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 you can also find on DM's Guild, and please let me 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