Spirits in Khelvoren | World Anvil
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Spirits

These are the Spirits that are available to the Shaman, or those with the Shamanic Adept feat.
 

Flavoring your Spirits

A Shaman's spirits is something deeply personal to the individual Shaman. They are always at the Shaman's side, but might only be truly present when they are bonded to the Shaman and every Spirit in the Shaman's roster might show up when the Shaman takes rest or when the Shaman dreams. What the actual spirits are, how they are represented and what they are spirits of, is entirely up to the player. Maybe the Spirits are fallen battle-brothers of the Shaman, and they fight with the Shaman even in death. Maybe the Spirits are the manifested emotions of the Shaman and take shape in the form of what Spirit they are. Maybe the spirits all take shape of cute forest critters and their personality is based upon what spirit they are. Maybe they are simply the dead left behind and seeking purpose in this new life of undeath. Point is, that the spirits are not meant to be one universal thing and can be interpreted as many different things, as long as it is coherent and that your DM allows it.  

Spirit Stats and Explanation

Under each spirit, it will have listed a Guide, Totem, and Summon effect. It may also have a Prerequisite, which you must meet to be able to take the spirit. For the former 3 effects, they are explained down below:
  • Guide. When you bond to a spirit as a Guide, you gain the benefits listed on its Guide segment.
  • Totem. When you bond a spirit to your Totem, your totem now also does the effect listed on the Totem segment of the spirit within the totem's range. A totem can several spirits giving its benefits, depending on what level Shaman you are (See the Shaman page).
  • Summon. When you bond a spirit to you as a Summon, that means you can conjure it as a creature which you command and its Statsheet is in the Summon Segment. See the Shaman page for what rules apply.

Spirit List

 

Spirit of Comradery

Prerequisite: 3rd level Shaman
Guide: When an ally 30ft from you is targeted by a weapon attack, you can use your reaction to give that attack roll disadvantage. You can only do this an amount equal to your Wisdom modifier, where after you need a long rest to be able to do it again.
Totem: Allies that stand no more than 5ft from each other gain +1 to their AC.
Summon:

Spirit of Comradery

Medium Undead (Spirit), Lawful Neutral


Armor Class: 10 + Your Wisdom Modifier (Natural Armor)
Hit Points: 12 + Your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 12 (+1) 13 (+1) 14 (+2) 17 (+3)

Senses: Darkvision 60ft, Passive Perception 12 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Friendly Presence: When the Spirit takes the Help action, it can choose a creature up to 15ft away from it.
 

Actions

Inspiring Touch. As an action, the spirit touches a creature up to 5ft from it. That creature gains a 1d4, which it has for 1 turn, in which it can choose to either add to an Attack Roll, Skill Check or Saving Throw. A creature cannot hold more than one dice, and the dice are removed once used.

 

Spirit of Courage

Prerequisite: 7th level Shaman
Guide: You are immune to the frightening effect.
Totem: Allies have advantage on saves against being frightened.
Summon:

Spirit of Courage

Medium Undead (Spirit), Neutral Good


Armor Class: 12 + Your Wisdom Modifier (Natural Armor)
Hit Points: 15 + Your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 11 (+0) 14 (+2) 16 (+3)

Senses: Darkvision 60ft, Passive Perception 12 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
 

Actions

Brave Vow. As an action, the spirit touches a creature up to 5ft from it. The Spirit removes the Frightened Condition on that creature if it has it.
Courageous Attack. Ranged Spell Attack, your Shaman Spell Attack Modifier to hit, reach 30ft., one creature, Hit: 1d8 + 3 force damage.

 

Spirit of Death

Prerequisite: 13th level Shaman
Guide: You have advantage on death saves, and when you deal necrotic damage with a Shaman spell, you can add your Wisdom modifier to damage.
Totem: When an ally reduces a creature's HP to 0, they get temporary HP equal to your wisdom modifier. If they would gain temporary HP from the same act from another source, you add the amount of temporary HP.
Summon:

Spirit of Death

Medium Undead (Spirit), Lawful Neutral


Armor Class: 13 + Your Wisdom Modifier (Natural Armor)
Hit Points: 10 + Twice your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
6 (+2) 13 (+1) 14 (+2) 10 (+0) 12 (+1) 19 (+4)

Senses: Darkvision 60ft, Passive Perception 11 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Master of Death: When this Spirit reaches 0 HP, it does not die outright. Until a number of turns equal to your Wisdom Modifier, the Spirit remains alive. Once those turns have passed, the Spirit dies. If the Spirit is healed before the turns have passed, this ability resets and the Spirit continues onwards normally.
 

Actions

Death Touch. Melee Spell Attack, your Shaman Spell Attack Modifier to hit, reach 5ft., one creature, Hit: 2d8 +4.
Necrotic Disturbance. Ranged Spell Attack, your Shaman Spell Attack Modifier to hit, reach 60ft., one creature, Hit: 1d8 + 4 Necrotic Damage.

 

Spirit of Decay

Prerequisite: 7th level Shaman
Guide: When you deal Poison, Acid, Psychic, or Necrotic Damage to a creature that isn't Undead or a Construct, they then cannot regain HP until the start of your next turn.
Totem: Hostile Creatures who start their turn in the totem's aura takes either Poison, Acid, Psychic or Necrotic damage (You choose when you bond) equal to your wisdom modifier.
Summon:

Spirit of Decay

Medium Undead (Spirit), Lawful Neutral


Armor Class: 11 + Your Wisdom Modifier (Natural Armor)
Hit Points: 20 + Three times your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
4 (-3) 15 (+2) 16 (+3) 7 (-2) 16 (+3) 6 (-2)

Senses: Darkvision 60ft, Passive Perception 13 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain.It takes 1d10 force damage if it ends its turn inside an object.
Dying Body: When a creature hits this spirit with a melee weapon attack, the attacker has to make a Constitution Save against your Shaman Spell DC. If they fail, they take 1d8 Poison damage and half of that if they succeed.
 

Actions

Corroding Touch. Melee Weapon Attack, your Shaman Spell Attack Modifier to hit, reach 5ft., one creature, Hit: 1d12 +4 Poison Damage.

 

Spirit of Devilry

Prerequisite: 17th level Shaman, any Chaotic alignment
Guide: When you deal fire or cold damage, you can ignore resistance and treat immunity as resistance.
Totem: Hostile creatures cannot lose the frightened effect as a result of taking damage from any attack.
Summon:

Spirit of Devilry

Medium Undead (Spirit), Chaotic Evil


Armor Class: 13 + Your Wisdom Modifier (Natural Armor)
Hit Points: 20 + Four times your Shaman Level
Speed: 30ft, 30ft Fly (hover)

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 11 (+0) 10 (+0) 15 (+2)

Senses: Darkvision 60ft, Passive Perception 10 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.

Actions

Shadow Claws. Melee Weapon Attack, your Shaman Spell Attack Modifier to hit, reach 5ft., one creature, Hit: 1d2 +4 Slashing Damage.
Hellfire. Ranged Spell Attack, your Shaman Spell Attack Modifier to hit, reach 30ft., one creature, Hit: 2d10 +3 Fire Damage.

 

Spirit of the Dragon

Prerequisite: 17th level Shaman
Guide: You gain the ability to sprout mighty spectral wings and gain a flying speed of 30ft. Additionally, when you bond with the spirit you choose a dragon type from the draconic ancestry table. You are resistant to that damage and when you perform a weapon or spell attack, you deal an additional 1d6 damage of that type.
Totem: When you bond with the spirit you choose a dragon type from the draconic ancestry table. Allies do an additional amount of damage, where the type is the type you choose, and the damage is equal to your wisdom modifier.
Summon:

Spirit of the Dragon

Huge Undead (Spirit), Lawful Neutral


Armor Class: 14 + Your Wisdom Modifier (Natural Armor)
Hit Points: 30 + Six times your Shaman Level
Speed: 15ft, 30ft Fly

STR DEX CON INT WIS CHA
18 (+4) 13 (+1) 23 (+6) 10 (+0) 14 (+2) 15 (+2)

Senses: Darkvision 60ft, Passive Perception 12 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Spiritual Mount: Any creature can sit on the spirit but only you can ride and mount it.

Actions

Spiritual Breath. Every creature in a 30ft cone must make a Constitution Save against your Shaman Spell DC. If they fail, they take 2d8 Force damage. If they succeed, nothing happens.
Claw Swipe. Melee Weapon Attack, your Shaman Spell Attack Modifier to hit, reach 10ft., one creature, Hit: 3d6 +4 Slashing Damage.
Tail Whip. Melee Weapon Attack, your Shaman Spell Attack Modifier to hit, reach 15ft., one creature, Hit: 1d12 +4 Slashing Damage.

 

Spirit of Fortitude

Guide: Your maximum HP is increased by 1 for each Shaman Level you have, and you have +1 to your AC.
Totem: Allies who start their turn within the totem's range gains your wisdom modifier in temporary HP
Summon:

Spirit of Fortitude

Large Undead (Spirit), True Neutral


Armor Class: 13 + Your Wisdom Modifier (Natural Armor)
Hit Points: 20 + Five times your Shaman Level
Speed: 20ft,

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 21 (+5) 8 (-1) 7 (-2) 7 (-2)
 
Senses: Darkvision 60ft, Passive Perception 12 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
 

Actions

Smash. Melee Weapon Attack, your Shaman Spell Attack Modifier to hit, reach 10ft., one creature, Hit: 1d12 +3 Bludgeoning Damage.
Mountain's Aid. As an action, the spirit can make it so that creatures have advantage against this spirit but disadvantage against creatures it chooses 10ft from the spirit. This lasts until the start of your next turn.
 

 

Spirit of Healing

Guide: You learn Healing Word and Cure Wounds and add them to your Shaman spells if you don't already know them. You cast them once each without expending a spell slot. You need to take a long rest to be able to do it again.
Totem: When allies are healed within the range of the totem, they regain additional health equal to half your Shaman level.
Summon:

Spirit of Healing

Medium Undead (Spirit), Neutral Good


Armor Class: 8 + Your Wisdom Modifier (Natural Armor)
Hit Points: 5 + your Shaman Level
Speed: 20ft,

STR DEX CON INT WIS CHA
6 (-2) 6 (-2) 9 (-1) 13 (+1) 18 (+4) 14 (+2)

Senses: Darkvision 60ft, Passive Perception 14 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Rejuvenation: When a creature is healed 5ft from the spirit, it regains an additional 1d4 health.
 

Actions

Life Scourge. Melee Weapon Attack, your Shaman Spell Attack Modifier to hit, reach 5ft., one creature, Hit: 1d4+4 Radiant Damage. If the attack hit, then the target creature cannot regain HP until the start of your next turn.
Healing Touch. As an action, the spirit touches a creature and heals it 1d4 + 4.

 

Spirit of Heroics

Prerequisite: 20th level Shaman, any good alignment
Guide: You have advantage on attack rolls against creatures who spent their previous turn attacking a creature who is considered an ally to you. Additionally, you can also evoke the spirit of the hero in such a powerful demeanor that it is summoned to deliver a powerful strike. You can use your reaction to deal 100 force damage. If that damage kills the creature, its soul is destroyed and any attempts at revival and resurrections will fail. You lose your bond with the spirit and you must wait 6d6 days before you can bond with it again in any way.
Totem: When an ally is getting hit by an attack, you can make it have the effects of the shield spell, no action required. You can do this a number of times equal to your wisdom modifier.
Summon:

Spirit of Herorics

Medium Undead (Spirit), Neutral Good


Armor Class: 14 + Your Wisdom Modifier (Natural Armor)
Hit Points: 40 + Six times your Shaman Level
Speed: 20ft,

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 20 (+5) 12 (+1) 11 (+0) 18 (+4)

Senses: Darkvision 60ft, Passive Perception 10 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Hero at Work: When a creature takes damage from a weapon attack 5ft from the spirit, the shaman can use its reaction to negate 3d6 of the damage dealt.
 

Actions

Heroic Sword. Melee Weapon Attack, your Shaman Spell Attack Modifier to hit, reach 5ft., one creature, Hit: 3d6+4 Slashing Damage.
Rally. As an action, the spirit grants every creature within 20ft that it chooses advantage on its next weapon attack.

 

Spirit of Holiness

Prerequisite: 17th level Shaman, any lawful alignment
Guide: When you die, you are instead brought back to half of your maximum HP and is resistant to all damage until the end of your next turn. You need to take a long rest to be able to do this again.
Totem: As an action, you can deal radiant damage equal to twice your shaman level to every hostile creature within your totem's range. You need to take a long rest to be able to do it again.
Summon:

Spirit of Holiness

Medium Undead (Spirit), Lawful Neutral


Armor Class: 12 + Your Wisdom Modifier (Natural Armor)
Hit Points: 30 + Three times your Shaman Level
Speed: 20ft,

STR DEX CON INT WIS CHA
13 (+1) 10 (+0) 10 (+1) 15 (+2) 19 (+4) 11 (+0)

Senses: Darkvision 60ft, Passive Perception 14 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
 

Actions

Blessed Light. Ranged Spell Attack, your Shaman Spell Attack Modifier to hit, reach 90ft., one creature, Hit: 2d10+4 Radiant Damage.

 

Spirit of Insanity

Prerequisite: 15th Level Shaman
Guide: As an action, you can impose either a short, long-term, or indefinite madness upon yourself, where you roll on the tables corresponding to the right madness. Imposing a short madness on yourself heals you half your shaman level + your Wisdom modifier and gives you advantage on your next attack roll. Imposing a long-term madness on yourself heals equal to three times your shaman level, and your next attack is a guaranteed hit. Imposing an indefinite madness on yourself lets you regain half of your maximum HP, and the next attack you perform is both guaranteed to hit and is a critical hit. You can only do either of the three options once, where you need to take a short or long rest to be able to do it again.
Totem: As an action, you can cast the confusion spell on 1 hostile creature without expending a spell slot.
Summon:

Spirit of Insanity

Medium Undead (Spirit), Chaotic Neutral


Armor Class: 11 + Your Wisdom Modifier (Natural Armor)
Hit Points: 15+ Three times your Shaman Level
Speed: 20ft,

STR DEX CON INT WIS CHA
8 (-1) 11 (+0) 18 (+4) 6 (-1) 5 (-3) 17 (+3)

Senses: Darkvision 60ft, Passive Perception 7 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain.It takes 1d10 force damage if it ends its turn inside an object.
 

Actions

Mindless Jabs. Melee Spell Attack, your Shaman Spell Attack Modifier to hit, reach 5ft, one creature, Hit: 3d10 +3

 

Spirit of Irritation

Prerequisite: 3rd level Shaman
Guide: When a creature 60ft from is asked to make a concentration save or wisdom save, you can use your reaction to impose disadvantage on that save.
Totem: When a hostile creature who perform any attack against an ally within the range of the totem and miss all of their attacks, they take your wisdom modifier in psychic damage.
Summon:

Spirit of Irritation

Medium Undead (Spirit), Chaotic Evil


Armor Class: 12 + Your Wisdom Modifier (Natural Armor)
Hit Points: 8 + Three times your Shaman Level
Speed: 40ft,

STR DEX CON INT WIS CHA
8 (-1) 22 (+6) 18 (+4) 13 (+1) 9 (-1) 11 (+0)

Senses: Darkvision 60ft, Passive Perception 9 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Infuriating Entity: When the spirit moves through other spirits with the Incorporeal Movement feature, the spirit can choose to make 1 Maddening Claw attack at that creature. It can only do this once per turn.
Flurrying Slashes: When this spirit has advantage on its attack roll, it can forego its advantage to make 2 attacks instead.
Dastardly Escape: Opportunity Attacks against this spirit has disadvantage.

Actions

Maddening Claws. Melee Weapon Attack, your Shaman Spell Attack Modifier to hit, reach 5ft, one creature, Hit: 1d6 + 3 Slashing damage.

 

Spirit of Lies

Prerequisite: 13th level Shaman
Guide: When making a deception check, you can add your wisdom modifier. Additionally, when you are asked to make a deception check, you can choose to do so with advantage. You need to take a short rest to be able to do it again.
Totem: Allies who take the hide action make their stealth roll with advantage.
Summon:

Spirit of Lies

Medium Undead (Spirit), Chaotic Neutral


Armor Class: 11 + Your Wisdom Modifier (Natural Armor)
Hit Points: 9 + Three times your Shaman Level
Speed: 20ft,

STR DEX CON INT WIS CHA
5 (-3) 6 (-2) 15 (+2) 14 (+2) 11 (+0) 11 (+0)

Senses: Darkvision 60ft, Passive Perception 10 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Untreatable Denial: When a creature 10ft from the spirit has disadvantage on an attack roll, the spirit can use its reaction to reroll the highest of the 2 dice and then have it take the lowest among two dice it threw.
 

Actions

Dishonest Distraction. The spirit chooses a creature 10ft from in which it forces a Wisdom save upon against your Shaman spell DC. If it fails, it takes 2d8 necrotic damage and has disadvantage on its next attack roll. If it succeeds, it takes no damage.

   

Spirit of Love

Prerequisite: 3rd level Shaman
Guide: When making a charisma skill check against a creature charmed by you, you can treat your charisma skills as if you had expertise in them.
Totem: Allies who impose the charmed condition to other creatures can choose to give the creature disadvantage on the saves forced upon the creature. Each ally can only do this once per short rest. Allies also have advantage on saves against being charmed.
Summon:

Spirit of Love

Medium Undead (Spirit), Chaotic Good


Armor Class: 11 + Your Wisdom Modifier (Natural Armor)
Hit Points: 9 + Three times your Shaman Level
Speed: 20ft,

STR DEX CON INT WIS CHA
5 (-3) 6 (-2) 15 (+2) 14 (+2) 11 (+0) 11 (+0)

Senses: Darkvision 60ft, Passive Perception 10 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Untreatable Denial: When a creature 10ft from the spirit has disadvantage on an attack roll, the spirit can use its reaction to reroll the highest of the 2 dice and then have it take the lowest among two dice it threw.
 

Actions

Dishonest Distraction. The spirit chooses a creature 10ft from in which it forces a Wisdom save upon against your Shaman spell DC. If it fails, it takes 2d8 necrotic damage and has disadvantage on its next attack roll. If it succeeds, it takes no damage.

 

Spirit of Luck

Guide: When have advantage on an attack roll, skill check, or saving throw, you can reroll the lowest of the 2 dice. You can do this a number of times equal to your Wisdom modifier, and you regain your spent uses after a long rest.
Totem: When an ally rolls a natural 1 on an attack roll or skill check, you can use your reaction to make them reroll it.
Summon:

Spirit of Luck

Medium Undead (Spirit), Chaotic Neutral


Armor Class: 9 + Your Wisdom Modifier (Natural Armor)
Hit Points: 6 + Twice your Shaman Level
Speed: 30ft,

STR DEX CON INT WIS CHA
9 (-1) 8 (-1) 7 (-2) 14 (+2) 17 (+3) 21 (+5)

Senses: Darkvision 60ft, Passive Perception 13 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
 

Actions

Luck Bringer: The spirit can use its action to choose a creature 15ft from it. If the next Attack Roll, Saving Throw, Ability, or Skill check it makes rolls 9 or lower, it instead counts as a 10.
Scale Changer: The spirit can use an action to choose a creature 20ft from it, and choose to either imbue Good or Bad Luck. If Good Luck is imbued, then that creature cannot have disadvantage any check or saving throw until the start of the spirit's next turn. If Bad Luck is imbued, then that creature cannot have advantage on any check or saving throw until the start of your next turn.

 

Spirit of Might

Prerequisite: 13th level Shaman
Guide: You add your Wisdom modifier to your Athletics rolls. Additionally, when you make a melee weapon attack roll, where you use Strength for the Attack and Damage roll, you can use your reaction to make that attack roll be equal to twice your Wisdom modifier instead. You can do this a number of times equal to your Wisdom modifier, where you need to take a long rest to regain your uses.
Totem: Allied creatures who make attack rolls using strength cannot have disadvantage.
Summon:

Spirit of Might

Large Undead (Spirit), True Neutral


Armor Class: 12 + Your Wisdom Modifier (Natural Armor)
Hit Points: 15+ Four times your Shaman Level
Speed: 30ft

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 19 (+4) 11 (+0) 13 (+1) 10 (+0)

Senses: Darkvision 60ft, Passive Perception 11 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Mighty Soul: Any Athletics check this spirit makes to Grapple or Shove a creature or maintain a Grapple, it gets a +10 bonus to.

Actions

Great Strike: Melee weapon attack: your Shaman Spell Attack Modifier to hit, reach 10ft., one creature. Hit: 1d12 + 3 Bludgeoning damage. If the attack is allocated against a creature grappled by this spirit, it has advantage on the attack and the damage made by the attack is instead 2d12 + 3 Bludgeoning damage.

 

Spirit of Patience

Prerequisite: 7th level Shaman
Guide: If you spend at least 1 round not moving nor attacking or performing any harmful actions, you get advantage on your next weapon or spell attack.
Totem: When an ally performs the ready action for an attack or skill check, they can then add your wisdom modifier to the roll.
Summon:

Spirit of Patience

Medium Undead (Spirit), Lawful Neutral


Armor Class: 12 + Your Wisdom Modifier (Natural Armor)
Hit Points: 8 + Three times your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
8 (-1) 7 (-2) 9 (-1) 11 (+0) 21 (+5) 8 (-1)

Senses: Darkvision 60ft, Passive Perception 11 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain.It takes 1d10 force damage if it ends its turn inside an object.
Tensionless: Attacks against this spirit has Disadvantage if the spirit did not move on its last turn.

Actions

Tranquil Enhancement: As an action, this spirit creates a mental link with a creature 30ft from it of your choice. This connection lasts for 1 minute and must roll concentration saves as if it were a spell. The connection is lost if it fails a concentration check. While the connection is upheld, the chosen creature has its movement halved and but gets a +5 to its melee weapon attacks damage rolls.
Disturb Patience: As an action, the spirit choose a creature that is concentrating on a spell or other effect that requires concentration. That creature then makes a Concentration Check against a DC equal to your Shaman Spell DC. If the creature has disadvantage on its Concentration Check, it suffers an additional -5 penalty to the check.

 

Spirit of Sacrifice

Guide: When you see an ally 60ft from you take damage, you can use your reaction to negate their damage and take off half of that damage yourself.
Totem: When an ally reaches 0HP, you can use your reaction to deal twice the level of that creature to the creature that dealt the damage.
Summon:

Spirit of Sacrifice

Medium Undead (Spirit), Lawful Neutral


Armor Class: 12 + Your Wisdom Modifier (Natural Armor)
Hit Points: 10 + Three times your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 16 (+3) 9 (-1) 15 (+2) 8 (-1)

Senses: Darkvision 60ft, Passive Perception 12 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Sacrificial Being: When this spirit dies, each creature 30ft from it that you choose takes force damage equal to your Shaman level.
 

Actions

Self Sacrifice: As an action, each creature within 30ft of it that you choose has advantage on attack rolls against the spirit but disadvantage on attack rolls against any other creature until the start of your next turn.

 

Spirit of Self-Loathing

Guide: When you fail a skill check, you can choose to make your roll have the effects as if it were a natural one. In return, you give an inspiration point to an ally no more than 30ft from you. The ally must use their inspiration before you can do it again.
Totem: When a hostile creature within the totem’s range attacks you, you can choose to gain vulnerability to that damage type. Until the end of your next turn, you and your allies have advantage on attacks against that creature.
Summon:

Spirit of Self-Loathing

Medium Undead (Spirit), Chaotic Neutral


Armor Class: 12 + Your Wisdom Modifier (Natural Armor)
Hit Points: 12 + Twice your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 11 (+0) 6 (-2) 10 (+0) 9 (-1)

Senses: Darkvision 60ft, Passive Perception 10 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Emotional Catharsis: Once per turn, when this spirit takes damage from a weapon attack, choose a creature 15ft from the spirit. That creature gains temporary HP equal to half of the damage to the spirit took. If the Spirit was reduced to 0HP by that attack, the Temporary HP gained from this ability is instead equal to the full damage taken. The temporary HP lasts for 1 minute.
 

Actions

Need of an Outlet: As an action, the spirit can lash out and have focus drawn to it. Until the start of your next turn, if a friendly creature that is 5ft from the spirit is targeted by a weapon attack and the spirit is also within reach of the attack, the attacker must make a Wisdom save against your Shaman Spell DC. If they fail, then all weapon attacks must be directed at the spirit.

 

Spirit of Shadows

Prerequisite: 7th level Shaman
Guide: When you make a stealth check, you can choose to add half of your Shaman level to the roll. You need to take a short or long rest to be able to do it again. Additionally, you have advantage on stealth checks when you are in the shadows.
Totem: When you summon your totem, you can attempt to hide it. Creatures make a perception check against your spell DC, and if they fail, they know of neither the presence nor location of the totem.
Summon:

Spirit of Shadows

Small Undead (Spirit), Chaotic Neutral


Armor Class: 13 + Your Wisdom Modifier (Natural Armor)
Hit Points: 4 + Three times your Shaman Level
Speed: 25ft

STR DEX CON INT WIS CHA
8 (-1) 19 (+4) 9 (-1) 10 (+0) 15 (+2) 10 (+0)

Senses: Darkvision 120ft, Passive Perception 12 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Shadowy Presence: At the end of your turn, this spirit becomes invisible if it weren't already.
 

Actions

Beware of the Dark: If the spirit is invisible, it can use its action to end its invisibility and force every creature 30ft from it that can see the spirit that you choose to make a Wisdom save against your Shaman Spell DC. If they fail, they are frightened for 1 minute. At the end of their turn, they may reattempt the saving throw. Creatures who succeed are not frightened and are immune to this effect for 24 hours. You must take a long rest to be able to use this ability again.
Shadow Touch: Melee spell attack: your Shaman Spell Attack Modifier to hit, reach 5ft., one creature. Hit: 2d4 + 2 Necrotic damage. If the spirit is hidden from the creature it is attacking, it instead maximizes the damage roll.
 

 

Spirit of Tranquility

Prerequisite: 17th level Shaman, Any Neutral Alignment
Guide: You can use your action to remove 1 condition or effect on yourself, even under such effects like mind control.
Totem: If a creature starts its turn non-hostile to you and your allies or becomes non-hostile within your totems reach, it remains non-hostile to you for as long as it is in the range of the totem. This effect automatically ends if the creature is attacked.
Summon:

Spirit of Tranquility

Medium Undead (Spirit), True Neutral


Armor Class: 14 + Your Wisdom Modifier (Natural Armor)
Hit Points: 20 + Five times your Shaman Level
Speed: 30ft

STR DEX CON INT WIS CHA
13 (+1) 20 (+5) 19 (+4) 10 (+0) 21 (+5) 11 (+0)
 
Senses: Darkvision 60ft, Passive Perception 15 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Shadowy Presence: At the end of your turn, this spirit becomes invisible if it weren't already.
 

Actions

Open Palm Strike: Melee spell attack: your Shaman Spell Attack Modifier to hit, reach 5ft., one creature. Hit: 2d8 + 5 Thunder damage. 
Bell’s Hit: As an action, the spirit can interrupt a creature’s vibrations when it is no more than 5ft from it. The chosen creature makes a Constitution save against your Shaman Spell DC. If it fails, It is stunned until the beginning of your next round.    
 

 

Spirit of Unfortune

Prerequisite: 7th level Shaman
Guide: You have gained the ability to curse a creature with ill-fortune. You can perform an hour-long ritual, where you use a thing, object, or concept affiliated with the creature you wish to curse. You then roll a d20 and at the appropriate modifier of the object. Here are some examples.
  • Name of the Creature = -10
  • Image of the Creature = -5
  • Object that is owned by the creature = 0
  • Blood or relative of the creature = +5
  • Body part or object tide to the creature’s soul = +10
You also expend a shaman spell slot of any level you choose. This determines the duration of the ill-fortune. A 1st level spell slot equals 1 day, a 2nd equal a week, a 3rd equal a month, a 4th equals half a year and a 5th equals a full year. You roll the d20 + the modifier shown above, against the creature's CR + its Wisdom modifier. You do not know if you succeed, but if you do succeed, the creature will be cursed and haunted by unfortunate events determined by the DM. While you have cursed a creature, you cannot curse another unless you release the curse. The Spirit will leave you until the curse ends or until you choose to end the curse. That means, while the target is cursed, you are still bonded to the spirit, but you don't gain any benefits from it, and breaking the bond also breaks the curse.
Totem: When an enemy creature performs a weapon attack within the range of the totem, you can use your reaction to give your wisdom modifier as a penalty to that roll.
Summon:

Spirit of Unfortune

Medium Undead (Spirit), Chaotic Neutral


Armor Class: 7 + Your Wisdom Modifier (Natural Armor)
Hit Points: 3 + Twice your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
4 (-3) 5 (-3) 4 (-3) 13 (+1) 17 (+3) 14 (+2)

Senses: Darkvision 60ft, Passive Perception 13 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Slayer's Curse: If this spirit is killed by a creature, the spirit then uses its Haunted Curse ability on that creature, even if it isn't the spirit's turn. The action also works on creatures that would normally be outside the abilty's range when used with this ability.
 

Actions

Haunted Curse: As an action, the spirit kills itself, reducing its HP to 0 instantly and abilities that would prevent that from happening are negated here, to curse a creature 30ft from it. The creature must make a Wisdom save against your Shaman spell DC. If it fails, the creature then has disadvantage on all of its attack rolls. The creature must make this save at the end of each of its turns. When the creature succeeds the save, the curse is lifted.
Bad Luck: As an action, the spirit chooses a creature it can see 30ft from it. That creature has to make Wisdom Save against your Shaman Spell DC. If it fails, it reduces its Ability Checks, Skill Checks, Attack Rolls, and Saving Throws by 1d4 until the start of your next turn.  
 

 

Spirit of Villany

Prerequisite: 20th level Shaman, Any Evil alignment
Guide: You deal extra necrotic damage with your weapon attacks against creatures who have a good alignment and celestials. The damage is equal to your wisdom modifier. Additionally, you can use your action to touch a creature with good alignment, in which the creature makes a Wisdom save against your spell DC. If they fail, they change alignment to evil, they suffer 3d4 indefinite madness on them. Once you succeed in this, you must take a long rest to be able to do it again.
Totem: Devils, Demons, and Undead add your wisdom modifier to their damage rolls with weapon attacks.
Summon:

Spirit of Villany

Large Undead (Spirit), Chaotic Evil


Armor Class: 14 + Your Wisdom Modifier (Natural Armor)
Hit Points: 33 + Four times your Shaman Level
Speed: 15ft

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 11 (+0) 9 (-1) 19 (+4)

Senses: Darkvision 60ft, Passive Perception 9 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Avatar of Evil: Creatures, except you, who start their turn within 15ft of this spirit must make a Wisdom Save against your Shaman Spell DC. If they fail, their movement speed is halved and they take 3d6 Psychic Damage.
 

Actions

Blade of the Wretched: Melee weapon attack: your Shaman Spell Attack Modifier, reach 10ft., one creature. Hit: 2d10 + 5 Slashing damage. This is a magical attack.
Crude Flames: As an action, each creature 30ft from the spirit of your choice must make a Charisma save against your Shaman Spell DC. If they fail, they take 2d10 necrotic damage, and half of that of they succeed.

   

Spirit of Willpower

Prerequisite: 3rd Level Shaman
Guide: You have advantage on concentration saves. Additionally, when you are asked to make a wisdom save, you can choose to get advantage. You can only do this once before needing a long rest.
Totem: When an ally is asked to make a wisdom save, you can use your reaction to give them advantage. You cannot do this to the same ally more than once, where you can take a short or long rest to reset this.
Summon:

Spirit of Willpower

Medium Undead (Spirit), Chaotic Good


Armor Class: 12 + Your Wisdom Modifier (Natural Armor)
Hit Points: 15 + Three times your Shaman Level
Speed: 20ft

STR DEX CON INT WIS CHA
13 (+1) 13 (+1) 16 (+3) 10 (+0) 19 (+4) 10 (+0)

Senses: Darkvision 60ft, Passive Perception 14 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Sheer Determination: If the Spirit, you, or the target for its weapon attacks are below half of its maximum HP, the spirit gains advantage on its weapon attacks.
 

Actions

Empowering Blade: Melee weapon attack: your Shaman Spell Attack Modifier, reach 5t., one creature. Hit: 1d10 + 1 Slashing damage. This is a magical attack.
Warcry: As an action, until the end of your next turn, the spirit becomes immune to being frightened, its speed is doubled and it adds your Wisdom Modifier to its Attack and Damage rolls. 

   

Spirit of Wrath

Prerequisite: 13th level Shaman
Guide: When a creature is attacking you with a melee weapon 5ft from you, you can use your reaction to perform a melee weapon attack against them. You can do this a number of times equal to your Wisdom modifier, where you need a long rest to regain your uses.
Totem: Once per each of your allies turns, they can add half of your Wisdom modifier to their weapon attacks damage rolls.
Summon:

Spirit of Wrath

Medium Undead (Spirit), Chaotic Evil


Armor Class: 11 + Your Wisdom Modifier (Natural Armor)
Hit Points: 25 + your Shaman Level
Speed: 40ft

STR DEX CON INT WIS CHA
19 (+4) 15 (+2) 13 (+1) 7 (-2) 8 (-1) 9 (-1)

Senses: Darkvision 60ft, Passive Perception 9 + Perception Bonus (if any)
Languages: Understands the language you speak

Incorporeal Movement: The Spirit can move through other creatures and objects as if they were difficult terrain. It takes 1d10 force damage if it ends its turn inside an object.
Reckless: The Spirit has advantage on its attacks, but creatures have advantage on their attacks that target the spirit.
 

Actions

Flames of Fury: Melee weapon attack: your Shaman Spell Attack Modifier, reach 10t., one creature. Hit: 1d12 + 4 Fire damage.

 


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