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[PHB] 2022 Matthew Conant

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Published by Sanguinetti, 2022-08-13 03:48:26

The Shaman

[PHB] 2022 Matthew Conant

The Shaman

A Dungeons & Dragons 5th Edition Class that is a Median between the Material Plane and the Spirit
World, a manipulator of the natural elements, and an Herbalist

The Shaman is a Warlock-like long rest caster with the ability to craft useful herbal remedies, strike
foes with weather effects as they infuse their spirit, and call on their ancestors.

Shamanstorm appears above the menacing Ogre, set Ancestral Medians
out to aggressively expand their territory into A Shaman derives most of their knowledge and abilities
the lands of the Orc Tribe, and it immediately through deep trances communing with the tribe's ancestors.
strikes him down with lightning. In the horizon, The spirits provide their knowledge in Apothecary, how to
harness and manipulate the elements, spellcasting, and at
Aa female Orc, a priest of her tribe, can be seen times how to walk into the Spirit World.
chanting and dancing. A web of Storming
Chaos flickers around her body as stones Many providing this information are former Shamans. The
tremble away from her. An enraged Ogre from behind a tree soul does not die when the body decays. It merely moves on
emerges with stone in hand, but with another tap of the to become a Spirit Guide for the tribe and rising Shamans.
priestess' foot, lightning strikes again, finding the Ogre's Anyone can reach out to the Spirit Guides, but only dedicated
heart before the rock can find its mark. Shamans can fully grasp the depths of the Spirit World.

A large male Firbolg wearing clothes made of leather, Shamans will have a number of spirits temporarily
bones, feathers, and a headdress with black braids covering dwelling in them. These spirits share their knowledge on
his face, begins grinding potent smelling herbs with a worn magic and at times even expend some of their Spiritual
mortar and pestle. The witchdoctor adds some sort of red Energy to cast spells through the Shaman. This process can
liquid and orange berries to this paste before reciting some be taxing on the spirit, and so they will return to the Spirit
spine chilling incantation. He then applies this salve to the World to replenish their Spiritual Energy.
skin of my petrified friend, who immediately begins to heal.
All creatures have some Spiritual energy within them.
A staff strikes the stone cauldron as the steam rises, and Most are completely unaware of this until the flesh decays,
the Dragonborn tribal woman chants "focus" to the poor and that is all that remains. Shamans have learned to expend
Lizardfolk widow. The reptilian survivor begins to cry, and some of their spiritual energy to fuel their abilities. They too
calls out to his deceased wife. All that can be heard is the one must spend time to recharge. Their ancestral spirits though
sided conversation and weeping. We can all feel the spirits in possess great power, and are capable of casting strong spells.
the Ger, and intensely watch the widow and the tribal woman. The strongest Shamans learn to utilize this power so much
that their spirit bonds with the natural elements of the world.
Shamans are tribal healers, spiritual medians, and
manipulators of the natural elements. They are not an Shamans are sought after for their ability to create rare
ordinary tribal healer, but experts in Apothecary. They walk medicinal concoctions not found in the modern world. These
that thin line between the Material and Spirit World. A recipes are only passed down through oral tradition, using
Shaman can not only make it rain through dance, but can rare herbs, and therefore costly to those outside of the tribe.
create acid rain to destroy the crops of enemies

2 Matthew Conant | Shaman 2.3

The Shaman Cantrips Spells Spell Slot Spirit Maximum
Known Known Slots Level Points Herbals
Proficiency
Level Bonus Features 4 2 1 1 — 2
1st +2 Spirit Magic, Herbals 4 3 2 1 2 2
2nd +2 Spirit Energy 4 4 2 2 3 3
3rd +2 Shaman Tradition, Ethereal Sight 5 5 2 2 4 3
4th +2 Ability Score Improvement 5 6 2 3 5 3
5th +3 Occult Prowess 5 7 2 3 6 4
6th +3 Tradition Feature, Elemental
5 8 24 7 4
Infusion 5 4
7th +3 — 5 9 24 8 5
8th +3 Ability Score Improvement 6 5
9th +4 — 10 2 5 9
10th +4 Tradition Feature, Elemental 6 5
6 10 2 5 10 6
Enhancement 6 6
11th +4 Ancestral Arcanum (6th) 6 11 3 5 11 6
12th +4 Ability Score Improvement 11 3 5 12
13th +5 Ancestral Arcanum (7th) 6 12 3 5 13 7
14th +5 Tradition Feature, Dance of the 6 12 3 5 14 7
6 7
Elements 6 13 3 5 15 8
15th +5 Ancestral Arcanum (8th) 6 13 3 5 16 8
16th +5 Ability Score Improvement 6 14 4 5 17 8
17th +6 Ancestral Arcanum (9th) 14 4 5 18
18th +6 — 15 4 5 19
19th +6 Ability Score Improvement 15 4 5 20
20th +6 Wuxian

Creating a Shaman Proficiencies
When creating a Shaman, think about your tribe that you hail
from. Are you a new Shaman setting out to learn through Armor: Light, medium, shields (shamans will not use armor
experience? Did you lose your tribe, and you are now made of metal)
determined to become a better Shaman? Are you seeking Weapons: Simple weapons, blowguns, longbows, nets
rare herbs? Are you looking for a new tribe? Be sure to work (shamans will not use weapons made of metal)
with the DM about your background. Tools: Herbalism kit, drums
Saving Throws: Wisdom, Charisma
Quick Build Skills: Choose two from Animal Handling, Insight, Medicine,
Nature, Perception, Performance, Religion, and Survival
You can make a Shaman quickly by following these
suggestions. First, make Wisdom your highest ability score, Equipment
followed by Constitution. Second, choose the Outlander
background. You start with the following equipment, in addition to the
equipment granted by your background:
Class Features
(a) leather armor or (b) scale armor
As a Shaman, you gain the following class features. (a) 2 simple weapons, (b) simple weapon and a wooden
shield, or (c) a martial weapon (if proficient)
Hit Points (a) 1 shortbow and 20 arrows or (b) 5 javelins
(a) component pouch or (b) druidic focus
Hit Dice: 1d8 per shaman level (a) Explorer's pack or (b) priest's pack
Hit Points at 1st Level: 8 + your Constitution modifier Herbalism kit, Divination tools (bone dice, tea kit, or etc),
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution and a hand drum (Spirit Drum)
modifier per shaman level past 1st
Matthew Conant | Shaman 2.3

3

Reflavoring weapons & armor Spellcasting Ability

The Shamans refuse to wear metal armor or to use Wisdom is your spellcasting ability for your shaman spells,
steel weapons. Some even avoid modern weapons since your magic draws upon your devotion and attunement
like swords. There are alternatives to using metal to ancestors. You use your Wisdom whenever a spell refers to
weapons, armor, and steel. your spellcasting ability. In addition, you use your Wisdom
modifier when setting the saving throw DC for a shaman
Weapons can be reflavored as stone, which was spell you cast and when making an attack roll with one.
a common material for tribal groups. For armor, Spell save DC - 8 + your proficiency bonus + your Wisdom
consult the below options for ideas on reskinning
armor. You and the DM can come up with your modifier
own ideas though, and these are only examples. Spell attack modifier = your proficiency bonus + your
Mechanically, armor and weapons function the
same as those found in the Player's hand book. Wisdom modifier

Greataxe - Stone Axe Ritual Casting
Scale mail - Reptilian Armor
Ring Mail - Bone Armor You can cast a shaman spell as a ritual if that spell has the
Breastplate - Granite Breastplate ritual tag and you know the spell.
Ring mail - Chitin Armor
Splint - Ironwood (Enchanted wood) Spellcasting Focus
Plate - Purpleworm Plate
You can use a druidic focus as a spellcasting focus for your
Spirit Magic shaman spells.
Ancestral Spirits dwell within you that expend their Spiritual
Energy to cast spells they know, through you. See spell rules Herbals
for the general rules of spellcasting and the Spell List at the You were taught by oral tradition of all the various herbs and
end of this document for the Shaman spell list. concoctions used to treat ailments and to strengthen people.

Cantrips When you are in nature, you can spend 1 hour gathering
ingredients to craft a herbal. This can be done as an activity
At 1st level, you know four cantrips of your choice from the during travel travel or a short or long rest. The descriptions
shaman spell list. You learn additional shaman cantrips of and effects of the herbals can be found in the "Shaman
your choice at higher levels, as shown in the Cantrips Known Herbals" section at the end of the class's description.
column of the Shaman table.
You can only craft one herbal at a time. There is a
Spell Slots maximum number of herbals, ready for use, you can have
crafted at any one time; the maximum number of Herbals
The shaman table shows how many spell slots you have to appears in the Maximum Herbals column of the Shaman
cast your shaman spells of 1st through 5th level. The table table. If you try to exceed the maximum number of herbals
also shows what the level of those slots is; all of your spell you can craft, the oldest herbal immediately expires, and then
slots are the same level. To cast one of your shaman spells of the new herbal is crafted.
1st level or higher, you must expend a spell slot. You regain
all expended spell slots when you finish a long rest. If a herbal has prerequisites, you must meet them to craft
it. An herbal with a time requirement listed can still be done
For example, when you are 5th level, you have two 3rd-level as a travel activitiy, but not a rest. A level prerequisite refers
spell slots. To cast the 1st-level spell chaos bolt, you must to your level in this class.
spend one of those slots, and you cast it as a 3rd-level spell.
Additionally, you are able to ingest and administer Herbals
Spells Known of 1st Level and Higher and potions as a Bonus Action, unless otherwise stated.

At 1st level, you know two 1st-level spells of your choice from Spirit Points
the shaman spell list. Starting at 2nd level, you have learned to use your spirit's
energy to fuel your Shaman abilities. You have a Pool of
The Spells Known column of the Shaman table shows Spirit Points determined by your Shaman level, as shown in
when you learn more shaman spells of your choice of 1st the Spirit Points column of the Shaman Table.
level and higher. A spell you choose must be of a level no
higher than what’s shown in the table’s Slot Level column for You can spend these points to fuel various shaman features
your level. When you reach 6th level, for example, you learn a such as: Spiritual Elements, Ancestral Experiences, and
new shaman spell, which can be 1st, 2nd, or 3rd level. Deathly Speech. You learn more features that require
Spiritual Energy as gain levels in this class.
Additionally, when you gain a level in this class, you can
choose one of the shaman spells you know and replace it When you spend a spirit point, it is unavailable until you
with another spell from the shaman spell list, which also finish a short or long rest, at the end of which you recharge
must be of a level for which you have spell slots. your energy in the Spirit World. You must spend at least 30
minutes of the rest in a trance to regain your spirit points.
4 Matthew Conant | Shaman 2.3
Some of your features that expend spirit points require
your target to make a saving throw to resist the feature’s
effects. The saving throw DC is calculated as follows:
Spirit save DC - 8 + your proficiency bonus + your Wisdom

modifier

Note for DMs: For your convenience, a table with Acid. (Dex. save) or creatures wearing armor have a -1 to AC
the standard potions and mixtures, such as Healing until the end of your next turn. Exposed minor plants die.
Potions, you can craft with your herbalism kit has Cold. (Con. save) or a creature's speed is reduced by half until
been listed at the end of this class. The potions at the end of its next turn. Exposed water freezes over.
the end have alternative crafting requirements than Fire. (Dex. Save) or creatures that rely on sight can't take
those found in XGTE and the DMG, but those are reactions until the end of your next turn. Flammable objects
also listed. Ingredient availability is at your that are not being carried or worn ignite.
discretion, and may even require a side quest. Lightning. (Dex. save) or Large or smaller creatures are
pushed 10ft into an unoccupied location of your choice. A
Ancestral Experiences bright light illuminates the area for a brief moment.
Thunder. (Con. save) or creatures are knocked prone. A
Whenever you finish a long rest, you can spend time in a thunderous boom that can be heard up to 100 feet away.
trance-like ritual communing with your ancestors about your
upcoming tasks. They share with you a pertinent story that Shaman Tradition
aids you. This ritual costs 1 spirit point. Once at 3rd level, you choose a tradition that shapes your
speciality. Choose the Tradition of the Spirit Walker, Tradition
Once, before you finish your next long rest, you can choose of the Warrior, or Tradition of the Witch Doctor, all detailed at
to roll with advantage before a skill check, recalling the story. the end of the class description. Your decision grants you
features at 3rd level and again at 6th, 10th, and 14th levels.
Ethereal Step
Ethereal Sight
As a bonus action, you can expend 1 spirit point to magically At 3rd level, you can now see up to 30 feet into the Ethereal
teleport through the Spirit World up to 30 feet away to an Plane while you are on the Material Plane and vice versa,
unoccupied space you can see. from your constant interaction with the Spirit World.

You turn invisible after teleporting until the start of your Ability Score Improvement
next turn or until you attack, make a damage roll, or force When you reach 4th level, and again at 8th, 12th, 16th, and
someone to make a saving throw. 19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
Spiritual Elements 1. As normal, you can’t increase an ability score above 20
using this feature.
As an action, you can expend 1 spirit point to infuse your
spirit with the natural elements and manipulate the energy Using the optional feats rule, you can forgo taking this
around you. Choose a damage type: Acid, Cold, Fire, Lighting, feature to take a feat of your choice instead.
or Thunder. All damage from this feature is of that type. You
gain the following benefits for 1 minute: Occult Prowess
Beginning at 5th level, you can choose between Extra Attack
Each creature within 10 feet of you, other than you, when or Potent Cantrip.
you activate this, must succeed on a Dexterity saving
throw or take 2d10 damage. Extra Attack. you can attack twice, instead of once,
Once, on each of your turns, you can add damage equal to whenever you take the Attack action.
your proficiency bonus to a damage roll made against a
single creature. Potent Cantrip. When a creature succeeds its saving
As a bonus action, you can instantaneously create a 10 throw against one of your Shaman cantrips, it takes half
foot radius weather effect at a point you can see within 60 damage instead of none. It suffers no additional effects from
feet of you, forcing creatures in its area to make a saving the cantrip.
throw. Upon failing, a creature takes damage equal to 1d6
+ your Wisdom Modifier, and suffers an additional effect. Elemental Infusion
The save type and weather effects are determined by your Beginning at 6th level, when you activate your Spiritual
infused element, as listed below. Creatures resistant or Elements, you gain resistance to the element you choose for
immune to your infused element automatically succeed. the duration and 1 hour after, as the element clings to you.

Additionally, the area of effect when you activate your
Spiritual Elements expands out to 15 feet from 10 feet.

Matthew Conant | Shaman 2.3 5

Elemental Enhancement Shaman Traditions
Beginning at 10th level, the elements have begun to weave
into your spirit. Your Spiritual Elements feature gains the Shamans' devotion to the Spirit World fuel their ability to aid
following enhancements while it is active. their tribe with their abilities. Shamans may vary by their
speciality focusing more on herbs, combat, or the wisdom of
You have immunity to the damage type you choose. the tribe's ancestral spirits and past Shamans.
Your weather effect's base damage increases to 2d6 + your
Wisdom modifier from 1d6 + your Wisdom modifier. Tradition of the Spirit Walker
Allies within 15 feet of you and your aura have resistance You have devoted yourself to listening to the great wisdom of
to you Spiritual Elements damage type. your ancestral spirits. There is a fine line between life and
The ground within 15 feet of you is difficult terrain for death that you walk. A Spirit Walker believes that the wisdom
those without resistance or immunity to that element. of the ancestors will allow the tribe to live prosperously, or
Ancestral Arcanum you’ll bring them back to punish those that harm the tribe.
At 11th level, your ancestral spirits leave you with a magical
secret called an arcanum. Choose one 6th-level spell from the Spirit Walker Features
shaman spell list as this arcanum.
You can cast your arcanum spell once without expending a Shaman
spell slot. You must finish a long rest before you can do so Level Feature
again.
At higher levels, you gain more shaman spells of your 3rd Expanded Spell List, Oracle, Spirit
choice that can be cast in this way: one 7th-level spell at 13th Summoner
level, one 8th-level spell at 15th level, and one 9th-level spell
at 17th level. You regain all uses when you finish a long rest. 6th Spiritual Connection

Roleplaying Tip. Your spells come directly from an 10th Spirit Walker
ancestral spirit that is dwelling within you. When 14th Spirit Guide
you expend a spell slot or even an Arcanum, that
spirit is casting the spell. This process can be role- Expanded Spell List
played as possession or an ancestor's voice
originating from you, perhaps a great Shaman. Starting at at 3rd level, the Spirit Walker gets to choose from
an expanded list of spells when you learn a shaman spell. The
Dance of the Elements following spells are added to the shaman spell list for you.
Beginning at 14th level, you have mastered manipulating the
natural elements and the weather around you. You can spend Spirit Walker Expanded Spells
10 minutes and 5 spirit points performing a dance to cast
Control Weather without expending a spell slot. Shaman Level Spell
1st Unseen Servant, Dissonant Whispers
Wuxian 3rd Spiritual Weapon, Misty Step
At 20th level, you have become a great Shaman, worthy of 5th Animate Dead, Clairvoyance
being any Tribe’s Shaman. When using your Spiritual 7th Dimension Door, Faithful Hound
Elements feature, you gain the following improvements: 9th Mislead, Negative Energy Flood

You are no longer limited in which weather effect that you Oracle
can choose. However, your immunity, resistance, and
allies' resistance from being within your aura changes At 3rd level, Spirits speak through you prophesying at times.
each time you use a different weather effect. When you use your Ancestral Experiences feature, you get 1
Your weather effect's base damage increases to 3d6 + your additional use for the 1 spirit point used. This additional use
Wisdom modifier from 2d6 + your Wisdom modifier. can be used on an ally within 30ft of you as a reaction.
Necrotic and its weather effect is now an option for you.
Spiritual Warfare. (Cha. save) or angered spirits come to Additionally, while your Spiritual Elements is active, your
rip the soul from the flesh of all creatures of you choice. On a movement doesn't provoke opportunity attacks from
failed save, creatures take Necrotic damage equal to 3d6 + creatures unable to see into the Ethereal Plane as you Spirit
your Wisdom modifier. Additionally, they are frightened until Walk that fine line between Planes.
the end of your next turn, and incapable of teleporting,
planeshifting, or benefiting from magical healing. The
sound of souls wailing will make most hearts weep.

6 Matthew Conant | Shaman 2.3

Spirit Summoner Warrior Features

At 3rd level, you are beginning to learn to summon spirits to Shaman
aid you from the Spirit Realm. Level Feature
3rd Expanded Spell List, Warrior Resiliency,
You can command creatures under your control with the Wendigo Presence
verbal component of your turn. 6th Fear Itself
10th War Presence
One creature under your control can use a bonus action on 14th Denial of Death
a target within 15ft, which requires you to spend spirit points.
Your summoned creature acts as a Spirit Guide to your allies Expanded Spells
to bolster them or calls on spirits to haunt enemies. If a
saving throw is required, then the DC equals your spirit save At 3rd level, the Warrior gets to choose from an expanded list
DC. You can choose one of the following: of spells when you learn a shaman spell. The following spells
are added to the shaman spell list for you.
The creature gets a +1 to AC per spirit point used until the
beginning of your next turn. Expanded Spells
The creature gets a +1 to saving throws per spirit point
used until the beginning of your next turn. Shaman Level Spell
The creature gets a +1 to attack rolls per spirit point used 1st Inflict Wounds, False Life
until the beginning of your next turn. 3rd Mirror Image, Shadow Blade
The creature gets a +5 to their movement speed per spirit 5th Blink, Phantom Steed
point used until the start of your next turn. 7th Guardian of Nature, Shadows of Moil
The creature gets a -1 to attack rolls per spirit point used 9th Hold Monster, Steel Wind Strike
until the start of your next turn.
The creature makes a Charisma saving throw. On a Warrior Resiliency
failure, they make a melee attack as a reaction to a target
in range as Spirits manipulate them. The DC goes up by 1 Also at 3rd level, you gain proficiency with heavy armor, and
for every spirit point used above the base 1 required. martial weapons. You are still required to follow the Shaman
restrictions for no metal.
Spiritual Connection
Additionally, your hit points permanently increase by 3, and
Beginning at 6th level, when you conjure a creature, they increase by 1 every time you gain a level in this class.
receive temporary hit points equal to your Wisdom modifier.
When you cast a spell with a range other than self, the spell Wendigo Presence
can originate from you or a creature under your control.
Beginning at 3rd level, you can spend spirit points when you
Spirit Walker hit a creature with a weapon attack to cause one additional
Effect, which requires a saving throw against your spirit save
At 10th level, when you activate Spiritual Elements, you are DC. If you spend more than the base of 1 spirit point, then
immediately under the effects of the blink spell, as you spend the DC for that effect increases by 1 for each additional spirit
so much time in the Spirit World, your body forgets where it point used. Choose one of the following Effects:
is from. This lasts until your Spiritual Elements ends.

Spirit Guide

Beginning at 14th level, when life is threatened, you
instinctively take on the role of Spirit Guide for your allies to
protect them and create a spiritual connection.

When Initiative is rolled, you begin to hover 10ft off the
ground, and return safely to the ground after combat. You're
connected to all allies that you can see within 30ft. Your allies
receive temporary hit points equal to half your Shaman level.

When an ally within 30 feet is targeted by an attack roll,
you can use your reaction to swap them with another ally
within 30ft of them. You must do this before you know the
results of the attack roll, but this can be done after the attack
roll is made.

Tradition of the Warrior
You have chosen to become the dark and fearful presence on
the battlefield that fights with the tribe. You are dread and
despair. It is believed by Shaman Warriors that it is best to
fight and die with the tribe versus remaining behind, and no
one returns, thus becoming a cursed and failed Shaman.

Matthew Conant | Shaman 2.3 7

    Fear. (Wis. save) or be frightened of you until the end of Witch Doctor Expanded Spells
your next turn.
Shaman Level Known Spell
Bleed. (Con. save) or they begin bleeding out. Until the end 1st Healing Word, Bane
of your next turn, the creature takes additional damage equal 3rd Dark Vision, Phantasmal Force
to your proficiency bonus from your weapon attacks. 5th Life Transference, Revivify
7th Hallucinatory Terrain, Phantasmal Killer
Paranoia. (Cha. save) or the creature becomes paranoid. 9th Insect Plague, Raise Dead
Your next weapon attack has advantage.
Apothecary
Force. (Str. save) or the creature is pushed 20 feet if they
are large or smaller. At 3rd level, you can craft your Herbals in half the time it
would normally take, and you can craft an additional amount
Elements. (Dex. save) or creature takes an additional 2d6 of Herbals equal to your proficiency bonus.
elemental damage as they leap from your weapon. Choose
the damage type from Acid, Cold, Fire, Lightning, or Thunder. Additionally, whenever you craft other potions or herbal
mixtures with your Herbalism kit, the crafting cost is reduced
Pressure. (Int. save) or the creature’s mind feels your by half as you begin using more grotesque ingredients like
presence and force bearing down on it. The creature blood and bile. Their market value is also reduced by half.
subtracts 1d6 from their next saving throw.
Curses
Fear Itself
At 3rd level, you have learned to curse your enemies'
Beginning at 6th level, you have become the embodiment of livelihood. As an action, you can expend spirit points to curse
fear itself. You are now immune to the frightened condition, a creature you can see within 30ft. The DC for curses is
and have advantage on intimidation rolls. equal to your spirit save DC. If you spend more than the base
1 spirit point, then the DC increases by 1 for each additional
War Presence spirit point used. On a failed save, the creature is cursed. The
creature is cursed for a number of days equal to twice the
At 10th level, the warrior spirits begin to aid you. When spirit points used. This curse can only be removed by a
Initiative begins, you begin in the Ethereal Plane. You can remove curse spell or similar magic.
expend 5ft of your movement to exit the Ethereal Plane. If
you exit the Ethereal Plane and hit a creature with a weapon You can only curse one creature per long rest. The effects
attack unseen, then that attack is a critical hit. You return to take place immediately. You can only have an amount of
the Material Plane at the end of your turn if applicable. curses active equal to your proficiency bonus. The creature
can repeat the save every day for the duration of the curse.
Denial of Death On a failed save, they suffer the effects of the curse.

Starting at 14th level, your body has become a lightning rod Hands of despair. (Str. Save) or their professional output,
for energy, and you have learned to use it when death is near. such as crafting or harvesting crops, is halved for the day as
When you are reduced to 0 hit points but not killed outright, their hands turn black and their energy is lacking.
you can drop to 1 hit point instead. Your body immediately
bursts with deathly energy. Any foe within 15 ft. of you takes Poor health. (Con. save) or they are poisoned for the day,
necrotic damage equal to your Shaman level. You can’t use as their hair falls out, and their skin begins to pulsate pus.
this feature again until you finish a long rest.
Abyssal Luck. (Dex. save) or their first successful saving
Tradition of the Witch Doctor throw becomes a failure by 1 less than the DC needed.
When you choose this tradition, you have devoted yourself to
the trades and secrets of herbs, medicines, curses, and Mental Block. (Int. save) or the creature forgets one
diseases. There is a concoction for every situation and proficiency of your choice for the day.
disease. The tribe survives if you can save everyone, and you
curse those that threaten your way of life and the tribe. Necrophobia. (Wis. save) or they become obsessed with
how they will die when they see you. Your attacks deal an
Witchdoctor Features additional 1d8 necrotic damage once per turn, when you
inflict damage on the cursed creature.
Shaman Level Feature
3rd Expanded Spell List, Apothecary, Curses Despair. (Cha. save) or the creature suffers from
6th Malison Defiance Shadowfell Despair (DMG 52) from their nightmare, you.
10th Resilience
14th Denial of Death Malison Defiance

Expanded Spells Beginning at 6th level, you are now immune to curses, and
have advantage on saving throws against the poisoned
Starting at 3rd level, the Witch Doctor gets to choose from an condition and the ill effects of diseases.
expanded list of spells when you learn a shaman spell. The
following spells are added to the shaman spell list for you. Mganga Resilience

Starting at 10th level, your dabbling in herbs has improved
your resiliency. You gain proficiency in Constitution saving
throws. If you already have this proficiency, you instead gain
proficiency in another saving throw of your choice.

8 Matthew Conant | Shaman 2.3

JuJu

At 14th level, you can now cast 2 curses per long rest. When
a creature is initially cursed, they lose all temporary hit
points, and they have disadvantage on their next attack roll or
saving throw, whichever occurs first. You learn a new curse:

Death. (Wis. save) or the creature subtracts 1d4 from it’s
Proficiency bonus, and their hit point maximum is reduced
by a number equal to your Shaman level. They become
vulnerable to Necrotic damage, and die outright if dropped to
0 hit points. Creatures with resistance or immunity to
Necrotic damage are unaffected by this. This curse costs 2
spirit points to cast, and 2 points to increase the DC.

Cantrips (0 Level) 2nd Level Water Breathing Forbiddance
Water Walking Freezing Sphere
Acid Splash Aid Wind Wall Harm
Booming Blade SCAG Augury Heal
Chill Touch Blindness/Deafness 4th Level Investiture of Flame XGE
Create Bonfire XGE Calm Emotions Investiture of Ice XGE
Druidcraft Earthbind XGE Banishment Investiture of Stone XGE
Frostbite XGE Flame Blade Conjure Minor Element Investiture of Wind XGE
Green-flame Blade SCAG Flaming Sphere Control Water Move Earth
Fire Bolt Gentle Repose Death Ward Primordial Ward XGE
Gust XGE Gust of Wind Divination Sunbeam
Minor Illusion Lesser Restoration Elemental Bane XGE Wall of Ice
Mold Earth XGE Pass without Trace Fire Shield Wind Walk
Poison Spray Protection from Poison Freedom of Movement
Shape Water XGE Silence Ice Storm 7th Level
Shillelagh Snowball Swarm XGE Polymorph
Shocking Grasp Summon Bestial Spirit (UA) Storm Sphere XGE Etherealness
Spare the Dying Warding Bond Summon Element Spirit (UA) Fire Storm
Warding Wind XGE Vitriolic Sphere XGE Plane Shift
1st Level Wall of Fire Prismatic Spray
3rd Level Watery Sphere XGE Regenerate
Absorb Elements XGE Whirlwind XGE
Acid Stream (UA) Bestow Curse 5th Level
Burning Hands Call Lightning 8th Level
Cause Fear XGE Daylight Cloudkill
Ceremony XGE Dispel Magic Commune with Nature Antimagic Field
Chaos Bolt XGE Elemental Weapon Cone of Cold Control Weather
Comprehend Languages Erupting Earth XGE Conjure Elemental Earthquake
Create or Destroy Water Fear Contact other Plane Feeblemind
Cure Wounds Feign Death Contagion Incendiary Cloud
Detect Magic Fireball Control Winds XGE Sunburst
Detect Poison and Disease Lightning Bolt Dream Tsunami
Earth Tremor XGE Protection from Energy Geas
Expeditious Retreat Remove Curse Greater Restoration 9th Level
Feather Fall Sleet Storm Maelstrom XGE
Find Familiar Speak with Dead Mass Cure Wounds Astral Projection
Fog Cloud Spirit Guardians Planar Binding Foresight
Ice Knife XGE Spirit Shroud (UA) Telepathic Bond Mass Heal
Identify Stinking Cloud Mass Polymorph XGE
Purify Food and Drink Summon Shadow Spirit (UA) 6th Level Prismatic Wall
Ray of Sickness Summon Undead Spirit (UA) Storm of Vengeance
Thunderwave Tidal Wave XGE Bones of the Earth XGE Shapechange
Witch Bolt Tiny Hut Chain Lightning True Polymorph
Find the Path Weird

Matthew Conant | Shaman 2.3 9

Herbals Nocturnal Sativa

Black Sage Prerequisite: 3rd level Time: 2 Hours
This sativa grants a creature darkvision of 60ft for 4 hours, or
Prerequisite: 6th level Time: 3 Hours an additional 30 feet if they already have darkvision.
This sage grants the creature resistance to necrotic damage
for 1d4 hours. Their soul is warded, and therefore immune to Panacea Paste
effects like Possession, Soul Cage, and becoming Undead.
This thick paste cures poison, disease, or the charmed effect.
Blue Delphinium
Pasque Flower
Prerequisite: 3rd level Time: 2 Hours
When a creature eats this herbal mixture, they gain Prerequisite: 3rd level Time: 2 Hours
proficiency in one skill of their choice for the next hour. This ointment when applied to the eyelids of a creature
allows them to see 30 feet into the Ethereal Plane for 1 hour.
Chickweed
Peony Resin
Prerequisite: 11th level Time: 4 Hours
When a creature ingests this mixture, they have advantage on Prerequisite: 3rd level Time: 2 Hours
Death saving throws for the next 8 hours. This mixture grants the creature advantage on Charisma
ability checks for the next hour.
Chronolily Nectar
Phantom Emollient
Prerequisite: 17th level Time: 5 Hours
When a creature drinks this nectar, their attack rolls against Prerequisite: 6th level Time: 3 Hours
undead are made with advantage for the next 24 hours. After a creature spends an action applying this emollient,
they become incorporeal. For the next 10 minutes, the
Edelweiss creature can move through other creatures and objects as if
they were difficult terrain. It takes 5 (1d10) force damage if it
When a creature drinks this, they gain temporary hit points ends its turn inside an object.
equal to 1d4 + their Constitution modifier.
Qi Rooibos Milk
Eleuthero
Prerequisite: 6th level Time: 3 Hours
Prerequisite: 6th level Time: 3 Hours When a creature drinks this milk concoction, their attack
When a creature eats this smoked root, they can add 1d4 to rolls score a critical hit on a roll of 19 or 20 for the next 4
all Intelligence and Wisdom ability checks for the next hour. hours.

Ginseng Tonic Red Shanglu

Prerequisite: 11th level Time: 4 Hours Prerequisite: 17th level Time: 5 Hours
This tonic can immediately end the charmed, frightened, A creature that ingests this red root concoction is
paralyzed, and stunned condition. immediately poisoned for 10 minutes, they begin to see vivid
colors, and a glimpse into the perceived future. They are
Larkspur under the effects of the Foresight spell for 1 hour afterwards.

Prerequisite: 6th level Time: 3 Hours Séancic Azalea tonic
Creatures that drink this infused water must make a
Constitution saving throw against your spell save DC or be Prerequisite: 11th level Time: 4 Hours
under the effects of the Zone of Truth spell for 10 minutes. This tonic allows a creature to speak with dead at will, as if
they had casted speak with dead, for the next 8 hours.
Milkvetch
Silverspike
Prerequisite: 17th level Time: 5 Hours
This mare's milk and ancestral ashes concoction allows a Prerequisite: 6th level Time: 3 Hours
creature to move in and out of the Ethereal Plane for 1 hour. This tonic can cure a creature of one curse, short term
This takes 10ft of movement, and does not provoke attacks of madness, or depression like Shadowfell Despair.
opportunity unless they can see into the Ethereal Plane.
Spring Wisteria
Muscaria Mushrooms
Prerequisite: 17th level Time: 5 Hours
Prerequisite: 11th level Time: 4 Hours This rare concoction allows the creature to attune to 5
This mushroom and mare’s milk drink allows the creature's magical items until the next dawn, instead of 3.
ancestors to appear as the spirit guardians spell for the full
duration. For the duration, the creature also receives a +2 to
AC, and temporary hit points equal to your Shaman level.

10 Matthew Conant | Shaman 2.3

Spirit Nightshade Valerian Elixir

This concoction allows the creature to see an ancestor for 5 Prerequisite: 11th level Time: 4 Hours
minutes, if the ancestor is willing. The creature must make a This elixir, when shared with two creatures, allows them to
Constitution saving throw against your spell save DC. They communicate with each other telepathically for 8 hours,
can choose to fail this saving throw. The information revealed provided they are on the same plane of existence.
is at the discretion of the DM. They become poisoned for the
following hour as they begin to see vivid colors. White Sage

Stellera Jasmine Prerequisite: 3rd level Time: 2 Hours
This sage can end a spiritual possession, or help a spirit find
Prerequisite: 11th level Time: 4 Hours the Spirit World. If this is done over a corpse, then the target
This herbal remedy allows the creature to receive maximum can’t become undead by any means short of a wish spell.
healing for 8 hours when healing received requires dice rolls.
WolfBerry
Tiger Iris Decoction
Prerequisite: 6th level Time: 3 Hours
This herbal drink restores confidence in a creature. They can This juice adds 10 feet to the creature's movement speed, and
add 1d4 to Initiative in the next hour or until used. they can take the Dash or Disengage action as a bonus action
on each of their turns for the next hour.
Urtica Thistle
Wu Sage
Prerequisite: 17th level Time: 5 Hours
This herbal balm allows the creature to have resistance to Prerequisite: 17th level Time: 5 Hours
Acid, Cold, Fire, Lightning, and Thunder damage for 8 hours. You can burn this sage over a creature that has passed no
more than 1 day ago. If the Spirit and Natural World agree,
then the effects of the Reincarnate spell take place.

Yarrow Shen Tea

When a creature drinks this tea, their ancestors give them
advantage on Insight and History rolls for the next 2 hours.

Matthew Conant | Shaman 2.3 11

Herbalism Kit Crafting Table Crafting Time Gold Market XGTE XGTE XGTE
(Days) Cost Value Time Cost Value
Potion 1/2 25 1/2 150 300
Level Rarity Potion Name 1/2 25 50 1/2 100 200
1st Common Black Sap EGW 1/2 25 50 1/2 50 100
1st Common Blight Ichor EGW 1/2 25 50 1/2 25
1st Common Muroosa Balm EGW 1/2 25 50 1/2 25 50
1st Common Olisuba Leaf EGW 1/2 25 50 1/2 25 50
1st Common Potion of Climbing 1/2 25 50 1/2 25 50
1st Common Potion of Comprehension 1/2 25 50 1/2 25 50
1st Common Potion of Healing 1/2 25 50 1/2 25 50
1st Common Potion of Watchful Rest 1/2 25 50 1/2 75 50
1st Common Pressure Capsule GoS 1/2 25 50 1/2 1.5 150
1st Common Soothsalts EGW 1/2 25 50 1/2 15 3
1st Common Theki Root EGW 1 100 50 100 30
1st Common Willowshade Oil EGW 1 100 200 5 100 200
3rd Uncommon Oil of Slipperiness 1 100 200 5 100 200
3rd Uncommon Philiter of Love 1 100 200 5 100 200
3rd Uncommon Potion of Animal Friendship 1 100 200 5 100 200
3rd Uncommon Potion of Greater Healing 1 100 200 5 100 200
3rd Uncommon Potion of Growth 1 100 200 5 100 200
3rd Uncommon Potion of Hill Giant Strength 1 100 200 5 100 200
3rd Uncommon Potion of Resistance 2 500 200 5 1,000 200
3rd Uncommon Potion of Water Breathing 2 500 1,000 15 1,000 2,000
6th Rare Oil of Etherealness 2 500 1,000 15 1,000 2,000
6th Rare Potion of Aqueous Form 2 500 1,000 15 1,000 2,000
6th Rare Potion of Clairvoyance 2 500 1,000 15 1,000 2,000
6th Rare Potion of Diminution 1,000 15 2,000
6th Rare Potion of Fire, Frost, or Fire Giant
2 500 1,000 15 1,000 2,000
Strength
6th Rare Potion of Gaseous Form 2 500 1,000 15 1,000 2,000
6th Rare Potion of Heroism
6th Rare Potion of Invulnerability 2 500 1,000 15 1,000 2,000
6th Rare Potion of Mind Reading
6th Rare Potion of Superior Healing 2 500 1,000 15 1,000 2,000
11th Very Rare Oil of Sharpness
11th Very Rare Potion of Cloud Giant Strength 2 500 1,000 15 1,000 2,000
11th Very Rare Potion of Flying
11th Very Rare Potion of Invisibility 3 1,000 2,000 20 10,000 20,000
11th Very Rare Potion of Longevity
11th Very Rare Potion of Speed 3 1,000 2,000 20 10,000 20,000
11th Very Rare Potion of Supreme Healing
11th Very Rare Potion of Vitality 3 1,000 2,000 20 10,000 20,000
17th Legendary Potion of Storm Giant Strength
3 1,000 2,000 20 10,000 20,000

3 1,000 2,000 20 10,000 20,000

3 1,000 2,000 20 10,000 20,000

3 1,000 2,000 20 10,000 20,000

3 1,000 2,000 20 10,000 20,000

5 5,000 10,000 50 50,000 100,000

12 Matthew Conant | Shaman 2.3

Artwork Changelog 2.3

These amazing pieces of art were created by the very Added cover page
talented artists listed below. Elaborated on introductory text
Added maximum Herbals column, same as invocations.
Anthony Christou Herbals - Cleaned up language, added 1st level Herbal
Zographos, the Captuveri Shaman on page 1 language, made able to craft 1st level herbals during a rest
www.achristouillustration.com , added BA potion ability if otherwise not stated.
Mentioned prereq refers to class level.
Omar Haciomeroglu Spirit Points - Cleaned up language, added a Spirit save
KAM - Shaman on page 2. DC like with Monk's Ki Energy.
Added language throughout referencing Spirit save DC
https://www.omerh.co/ Removed Shamenistic Style feature
Added Ethereal Step ability in Spirit Points
Vaejourn Moved Spiritual Elements to Spirit Points section, made 1
Pox nora - Barbarian on page 5 spirit point to activate, BA ability just a part of that for
duration.
https://www.niefali.com/ Spiritual Elements - Swapped poison for thunder, cleaned
language, removed limited usage of twice per long rest.
Seansong Weather Effects - reduced acid effect from permanent,
Ming-Men Lake on page 6 nerfed fire effect from disadv on attack rolls and skill
checks to no reaction if reliant on sight.
http://seansoong.weebly.com/ Moved Ethereal sight from 5th to 3rd level.
Dance of the Elements - cleaned up language, removed
Marmad long rest restriction.
The Witcher 3: Wild Hunt - Leshy on page 7 Removed Median feature
Subclasses - Moved all 6th level abilities to level 3
www.borntodraw.blogspot.com/ Added subclass features table
Added 6th subclass feature to each subclass. Spirit walker
Katemaxpaint and Witch Doctor just broke 10th level feature up between
Dark Witch on page 9 the two. Warrior added immunity to frightened condition
and advantage on intimidation rolls.
www.maxpaint.ru Spirit Summoner changed effects to the end of turn if
applicable.
LeAndra Dawn Wendigo presence - Changed Poison to Thunder damage
Bog Shaman on page 11 in elements, pressure now 1d6 from 1d4.
Witchdoctor curses Necrophobia now 1d8 from 1d6.
https://www.leandradawn.com/ Added new herbals: Yarrow Shen tea, Qi Rooibos Milk,
Phantom Emollient, Séancic Azalea tonic, and Chronolily
Special Thanks Nectar.
Spirit Nightshade - Added language about a saving throw,
u/SacredWind and DM discretion.
for the inspiration from your Shaman class of Occult Art & Urtica Thistle - changed from 1 hour immunity to 8 hours
Occult Prowess feature that I used in my class. of resistance.
Valerian Elixir - Changed from 1 hour to 8 hours.
Jan #2386 White sage - clafied language
For evaluating the balance of Shaman 2.1, and providing Wolfberry - Changed no opp attacks to BA dash or
extensive notes and suggestions for 2.2. disengage
Wu Sage - Changed from 10 minutes to 1 day
Discord of Many Things Previous Versions
For assisting in tracking down original artists in order to
contact them, and properly credit them. Shaman 2.2

Homebrewery https://homebrewery.naturalcrit.com/share/Oj_X0D8Yoogb
For this amazing software to create this Shaman Class, and
all the great guides on formatting and blending. Shaman 2.1

Friends https://homebrewery.naturalcrit.com/share/Zur9q9vLR
Adam, Steven, Richard, Tripp, and Chaz for evaluating the
multiple versions before this that were extremely OP. Shaman 2.0

https://homebrewery.naturalcrit.com/share/VfTi0jOCa 13

Shaman 1.0

https://homebrewery.naturalcrit.com/share/JdZkpJ8Hu

Matthew Conant | Shaman 2.3


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