SHAMAN
A totem comes to life surrounded by a my
green aura, An elf stands in front of it mum-
bling words of spiritual power and making dis:
tinct symbols with his hands. A spirit mask ap-
pears before his face and spews forth a horrid
concoction of insects and bile that blanket the
gruesome orc band that rushes towards him,
A dwarf lashes about for an instant before
her eyes illuminate with power. As she ope
her mouth a horrendous and unworldly sound.
echoes forward causing the handful goblins
and bughears to buckle to their knees, They're
assaulted by both the sound and spirits that
tear through their mind, leaping in and out of
the monsters bodies as they writhe.
Anhalfling sits bent over his fallen comrade,
his enormous dream catcher strapped to his
back vibrates with a soothing hum, The cuts
and bruises on the fallen sorcerer heal and
recede as etherial hands brush back and forth
across her skin. All of these individuals are
shaman, the embodiment of the spirits on the
material plane.
POWER OF THE SPIRITS
Shaman derive their magic from the spirits,
past and present. They believe those who
‘would listen can be guided and taught by their
forbears, long dead and gone, or by the spirits,
of the natural world. They know that spirits
exist throughout the world if you know where
to look and they desire to teach,
Shaman are powerful priests who com-
mune with spirits to command, cajole or guide
them into doing their bidding. Shaman are
found among less sophisticated societies pre
ferring to stand naked on a glacial peak and
call upon power from the spirits than live clus-
tered within the city walls of more "advanced
societies. Shaman excel at using their magic to
make a clan of fierce warriors even more pow
erful, Tibes revere them not only because they
are spiritual leaders and links to their cultures’
gods, but also for more practical reasons. The
warriors of a shaman's society know that spi
tual magic can turn them into unnaturally
swift, strong, and lethal fighters. Shaman
themselves ean take on a variety of roles as
helpful healers, etherial evocationists, or
ticalTHE SHAMAN
Proficiency
Level Bonus” Features
42 Spelicasting, Spirit Recovery
42 spirit Path
2
+2 _apitisy Score improvement
8
43 spirit Path Feature
i
+3. Ability Score Improvement
“4
+4 _spint Recovery (2/ay), Spit Path Feature
4:
4
45. spint path Feature
6
5
6
46 Vongelu Spirits
Ablity Score Improvement
46 Ability Score Improvement
46 spirit Recovery improvement
capable combatants, though they rely on their
‘magic to overcome most obstacles. Shaman
specialize in buffing the physical attributes of
their allies and damaging their foes with
poison and disease.
SPIRITUAL POWER
All shaman reccive messages from the
spirit world in many forms. Vision
quests, omens, and dream sequences
can all be messages from the other side
that might suddenly send the shaman off
on a journey of great importance. A dis
turbing dream, an animal acting unusu-
ally, or even a Storm may be taken as an
‘omen requiring a quest to understand it.
While more civilized classes often scoff
ata shaman's omens they recognize that
their power is quite real. Shaman are
often able to travel alone in places were
most choose to only go in large number.
However, they are never truly alone as
the spirits always watch over them and
walk beside them,
‘Shaman are held in high esteem in
their homelands, often taking roles of
royal advisors or even rulers. Of course,
shaman of different races have very dif.
ferent backgrounds and traditions, and
‘would most likely be insulted by the sug-
gestion they were at all similar.
The one clement that unites all
shaman is their belief in and manipula-
tion of spirits, but even here there is
CCantrips Spel
Known Known 4th sth 6th
Spell lots per Spell Level
great diversity. Some shaman believe that they
channel the force of their ancestors, others be-
lieve they are a vessel for all spirits to work
through, others still believe they bend the spit
its to their will. Shaman may practice this faith
through worship to specific entities, medita
tion, general prayer, or gaining a greater under
Stauing of
CREATING A SHAMAN
When making a shaman, consider why your
character has decided to seck out the spirits.
Perhaps your character has had an omen or
been visited in a dream or was brought up in a
shamanistic tribe. Perhaps your character had
nightmares as a child before realizing it was
just the spirits attempting to communicate or
has tried for decades to finally contact a lost
loved one from the grave. Maybe your charae-
ter was born when a beloved shaman died and
the tribe believed her to be reincarnated.
Have you always been an adventurer as part
of your shamanistic calling, or did you spend
time as.a priest in a small nomadic tribe? Per-
hhaps your vision quest led you on a path of
righteousness or even something fouler, to
attain spiritual greatness.
QUICK BUILD
You can make a shaman quickly by following
these suggestions, First, Wisdom should be
Your highest ability score, followed by Constitu-
tion, Second, choose the Folk Hero back-
ground.
eas a whole,CLASS FEATURES
Asa shaman, you gain the following class fea-
tures.
Hit Points
Hit Dice: 148 per shaman level
Hit Points at Ist Level: 8 + your Constitu-
tion modifier
Hit Points at Higher Levels: 1d8 (or 5) +
your Constitution modifier per shaman level
after Ist
PROFICIENCIES
Armor: Light armor, medium armor
Weapons: Simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling,
Athletics, Insight, Medicine, Nature, Percep-
tion, Religion and Survival
Equipment
You start with the following equipment, in
addition to the equipment granted by your
background:
+(a) hide or (b) leather armor
+(a) a sling and 20 pellets or (b) any
simple weapon
+(a) a mace or (b) any simple melee weapon
+ (a) a dungeoneer’s pack or (b) an explorer’s
pack
+a shamanic focus
SPELLCASTING
Drawing on the essence of the spiritual
world, you can cast spells to shape the will
of the spirits. See chapter 10 of the PHB for
the general rules of spellcasting and the end
of this supplement for a selection of shaman
spells.
CANTRIPS
At Ist level, you know two cantrips of your
choice from the shaman spell list. You learn
additional shaman cantrips of your choice at
higher levels, as shown in the Cantrips
Known column of the Shaman table.
SPELL SLOTS
The Shaman table shows how many spell
slots you have to cast your spells of Ist level
and higher. To east on e of these shaman
spells, you must expend a slot of the spell’s
level or higher. You regain all expended spell
slots when you finish a long rest.
For example, if you know the Istevel
spell burning hands and have a Ist-level and
a 2nd-level spell slot available, you can cast
burning hands using either slot
SPELL KNOWN OF IST LEVEL AND HIGHER
You know two Ist-level spells of your choice
from the shaman spell list.
The Spells Known column of the Shaman
table shows when you learn more shaman
spells of you choice. Each of those spells
must be of a level for which you have spell
slots. For instance, when you reach 3rd level
in this class, you can learn one new spell of
Ist or 2nd level
Additionally, when you gain a level in this
class, you can choose one of the shaman
spells you know and replace it with another
spell from the sorcerer spell list, which also
must be of a level for which you have spell
slots.
SPELL SLOTS
Wisdom is your spelleasting ability for your
sorcerer spells, since the power of your
magic relies on your ability to project your
will into the world. You use your Wisclom
whenever a spell refers to your spelleasting
ability. In addition, you use your Wisdom
‘modifier when setting the saving throw DC
for for a shaman spell you cast and when
‘making an attack roll with one.
ave DC = 8 + your proficiency bonus
+ your Wisdom modifier
Spell
‘Spell attack modifier = your proficiency
bonus + your Wisdom modifier
‘SPELLCASTING Focus
You can use a shamanic focus (found in this
supplement) as a spelicasting focus for your
shaman spells.
Cost
1ep
Spirit pipe 1ep
Dreamcatcher 2ep
Headdress 5p
Pelt from spirit animal 10gp 1 Ib.SPIRIT RECOVERY
You've forged a pact with spirits who feed off
your own life force, in return providing the
shaman with a sudden influx of power, Once
per day, you may summon hungry spirits as
a free action. The spirits feed from your life
force for 1 round, lowering your maximum
hit points equal to your shaman class level +
Wisdom Modifier. Tiny welts, bruises, and
lacerations begin to appear on your body. Al
though this process is painful, you have
inured yourself to such pain and do not have
to make Concentration checks to continue
casting spells due to the damage caused by
the hungry spirits. At the beginning of your
tum on the following round, you reyain a
number of spell slots equaling half your
shaman level, minimum 1, and **none** of,
the slots ean be’* Sth level or higher. T
life force drained by the hungry spirits
cannot be healed before taking a long rest,
even by magical means,
Atlevel 10, you can use this feature once per
short re
AUlevel 20, when you use this feature, the
life force drain no longer effects you as it
once did. Your maximum hit points lowers
only half of what it normally would,
SPIRIT PATH
At 2nd level, you choose to follow a specific
spirit path: Spirit of the Mystic, Spirit of the
Herd, Spirit of the Hunt, Spirit of the Elder,
all detailed at the end of the class descrip-
tion. Your choice grants you features at 2nd
level and again at 6th, 10th, and 14th level,
ABILITY SCORE IMPROVEMENT
At 2nd level, you choose to follow a specific
spirit path: Spirit of the Mystic, Spirit of the
Herd, Spirit of the Hunt, Spirit of the Elder,
all detailed at the end of the class descrip-
tion. Your choice grants you features at 2nd
level and again at 6th, 10th,
and 14th level
VENGEFUL SPIRIT
Starting at 18th level, when targeting a crea
ture with a spell that forces them to make a
wisdom saving throw you can choose to
loose angry spirits along with the spell.
Once per short rest, you may use this fea-
ture to make the target roll their initial
wisdom saving throw at disadvantage. On a
failed saving throw, the vengeful spirits tor-
ment the target's mind causing the spell to
deal double the regular amount of damage.
On a successful saving throw, the spell
deals the normal amount of
damage.SPIRIT PATHS
In the ether, every spirit weilds dominion over
different aspects of their mortal life and civiliza-
tion, called a spirit’s path. Asa shaman, you
choose one path to embody, and are granted.
powers related to that path.
Your choice might correspond to a particu-
larly powerful spirit or a sect of spirits all fo-
cused on the same path. Alternatively, your
choice of path could simply be a matter of per-
‘sonal preference, the aspect that appeals to you
‘most.
PATH OF THE MysTIC
Your mystical connection to the spirit world
infuses you with the abi st certain
spells. At 2nd, 3rd, Sth, 7th and 9th level you
gain access to spells provided to you by the
spirits of the mystic. These spells are taught
by the specific spirits you follow. Once you
gain access to these spells they are innately
known to you, they do not count against your
Spell Known column on the table. If you
gain access to a spell that doesn't appear on
the shaman spell list, the spell is nonethe-
ess a shaman spell for you.
Mystic PATH SPELLS
Spell Level spells
2nd expeditious retreat, feather fall
yad—_-misty step, iniebility
Sth gaseous form, nondetection
7h —__greoter invisibility, dimension door
Sth posswall, tree stride
Mystic Toucr,
Starting at 2nd level, you have been gifted a
deadly touch and your hand is guided by the
mystical spirits. After 2 successful melee at-
tacks in succession, your next melee attack
on your next turn is taken at advantage. You
add an additional die of damage for your
weapon on a successful hit.
INCORPOREAL ESCAPE
Starting at 6th level, your body is aided by
the spirits. When you take damage you can
choose to use your reaction to become incor-
poreal until the end of your next turn. While
incorporeal, attacks against you are ata dis-
advantage and you can move through other
creatures and objects as if they were difficult
terrain. You take 1d10 force damage if you
are inside a solid object when you fully enter
the material plane. Once you tse this fea-
ture, you can't use it again until you finish a
short or long rest,
Lanp’s STRIDE
Starting at 10th level, moving through non.
magical difficult terrain costs you no extra
movement. You can also pass through non-
‘magical plants without being slowed by them
and without taking damage from them if they
have thorns, spines, or a similar hazard,
While using Incorporeal Escape, you no
longer move through other creatures and ob-
jects as if they were difficult terrain. In addi
tion, you have advantage on saving throws
against plants that are magically created or
manipulated to impede movement, such
those created by the entangle spell.
Mystic Macic
Starting at 14th level, your Mystic Touch
allows you to use ranged spell attacks in-
stead of melee weapon attacks. The adi
tional damage you gain on your third suc-
cessful hit for a ranged spell attack on your
third turn is half the spell's original damage
dice, minimum of 1.
PATH OF THE HERD.
‘Your connection to the spirit world infuses
you with the ability to cast certain spells. At
2nd, 3rd, Sth, 7th and 9th level you gain
access to spells provided to you by the spir-
its of the mystic. These spelis are taught by
the specific spirits you follow. Once you gain
access to these spells they are innately
Known to you, they do not count against your
Spell Known column on the table. If you
gain access to a spell that doesn't appear on.
the shaman spell list, the spell is nonethe-
Jess a shaman spell for you.
HERD PaTH SPELLS
Spell Level Spells
2nd bless, protection from good and evil
yd ——_barkskin, warding bond
Sth erusader’s mantle, beacon of hope
Tth aura of purity, stoneskin
9th circle of power, ontilife shell
Spirtr AuRA
Starting at 2nd level, the range of spells that
target multiple allies is doubled. Spells that
target a willing creature at range has the
‘spell range extended 10 feet.Torem Spirit
Starting at 6th level, you can use your action
to create a totem from your own spirit. The
totem is a small, solid idol seemingly
wreathed in shifting spirits. You can only
have one totem in existence at a time. While
efeating your totem, you imbue the totem
with a spell that requires concentration, ex-
pending a spell slot. The totem acts as the
caster of the spell, no longer requiring you to
be concentrating. The spell then continues,
regardless of duration, until the totem is de-
stroyed or you dismiss the totem and it dis-
appears. The totem has an AC equal to your
level + Wisdom Modifier and has hit points
equal to your level + your Constitution modi
fier, The totem counts as a willing creature
for you and your ally’s spells. It is considered
Tiny, being 2 feet tall and weighs 10 times
your shaman level in pounds. If destroyed,
you take half the damage it received.
Orrensive HERD
Starting at level 10, once per day all allies
within 30 feet of you gain advantage on
attack rolls on their next turn. Once you use
this feature, you can't use it ag. you
finish a short or long rest.
BLoop oF THE SPIRIT
Starting at level 14, spirits wateh over you
and your allies. Allies within 30 feet of you
cannot be frightened or charmed while you
PATH OF THE HUNT
Your connection to the spirit world infuses
you with the ability to cast certain spells. At
2nd, 3rd, 5th, 7th and 9th level you gain
access to spells provided to you by the spi
its of the mystic. These spells are taught by
the specific spirits you follow. Once you gain
access to these spells they are innately
known to you, they do not count against your
Spell Known column on the table. Ifyou
gain access toa spell that doesn't appear on
the shaman spell list, the spell is nonethe-
Jess a shaman spell for you.
HUNT PATH SPELLS
Spell Level Spells
Ria (ahaa ale
eh ee
Sth slow protection fom energy
7th locate creature, stoneskn
Sth | fan la Iga ote
‘Spirit WEAPON
Starting at 2nd level, you can use your action
to summon a weapon from the spirit world.
You can choose the form that this melee
weapon takes each time you create it from
any blunt or piercing weapon. You are profi
‘cient in your spirit weapon. You may only
have one spirit weapon at a time. The
‘weapon looks as though it was created out of
spirits, it feels like a normal weapon, but
looks as though it is wreathed in spirits. You
can use your Wisdom modifier instead of
your Strength modifier when attacking with
this weapon. This weapon counts as magical
for the purpose of overcoming resistance
and immunity to nonmagical attacks and
damage. Your spirit weapon disappears after
1 minute unless you attack with it every turn
after the 10 rounds. You can dismiss the
spirit weapon, no action required, when you
‘choose. You can use this feature twice per
short rest.
ELEMENTAL WEAPON
Starting at level 6, when you create your
spirit weapon you can choose to imbue your
weapon with elemental energy. Choosing
from acid, cold, fire, lightning or thunder.
‘Your weapon now takes on the look of its el-
‘mental energy. You weapon now does 16
additional damage, this additional damage is,
‘of the energy from your choosing. This
‘counts as the energy type when overcoming
resistance or vulnerability to the elemental
‘energy. Your weapon now disappears after 2
minutes unless you attack with it every turn
after the 20 rounds.
‘SpiriTvaL ENHANCEMENT
Starting at level 10, when you choose to
imbue your weapon with an elemental
‘energy your weapon truly becomes a weapon,
‘of energy. Your spirit weapon now does 26
of additional energy damage. Your weapon
now disappears after 3 minutes unless you
attack with it every turn after the 30 rounds.
+ When hit with an acid weapon, the target
must succeed a Constitution saving throw
against your spell save DC. If the target
failed, the target takes an additional 1d6 on
its next turn.
+ When hit with a cold weapos
speed is reduced by 10 feet un
turn,
When hit with a fire weapon, the target
takes an additional 2d8 damage rather than
the 2d6. Any flammable object hit by this,
spell ignites iFit isn't being worn or carried.
the targets:
next*
+ When hit with a lightning weapon, the
target can't take any reactions until its next
turn, In addition you have advantage on.
melee attacks with your spiritual weapon
against any target wearing armor made of
metal.
+ When hit with a thunder weapon, the
target must succeed a Strength saving throw
against your spell save DC or be pushed 10
feet away from you.
OFFENSIVE HERD
Starting at level 14, once conjured your
spirit weapon does not disappear until you've
dismissed it. Your epirit weapon's damage
dice is doubled and your additional energy
damage of your choosing is now 446. You
can also make a melee attack twice, instead
of once, whenever you take the Attack action
on your turn, For example, if you should
summon a spiritual weapon in the shape of a
maul each of your two attacks would deal
4d6 damage plus 4d6 elemental damage or
4d8 elemental damage if it's a fire weapon,
PATH OF THE ELDER
you with the ability to cast certain spells. At
2nd, 3rd, Sth, 7th and 9th level you gain
access to spells provided to you by the spir-
its of the mystic. These spells are taught by
the specific spirits you follow. Once you gain
access to these spells they are innately
known to you, they do not count against your
Spell Known column on the table. If you
gain access to a spell that doesn't appear on
the shaman spell list, the spell is nonethe-
Jess a shaman spell for you.
ELDER PATH SPELLS
1s
SER wre ance
pare cf aaa aceste
iin hai srdons
“_gurdian offith ara of ie
ee
SPIRIT OF THE ELDER
Starting at level 2, once per long rest you
can embolden you and your allies EE. 30
feet. You and your allies gain term ee
points equal to your shaman level +
wisdom modifier.
Discirte oF Lire
‘Starting at Oth level, your healing spells are
more effective. Whenever you use a spell of
Ist level of higher to restore hit points to a
creature, the creature regains additional hit
points equal to 2 + the spell level.
WisboM oF THE ELDERS
Starting at 10th level, you can add your
wisdom modifier to any skill check. Once
‘You've used this feature you can’t use it again
‘until you've taken a short or long rest.
Rituat Bete
Starting at 14th level, each spell provided on
this spirit path can be cast as a ritual once
per day.
SHAMAN SPEL!
CANTRIPS (0 LEVEL)
Acid Splash
Guidance
Poison Spray
Presdigitation
Produce Flame 2
Ray of Frost
Resistance
‘Spare the Dying
‘Thaumaturgy
Vicious Mockery
IST LEVEL.
Bless
Burning Hands
Charm Person
Chromatic Orb
‘Comprehend Languages
Cure Wounds
Detect Magic
Detect Poison and Disease
Dissonant Whispers
Healing Word
Purify Food and Drink
Ray of Sickness.
Shield
Thunderwave
Unseen Servant
BeEnhance Ability OTH LEVEL
Lessor Restoration
Protection from Poison Chain Lightning
Scorching R: Find the Path
See Invisibility Globe of Invulnerability
Shatter Harm
Spirit Weapon Heal
Warding Bond Planar "Spirit” Ally
3RD LEVEL 7TH LEVEL
Delayed Blast Fireball
Aura of Vitality Divine Word
Bestow Curse
Blink Ethereainess.
Call Lightning Fire Stom
Clairvoyance Planeshift
Dispel Magic Prismatic Spay
Fear fesurrection
Fireball
Hypnotic Pattern 8TH LEVEL
Lightning Bolt
ntipathy/Symps
Protection from Energy patina tty Sapa)
Seen Demiplane
enor Ce Dominate Monster
Rernty Feeblemind
Sleet Storm ae
Speak with Dead i
Spirit Guardians EE
Stinking Clouds 9TH LEVEL
Tongues
Foresight
4TH LEVEL, Imprisonment
Prismatic Wall
Areane Eye ‘True Resurrection
‘Aura of Life
‘Aura of Purity Thanks and credit to:
Compulsion lniXsen, ju/DnDSe,/u/Smyris,
Cana Eten cages eee
Conjure "Spirit" Animals land Omer Haciomerogls
Death Ward
Dominate Beast
Fire Shield
Ice Storm
Locate Creature
Phantasmal Killer
STH LEVEL
Circle of Power
dill
ommune
Cone of Cold
Contact Other Plane
Contagion
Dominate Person
Dream
Flame Strike
Greater Restoration
Legend Lore
Reincarnate
Serying