethereal Ambush permission under the Community Content Agreement from
Beginning at 10th level, you are able to walk through the Dungeon Masters Guild.
Ethereal Plane for a brief time to better attack your target.
As a bonus action on your turn, you may enter into the All other original material in this work is copyright 2020 by
Ethereal Plane. While on the Ethereal Plane, you are able to Nicholas Tegtmeier and published under the Community
move normally, and you can see and hear the plane you Content Agreement for Dungeon Masters Guild.
originated from. Creatures that aren’t on the Ethereal Plane
can’t perceive you or interact with you, unless they have the
ability to do so.
This effect ends when you use your action to attack a
creature, or when your turn ends. Additionally, the first attack
you make against a creature that is not able to perceive you
on the Ethereal Plane is made with advantage.
You may use this feature a number of times equal to your
Wisdom modifier.
You regain all uses of this feature after finishing a long rest.
Siphon Attack
Beginning at 14th level, your bonded warrior spirit can
extend its reach into a creature you attack and siphon some
of its life force to you.
When you hit a creature with an attack, you may use this
feature to gain Hit Points equal to the damage dealt by the
attack.
Once you have used this feature, you must finish long rest
before using it again.
Cantrips (0 Level) Hex See Invisibility 4th Level
Chill Touch Inflict Wounds Warding Bond Aura of Life
Friends Protection from Evil and Aura of Purity
Guidance Good 3rd Level Dimension Door
Magic Stone Witch Bolt Bestow Curse Guardian of Faith
Resistance Blink Hallucinatory Terrain
Shocking Grasp 2nd Level Clairvoyance Phantasmal Killer
Spare the Dying Aid Fear
Augury Life Trnasference 5th Level
1st Level Blindness/Deafness Nondetection Antilife Shell
Absorb Elements Calm Emotions Protection from Energy Contact other Plane
Bane Crown of Madness Remove Curse Destructive Wave
Bless Darkvision Revivify Enervation
Cause Fear Enthrall Speak with Dead Far Step
Comprehend Languages Find Traps Spirit Guardians Greater Restoration
Cure Wounds Healing Spirit Legend Lore
Dissonanat Whispers Lesser Restoration Skill Empowerment
Faerie Fire Misty Step Synaptic Static
False Life Phantasmal Force

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