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The Shaman - A Pactcaster Class _ GM Binder

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Published by goroiamanuci, 2023-05-09 17:29:56

The Shaman - A Pactcaster Class _ GM Binder

The Shaman - A Pactcaster Class _ GM Binder

The Shaman 1


A Shaman tribal leader stands conversing with a rival warparty. Hoping to avoid conflict, the leader chooses his words carefully to not offend the warriors. Unknown to all others, the spirit of his long departed ancestor, legendary for his silvertongue, is whispering exactly what to say. An adventuring party is set upon by a great ettin, swinging its club with abandon. Fearing the strength of this giant, an elf grasps a wood-carved totem, channeling spiritual magic through it. The ettin begins to slow, its strength suddenly waning from the elf's curse. A half-orc, standing amongst her comrades, begins to call upon the spirits to gather around her. Though they cannot see what is happening, those nearby feel the hum of powerful energy, as a multitude of spirits join with the half-orc and begin to chant. In a flash, a great whirlwind emerges from previously calm skies, touching down right on top of the approaching foes. Shamans are known for their connection to the spirit realm and the following of spirits they attract. Through the energy of their spirits, they produce magical spells and create mystical totems and trinkets to bolster their allies and curse their enemies. Spiritual Retinue Shamans have the supernatural power to commune with spirits as easily as they speak with someone face to face. They gain a loyal following of spirits that remains close by on the ethereal plane, ready to intercede in times of need. To further harness this spiritual power, shamans fashion totems and trinkets through which they channel their spirits' power to produce spells and other magical effects. In addition, shamans develop a sacred relationship with a spirit guide, a particular spirit chosen from amongst their following. This spirit guide assists the shaman on their journey towards spiritual mastery and regularly manifests itself on the physical plane to provide direct aid. Journey of Enlightenment Of utmost importance to shamans is their connection to and mastery of the spirit realm. To gain this mastery, shamans often set out on journeys of enlightenment where they must rely on their spiritual power and, in the process, gain invaluable experience. It is only through danger and trial that a shaman can truly learn to depend on their spirit following and gain further spiritual illumination. Throughout these experiences, a shaman rarely fears death, as dying is simply an opportunity to join those spirits they have grown fond of. Shamans will often join with other adventurers to experience the challenges necessary to test their spiritual power. Some seek knowledge of the beyond, hidden in the far corners of the world. Others pursue wayward spirits, recruiting them to their following as a way to bolster their connection to the spirit realm. Creating a Shaman The most important thing to consider about your shaman is the nature of your shamanic spirits. This choice will be formally made at level 2, but look at the shamanic spirits section to plan ahead. Do your spirits come from your past ancestors, from plants and animals in nature, or from somewhere beyond the material world on which you live? Next consider how you came to work alongside these spirits. Is it a tribal tradition, passed down to the next leader when they come of age? Maybe you happened upon a benevolent spirit in a time of need and began to befriend spirits from then on? Or maybe, you have magically bound wandering spirits to your service against their will? In any case, consider also the nature of your relationship with your shamanic spirits. Are you in a leader/follower relationship or are you partners, working together towards a common goal? Lastly, decide why you set off on adventure. Many shamans depart on spiritual journeys to become more in tune with their spirits and the spirit world. Some wish to recruit more spirits to their following to grow their power and influence. Still other altruistic shamans seeks to better both the physical and spiritual worlds for all their denizens. Quick Build You can make a shaman quickly by following these suggestions. First, make Wisdom your highest ability score, followed by Constitution or Dexterity. Second, choose the hermit background. Third choose the toll the dead and dancing lights cantrips. 2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Shaman Table Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level Totems & Trinkets 1st +2 Spirit Magic 2 2 1 1st ─ 2nd +2 Shamanic Spirits, Totems and Trinkets 2 3 2 1st 2 3rd +2 Spirit Guide 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 3 5th +3 ─ 3 6 2 3rd 3 6th +3 Spirit Feature 3 7 2 3rd 3 7th +3 ─ 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 ─ 3 10 2 5th 4 10th +4 Spirit Feature, Totems (2/short) 4 10 2 5th 4 11th +4 Spiritual Incant (6th Level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 5 13th +5 Spiritual Incant (7th Level) 4 12 3 5th 5 14th +5 Spirit Feature 4 12 3 5th 5 15th +5 Spiritual Incant (8th Level) 4 13 3 5th 6 16th +5 Ability Score Improvement 4 13 3 5th 6 17th +6 Spiritual Incant (9th Level) 4 14 4 5th 6 18th +6 ─ 4 14 4 5th 6 19th +6 Ability Score Improvement 4 15 4 5th 6 20th +6 Ethereal Manifestation 4 15 4 5th 6 Class Features As a Shaman, you gain the following class features: Hit Points Hit Dice: 1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st. Proficiencies Armor: Light armor, medium armor, shields Weapons: Simple weapons Tools: Herbalism kit Saving Throws: Wisdom, Charisma Skills: Choose two skills from Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: Any simple weapon and two daggers (a) leather armor or (b) hide armor (a) a component pouch or (b) a druidic focus (a) a dungeoneer's pack or (b) an explorer's pack (a) An herbalism kit Spirit Magic Beginning at 1st level, you call upon the spirits around you to produce magical spells. Cantrips At 1st 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. 3 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spell Slots The Shaman table shows how many spell slots you have to cast your shaman spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your shaman spells of 1st level or higher, you must expend a spell slot. You regain all expended Spirit Magic spell slots when you finish a short or long rest. Spells Known of 1st Level and Higher At 1st level, you know two 1st-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 your choice of 1st 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 your 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 shaman spell list, which must also be of a level for which you have spell slots. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells. You use your wisdom whenever a spell refers to your spellcasting ability. In addition, you use your wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a shaman spell as a ritual if that spell has the ritual tag and you know the spell. Spellcasting Focus You can use a druidic focus as a spellcasting focus for your shaman spells. Shamanic Spirits At 2nd level, your spirituality has attracted the presence of a particular group of spirits. These spirits remain close by on the ethereal plane, ready to interfere with the physical plane at your request. Choose one of the shamanic spirits listed after the main class features. Based on the nature of these spirits, you are granted different blessings and abilites from their presence. The shamanic spirits you choose grant you features at levels 2, 6, 10, and 14, and 20, as well as an additional totem. In addition, you gain spells according to your chosen shamanic spirits at the appropriate shaman levels. These spells are shaman spells for you but do not count against the number of shaman spells you know. Totems and Trinkets Beginning at 2nd level, you use totems and trinkets to beseech loyal spirits to interact with the material plane. Select two options from either the totem or trinket lists, gaining the benefits of your selections. You gain additional totems or trinkets according to the Totems & Trinkets column of the Shaman table. Totems Totems are crafted objects attuned to the realm of spirits which are activated as a bonus action. Most totem effects require your concentration, during which time you cannot concentrate on other spells. Alternatively, your spirit guide (see the "Spirit Guide" feature at 3rd level) can independently perform a totem's effects once per long rest, removing the need for you to concentrate on them. You may use one totem before completing a short or long rest. Beginning at 10th level, you may use two totems before completing a short or long rest. Trinkets Trinkets are small objects taken from the physical world and imbued with spiritual power. These provide their benefits without needing to be activated. 4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Spirit Guide Beginning at 3rd level, from amongst your shamanic spirits, you have gained the close companionship of a spirit guide. This ghostly presence regularly manifests itself to you and guides you on your journey to spiritual enlightenment. The appearance of your spirit guide depends on your choice of shamanic spirits. Because your relationship with your spirit guide is sacred, other creatures cannot perceive or interact with your spirit guide unless you allow them to. Spirit Guide Totems Beginning at 3rd level, you may use your bonus action to have your spirit guide perform one of your totem effects once per long rest. As normal, this expends one totem use. When you choose to do this, your spirit guide acts independently, removing the need for you to concentrate on the effect if it normally requires concentration. While performing a totem effect, your spirit guide is visible to others and vulnerable in a partially corporeal form. Unless the totem effect states otherwise, your spirit guide is a medium creature that appears in a space within 10 feet of you and takes it turns immediately following yours. Your spirit guide can take no actions, bonus actions, or reactions. However, it can move and has a flying speed equal to your speed, but must be within 30 feet of you at the end of its turn or be automatically dismissed. When your spirit guide takes damage, if that damage equals or exceeds your shaman level plus your wisdom modifier, your guide is temporarily dismissed to the ethereal plane and its totem effect ends. After you complete a long rest, your spirit guide returns to you. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead. Spiritual Incant At 11th level, your shamanic spirits gather around you to help generate a more powerful spell, called a spiritual incant. Choose one 6th-level spell from the shaman spell list as this spiritual incant. Once per long rest, you can cast this incant without expending a spell slot. At higher levels you gain additional shaman spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your spiritual incants when you complete a long rest. Ethereal Manifestation At 20th level, you have attained spiritual enlightenment and a complete mastery of your spiritual power. Once per long rest, you can manifest the energy of your spirit into a ethereal form granting you powerful capabilities, depending on your choice of shamanic spirits. Multiclassing Prerequisites. To qualify for multiclassing with the Shaman class, you must meet these prerequisites: 13 Wisdom. Proficiencies. When you multiclass into the Shaman class, you gain the following proficiencies: Light armor, medium armor, shields, simple weapons. Spell Slots. You can use spell slots you gain from the "Spirit Magic" feature to cast spells you know or have prepared from other classes. Similarly, you can use spell slots you gain from other classes to cast shaman spells you know. 5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Totems The following are totems available to shamans. Totems effects are activated as a bonus action and require your concentration unless otherwise stated. You may use one totem before completing a short or long rest. Beginning at 10th level, you may use two totems before completing a short or long rest. Chanting Totem The spirits begin an unnerving chant bolstering your magical effects. For the next minute, you cannot lose concentration on your spells. If your spirit guide is performing the totem effect, you may have your spirit guide concentrate on an ongoing spell for you until the totem effect ends. Your spirit guide does not need to make concentration checks, but loses concentration if it is dismissed. If you are not concentrating on another spell when your spirit guide's totem effect ends, you can begin concentrating on the spell again to continue its effects throughout the spell's duration. Charming Totem The spirits whisper soothing words. Choose a creature you can see within 30 feet. That creature must make a wisdom saving throw against your spell save DC. On a failed save, the creature is charmed by you and is not hostile to your or your allies until you or an ally harm them. This effect lasts for up to 10 minutes and requires your concentration to maintain. On a successful save, the creature is immune to this totem for 24 hours, and you may use your bonus action on your next turn to attempt to charm a new creature in this manner. Evil Eye Totem The spirits intensely focus a curse on a foe. Choose a creature you can see within 30 feet. That creature suffers disadvantage on ability checks and saving throws for one statistic, such as strength or dexterity. This effect lasts up to 24 hours and requires your concentration to maintain. Fortune Totem The spirits bestow good luck on an ally. Choose a creature you can see within 30 feet, including yourself. Once per minute, the target creature may reroll any ability check, attack roll, or saving throw it makes, but must take the new result. This effect lasts up to 24 hours and requires your concentration to maintain. Furious Totem The spirits arouse primal fury. Choose a creature you can see within 30 feet, including yourself. The target creature gains immunity to the frightened condition and a bonus to melee damage rolls equal to your proficiency bonus. This effect lasts up to 10 minutes and requires your concentration to maintain. Healing Totem The spirits comfort and tend the wounds of an ally. Choose a creature within 30 feet, including yourself. At the beginning of each of its turns, a creature regains a number of hit points equal to your shaman level. This effect lasts up to 1 minute and requires your concentration to maintain. Power Totem The spirits add power your magical attacks. When you deal damage with a spell, you deal additional damage equal to your wisdom modifier. This effect lasts for 10 minutes. Warding Totem The spirits protect an ally. Choose a creature within 30 feet, including yourself. That creature gains a bonus to AC equal to your wisdom modifier. This effect lasts up to 10 minutes and requires your concentration to maintain. Weakening Totem The spirits exhaust an enemy. Choose a creature within 30 feet. That creature has disadvantage on attack rolls. This effect lasts up to 1 minute and requires your concentration to maintain. Winged Totem Prerequisite: 7th Level Shaman The spirits lift and carry a creature, appearing as a pair of ethereal wings. Choose a creature within 30 feet, including yourself. That creature gains a flying speed of 30 feet. This effect lasts up to 10 minutes and requires your concentration to maintain. If your spirit guide is performing the effect, it appears in the same space as the target creature, but can be targeted independently. While performing this totem effect, your spirit guide moves with the target creature and does not have its own movement speed. If your spirit guide is dismissed, the target creature loses its flying speed and immediately begins falling if it was suspended above the ground. 6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Trinkets List The following are trinkets available to shamans. Unlike totems, trinkets do not need to be activated. Some trinkets have prerequisites which you must meet before selecting the trinket. Amber Trinket You can cast heroism at 1st level at will, without expending a spell slot. Bark Trinket Your base AC becomes 10 + your dexterity modifier + your wisdom modifier while you are not wearing armor or using a shield. Barb Trinket When you hit a creature with an attack, you may reroll any number of damage die and take the higher result of each. Bat Trinket You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Bead Trinket You can cast detect good and evil at will, without expending a spell slot. Berry Trinket You no longer need to eat or drink and do not gain levels of exhaustion from starvation, dehydration, or fast travel paces. Bird Trinket Prerequisite: 15th Level Shaman You gain a flying speed equal to your base speed that you can use for up to 1 hour between long rests. Blood Trinket You can cast false life at 1st level at will, without expending a spell slot. Bone Trinket You have advantage on death saving throws. Claw Trinket You have sharp claws at the end of your fingers. Your claws count as a magic melee weapon, with which you are proficient. These weapons use your strength or dexterity modifier to hit and deal slashing damage equal to 1d6 plus your wisdom modifier. Conch Trinket Prerequisite: 7th Level Shaman Once per long rest, you can cast water breathing without expending a spell slot. Crystal Trinket Prerequisite: 4th Level Shaman Once per long rest, you can cast conjure animals at 3rd level without expending a spell slot. When cast this way, the spell does not require concentration. Egg Trinket Your shaman hit die become d10s and your hit point maximum increases by an amount equal to your shaman level plus one. Eye Trinket You gain proficiency in insight checks and your passive insight increases by 5. Feather Trinket You can cast feather fall at will, without expending a spell slot. Fish Trinket You gain a swimming speed equal to your base speed and can breathe underwater. Flower Trinket You can cast aid at 2nd level at will, without expending a spell slot. You may do so a number of times equal to your wisdom modifier before completing a long rest. Fungus Trinket Once per round, when you cast a spell, you restore hit points equal to the level of the spell plus your wisdom modifier (cantrips do not restore hit points this way). Fur Trinket Your speed increases by 5 feet. At 5th, 10th, and 15th levels this bonus increases to 10, 15, and 20 feet, respectively. Hawk Trinket You gain proficiency in perception checks and your passive perception increases by 5. Horn Trinket When you hit a creature with an attack or spell, you may force them to make a strength saving throw against your spell save DC. On a failed save, the creature is pushed up to 10 feet directly away from you. Leaf Trinket You can cast disguise self at will, without expending a spell slot. Lizard Trinket Prerequisite: 7th Level Shaman You gain a climbing speed equal to your base speed. Moss Trinket You have resistance to radiant and necrotic damage. Mud/Sand Trinket You ignore the effects of difficult terrain. Obsidian Trinket You have resistance to fire damage and are immune to the effects of a hot environment. Owl Trinket You can cast detect magic at will, without expending a spell slot. 7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Panther Trinket You have advantage on constitution saving throws made to maintain concentration on your spells. Pinecone Trinket You have resistance to cold damage and are immune to the effects of a cold environment. Plumage Trinket You are immune to the charmed condition. Rabbit Trinket Once per short rest, you can reroll one attack roll or saving throw, but you must take the new result. Raven Trinket You no longer require sleep and cannot be forced to sleep. To gain the benefits of a rest, you must perform only light activity through the normal duration of the rest. Salamander Trinket Whenever you regain hit points, you regain an additional number of hit points equal to your wisdom modifier. Scale Trinket You gain a +1 bonus to saving throws. Seed Trinket When you magically regain hit points, you gain an additional number of hit points equal to your wisdom modifier. Shell Trinket When you are the target of an attack roll, you can use your reaction to increase your AC by 1d6 against that attack. You can do this a number of time between long rests equal to your wisdom modifier. Skull Trinket You are immune to the frightened condition. Snake Trinket You gain proficiency in stealth and have advantage on stealth checks you make while you are not moving. Stone Trinket You gain a +1 bonus to AC. Tail Trinket You gain proficiency in acrobatics and can add your strength modifier twice, instead of once, when calculating jump distances. Thorn Trinket When you are hit with an attack within 5 feet, the attacking creature takes piercing damage equal to your shaman level. Tooth Trinket You can cast speak with animals at will, without expending a spell slot. Venom Trinket You have resistance to poison damage and are immune to the poisoned condition. Vine Trinket Once per short rest, when you hit a creature with an attack, you may choose to conjure vines that restrain the creature. The target makes a strength saving throw against your spell save DC. On a failed save, the creature is restrained. A creature can repeat the saving throw at the end of each of its turns. Wolf Trinket When you are within 5 feet of an allied creature other than your spirit guide, you have advantage on attack rolls. Wood Trinket Prerequisite: 4th Level Shaman Once per long rest, you can cast speak with plants, without expending a spell slot. 8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Shamanic Spirits As a shaman grows in their spirituality and connection to the ethereal, they gain a following of loyal, supportive spirits helping them to gain further enlightenment. These spirits come in many different forms and provide boons to you depending on their abilities in life. You gain features from your choice of spirits at levels 2, 6, 10, 14, and 20, as well as spells at the appropriate shaman levels. Ancestor Spirits Your shamanic spirits come not from an outside source, but from your own deceased ancestors. Those that have gone before you see you as a promising member of the bloodline and have chosen to give you their support. These spirits consist of many great warriors and artisans of the past, allowing you to call upon their skills and expertise. Ancestral Spirit Spells Shaman Level Spells 2nd Heroism 3rd Spiritual Weapon 5th Spirit Guardians 7th Guardian of Faith 9th Holy Weapon Ancestral Totem Your ancestor spirits manifest themselves to guide you. You, or a creature you can see within 30 feet, gain proficiency in a skill or tool of your choice. This effect lasts for up to 24 hours and requires your concentration to maintain. Ancestral Weapon At 2nd level, the spirits grant you access to sacred ancestral weapons. You learn the cantrip green-flame blade or booming blade (your choice). In addition, you can summon a melee weapon from your sacred ancestry without using an action. This weapon deals 1d8 bludgeoning, piercing, or slashing damage (your choice) and has a 5 foot range. You may use your wisdom modifier on attack and damage rolls with the weapon, and you are considered proficient with it. You can summon your weapon a number of times per day equal to your wisdom modifier. The weapon disappears after 1 minute, after 1 round if it leaves your grasp, or when you dismiss it as a bonus action. Sacred Council Beginning at 6th level, as an action, you can call upon a group of ancestors to provide council. This advice grants you advantage on your next ability check within the next minute. You can use this ability a number of times per long rest equal to your wisdom modifier. Champion of the Bloodline At 10th level, your ancestor spirits name you a champion of your bloodline, granting you an ancestral blessing of protection so that you may continue to bring glory to your family name. You gain a +1 bonus to AC and saving throws. Great Ancestor At 14th level, your spirit guide bestows its ancient knowledge on you. You gain proficiency in one skill or tool of your choice. If you are already proficient in the chosen skill or tool, you instead add double your proficiency bonus to skill checks using that skill/tool. In addition, you gain proficiency in either dexterity or constitution saving throws (your choice). Ancestral Manifestation At 20th level, you manifest your warrior ancestors into your form allowing them to guide and strengthen every attack. Once per long rest, when you roll initiative, you can take on the form of an ethereal warrior enveloped in ancestral armor and surrounded by warrior spirits. This form lasts for one minute and grants you the following benefits: You have a bonus to attack and damage rolls equal to your charisma modifier. You are proficient in strength, dexterity, and constitution saving throws. 9 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Draconic Spirits Draconic shamans gain the favor of a line of terrible, yet majestic, dragons. Although it is rare that these beasts choose to work alongside a mortal, the presence of draconic spirits is invaluable. Dragons exemplify strength and resilience and their shamans grow to develop these attributes more and more as their spirituality grows. Draconic Spirit Spells Shaman Level Spells 2nd Absorb Elements 3rd Dragon's Breath 5th Fly 7th Freedom of Movement 9th Summon Draconic Spirit Draconic Totem Your draconic spirits bestow magical protection, granting the appearance of mystical scales. Choose a creature you can see within 30 feet, including yourself. The target creature gains resistance to bludgeoning, piercing, and slashing damage, and is blessed with the effects of the dragon's breath spell as if cast at your spell slot level. These effects last up to 10 minutes and require your concentration to maintain. Scales of the Dragon Your body gains scattered layers of dragon-like scales. At 2nd level, your hit point maximum increases by 2 and increases by 1 again whenever you gain a level in this class. In addition, when you are not wearing armor, your AC equals 10 + your dexterity modifier + your wisdom modifier. Dragon Soul At 6th level, your spirit guide infuses you with a draconic essence, connecting you to a particular element. You gain resistance to either acid, cold, fire, lightning, or poison (your choice). Draconic Fury Beginning at 10th level, you breathe the elements as naturally as your breathe air. When you are under the effect of the dragon's breath spell, you can use the breath attack as a bonus action. When you do so, the attack deals only half its normal damage (rounded down). Wings of the Dragon Beginning at 14th level, your draconic spirit grants you the ability to take to the skies. As a bonus action, you can manifest leathery dragon wings that grant you a flying speed of 40 feet. You can use these wings for a number of minutes equal to your wisdom modifier per short or long rest. Draconic Manifestation At 20th level, you manifest your draconic soul into your physical form. Once per long rest, when you roll initiative, you can take on the form of a great ethereal dragon. This form lasts for one minute and grants you the following benefits: Your size becomes large. You gain temporary hit points equal to your shaman level plus your wisdom modifier. You are under the effect of the dragon's breath spell as if it were cast at 9th level. You have immunity to the element you chose as part of the "Dragon Soul" feature. 10 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Nature Spirits Shamans of nature commune with all kinds of natural spirits, both plants and animals. They work alongside all lifeforms to maintain balance and protect the wild places of the world. When natural life is threatened, these shamans command the beasts and plants of the land to band together against their foe. Natural Spirit Spells Shaman Level Spells 2nd Animal Friendship 3rd Beast Sense 5th Conjure Animals 7th Grasping Vine 9th Wrath of Nature Natural Totem Nature spirits grant mastery over the land and terrain. Choose a creature within 30 feet, including yourself. The target creature ignored difficult terrain and gains a movement speed related to the surrounding land. At your DM's discretion, if the surrounding terrain fits multiple categories, you choose which movement speed the totem grants. This effect lasts up to 24 hours, requiring your concentration to maintain. Terrain Movement Aquatic, Coast, Swamp 30 ft. Swim Speed Arctic, Cave, Desert, Underground 10 ft. Burrow Speed Forest, Mountain, Ruins 20 ft. Climbing Speed Dungeon, Grassland, Urban +10 ft. Base Speed Defiant Vegetation Beginning at 2nd level, your attacks stir the spirits of plant life around your target. When you make an attack roll against a creature, you can use your bonus action to entangle that creature in grasping weeds and vines, or other plant life appropriate to the terrain. The creature must make a strength saving throw against your spell save DC. On a failed save, the creature is restrained. A creature restrained by these plants can use its action to repeat the save, freeing itself on a success. You can use this feature a number of times equal to your wisdom modifier before completing a long rest. Beast Speech Beginning at 6th level, your natural spirit guide teaches you to communicate with beasts as if you shared a language. You are considered under the effect of the speak with animals spell at all times. Aspect of the Wilds At 10th level, your nature-attuned spirit causes your physical form to become more akin to wildlife. Choose either beast or plant form. You gain the following benefits depending on your choice: Beast Form Your base speed increases by 10 feet. You make dexterity saving throws with advantage. Once per round, when you use your action to cast a spell, you can make one melee attack as a bonus action. Plant Form You gain temporary hit points equal to your shaman level. You regain these when you complete a short or long rest. You make constitution saving throws with advantage. The ground within 15 feet of you is difficult terrain for your enemies. Wildlands Communion Beginning at 14th level, you instinctively commune with the spirits of the land around you. When you complete a long rest, you gain the benefits of the commune with nature spell, allowing you to learn three facts of your choice about the surrounding land. In addition, you can telepathically communicate with plantlife that is within 30 feet of you. When you converse with plants in this manner, you may grant them limited sentience and animation to follow tasks you request of them as if they were affected by the "Speak with Plants" spell for up to 10 minutes. Natural Manifestation At 20th level, the spirits of the wild join your form. Once per long rest, when you roll initiative, you can manifest the form of an avatar of nature, combining features of both animals and plants. This form lasts for one minute and grants you the following benefits: When you enter this form, you immediately cast wrath of nature without expending a spell slot or using an action. The spell lasts until your manifestation ends and does not require your concentration. You benefit from both forms in the "Aspect of the Wilds" feature, instead of just the form you chose at 10th level. 11 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Cursed Spirits There are abundant spirits wandering the fringes of the physical world, bound by various curses to the mortal plane. Shamans can bind these spirits, using their dark energies to curse their foes. These shamans can even learn to draw cursed power out of themselves or allies and into their bound spirits to be dispersed into the weave or used against their foes. Cursed Spirit Spells Shaman Level Spells 2nd Hex 3rd Blindness/Deafness 5th Bestow Curse 7th Phantasmal Killer 9th Contagion Cursed Totem Your cursed spirits weaken your foes will to fight and live. Choose a creature within 30 feet. The target creature has disadvantage on all saving throws. This effect lasts up to 1 minute, requiring your concentration to maintain. Hexing Magic Beginning at 2nd level, your spells are infused with the cursed energy of your spirits. While you are concentrating on a spell, attack rolls are made with advantage against hostile creatures that are affected by the spell or in its area of effect. Distill Curse Beginning at 6th level, your spirits' command over cursed energies allows them to draw unwanted magics out of you and your allies. Whenever you complete a short or long rest, you may choose to end any number of curses affecting you. In addition, once per long rest, you can cast the spell remove curse without expending a spell slot. Malediction Beginning at 10th level, your cursed spells become even more debilitating. When you cast a spell granted by the cursed spirit spells feature, you can choose an effect from those listed in the bestow curse spell to apply to the target creature. If you miss the creature with the spell attack roll or the creature succeeds its saving throw to resist the spell, it does not suffer the chosen effect. You can use this feature a number of times equal to your wisdom modifier before completing a long rest. Transfer Affliction Beginning at 14th level, your spirits can transfer negative magics from you to your foes. At the beginning of your turn, while you are magically afflicted with a ongoing condition or spell's effect, you can transfer that condition or effect to another creature you can see within 30 feet even while incapacitated. The condition or effect immediately ends for you, and the target creature suffers the effects of the condition or spell for the remaining duration. Your turn immediately ends after using this feature. You can only transfer a spell's effects if the spell level is equal to or less than your shaman spell slot level. In addition, you cannot transfer the prone, restrained, grappled, or unconscious conditions. Cursed Manifestation At 20th level, your cursed spirits can bind themselves to your physical form. Once per long rest, when you roll initiative, you can take on the form of an dark, ethereal spirit emanating discomforting energies. When you enter this form, you immediately cast hex and bestow curse on one creature of your choice within 30 feet, without using an action or expending a spell slot. The effects last the duration of your cursed manifestation and do not require your concentration. Your cursed manifestation lasts for one minute and additionally grants you the following benefits: As a bonus action, you can transfer the bestow curse and hex spell from this form to another creature within 30 feet of you. Creatures affected by your hex spell take the extra necrotic damage from all attacks, instead of just yours. 12 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Earthen Spirits Some primordial spirits come directly from the stones and earth that make up the land. These venerable spirits are steadfast and wise, able to bestow stability and patient strength to those shamans who listen to what the earth has to say. Earthen Spirit Spells Shaman Level Spells 2nd Earth Tremor 3rd Maximillian's Earthen Grasp 5th Meld Into Stone 7th Stoneskin 9th Wall of Stone Earthen Totem The spirits of the earth hold their allies steady against any force. Choose a creature within 30 feet, including yourself. That creature has advantage on checks or saving throws to avoid being grappled or moved against their will (including via teleportation). In addition, if that creature doesn't move on its turn, attacks have disadvantage against that creature until the beginning of its next turn or until it moves. Bulwark of Earth Beginning at 2nd level, while you are on the ground, as a bonus action, you can surround yourself in a bulwark of earth. While in the bulwark, you are behind half cover, and you cannot move or be moved unless teleported. You can choose to end the bulwark as a bonus action. The bulwark also ends if you are teleported from your space. Stone Foundation Beginning at 6th level, the ground you walk bestows primordial stability and endurance. While you are touching the ground, you have advantage on checks advantage on checks and saving throws to avoid being grappled, shoved, restrained, knocked prone, or moved against your will (including via teleportation). In addition, you gain tremorsense to a range of 30 feet. Steadfast Patience Beginning at 10th level, your connection to the earth grants unmatched patience and endurance. While in your bulwark of earth, you cannot lose concentration on spells or totems unless you are incapacitated. One with Earth At 14th level, you become one with earth granting you the following benefits: You gain a burrow speed equal to half your base speed. You can cast the spell Meld Into Stone once per short rest as a bonus action, without expending a spell slot. Earthen Manifestation At 20th level, in times of need, earthen spirits erupt from the ground and join your form with rock. Once per long rest, when you roll initiative, you can manifest the form of a stone being, as you are enveloped in protective earth and rock. When you enter this form, you immediately cast erupting earth centered on yourself without using an action or expending a spell slot. When you do so, you can choose to exclude any portion of the spell's area from the effect. This form lasts for one minute and additionally grants you the following benefits: While in this form, you are always considered in your bulwark of earth, regardless of whether or not you are touching the ground. You can move freely while in your bulwark of earth. All attacks against you are made with disadvantage. 13 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Cosmic Spirits On rare occasions, alien spirits from the space between material worlds will visit a terrestrial body and interact with the planet-bound residents. Cosmic shamans learn to reach out to and befriend these otherworldly, ethereal beings, learning to grasp the powers of celestial bodies. Cosmic Spirit Spells Shaman Level Spells 2nd Color Spray (Light), Magnify Gravity (Gravity) 3rd Lesser Invisibility (Light), Levitate (Gravity) 5th Daylight (Light), Fly (Gravity) 7th Greater Invisibility (Light), Gravity Sinkhole (Gravity) 9th Dawn (Light), Telekinesis (Gravity) Cosmic Totem Extraterrestrial spirits channel cosmic energy onto the area. Choose a point within 100 feet. Originating from that point, the spirits create a 20-ft radius field of intense gravity and radiation. The weight of everything in the field is doubled. At the beginning of their turn, each creature in the field must make a constitution saving throw against your spell save DC. On a failed save their speed is halved and they take an amount of radiant damage equal to your shaman level plus your wisdom modifier. These effects last up to 1 minute, requiring your concentration to maintain. Stellar Energy At 2nd level, you learn cosmic power from your otherworldly spirits allowing you to either channel radiation from both the stars and distant supernova detonations into light or summon the gravitational powers of nearby celestial bodies. Choose either light or gravity. Your choice affects some of the subclass features, including the cosmic spirit spell list. You learn either the light (light) or mage hand (gravity) cantrips. If you already know the cantrip, you may choose another from the shaman spell list. In addition, while you are outside, you can use your bonus action to absorb cosmic energy and regain a number of hitpoints equal to half your shaman level (rounded down) plus your wisdom modifier. You can do this a number of times equal to your proficiency bonus before completing a long rest. Freedom of the Void Beginning at 6th level, you no longer limited by ordinary terrestrial movement. You can choose to hover 1 foot above the ground as you move. While doing so, you are unaffected by difficult terrain and cannot have your speed magically reduced, unless it is reduced to 0. In addition, you gain darkvision to a range of 60 feet, or the range of your darkvision increases by 30 feet. Outer Being At 10th level, your form becomes increasingly alien as it takes on the attributes of celestial bodies. You gain the benefits depending on your choice of either light or gravity: Light. Your skin glows unearthly iridescent shades as you passively generate powerful electromagnetic radiation. Creatures that end their turn within 10 feet must make a constitution saving throw against your spell save DC. On a failed save a creature takes radiant damage equal to 2d8 plus your wisdom modifier and is blinded until the end of their next turn. On a successful save, a creature is not blinded and takes only half damage. You can freely stop or start radiating on your turn, without using an action. Gravity. Your form generates an exceptionally powerful gravitational field in a 15-ft radius. Creatures treat the field as difficult terrain. In addition, creatures within that radius must make a strength saving throw against your spell save DC to move away from you. You can freely stop or start generating the gravity field on your turn, without using an action. Extraterrestrial Beginning at 14th level, the constraints of planetary bodies no longer limits you, granting you the following benefits: You gain a flying speed equal to your base speed. You no longer need to breathe. Cosmic Manifestation At 20th level, the your cosmic spirits manifest with you into an otherworldly form. Once per long rest, when you roll initiative, you can manifest the form of an ethereal being of void-like darkness with scattered pinpoints of stellar light across your body. This form lasts for one minute and grants you the following benefits: You gain both benefits from the "Outer Being" feature. Your size becomes large and you shed bright light in a 20-ft radius and dim light an additional 20 feet. Light. If you chose light at 2nd level, the radius of your "Outer Being" radiation extends up to 30 feet, deals 4d8 radiant damage, and affects only creatures you choose. Gravity. If you chose gravity at 2nd level, the radius of your gravitational field extends 60 feet and affects only creatures you choose. In addition, as a bonus action, you can change the center of the gravitational field to any point you can see within 120 feet; the field remains there until your cosmic manifestation ends or you move it again. 14 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Divine Spirits Some shamans are blessed with the presence of divine spirits, acting as guardians to the shaman and their allies. These angelic spirits are fiercely protective, granting the shaman the power to ward off foes and stand against the presence of evil physically and spiritually. Many of these shamans are servants of the divine, having chosen to worship a particular god. Others have simply been chosen by diety, or have some divine heritage or birthright. Divine Spirit Spells Shaman Level Spells 2nd Bless 3rd Aid 5th Aura of Vitality 7th Aura of Life 9th Summon Celestial Divine Totem You beseech angelic spirits to aid and protect an ally. Choose a creature you can see within 30 feet, including yourself. The target creature gains a bonus to saving throws and attack rolls equal to your wisdom modifier. These effects last up to 10 minutes and require your concentration to maintain. In addition, while affected by this totem, the target creature can choose to reroll a failed saving throw. However, this dismisses the angelic spirits assisting the creature causing the totem effect to end. Guardian Angel Beginning at 2nd level, your spirit guide acts as a guardian angel, protecting you from danger. Once per short or long rest, you can reroll a failed saving throw. In addition, when your spirit magic feature lets you learn a new shaman cantrip or spell, you may choose the new spell from the cleric or shaman lists. You must obey all the normal restrictions for selecting the spell, and it becomes a shaman spell for you. Guide from Evil Beginning at 6th level, your divine spirits hold a natural inclination towards good and disdain for evil. You may cast the spell Detect Evil and Good a number of times per long rest equal to your wisdom modifier (minimum of once) without expending a spell slot. Protective Magic Beginning at 10th level, your spells bestow merciful healing energies. When you target a creature with a non-cantrip spell, you may choose to grant that creature the benefits of the protection from evil and good spell for 1 minute. You may do this a number of times equal to your wisdom modifier before completing a long rest. Miraculous Spell Beginning at 14th level, your magic is infused with miraculous divine power. Once per long rest, when you cast a spell, you may choose a creature that was either targeted or within the area of effect of the spell. That creature undergoes the effects of either the lesser restoration or greater restoration spells (your choice), allowing you to end one relevant effect or condition afflicting that creature. Divine Manifestation At 20th level, your spirits grant you a divine form. Once per long rest, when you roll initiative, you can manifest the form of an angel, emanating merciful power. This form lasts for one minute and grants you the following benefits: You shed bright light in a 20-ft radius and dim light an additional 20 feet. You gain a pair of angelic wings, giving you a flying speed equal to your base speed. Whenever a creature within 30 feet takes damage, you can use your reaction to reduce the triggering damage by half. 15 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Behemoth Spirits Some of the most awe-inspiring creatures found in nature are behemoths, such as the mammoths, great dinosaurs, or other legendary beasts. Some shamans commune with these massive spirits and learn to become behemoths themselves. Often, these shamans live amongst surviving groups of these creatures. Others learn about an ancient beast when they discover a giant skeleton or fossil and then choose to seek out the deceased creature's spirit. Behemoth Spirit Spells Shaman Level Spells 2nd Earth Tremor 3rd Enlarge/Reduce 5th Erupting Earth 7th Stoneskin 9th Polymorph Behemoth Totem Behemoth spirits grant immense size and power. Choose a creature within 30 feet, including yourself. The target grows one size larger, and their strength score increases by 4. These effects last up to 10 minutes, requiring your concentration to maintain. Giant Size Beginning at 2nd level, your shaman spells carry the power of behemoth stature. When you cast a non-cantrip spell, you may choose to become one size larger than normal for one minute. This size increase does not stack with other effects that increase your size. In addition, while you are larger than normal from any effect, your current and maximum hp increase by an amount equal to your shaman level plus your wisdom modifier, and you have advantage on strength checks and saving throws. Trample At 6th level, you learn to use your immense size to throw your opponents off balance. On your turn, when you move to within 5 feet of a creature, you may choose to trample that creature if you are at least one size larger. When you do so, you make a contested athletics check against that creature's athletics or acrobatics. If you win the contest, the creature is knocked prone and takes damage equal to your shaman level plus double your strength modifier. Gargantuan Size At 10th level, you become capable of growing to even larger sizes, gaining unnatural durability and resilience. When you use the giant size feature to grow, you may choose to become two sizes larger instead of one. In addition, creatures that are smaller than you have disadvantage on attack rolls against you. Massive Polymorph Beginning at 14th level, you can alter yourself or others to take on the form of behemoth creatures. Once per long rest, you may use your action to cast the spell polymorph without expending a spell slot. When you do so, the target of the of the spell is additionally under the effects of the enlarge option of the enlarge/reduce spell while polymorphed. Behemoth Manifestation At 20th level, you learn to take on the form of a true behemoth. Once per long rest, when you roll initiative, you can grow up to three sizes larger. This form lasts for one minute and grants you the following additional benefits: Your strength score increases by 6. Your reach with melee attacks extends by 10 feet if you are huge or larger. You can make one unarmed attack as a bonus action on your turn. This attack roll uses your strength and deals bludgeoning damage equal to 1d12 plus your strength modifier. 16 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Shaman Spell List Cantrips Acid Splash Booming Blade Chill Touch Control Flames Create Bonfire Dancing Lights Friends Green-Flame Blade Guidance Gust Infestation Magic Stone Mending Minor Illusion Mold Earth Poison Spray Primal Savagery Sapping Sting Shape Water Shillelagh Spare the Dying Toll the Dead 1st Level Absorb Elements Cause Fear Charm Person Cure Wounds Detect Magic Detect Poison and Disease Earth Tremor Entangle Faerie Fire Fog Cloud Goodberry Healing Word Hex Jump Longstrider Protection from Evil and Good Purify Food and Drink Snare Thunderwave Witch Bolt 2nd Level Borrowed Knowledge Darkness Darkvision Dust Devil Earthbind Enhance Ability Enthrall Gust of Wind Healing Spirit Hold Person Invisibility Lesser Restoration Locate Object Mind Spike Moonbeam Pass without Trace Protection from Poison Ray of Enfeeblement Shatter Skywrite Suggestion Warding Wind Wither and Bloom 3rd Level Counterspell Daylight Dispel Magic Enemies Abound Erupting Earth Fear Fly Gaseous Form Hypnotic Pattern Magic Circle Major Image Meld into Stone Protection from Energy Remove Curse Spirit Shroud Thunderstep Tongues Vampiric Touch Wind Wall 4th Level Banishment Blight Charm Monster Confusion Dimension Door Dominate Beast Elemental Bane Freedom of Movement Hallucinatory Terrain Locate Creature Polymorph Raulothim's Psychic Lance Shadow of Moil Sickening Radiance Stone Shape Stoneskin 5th Level Contact Other Plane Contagion Control Winds Dominate Person Dream Enervation Far Step Freedom of the Winds Geas Greater Restoration Hold Monster Insect Plague Mass Cure Wounds Reincarnate Scrying Synaptic Static Transmute Rock Wall of Stone 6th Level Bones of the Earth Circle of Death Eyebite Find the Path Flesh to Stone Heal Heroes' Feast Investiture of Stone Investiture of Wind Mass Suggestion Move Earth Primordial Ward Scatter Soul Cage Sunbeam True Seeing Wind Walk 7th Level Crown of Stars Dream of the Blue Veil Etherealness Mirage Arcane Plane Shift Power Word Pain Regenerate Reverse Gravity Whirlwind 8th Level Antipathy/Sympathy Control Weather Demiplane Dominate Monster Earthquake Feeblemind Maddening Darkness Power Word Stun Sunburst 9th Level Astral Projection Foresight Imprisonment Mass Heal Mass Polymorph Power Word Heal Power Word Kill Psychic Scream Ravenous Void True Resurrection Weird 17 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


The Shaman A pact-caster class for those who could use some spiritual guidance. Draw upon totemic powers and commune with the spirit world with eight sets of shamanic spirits: Ancestor, Draconic, Nature, Cursed, Earthen, Cosmic, Divine, and Behemoth. Art Credits Page 2: Cyphra Shaman on WorldAnvil Page 4: Nest Tender by Atla Palani Page 5: Noaidi by Joel Holtzman Page 6: Ancestral Recall by Raoul Vitale Page 8: Archelos, Lagoon Mystic by Dan Scott Page 9: Spirit of the Bear by Ryan Barger Page 10: Saviour by Paulina Bochniak Page 11: Keep Safe by Ekaterina Burmak Page 12: Guardian of Chaos by Fesbra Page 13: Reclamation Sage by ClintCearley Page 14: Aesther Diviner by Alexandr Elichev Page 15: Elven Shaman by Valyavande Page 16: Uloth by Felix Donadio Page 17: Blood Shaman by Conor Burke Page 18: Dark Sun Templar by Dave Rapoza See Dragonshard's GM Binder profile for more homebrew classes inspired by Pathfinder. GMBinder.com/profile/Dragonshard Email: [email protected]


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