Shaman in Khelvoren | World Anvil
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Shaman

Class

Level Proficiency Bonus Features Spirits Owned Spirit Bonds Totem Bonds
1 +2 Esoteric Sense, Spellcasting - - -
2 +2 Spiritual Evoking, Shamanic Sect 2 1 -
3 +2 Totem Caller 3 2 1
4 +2 Ability Score Improvement 4 2 1
5 +3 Sect Feature 4 2 1
6 +3 Conjurer of Souls 4 2 1
7 +3 Esoteric Guide 5 3 1
8 +3 Ability Score Improvement 5 3 1
9 +4 - 6 3 1
10 +4 Sect Feature 6 3 1
11 +4 Immaterial Soul 7 4 2
12 +4 Ability Score Improvement 7 4 2
13 +5 - 8 5 2
14 +5 Commander of Souls 8 5 2
15 +5 Sect Feature 9 5 2
16 +5 Ability Score Improvement 9 5 2
17 +6 - 10 6 3
18 +6 One Amongst Spirits 10 6 3
19 +6 Ability Score Improvement 10 6 3
20 +6 Sire of Souls 11 6 3

Hit Points

Hit Dice: 1d8 per Shaman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 5 + your Constitution modifier per Shaman level after 1st

Proficiencies

Armor: Light and Medium Armor
Shields: Light and Medium Shields
Weapons: Simple weapons
Tools: None
Saving Throws: Constitution, Wisdom
Skills: Choose two from the following: Arcana, History, Nature, Religion, Animal Handling, Insight, Medicine, Survival, Perception.
Language: Choose any one language.
 

Class Features

 

Esoteric Sense

As a Shaman, you are affiliated with the spirits and their world, and can both feel their presence and communicate with them. As an action, you can enlighten your senses to the spiritual world, where you can sense and detect any spirits that are within 60ft of you. You know the location of the spirit, but not the specific identity of the spirit. You can do this a number of times equal to 1 + your Wisdom modifier, where you need to take a long rest to regain your uses.
  Additionally, you can perform a 10-minute ritual to start a spiritual commune. While the commune is active, you and whoever is participating in the ritual can more easily communicate with the spirits of a given area, as spirits who wish to show themselves can choose to do so. Every spirit within a 1-mile radius from the ritual is also aware of the ritual. Ending the ritual requires no action.
 

Spellcasting

Spell Slots per Spell level
Shaman Level Cantrips Known 1st level 2nd level 3rd level 4th level 5th level
1 2 2 - - - -
2 2 2 - - - -
3 2 3 - - - -
4 3 3 - - - -
5 3 4 2 - - -
6 3 4 2 - - -
7 3 4 3 - - -
8 3 4 3 - - -
9 3 4 3 2 - -
10 4 4 3 2 - -
11 4 4 3 3 - -
12 4 4 3 3 - -
13 4 4 3 3 1 -
14 4 4 3 3 1 -
15 4 4 3 3 2 -
16 4 4 3 3 2 -
17 4 4 3 3 3 1
18 4 4 3 3 3 1
19 4 4 3 3 3 2
20 4 4 3 3 3 2
By the time you reach 2nd level, you have learned to use the magical essence of spiritual world.
 
Cantrips
At 1st level, you know two cantrips of your choice from the Shaman spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Shaman Spell table. When you gain a level in this class, you can replace one of the Shaman cantrips you know with another cantrip from the Shaman spell list.
 
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 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 Spiritual Despoiling and have a 1st-level and a 2nd level spell slot available, you can cast Spiritual Despoiling using either slot.
 
Spells Known
When you take a long rest, 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. The spells must be of a level for which you have spell slots.
 
Spellcasting Ability
Wisdom is your spellcasting ability for your Shaman spells since your magic draws on you through the spiritual world. 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 ranger 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
 
Spellcasting Focus
You can use an Arcane or Druidic focus as a spellcasting focus for your Shaman spells
 
Verbal Requirement
You can use any magic language to for the verbal component for Shaman spells.
 

Spiritual Evoking

At 2nd level, you become connected to a few spirits, who are always with you. They watch over you and you can always here their whispers. You choose 2 spirits from the Spirit List who are now under your command. You also gain new spirits when you level up in this class and you can see how many and when at the Shaman Table. Whenever you take a long rest, you can choose to bond with the number of spirits shown on the Shaman table. If you are already bonded with a spirit, you can choose to break your bond to bond with a different spirit. When bonding with a spirit, you chose to do so in one of two ways. It is either bonded to you as a Summon or as a Guide. You cannot bond with a spirit in more than 1 way at a time. When you gain a new spirit, you can also choose to switch out one of your spirits for a new one.
  When a spirit is bonded to you as a Summon, you can use your action to summon the spirit as a creature to aid you, either in battle or another encounter where it is needed. You must summon it in an unoccupied spot no more than 30ft from you. If you have bonded more than 1 Summon to you, you summon any and all of your Spirit Summons at the same time. The Summons are with you indefinitely and can only disappear if you use a bonus action to make them disappear from this realm or if they hit 0HP. Your spirits regain all their lost health after you take a long rest. If your summon is dead, you need to take a long rest before you can conjure it as a Summon again. You control your spirits and determine what they do with no action required. Your spirits share your turn with you. Each Spirit has a unique stat block, which is on the Spirit list.
  If you bond with the spirit as a Guide, it grants you an effect or ability, which it is depends on which spirit it is. You can communicate with the spirits you're bonded with if they can communicate. When you are taking a long rest, you can communicate with all your spirits.
 

Shamanic Sect

At 2nd level, you know which way to use your spirits and how you from where they intrigue you. Each Shaman has a certain way of using their spirits. These Sects define how the Shaman utilizes their spirits. When you choose a Sect, you also gain a spirit that is unique to the Sect and it doesn't count towards your Spirits Owned. You gain a Shamanic Sect Feature when you chose the sect at 2nd level and then again at 5th, 10th, and 15th level. The different Sects are the following:

Totem Caller

When you reach 3rd as a shaman, you have learned to channel a spirit's power into a totem that affects other creatures than yourself. You can create a totem by spending an hour carving in symbols and fueling it with power. As an action, you can summon your totem to an unoccupied spot up to 60ft from you, where it casts an aura 15ft out from it. When a totem affects a creature, it must be within its aura.
  The totem is a small construct and has an AC of 10 + Half your Shaman level, and health equal to your wisdom score + twice your shaman level. It is immune to all conditions, and if it is forced to make a saving throw, you use your Wisdom saving throw for it, even if it wasn't a Wisdom Saving Throw. If the totem is destroyed, you must take a long rest to evoke a spirit’s presence into the totem. If you already have your totem summoned, you can spend a bonus action to move it to a different unoccupied spot up to 30ft from you.
  When you take a long rest to bond with spirits, you can also channel one of your spirits into the totem, which doesn't count to your total bonds. Each Spirit has a different effect when they are bonded to a totem. When you reach 9th level, you can have 2 spirits in the totem, who both apply their effect. When you reach 18th level, you can have 3 spirits bonded to the totem, who all give their effect.
 

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. Alternatively, you can take a feat you meet the prerequisites for.
 

Conjurer of Souls

When you reach 6th level in this class, you have learned to focus on how you summon the spirits to you. You can summon your spirits as a bonus action instead of using an action. Additionally, when you summon your spirits, they start with temporary HP equal to your Shaman Level + your Wisdom modifier.
 

Esoteric Guide

When you reach 7th level, you can momentarily let your spirits guide your corporeal allies. While having a Spirit bonded to you as a Guide, you can use a bonus action to make that Guide leave you and guide a friendly creature, that isn't one of your summoned spirits. For 1 minute, the target creature gains the benefits of being bonded with the spirit you chose to guide it, but you yourself lose the benefits of its guide until it returns. A creature can only be guided by 1 of your spirits and you can recall 1 or more of your spirits back to you as a bonus action. You can use this ability a number of times equal to your Wisdom Modifier, and you regain your uses after a long rest.
 

Immaterial Soul

When you reach 11th level, you are overflowing with spiritual energy and your soul has become immensely powerful. Your vision goes both into the normal and spiritual world, letting you see spirits for as long as your normal vision reaches even if they would normally only be visible while on the Ethereal Plane. You also have advantage on charisma checks against spiritual beings. Additionally, you can spend a spell slot to gain true sight. You have that true sight for a number of minutes equal to the spell slot's level.
 

Commander of Souls

When you reach 14th level, you have become a conduit of the spirits who follow you. When one of your summons drops to 0HP, you can use your reaction to attempt to save them. You must make a wisdom check against a DC of (10 + the amount of damage that exceeded its remaining health). If you succeed, the spirit instead drops to 1 HP. You can do this a number of times equal to your Wisdom modifier, where you regain your uses after a long rest.
 

One amongst Spirits

At 18th level, you can pass into the spirit realm, The Silver Sea, as you are so intuned with the spirits. You can cast Etherealness twice, and you need to take a short or long rest to be able to do so again. When you reach 20th level, you can instead use both uses of this ability to cast Etherealness at 9th level.
 

Sire of Souls

When you reach 20th level as a Shaman, you have achieved a way of true spiritual energy. You gain a bonus to your saving throws equal to the number of souls you are bonded to as a guide. Additionally, when you hit 0 HP, you can use your reaction to sacrifice a spirit that you are bonded to, which can be a summon or a guide, and recover half of your maximum health. You lose the bond to that spirit and must take a long rest to regain it.

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