Shaman

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Shaman

Walking in the forest at night, you may meet a man or a woman sitting and meditating by the largest tree in the forest. Various carved wooden figurines, a pouch full of various herbs and spices along with a burning incense are scattered around the person. When you come closer, you hear the chantings of a ritual meant to appease the natural spirits, and as you come up next to the person, the spirits materialize and envelop you and the sitting person. At that moment, he or she opens their eyes and stare right at you, making you see directly into their eyes, which looks dead and shows signs of having seen much more than you will ever imagine in your mortal life.

Spiritual Connection

Shamans serve as the direct connection between the mortal world and the realms of spirits, being called by the spirits to speak and act for them among mortals. These spirits come in a variety of forms, ranging from nature spirits to the souls of fallen ancestors. By bargaining and negotiating with spirits, an occulist is granted power from the spirits, both to serve the spirits' goals, but also in part as a reward for serving them. The powers granted stems from the very energies permeating throughout nature and reflects it by granting effects resembling the elements of nature.

Soul Vessel

While gaining physical and magical prowess from the spirits, a Shaman never has true control of their powers, merely serving as a vessel for the spirits to channel their energies through. To keep the spirits happy and to ensure that they keep they powers, Shamans often make ritual sacrifices and offer prayers and services to the spirits.

The Gift of the Spirits

As an Shaman becomes more powerful, they become more attached to the Spirit World, and gradually, they transition into becoming more of a living spirit themselves, being detached from mortal problems and fueling their own spiritual powers instead of relying on the spirits they worship and serve. At that point, an Shaman becomes neither mortal nor immortal, neither living nor dead, just something in between.

Creating a Shaman

When making your Shaman, you should consider why your character has such a close bond with nature and the spirits in particular. Perhaps you are a part of a tribe that worships your ancestors which takes their form as spirits, or maybe you have witnessed a murder in the forest, which have traumatized you and brought you closer to the spiritual wo. Perhaps your character had a dramatic encounter with the spirits of nature, falling from a tree or down a waterfall and barely surviving, maybe in part due to spirits saving you.

Have you always been an adventurer as part of your spiritual calling, or did you first spend time as a caretaker of a mausoleum or graveyard? Perhaps your homeland was befouled by evil, and you took up an adventuring life in hopes of finding a new home or purpose.

Quick Build

You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability modifier, followed by either Strength or Dexterity. Secondly, you should take the Outlander background.

Class Features

As a Shaman, you gain the following class features.

Proficiencies



Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Metal Armor

Like druids, shamans will refuse to wear armor or shields primarily made of metal. Among non-magical armor, shamans can wear leather, studded leather and hide, as they are primarily made of non-metal materials. Other armor may have variants that allow them to be worn by shamans.

The Shaman
Level Proficiency
Bonus
Features Cantrips
Known
Spell
Slots
Slot
Level
1st +2 Spirit Magic, Mystical Preparation (1 Spell) 2 1 1st
2nd +2 Spiritual Calling, Imbued Soul (2d6) 2 1 1st
3rd +2 Occult Arts, Natural Barrier 2 2 1st
4th +2 Ability Score Improvement 2 2 1st
5th +3 Occult Prowess 2 2 2nd
6th +3 Spiritual Calling Feature 2 2 2nd
7th +3 Mystical Preparation (3 Spells), Distilled Nature 2 2 2nd
8th +3 Ability Score Improvement 2 2 2nd
9th +4 2 2 3rd
10th +4 Spiritual Calling Feature 3 2 3rd
11th +4 Imbued Soul (4d6), Shamanic Conduit 3 2 3rd
12th +4 Ability Score Improvement 3 2 3rd
13th +5 3 2 4th
14th +5 Spiritual Calling Feature 4 2 4th
15th +5 Ethereal Sight, Improved Distilled Nature 4 2 4th
16th +5 Ability Score Improvement 4 2 4th
17th +6 4 2 5th
18th +6 Fleeting Soul 4 2 5th
19th +6 Ability Score Improvement 4 2 5th
20th +6 Master of the Occult 4 2 5th

Spirit Magic

Your study of nature and the spirits of the world have given you the ability to cast spells using the magic of natural spirits in the world. See Chapter 10 in the Player's Handbook for the general rules of spellcasting and the end of this document for the shaman spell list.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Shaman spell list. At higher levels, you learn additional Shaman cantrips of your choice, as shown in the Cantrips Known column of the Shaman table.

Preparing and Casting Spells

The Shaman table shows how many spell slots you have. 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 spell slots when you finish a short or long rest. For example, when you are 5th level, you have two 2nd-level spell slots. To cast the 1st-level spell cause fear, you must spend one of those slots, and you cast it as a 2nd-level spell.

You prepare the list of Shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + half your shaman level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots of the level or higher. For example, if you are a 5th-level shaman with a Wisdom of 16, your list of prepared shaman spells can include five spells of 1st and 2nd level, in any combination. You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your devotion and attunement to the spirits. 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

Spell Attack modifier = your proficiency bonus

Ritual Casting

You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared. The ritual version of a spell takes 10 minutes longer to cast than normal and also doesn't expend a spell slot. The ritual version of a spell can only be cast at its lowest level possible.

Spellcasting Focus

You can use an druidic focus (see the Adventuring Gear section) as a spellcasting focus for your shaman spells.

Mystical Preparation

Also starting at 1st level, you have honed your ability to call for the power of the spirits, becoming able to save some of the spiritual energy conjured for another time.

When you prepare your spells, you can prepare an additional spell along with your normally prepared spells. The additional spell prepared must have the ritual tag and can only be cast as a ritual while prepared.

You can prepare two additional spells in this way for a total of three spells at 7th level.

Spiritual Calling

At 2nd level you have found a part of the spiritual world that calls for you to search for guidance. You can choose one of several callings detailed at the end of the class description. Your calling grants you additional features when you reach 6th level and again at 10th and 14th level.

Imbued Soul

At 2nd level, you have gained the ability to infuse your attacks with spiritual energy, gaining the ability to make a large amount of spiritual energy surge through your body at will.

When you use your action to take the Attack action or cast a cantrip, you can infuse spirits into your attack. You can add an additional 2d6 damage to the damage dealt with a weapon attack or a cantrip as a part of that action. The damage increases to 4d6 at 11th level.

After you use this feature, you cannot use Imbued soul again until you have cast a spell with a shaman spell slot of 1st level or higher.

Upon gaining this ability, you must choose whether the damage dealt by this feature is radiant or necrotic.

Occult Arts

At 3rd level, you have have proficiency in fighting alongside your spirits, making you more powerful in ways otherwise not possible. Choose one of the following options:

Empowered Body

While you are wearing armor, you can add your Wisdom modifier to your AC instead of your Dexterity modifier. You can use a shield and still gain this benefit.

Focused Mind

When you roll for initiative, you may add your Wisdom modifier to your initiative rolls.

Free Spirit

You may use your Wisdom score instead of Strength to determine your jump distance.

In addition, whenever you make a skill check to escape from something binding you (such as being restrained by the entangle spell, being grappled or being binded by manacles), you may choose to use your Wisdom in place of Strength or Dexterity when making the check.

Natural Barrier

Also at 3rd level, you gain the ability to create a barrier of spirits around you. As an action, you can give yourself a number of temporary hit points equal to your Shaman level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Occult Prowess

At 5th level, you gain one of the following features of your choice: Extra Attack or Potent Cantrips.

Extra Attack

You can attack twice, rather than once, whenever you take the Attack action on your turn.

Potent Spells

You may add your Wisdom modifier to one damage roll of any Shaman spell you cast.

In addition, you learn an additional cantrip of your choice from the shaman spell list. It does not count against the number of cantrips you know.

Distilled Nature

At 7th level, you can make the spirits cleanse your body at will. You can as an action draw power from the spirits and make them flush through you, ending a one disease or one condition afflicting you. The condition can be either frightened, charmed, blinded, deafened or poisoned.

Once you use this feature, you must finish a long rest before you can use it again.

Shamanic Conduit

At 11th level, your connection to your spirits is more substantial than before and is harder to break.

When you cast a spell with a casting time longer than a single action, you have advantage on concentration checks to maintain casting the spell until the spell is cast.

In addition, when you finish a short rest, you may switch one of your spells prepared through the Mystical Preparation feature with another spell with the ritual tag.

Improved Distilled Nature

At 15th level, the spirits' capabilities to protect you have been improved. You can now use the Distilled Feature twice between long rests.

In addition, you can as an action expend two uses of Distilled Nature at the same time to create a protective barrier of spirits inside of you, protecting yourself from being crippled. Choose one of the following sets of conditions:

You become immune to the chosen two conditions for the next hour.

Ethereal Sight

Also at 15th level, your affinity with spirits increase to the point where you are able to see any nearby spirits. You gain the ability to see up to 30 feet into the Ethereal plane.

Fleeting Soul

At 18th level, when you die, your soul becomes more bound to the material world, even in death. You can be revived by revivify as long as you have been dead for no longer than 1 day. You can always be revived by reincarnate regardless of how long you have been dead.

Master of the Occult

At 20th level, you have reached such wisdom from the spirits of nature that you become a living spirit that can grant yourself spiritual powers. When you roll for initiative and have no spell slots remaining, you regain 2 spell slots.

Spiritual Callings


Spiritual Calling Subclass Description
Calling of the Totem Totemist You have a special bond with the totem poles which you use to contact ancient spirits, granting you the ability to summon and manipulate totemic poles.
Calling of the Whispers Medium You have the ability to contact ghosts of deceased creatures and let them possess you or an object of yours, lending you their spiritual powers.
Calling of the Rhythm Spiritualist You attune to the sound of nature by the beat of your trusty spirit drum. By playing on the drum, you can send out spiritual energy in the form of song to you and all allies that can hear you.
Calling of the Coven Witch You have moved to a coven, living with likeminded people in search of spiritual power. Your connections with the spirits in those parts of nature grants you powerful magic.
Calling of the Aspects Sage You have gained the wisdom to communicate with the spirits of nature through speaking the language of the natural elements. By way of elaborate and complicated rituals, you align yourself with the elements and invoke them in battle.
Calling of the Stars Astrologian A gift from the stars above, you gain power from the night sky. Spirits in the stars grants you the ability to summon a constellation in your image that you can manipulate to your liking.

Calling of the Totem

You have a special bond with the totem poles which you use to contact ancient spirits, granting you the ability to summon and manipulate totemic poles.

Summon Totem

At 2nd level, you gain the ability to conjure a totemic pole out of thin air. As a bonus action, you summon a spirit totem at an non-occupied square within 30 feet of you. A spirit totem disappears if you end your turn with it being more than 30 feet away from you or when you dismiss it on your turn (no action needed). You can have up to three spirit totems active at any time. When you summon a spirit totem while you already have the maximum number of totems on the field, the oldest spirit totem is automatically dismissed.

You have a +1 bonus to your AC whenever you are within 10 feet of any of your totems.

Primal Fortitude

At 2nd level, your might and power prepares yourself for any wounds and injuries you might get inflicted with while adventuring. Your hit point maximum increases by 2, and it increases by 1 again whenever you gain a level in this class.

In addition, whenever you take damage, you gain a fortitude charge, up to a maximum of three. When you deal damage with a weapon or a cantrip, you consume all fortitude charges to deal an additional 1d4 damage for each charge consumed. If the target is within 10 feet of any of your totems, you instead deal 1d6 damage for each charge consumed.

Protective Surge

At 6th level, the spirit totems can protect you in a pinch, weakening the force of blows on you. As a reaction to taking damage, you can destroy a totem within 10 feet of you to gain resistance to the triggering damage type against that attack.

After using this feature, the number of totems you can have active at any one time is then reduced by one until you finish a short or long rest. You cannot use this feature when the number of totems you can have active at any one time is equal to one.

Improved Totem

At 10th level, the spirits residing in your totem becomes more powerful. Whenever you are within 10 feet of any of your totems, you gain a bonus of +1 to your weapon attack rolls and saving throws.

Animal Guardians

At 14th level, the spirits residing inside the totemic pole is able to lash out from the totem. While you are within 10 feet of a totem, you may make the area within 10 feet of that totem lightly obscured for creatures other than you as spirits are released from the totem and surround the nearby area.

When the creature enters the area around a totem that has its spirits released for the first time on a turn or starts its turn there, the spirits lash out at the creature. The creature must make a Wisdom saving throw. On a failed save, the creature takes 2d8 damage and having its speed halved, taking half as much damage and not having its speed halved on a successful save. The damage dealt is of the same type as the one chosen for the Infused Soul feature.

Calling of the Whispers

You have the ability to contact ghosts of deceased creatures and let them possess you or an object of yours, lending you their spiritual powers in battle. By contacting the ghosts around you, you gain the ability to temporarily become a ghost yourself, becoming intangible and separated from the physical realm for a short moment.

Ancestral Guidance

At 2nd level, an ancestral spirit possesses up to two weapons of yours, engulfing it in ectoplasm and ghastly energies to improve your abilities in battle.

Whenever you finish a long rest, you can touch up to two weapons that you are proficient with. They become your ancestral weapons. You can use your ancestral weapons as spellcasting foci and while holding your ancestral weapons, your speed increases by 10 feet, increasing to 20 feet at 10th level. This lasts until you choose to change your ancestral weapons during a long rest.

Ancient Possession

Also at 2nd level, the ancestor can lend you its spectral powers by possessing you temporarily. As a bonus action, you can become spectral temporarily. For the next minute, you can move through other creatures and objects as if they were difficult terrain. You take 2d6 force damage if your turn is ended while you’re still inside an object. If you are inside an object when you stop being spectral, your body is expelled to the nearest unoccupied space that you can occupy and take force damage equal to twice the number of feet you moved.

After using this feature, you can’t use it again until you finish a short or long rest.

Phantom Massacre

At 6th level, your ancestral spirits increase in power, gaining the ability to mark creatures you hit. Once per turn, you can deal an extra 1d6 psychic damage to one creature you hit with a weapon or a cantrip and mark the creature for the next minute. If the creature is already marked, you instead deal 2d6 psychic damage, increasing to 3d6 at 14th level. When you mark a creature, any marks on other creatures disappear.

Poltergeist

At 10th level, you become closer with your ancestral spirits, increasing the power of the marks. When you consume a mark to deal damage to a creature, you may choose to become spectral and jump into the creature if you are within 30 feet of it. You disappear from the field as you enter the creature's body as a ghost. At the start of your next turn or when the creature dies, you reappear at an unoccupied space within 10 feet of the creature.

After using this feature, you can’t use it again until you finish a long rest.

In addition, you can cast the spell speak with dead at will without expending a spell slot.

Secret of the Ancients

Beginning at 14th level, you are completely confident in your ability to become spectral. While your Ancient Possession feature is active, if you haven't moved this turn, and you end your turn inside an object, the turn will not count against the time left as spectral. You can extend the duration in this matter up to a maximum of 1 hour.

In addition, you now do not take force damage from ending your turn while you’re still inside an object if you haven't moved this turn.

Calling of the Rhythm

You attune to the sound of nature by the beat of your trusty spirit drum. By playing on the drum, you can send out spiritual energy in the form of song to you and all allies that can hear you.

Natural Rhythm

At 2nd level, you can feel the rhythm of your surroundings from your head to your toes. You gain proficiency with warhammers and longswords. You also gain proficiency with a drum. For you, a drum also counts as a shield and a spellcasting focus. Whenever you wield a shield in one hand and a weapon in the other, the shield can also be used as a drum.

Song of the Forest

At 2nd level, you can use your drum to beat the rhythm of your surroundings to empower your allies. As an action while holding a drum, you may begin to make the spirits play a song on your drum, granting a beneficial effect to yourself and all allies within 30 feet of you. You and your allies must be able to hear your drum to gain its benefits. You may choose one of the following songs to play:

The song ends if you are no longer carrying or wielding the drum. You may end your song at any time as a bonus action. While playing a song, your drum is considered occupied, and you cannot attack an enemy with the drum.

Spiritual Beat

At 6th level, you can invigorate your song, granting additional bonuses to your allies. If you are currently playing a song, you may boost the sound of your song as an action for a minute, granting an additional beneficial effect to yourself and all allies within 30 feet of you depending on the song currently playing:

After using this feature, you can’t use it again until you finish a short or long rest.

Worldly Heart

At 10th level, your beat of the drum adds vitality to your allies, keeping them in battle for longer. As an action, you may beat your drum in a special rhythm. Allies within 30 feet of you that has 0 hit points is healed for an amount equal to your Shaman level + your Wisdom modifier.

After using this feature, you can’t use it again until you finish a long rest.

Aura of Balance

At 14th level, your drum playing abilities improves. While the Spiritual Beat feature is active, you and your allies also gain a resistance to a damage type depending on the song played:

Calling of the Coven

You have moved to a coven, living with likeminded people in search of spiritual power. Your connections with the spirits in those parts of nature grants you powerful magic.

Bewitching Jinx

At 2nd level, you gain the ability to place a jinx on someone. As a bonus action, choose one creature you can see within 60 feet of you. You curse the target for the next minute. Until the curse ends, you gain the following benefits:

After using this feature, you can’t use it again until you finish a short or long rest.

Occult Codex

Beginning from 2nd level, you gain additional tome spells at the Shaman levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Shaman spell list, the spell is nonetheless a Shaman spell for you.

Occult Codex Spells
Spell Level Spells
1st find familiar, bane
2nd enthrall, hold person
3rd lightning bolt, dispel magic
4th phantasmal killer, confusion
5th teleportation circle, dream

Enchanting Grace

Beginning at 6th level, your power to entrance people has improved drastically, becoming almost flawless. When you interact with a humanoid for at least 1 minute, you have advantage on any subsequent skill checks to lie, confuse or otherwise mislead the target for your own benefit.

You also become immune to other creature's attempts to do the same to you. You have immunity to the charmed and frightened conditions.

Poppet Master

At 10th level, you gain the ability to create a poppet that is bound to a nearby enemy. As an action, you can target a humanoid creature you can see within 60 feet. You curse that target, creating a doll within 5 feet of you that resembles this creature that lasts for 1 minute or until that creature dies. The poppet doll uses the target's statistics. Whenever the doll is attacked, the creature that the doll resembles takes half damage from attacks that hit the doll and is subject to all effects that effect the doll.

After using this feature twice, you can’t use it again until you finish a long rest.

Witch’s Brew

Beginning at 14th level, whenever you use the Jinx feature, you can choose up to two creatures you can see within 30 feet of you to be cursed instead. You cannot target both a creature and a doll that resembles the same creature.

In addition, when a creature rolls a 1 on any saving throw against one of your spells, the target must make a Constitution saving throw against your spell DC. On a failed save, they are inflicted with curse as described in the Jinx feature.

Calling of the Aspects

You have gained the wisdom to communicate with the spirits of nature through speaking the language of the natural elements. By way of elaborate and complicated rituals, you align yourself with the elements and invoke them in battle.

Elemental Bending

Beginning at 2nd level, you gain the limited ability to bend the elements through the spirits of nature. As a bonus action, you can invoke an element of your choice, gaining an effect based on the element invoked:

You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.

Rune Tablet

Beginning from 2nd level, you gain additional tome spells at the Shaman levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Shaman spell list, the spell is nonetheless a Shaman spell for you.

Rune Tablet Spells
Spell Level Spells
1st absorb elements XGE, healing word
2nd skywrite XGE, heat metal
3rd protection from energy, meld into stone
4th watery sphere XGE, elemental bane XGE
5th mass cure wounds, skill empowerment XGE

Sage of Nature

At 6th level, you gain control on the aspects of nature and can manipulate them as you cast spells. When you finish a long rest, choose a damage type from the following list: acid, cold, fire, lightning, or thunder. Until the end of your next long rest, when you cast a spell that deals acid, cold, fire, lightning, or thunder damage, you can choose to substitute that damage type with the chosen damage type.

In addition, you can now speak, read, and write Primordial.

Aspect Burst

At 10th level, you become more controlled at bending the elements, gaining the ability to invoke all four elements at once. When you consume a use of the elemental bending feature to invoke an element, you can choose to invoke all four elements at once. Each element can be targeted at the same target or at different targets.

After using this feature, you can’t use it again until you finish a long rest.

Elemental Alignment

Upon gaining 14th level, choose one of the following elements to focus on: Fire, Water, Air or Earth. During a long rest, you can then create a sigil of that element using 1 hour of your time, which can be part of the long rest. You can as an action activate the sigil and cast a spell according to the aligned element without expending a spell slot and without requiring concentration:

When the spell ends, you gain a level of exhaustion.

To change your aligned element to one of the other three, you can spend a week and 100 gp worth of materials making rituals to realign yourself to the element of choice

Calling of the Stars

A gift from the stars above, you gain power from the night sky. Spirits in the stars grants you the ability to summon a constellation in your image that you can manipulate to your liking.

Star Constellation

At 2nd level, you gain the ability to use the magic of the night sky to conjure a spectral presence resembling a constellation. As a bonus action, you can create a spectral presence resembling a humanoid constellation, hovering in an unoccupied space of your choice within 30 feet of you. This presence is the same size class as you, it is intangible and invulnerable, and it sheds dim light in a 10-foot radius.

While the spectral prescence is within 90 feet of you, you can cause the spectral presence to hover up to 30 feet to an unoccupied space that you can see within 90 feet of you. It can pass through creatures but not objects.

As an action, you can intensify the brightness of the constellation's light, making it shed bright light in a 20-foot radius and dim light for an additional 20 feet. On your subsequent turns, you can dim the light back to normal (no action required). You cannot both dim and intensify the light in the same turn. The light automatically dims if the spectral prescence is more than 90 feet away from you.

When you cast a spell on your turn, you can cast it as if you were in the spectral mind’s space instead of your own if the spectral prescence is within 90 feet of you.

Spatial Diary

Beginning from 2nd level, you gain additional tome spells at the Shaman levels noted in the table below. Once you gain a tome spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the Shaman spell list, the spell is nonetheless a Shaman spell for you.

Spatial Diary Spells
Spell Level Spells
1st guiding bolt, detect magic
2nd moonbeam, blur
3rd melf’s minute meteors XGE, clairvoyance
4th greater invisibility, arcane eye
5th scrying, wall of light XGE

Firmament

Starting at 6th level, you can manipulate light around you. When you end your turn while in bright light, you become enrobed in a firmament of stars that distract enemies. Until you take damage, any attack roll made against you has disadvantage unless the creature can sense your prescence by tremorsense, blindsight or truesight.

In addition, you gain advantage on Wisdom (Survival) checks when you can see the night sky above you.

Stella Nova

Beginning at 10th level, when you use your action to intensify the light of the constellation, you can cause the constellation to momentarily erupt with light. Creatures within 20 feet of the constellation must make a Constitution saving throw against your spell DC. On a failed save, a creature is knocked prone and blinded until the end of your next turn.

After using this feature, you can’t use it again until you finish a short or long rest.

Living Constellation

Beginning at 14th level, your mastery of stellar powers become unparalleled. You can as an action change the shape of your constellation, making it resemble and function as a humanoid creature of your choice with a CR equal to or lower than 4. As it is only a constellation, other creatures cannot be fooled into thinking that the constellation is the creature it resembles. While transformed, it takes its turn immediately after yours, and you cannot cast a spell through the constellation while it is transformed. Otherwise, it functions as normal.

The transformation lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell).

After using this feature, you can't do so again until you finish a long rest or until you expend a shaman spell slot.

Shaman Spells

As a Shaman, when you prepare your spell list you can choose from the following list of spells:

Cantrips
1st Level
2nd Level
3rd Level
4th Level
5th Level

.

(R) The Spell can be cast as a Ritual
SH Spells can be found under Shaman-specific Spells
XGE Spell is from Xanathar's Guide to Everything
SCAG Spell is from Sword Coast Adventurer's Guide
EGW Spell is from Explorer's Guide to Wildemount

Multiclassing

The prerequisites for multiclassing into a Shaman is a Wisdom score of 13. When you multiclass into a Shaman, you gain proficiency in light and medium armor along with shields and simple weapons.

If you have the Spirit Magic class feature from the Shaman class and at least one of the following: the Spellcasting class feature or the Pact Magic feature, you can use the spell slots you gain from the Spirit Magic feature to cast spells you know or have prepared from classes with the Spellcasting or/and the Pact Magic class feature, and you can use the spell slots you gain from those class features to cast Shaman spells you know.

Shaman-specific Spells

The connection you share with the spirits allows you to cast spells unknown to other spellcasters. Your bond allows you to manipulate the weave of nature and create spells that harness the powers of spirits and nature. A DM may allow these spells to be taken by other spellcasters such as Druids, Rangers and Warlocks.

Blossom Barrier

5th-level Abjuration (Ritual)



You create a 30-foot radius sphere that moves with you for the duration, inside of which blossoms of your choice magically appear and hover.

The dome has the following effects:

Borrowed Life

4rd-level Necromancy



You use spiritual energies to vitalize a creature you touch.

The creature regains a number of Hit Points equal to 7d8 + your spellcasting ability modifier. Every 10 minutes, that creature then loses 1 hit point until the creature has lost hit points equal to half the amount healed, rounded down.

At higher levels: When you cast this spell using a spell slot of 5th level or higher, the Healing increases by 2d8 each slot level above 4th.

Call of Ancestors

4th-level Divination (Ritual)



Your magic and an offering put you in contact with spirits.

The GM tells you a piece of advice concerning a specific goal, event, or activity in the near future. The reply might be a short phrase, a cryptic rhyme, or an omen. You may ask a question to the spirits, but the GM does not have to answer the question. The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast this spell two or more times before finishing your next Long Rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer from the spiritual ancestors.

Decompose

3rd-level Transmutation (Ritual)



You cause organic material you choose within range to instantly decompose into composted humus, producing only the odor of petrichor and ozone. You can affect up to 150 lbs. of material. Living matter, magical items composed of organic materials, and bodies under the effect of a necromancy spell are not affected by decompose.

Decomposed creatures can still be brought back to life by means of the reincarnate, resurrection, or wish spell.

Forest Warden

3rd-level Transmutation



A spirit travels inside your body and transform into a mighty treant. You gain 25 temporary hit points, and while transformed, your AC is increased by 2.

While you are a treant, on your turn, if you has not moved yet that turn, you can forfeit your movement speed to do one of the following effects:

Guarding Sigil

4th-level Abjuration (Ritual)



You call upon the spirits to guard you, sending a wave of spirits into a stone brick or wall you touch, encarving a sigil that is visible only to you. The sigil then guards a 60 foot-radius sphere centered on the sigil.

When a creature walks into a space guarded by the sigil for the first time, and there is no obstructions between the sigil and the creature, it shoots a small magical fire against the target, which then must make a Dexterity saving throw. On a failed save, the target is is outlined in red light and shed dim light in a 10-foot radius for 1 minute. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. The sigil is then revealed to the target and all creatures that can see both the target and the sigil. On a successful save, the sigil is not revealed.

Incense Sticks

1st-level Abjuration (Ritual)



You make an altar of burning incense to the spirits, calling for strength.

After casting, all allies within 30 feet of you on casting is blessed by the spirits for the next hour. A blessed creature can replace any ability modifiers that are negative with 0.

Natural Gift

4th-level Enchantment (Ritual)



You call upon powers of the spirits of nature to grant their strength to you and an ally.

You grant yourself and a target you touch access to a cantrip of your choice from the shaman spell list for the duration of the spell or until you cast this spell again. When they cast the cantrip, they use Wisdom as their spellcasting modifier.

At higher levels: When cast at 5th level or higher, the duration of the spell is increased to 7 days.

Overgrowth

2nd-level Transmutation (Ritual)



After casting the spell, you turn an 5 ft. wide and 20 feet long rectangle of ground within range into overgrown rainforest jungle.

The overgrown area is considered difficult terrain. When you are inside the area, you are considered heavily obscured for creatures outside the overgrowth, but you do not suffer from the effects of being heavily obscured when targeting a creature outside the overgrowth while inside the overgrowth.

At higher levels: When cast at 3rd level or higher, you increase the area transformed. At 3rd level, you transform a 10 by 20 feet area. At 4th level, you transform a 10 by 30 feet area. At 5th level, you transform a 10 by 40 feet area.

Plant Matter

Transmutation cantrip



You create or modify a minor plant object. You create one of the following magical Effects within range:

Roman Candle

2nd-level Evocation (Ritual)



You conjure a sphere of fire and throw it on a target within range.

Make a ranged spell attack against the target. On a hit, you deal 2d12 fire damage. If the target is an object or a structure, you deal double damage.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d12 for each spell level above the 2nd.

Screech

1st-level Enchantment



You call upon the spirits to emit a shrill, piercing shriek, startling a target within range.

The target must make a Wisdom Saving throw. On a failed save, creatures may use their reaction to make an attack of opportunity against the target if the target is within reach.

At higher levels. When you cast this spell using a spell slot of 3rd level or higher, you can cast this spell using a bonus action.

Spirit Tracker

3rd-level Abjuration (Ritual)



You call upon the spirits to help you see, sending a wave of spirits out from you that track enemies within range. You may choose if they move outwards in a sphere or a circle. The spirits pass through any physical or magical barriers along with creatures if possible.

All creatures within that distance of you that the spirit wave through takes 1 necrotic damage. You then gain information on how many creatures that took at least one damage by your spell (when you hit more than 20 creatures, you only gain information on the approximate number of creatures hit) and the general direction of creatures’ whereabouts.

At higher levels. When cast at 4th level or higher, you can increase the area tracked to 900 feet instead of 300 feet. When cast at 5th level, you can increase the area tracked to half a mile. When cast at higher levels than 5th level, the area tracked is increased by half a mile for each level above 5th.

Spiritual Surge

2nd-level Evocation



You call upon the spirits to infuse your being temporarily, filling it with spirits. When you cast the spell (and as a bonus action on each of your turns thereafter), you can make spirits leap from you to a creature within 15 feet of you that you can see. The creature must succeed in a Wisdom saving throw or take 2d10 damage. When you cast the spell, you choose whether the damage is radiant or necrotic.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d10 for each two levels above 2nd.

Soak

Conjuration cantrip



You conjure a small bubble of water, which you hurl a bubble of water at nearby targets, soaking them.

Choose one creature within range or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d4 bludgeoning damage and have disadvantage on ability checks until the start of your next turn.

This spell's damage increases by 1d4 when you reach 5th Level (2d4), 11th level (3d4) and 17th level (4d4).

Soul Beasts

3rd-level Conjuration



You call for the spirits which arrive as two beasts.

You summon 2 Medium or smaller beasts, each of CR 2 or under. Each beast is summoned at an unoccupied space within range. They stay by your side, moving along the same movement trajectory as you, repositioning within 5 feet of you when needed and do not have their own initiative slot. Instead you can on your turn reposition the beasts within range of you and make them each attack a creature within range, using a bonus action to do so. Each beast can attack a separate creature.

At higher levels. When cast at higher levels, the maximum CR of the beasts summoned is increased to 3 when using a 5th or 6th level spell slot and 4 when using a 7th level spell slot or higher.

Wood Hammer

3rd-level Conjuration



You smash a tree trunk in a 30 feet long and 5 feet wide line from you in a direction you choose. Each creature in the line is pushed to one side of the tree trunk (your choice) and must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage. On a successful save, a creature takes half as much damage.

After casting, the tree is left behind, creating a wall 5-foot tall, 30 feet long and 5 feet wide in the affected area. The tree trunk has AC 15 and 50 hit points. Reducing the tree trunk to 0 hit points destroys it.

If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Subclasses

General subclass chassis for Shaman subclasses is as follows:

Subclasses are split into two groups: Martial-type and Caster-type subclasses. Caster-style subclasses are characterized by gaining an expanded spell list at 3rd level, while Martial-style do not. In general, martial-type subclasses work best with Extra Attack, while caster-type subclasses work best with Potent Cantrips, but you should be able to use subclasses with the Occult Power that it is not meant for and still be useful.

Totemist

The bulky brute of the team. The tankiest subclass due to Primal Fortitude both increasing hit points and AC along with Protective Surge. Gains more damage when you get damaged. Uses a spirit totem to gain defensive bonuses and soft area control. Is weak to effects that push you away from your spirit totems.

Works best with Extra Attack due to features synergizing with weapon attacks.

Medium

The sneaky assassin. Works well with two-weapon fighting. Very slippery and fast. Has a lot of engaging and disengaging power by becoming incorporeal. Most of power level should be in Phantom Massacre, a pseudo-Sneak Attack that increases in power when continuing to attack the same target.

Works best with Extra Attack due to features synergizing with making multiple attacks on a turn.

Spiritualist

The buffing support. Has team auras that can be amplified for a short duration. Also has an additional feature that heals fallen allies. Weaknesses are the silence spell along with abilities that punish grouping together, since features require grouping of party to function optimally.

Works well with both Extra Attack and Potent Cantrips, with a slight edge to Extra Attack due to some features involving weapon attacks.

Witch

The standard caster. Gains a curse quite similar to Hexblade Warlock. Most features are Witch-like in flavor. Spell list has very standard witch flavor, with a lot of fire damage spells and enchantment spells along with Find familiar.

Works best with Potent Cantrip due to features focusing on spell attacks and saving throws.

Sage

The flexible offensive caster. Very bonus action-heavy, as its main feature uses bonus actions. Has four different bonus action options, granting a lot of flexibility. Higher level features improve flexibility by increasing options when casting spells and using the main feature. Spell list has a lot of elemental-themed spells along with a few healing spells.

Works best with Potent Cantrip due to features focusing on spell damage and Wisdom.

Astrologican

The "pet" caster. Gains a Echo Knight Fighter or (UA) Archivist Artificer style "clone" that is an extension from you, even granting you the ability to cast spells from the clone. Features power up your clone. Utility-focused. Spell list is a mix of detection spells and recurring damage spells.

Works well with both Extra Attack and Potent Cantrips, with a slight edge to Potent Cantrips due to features improving spells slightly.

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This Class was made by /u/SacredWind