Shaman | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Shaman

Shaman are magic users empowered by the spirit, whether it be their own, other living creatures, the dead, or demonic entities they contact. Drawing on the power of these spirits through their strength as someone who has been deathly ill and healed themselves, they tame this power to achieve their magical abilities using various tools they craft themselves, or sacrifices they make.
hit dice: d6
hit points at 1st level: 6 + your constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per shaman level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Daggers, darts, quarterstaffs, slings, thrown weapons
tools: One type of artisan’s tools of your choice
saving throws: Constitution, Wisdom
skills: Choose two from Arcana, History, Insight, Medicine, Nature, Religion, and Survival
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a quarterstaff or (b) a dagger

  • (a) a component pouch or (b) an arcane focus

  • (a) a scholar's pack or (b) an explorer's pack

  • Leather armor, any simple weapon, and two daggers


spellcasting:
Your past experience tempting fate and dancing with death has enhanced your soul and mind, granting you spellcasting abilities through hard work and trial and error to discover the formulae necessary to tap into the arcane. A poultice or ritual of your own design healed you from a past illness that threatened your life by bolstering your life force, and continued treatment allows you to tap into a well of magical ability.
Cantrips
At 1st level, you know one cantrip of your choice from the Shaman Spell List. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Spell Slots
The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Burning Hands and have a 1st-level and a 2nd-level spell slot available, you can cast Burning Hands using either slot.

Spells Known of 1st Level and Higher
You know one 1st-level spell of your choice from the shaman spell list.

  The Spells Known column of the Shaman table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.

However, any spells you choose cannot be removed or changed later on.  
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, since the power of your magic comes from the power of your will to overcome the impossible. 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 have chosen the spell from the shaman spell list. You don't need to have the spell prepared.
Totemic Focus
You can use a totem symbol as a spellcasting focus for your shaman spells.

Shaman Spells List

class features:
The Shaman
 
LevelProficiency
Bonus
TotemsFeaturesCantrips1st2nd3rd4th5th6th7th8th9th
1 +2 - Spellcasting,
Force of Will
1 - - - - - - - - -
2 +2 - - 1 1 - - - - - - - -
3 +2 1 Shamanic Tradition,
Totems
1 1 - - - - - - - -
4 +2 1 Ability Score Improvement 2 1 1 - - - - - - -
5 +3 1 - 2 2 1 - - - - - - -
6 +3 2 Shamanic Tradition Feature,
Spirit Tether
2 2 1 1 - - - - - -
7 +3 2 - 3 2 1 1 - - - - - -
8 +3 2 Ability Score Improvement 3 2 1 1 1 - - - - -
9 +4 3 Shamanic Tradition Feature 4 3 2 1 1 - - - - -
10 +4 3 Extra Action,
Unbound Soul
4 3 2 1 1 1 - - - -
11 +4 3 - 4 3 2 1 1 1 - - - -
12 +4 3 Ability Score Improvement 4 3 2 1 1 1 1 - - -
13 +5 3 - 5 4 2 2 1 1 1 - - -
14 +5 4 Shamanic Tradition Feature 5 4 2 2 2 1 1 1 - -
15 +5 4 - 5 4 3 2 2 2 1 1 - -
16 +5 4 Ability Score Improvement,
Anchored Essence
6 4 3 2 2 2 2 1 1 -
17 +6 4 - 6 5 3 3 2 2 3 2 1 -
18 +6 4 Master Shaman 6 5 4 3 3 3 3 2 1 1
19 +6 4 - 7 5 4 4 3 3 3 3 2 1
20 +6 4 Mystic 7 5 4 4 4 3 3 3 3 2
Force of Will
You have learned to project your will onto the world, allowing you to, at will, regain a number of spell slots equal to 1/4 your Shaman level rounded up. The chosen spell slots must be 4th level or below. You cannot use this feature again until you complete a long rest.
At 18th Level. This ability improves, and you may choose instead to regain a single 8th level spell slot.

 
Shamanic Tradition
When you reach 3rd level, you choose the traditional path of your shamanic practices. You choice grants you features at 3rd level, and again at 6th, 9th, and 14th level.
 
Totems
When you reach 3rd level, you learn how to craft totems. These totems use symbols and materials dictated by the Shamanic Tradition you choose. These totems can be activated a number of times each day equal to 1/2 of your shaman level. When activated, these totems grant magical abilities when activated by placing them on the ground, a wall, or extending it as a symbol. The number of totems you can have is shown on the Shaman table, you may choose to change one of your totems during a long rest by burning or otherwise destroying an existing totem.

Shamanic Totems List

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.

Spirit Tether
When you reach 6th level, you have learned to connect your spirit to that of another friendly creature. This connection allows you to communicate telepathically at will, while on the same plane of existence, always know their current condition, as well as know when they are in danger. This connection will sever if you create a connection with another creature, or if you do not repeat the connection with the same creature after 3 days. You do not require permission to create this tether.
At 18th Level. This ability improves, and you may create a Spirit Tether with an additional creature. Additionally, you always know the exact location of a creature you are connected to as long as they are on the same plane of existence. If a creature you are tethered to is on a separate plane of existence, you are aware of which plane they are on.

 
Unbound Soul
When you reach 10th level, you have learned to release your soul from your body at will, as in the Astral Projection spell. You cannot bring other creatures with you into this state, and can only do this during a short rest. While this effect is active, you gain +5 to your passive perception. Upon returning to your body, you gain the benefits of a short rest and an additional spell slot of 4th level or below for 3 hours.
At 18th Level. This ability improves, and you may bring up to 3 friendly creatures with you. Spellcasters gain the same additional spell slot, while non-spellcasters gain advantage on any spell saves for 3 hours.

 
Anchored Essence
When you reach 16th level, you cannot be subjected to any spell or effect that would teleport you or change the plane of existence you are on against your will.
At 18th Level. This ability improves, and you may also anchor any allies adjacent to you in the same manner.

 
Master Shaman
When you reach 18th level, you have mastered the essence of shamanism. Your abilities improve, as described in each of them, and you gain the ability to plane shift at will once per long rest.

 
Mystic
When you achieve 20th level, you have achieved enlightenment and awakened a divine spark within yourself. By expending two 9th level spell slots, you may create a burst of energy that does one of the following:
  • Heal all allied creatures within 90ft by 60hp
  • Cause 90 points of radiant or necrotic damage to all hostile creatures within 60ft
  • Create an Anti-Magic Zone in a 30ft radius centered on yourself
  • Destroy an Anti-Magic Zone that you are standing in

Created by

Ticklesthegamemaster.

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