Shaman 5

Source: Elaris Unbroken

Level Proficiency Bonus Features Bound Spirits Cantrips Known Spell Slots Slot Level
1st +2 Feat, Sacred Focus, Totemic Spirits 2
2nd +2 Feat, Conduit Magic, Spirituality 2 2 2 1st
3rd +2 3 2 2 2nd
4th +2 Feat 3 3 2 2nd
5th +3 Totemic Versatility 4 3 2 3rd
6th +3 Feat, Spirituality Feature 4 3 2 3rd
7th +3 5 3 2 4th
8th +3 Feat 5 3 2 4th
9th +4 6 3 2 5th
10th +4 Feat, Spirituality Feature 6 4 2 5th
11th +4 Elder Spirit (6th-Level) 6 4 3 5th
12th +4 Feat 7 4 3 5th
13th +5 Elder Spirit (7th-Level) 7 4 3 5th
14th +5 Feat, Spirituality Feature 7 4 3 5th
15th +5 Elder Spirit (8th-Level) 8 4 3 5th
16th +5 Feat 8 4 3 5th
17th +6 Elder Spirit (9th-Level) 8 4 4 5th
18th +6 9 4 4 5th
19th +6 Feat 9 4 4 5th
20th +6 Feat, Spiritual Ascension 9 4 4 5th

Class Features

All of the following are features of the shaman class.

Feat

1st, 2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, 19th, and 20th-Level Shaman Feature   You gain one Feat of your choice.

Sacred Focus

1st-Level Shaman Feature   In order to channel the supernatural power of spirits without being consumed, Shamans must draw this wondrous power through the strongest aspect of themselves. Choose a Sacred Focus from the options listed below. Once it is chosen, your Sacred Focus cannot be changed.

Body

You channel spiritual power through your body, bending Spirits to your will with physical might. When you choose this Sacred Focus your hit point maximum increases by 1, and it increases by 1 again each time you gain a level.

Heart

You channel spiritual power into your heart and overwhelm Spirits with powerful emotions. You gain proficiency in both Intimidation and Persuasion, and you can use your Wisdom, in place of Charisma, for any ability checks with those skills.

Mind

You channel spiritual power through your mind, manipulating the Spirits with your keen wit. Whenever you make an ability check or a saving throw that uses your Intelligence score, you can choose to use your Wisdom score instead.

Soul

You channel spiritual power through your soul, your serenity soothes Spirits and wards you from harm. While not wearing armor or wielding a shield, your Armor Class is equal to 10 + your Charisma modifier + your Wisdom modifier.

Totemic Spirits

1st-Level Shaman Feature   You learn to bind primal Totem Spirits to sacred Totems so that you may safely channel their mystical abilities. Any Tiny object can of your choice be a Totem, but most often they are objects reminiscent of the Spirit bound within.

Bound Spirits

At 1st level, you bind two Totem Spirits of your choice from the list at the end of the class. At certain Shaman levels you bind additional Totem Spirits, as shown in the Bound Spirits column of the Shaman table. If a Spirit has prerequisites, you can bind it at the same time you meet its prerequisites.   When you gain a Shaman level, you can replace one Totem Spirit you currently have bound with another of your choice.

Saving Throws

If a Totem requires a target to make a saving throw, the DC equals 8 + your proficiency bonus + your Wisdom modifier.

Totemic Assault

As an action, you can command the Spirits bound within one of your Totems to swarm one creature you can see within 60 feet of you. That creature must succeed on a Charisma saving throw or take 1d8 necrotic damage.   The Spirits swarm around this creature until it is slain, it moves more than 60 feet away, or you use Totemic Assault on another target. While they swarm, you can use a bonus action on subsequent turns to force it to make this Charisma saving throw again. You can only use Totemic Assault once per turn.   The damage dealt by your Totemic Assault increases at 5th level (2d8), at 11th level (3d8), and finally at 17th level (4d8). Totem Spirits

Common Spirits

Spirit of the Autumn Wind

You bind a minor Spirit of Death that comes at the changing of the seasons. When you deal damage to a creature with a weapon attack or with Totemic Assault, it cannot regain hit points until the beginning of your next turn.

Spirit of the Bear

You bind a minor Bestial Spirit granting you the ferocity of a bear. As a bonus action, you can sprout (or retract) ethereal claws from your fingers. Unarmed strikes with these claws use Wisdom, in place of Strength, for the attack and damage rolls. On hit, they deal 1d6 slashing damage.   Should you have two free hands, this d6 becomes a d8.

Spirit of the Eagle

You bind a minor Bestial Spirit which grants you the sight of the eagles. You gain proficiency in Perception, and you have advantage on Wisdom (Perception) checks that rely on sight.

Spirit of the Earthquake

You bind a Spirit of Earth that grants you destructive power. Once per turn when you hit with a melee weapon attack, you deal a bonus 1d6 damage of your weapon's type.   This damage bonus increases at certain levels: at 5th level (1d8), 11th level (1d10), and 17th level (1d12).

Spirit of the Forest

Prerequisites: Heart Sacred Focus   You bind a minor Woodland Spirit that allows you to converse with wild creatures in your own tongue. You are always under the effect of speak with animals while you are conscious.   Starting at 7th level, you are also always under the effects of speak with plants while you are conscious.

Spirit of the Harvest

Prerequisites: Soul Sacred Focus   You bind a minor Spirit of wild growth and bounty. Each time you finish a short or long rest, you instantly cast the Goodberry spell without expending a spell slot or material components.   The berries from this spell last until the end of your next short or long rest, at which point they dissolve into ash.

Spirit of the Hound

You bind a minor Bestial Spirit that grants you the senses of hounds. You gain proficiency in Survival and have advantage on Wisdom (Survival) checks while in natural environments.

Spirit of the Mountain

Prerequisites: Body Sacred Focus   You bind a minor Spirit of Earth that hardens your skin like that of solid rock. So long as you are not wearing any armor or wielding a shield, your Armor Class is equal to 13 + your Constitution modifier (minimum of 0).

Spirit of the Panther

You bind a minor Bestial Spirit that grants you the steps of a panther. You gain proficiency in Stealth, and have advantage on Dexterity (Stealth) checks to hide in natural environments.

Spirit of the Rains

You bind a minor Spirit of Water that washes toxins away like rain. You gain resistance to Poison damage, and you have Advantage on saving throws to resist being Poisoned.

Spirit of the Squall

You bind a minor Spirit of Air to lend deadly speed to your strikes. When you miss with a weapon attack, you can use a bonus action to make a single attack against that creature.

Spirit of the Stream

You bind a minor Spirit of Water that grants you a protective aqueous coating. You gain Resistance to Acid damage, have advantage on any ability check or saving throw you make to resist being Grappled, Restrained, or Stunned, and you can hold your breath for up to 1 hour and gain a Swim speed of 25 feet.

Spirit of Twilight

You bind a minor Spirit of Shadow that grants you enhanced sight in the darkness. You gain Darkvision out to a radius of 120 feet, within which you can see in dim light as if it were bright light, and in darkness as if it were dim light.   At 7th level, you can see in magical dim light and darkness.

Spirit of the Waves

You bind a minor Spirit of Water that allows you to shift like the sea. Once between each short or long rest, you can use a reaction to halve one instance of damage you would take.   You can use this reaction twice between each rest at 9th level, and three times between each rest at 18th level.

Spirit of the Winds

You bind a minor Spirit of Air that lends speed to your steps with mighty gusts. Your walking speed increases by 5 feet.   This bonus to your speed increases at 5th level (10 feet), 11th level (15 feet), and finally at 17th level (20 feet).

Spirit of Wrath

  You bind a Spirit of Anger which you unleash upon your foes. You can add your Wisdom modifier (a minimum of +1) to the damage roll of Totemic Assault when a creature fails its save.

Uncommon Totems

Spirit of the Bloom

Prerequisite: 5th-level Shaman, Soul Sacred Focus   You bind a Spirit of Verdant Growth that enriches the lands around you. Once between each short or long rest, you can cast the plant growth spell without expending a spell slot.   Starting at 9th level, the 8-hour version of the plant growth spell takes effect on the land surrounding you each time you take a long rest, unless you wish to withhold this effect.

Spirit of Destruction

Prerequisite: 5th-level Shaman   You bind a Spirit of the Elements to lend you its destructive power. Once per turn, when you hit with a melee attack, you can expend a Conduit Magic spell slot to deal bonus cold, fire, lightning, or thunder damage equal to 1d8 per Slot Level.

Spirit of the Grave

Prerequisite: 5th-level Shaman   You bind a Spirit of Death which you can summon to your service. Once per long rest, you can expend a Conduit Magic spell slot to cast Animate Dead. This Totem replaces the normal material components of the spell. When you finish a Long Rest, the Undead created by this spirit crumble to dust.   At 15th level, you use this between each short or long rest.

Spirit of Growth

Prerequisite: 5th-level Shaman, Body Sacred Focus   You bind a Spirit of Verdant Growth to temporarily increase your size. Once between each short or long rest, you can cast the 'enlarge' version of the Enlarge/Reduce spell, on yourself without expending a spell slot or requiring Concentration.

Spirit of Light

Prerequisite: 5th-level Shaman   You bind a Spirit of Radiance that restores your spirit when you heal others. Whenever you restore hit points to another creature with a Shaman spell or feature you gain temporary hit points equal to your Wisdom modifier (minimum of 1).

Spirit of Mirth

Prerequisite: 5th-level Shaman, Heart Sacred Focus   You bind a Spirit of Revelry that grants you its vigor. Once between each short or long rest, you can use a bonus action to gain temporary hit points equal to your Shaman level.   You can use this feature twice between each rest at 12th level, and three times between each rest at 18th level.

Spirit of Secrets

Prerequisite: 5th-level Shaman, Mind Sacred Focus   You bind a Spirit of Knowledge that lets you peer into the minds of others. Once between each short or long rest, you can cast the detect thoughts spell without expending a spell slot, or the normal verbal or somatic components of the spell.

Spirit of the Swamp

Prerequisite: 5th-level Shaman   You bind a Spirit of Disease to poison foes. When a creature fails its saving throw against Totemic Assault, you can reduce the damage by 1 damage die and cause the target to be Poisoned until the beginning of your next turn.

Spirit of the Wilds

Prerequisite: 5th-level Shaman   You bind a Spirit of the Wilderness which you can call to your aid. Once per long rest, you can expend a Conduit Magic spell slot to cast the Conjure Animals spell. Its Totem replaces the normal material components of this spell.   At 15th level, you use this between each short or long rest.

Rare Spirits

Spirit of Blight

Prerequisite: 7th-level Shaman   You bind a minor Spirit of Disease to infect foes. When you cast a Shaman spell or use Totemic Assault, you may choose to deal Poison damage instead of its normal damage type.   If you deal Poison damage with Totemic Assault, you can reduce its damage by 1d8 and force the creature to make a Constitution saving throw instead of Charisma. On a failed save, it is Poisoned until the beginning of your next turn.

Spirit of the Bog

Prerequisite: 7th-level Shaman, Mind Sacred Focus   You bind a minor Spirit of Deception to guard your mind. Any attempt to read your thoughts, emotions, alignment, or target you with an Insight check or a Divination spell instantly fails.   You are aware that you are targeted by such an ability, but not its source, and you can allow them to work on you.

Spirit of Corrosion

Prerequisite: 7th-level Shaman   You bind a minor Spirit of Entropy to dissolve foes. When you cast a Shaman spell or use Totemic Assault, you can cause it to deal Acid damage in place of its normal damage.   When you deal Acid damage with Totemic Assault, you can reduce the damage by 1d8 to reduce the target's Armor Class is by 2 (to a minimum of 10) until the start of your next turn.

Spirit of Drought

Prerequisite: 7th-level Shaman   You bind a minor Spirit of Fire to burn your foes. When you cast a Shaman spell or use Totemic Assault, you can choose for it to deal Fire damage in place of its normal damage.   When you deal Fire damage with Totemic Assault, you can reduce the damage by 1d8 to cause all targets within 5 feet of the target to take Fire damage equal to your Wisdom modifier.

Spirit of Frost

Prerequisite: 7th-level Shaman   You bind a minor Spirit of Ice to freeze your foes. When you cast a Shaman spell or use Totemic Assault, you can choose for it to deal Cold damage in place of its normal damage.   If you deal Cold damage with Totemic Assault, you can reduce its damage by 1d8 and force the creature to make a Strength saving throw instead of Charisma. On a failure, its speed is reduced to 0 until the start of your next turn.

Spirit of the Hunt

Prerequisite: 7th-level Shaman   You bind a Spirit of the Wild Hunt to enhance your ferocity in battle. Once per turn, when you attack a target that is within 5 feet of one of your allies, you have advantage on your roll.

Spirit of Lightning

Prerequisite: 7th-level Shaman   You bind a minor Spirit of Storms to assault foes. When you cast a Shaman spell or use Totemic Assault, you can cause it to deal Lightning damage in place of its normal damage.   When you deal Lighting damage with Totemic Assault, the creature can't take reactions until the start of your next turn.

Spirit of Ooze

Prerequisite: 7th-level Shaman   You bind a Spirit of Water that allows your body to flow like water. As a bonus action, you can cause your body to become pliable (or return to normal). In this state, you can expend 5 feet of movement to automatically escape from non-magical restraints or grapples, and you can move through spaces as narrow as 1 inch without having to squeeze.

Spirit of the River

Prerequisite: 7th-level Shaman   You bind a Spirit of Water that allows you to live underwater. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.

Spirit of Servitude

Prerequisite: 7th-level Shaman   You bind a minor Spirit of Loyalty to serve you in all things. The Totem you bind this Spirit to is always under the effects of the Tiny Servant spell. Should the Totem be reduced to zero hit points, it regenerates at the end of your next rest.

Very Rare Spirits

Spirit of the Cave

Prerequisite: 9th-level Shaman   You bind a Spirit of Earth that lends you its connection to the ground. While you are touching the ground with a bare feet or hand, you gain Tremorsense out to a 30-foot radius, allowing you to sense the presence of any creatures or objects that are touching the ground within the area.

Spirit of the Dawn

Prerequisite: 9th-level Shaman   You bind a Spirit of Life which can shield mortals from death. At the end of each long rest, you cast the Death Ward spell on one creature you touch, without expending a spell slot.

Spirit of Dread

Prerequisite: 9th-level Shaman, Mind Sacred Focus   You bind a sinister Spirit of Fear to unleash upon your foes. When you use Totemic Assault, you can force the creature to make an Intelligence saving throw in place of Charisma. On a failure, you can reduce the damage by 2d8 to cause the target to be Frightened of you until the start of your next turn.

Spirit of Harmony

Prerequisite: 9th-level Shaman, Soul Sacred Focus   You bind a Spirit of Friendship which calms your foes. When a creature fails its saving throw against Totemic Assault, you can choose to deal no damage and instead inflict the effects of the Calm Emotions spell until the start of your next turn.

Spirit of Midnight

Prerequisite: 9th-level Shaman   You bind a sinister spirit which you can call to you. Once per long rest, you can expend a Conduit Magic spell slot to cast the Summon Shadowspawn spell. Its Totem replaces the normal material components of this spell.   At 15th level, you use this between each short or long rest.

Spirit of the Rockslide

Prerequisite: 9th-level Shaman, Body Sacred Focus   You bind a Spirit of Elemental Destruction to crush your foes. Whenever you use Totemic Assault, you can force the target to make a Strength saving throw in place of Charisma. On a failed save, the target suffers the normal damage of Totemic Assault and is knocked Prone.

Spirit of Serenity

Prerequisite: 9th-level Shaman, Heart Sacred Focus   You bind a Spirit of Serenity to still your inner self. Whenever you are forced make a saving throw to resist being Charmed or Frightened, or to resist the effects of an Enchantment spell, you have Advantage on your roll.

Spirit of Sunlight

Prerequisite: 9th-level Shaman   You bind a Spirit of Radiance to help you find success when you fail. Once per long rest when you fail a saving throw, you can choose to re-roll, possibly turning failure into success.   At 15th level you can do so twice between each long rest.

Spirit of Vengeance

Prerequisite: 9th-level Shaman   You bind a vengeful Fey Spirit which you can call to your aid. Once per long rest, you can expend one Conduit Magic spell slot to cast the Conjure Fey spell. This Totem replaces the normal material components of this spell.   At 15th level, you use this between each short or long rest.

Spirit of the Vine

Prerequisite: 9th-level Shaman   You bind a Spirit of Growth which lends you its wild power to restrain your foes. You can cast the Ensnaring Strike spell at 1st-level, at will, without expending a spell slot.  

Legendary Spirits

Spirit of Awakening

Prerequisite: 15th-level Shaman, Mind Sacred Focus   You bind an ancient Spirit of Ascended Consciousness. You can sense the presence of any creature within 120 feet of you so long as it has an Intelligence of 4 or higher. You can also communicate telepathically with these creatures.

Spirit of the Bedrock

Prerequisite: 15th-level Shaman, Body Sacred Focus   You bind an ancient Spirit of Earth which infuses your body with its resilience. Whenever you take damage, you reduce it by your Wisdom modifier (minimum of 1). Any Force, Necrotic, Psychic, Thunder, or Radiant damage ignores this feature.

Spirit of Binding

Prerequisite: 15th-level Shaman   You can quickly bind a natural Spirit to regain some of your lost power. Once between each long rest, you can use your action to regain one expended Conduit Magic spell slot.

Spirit of the Eclipse

Prerequisite: 15th-level Shaman   You bind a powerful Spirit of Darkness that wards you from the arcane. You gain Resistance to all damage from spells.

Spirit of the Elements

Prerequisite: 15th-level Shaman   You bind a powerful Elemental Spirit to you. Once between each short or long rest, you can expend a Conduit Magic spell slot to cast the Conjure Elemental spell. Its Totem replaces the normal material components of this spell.

Spirit of the Guardian

Prerequisite: 15th-level Shaman   You bind a powerful Guardian Spirit to come to your defense. Once per short or long rest, you can expend a Conduit Magic spell slot to cast the Summon Construct spell. This Totem replaces the normal material components of this spell.   When you cast Summon Construct in this way, you can only summon the Clay or Stone Construct Spirit.

Spirit of Judgement

Prerequisite: 15th-level Shaman   You bind a heavenly spirit which comes to your aid. Once per short or long rest, you can expend a Conduit Magic spell slot to cast the Conjure Celestial spell. Its Totem replaces the normal material components of this spell.

Spirit of Majesty

Prerequisite: 15th-level Shaman, Heart Sacred Focus   You bind an ancient Fey Spirit of royalty that you can unleash to humble your enemies. As an action, you force creatures of your choice within 30 feet that can see or hear you to make a Wisdom saving throw. On a failure, they instantly fall prone. Creatures immune to the Charmed condition have advantage on this Wisdom saving throw.   You can use this feature once per long rest at no cost, but you can expend a Conduit Magic spell slot to use it again.

Spirit of Peace

Prerequisite: 15th-level Shaman, Soul Sacred Focus   You bind an ancient Spirit of Life which deters your enemies. At the end of each short or long rest, you gain the benefits of the Sanctuary spell, which last until the end of your next short or long rest, or until you break the spell as normal.

Spirit of Purgation

Prerequisite: 15th-level Shaman   You bind an infernal spirit to unleash on your foes. Once per short or long rest, you can expend a Conduit Magic spell slot to cast the Summon Fiend spell at its lowest level, using its Totem in place of the spell's normal material components.

Spirit of the Sapling

Prerequisite: 15th-level Shaman   You bind a powerful Spirit of Verdant Growth which blesses your body with wondrous regeneration. If you begin your turn with less than half your hit points, but at least 1 hit point, you instantly regain hit points equal to your Wisdom modifier.

Spirit of the Skies

Prerequisite: 15th-level Shaman   You bind a powerful Spirit of Air which propels you through the skies. You gain a Fly speed equal to your Land speed. Whenever you take falling damage, you reduce the damage by an amount equal to your Shaman level.
 

Conduit Magic

2nd-Level Shaman Feature   You learn to call on the spiritual energies present in all things to cast spells.

Cantrips

At 2nd level, you learn two Cantrips of your choice from the Shaman spell list. You learn an additional Shaman Cantrip of your choice when you reach 4th level, and again at 10th level.

Spell Slots

The Shaman table above shows the number of spell slots you have to cast your Shaman spells of 1st through 5th-level. The Slot Level column of the Shaman table also shows the level of all of your spell slots. To cast a Shaman spell 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, at 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Cure Wounds , you must expend one of your 3rd-level spell slots, and cast Cure Wounds at 3rd-level.

Preparing & Casting Spells

You prepare the list of spells that are available for you to cast, choosing from the Shaman spell list. When you do, choose a number of Shaman spells equal to your Shaman level + your Wisdom modifier (a minimum of 1). Spells you prepare must be of a level equal to your Slot Level or lower.   For example, as a 5th level Shaman with a Wisdom of 18, you prepare nine spells of your choice of 3rd-level or lower from the Shaman spell list. Casting a spell doesn't remove it from your list of prepared spells. During a long rest, you can change your list of prepared spells by meditating which takes 1 minute per spell level for each new spell you are preparing.

Spellcasting Ability

As you draw your magic from your understanding of Spirits, Wisdom is your spellcasting ability for your Shaman spells. You use Wisdom if a spell refers to your spellcasting ability, setting a saving throw DC, or making a spell attack roll:
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Spellcasting Focus

You can use any Totem to which you have bound a Spirit as the spellcasting focus for your Shaman spells.

Spirituality

2nd-Level Shaman Feature   Choose the Spirituality which best represents the disciplines and rites you use to channel spirits. Your Spirituality grants you features at 2nd level, and again when you reach 6th, 10th, and 14th level.

Spirituality Spells

Each Spirituality has a list of spells you always have prepared once you reach the Shaman levels noted in your Spirituality's description. They count as Shaman spells for you, but they do not count against the number of spells you prepare each day. Spiritualities
Spirituality Description
Astrologer Shamans who commune with the Spirits of the stars, channeling the radiant power of constellations to guide fate and unleash celestial magic.
Blood Priest Dark shamans who fuel their magic through sacrifices of blood, offering it to ancient Spirits in exchange for forbidden power.
Curse Binder Shamans who bind sinister Spirits to their foes, weaving hexes and curses taught by hags or shadow-born entities.
Elementalist Shamans who draw on the raw fury of elemental Spirits, unleashing volcanic fire, raging storms, or frozen winds against their enemies.
Far Seer Shamans who pierce the veil of time, channeling Spirits to glimpse past and future and alter the threads of destiny.
Idolater Shamans who imprison Spirits within sacred idols, forcing them to empower allies or smite foes through bound spiritual might.
Spirit Guide Shamans who bond with a single ancestral Geist Spirit, growing together in strength and channeling spiritual and totemic power as one.
Spirit Warrior Shamans who allow ancient Spirits to inhabit their bodies, enhancing their martial prowess to defend sacred lands.
Wild Heart Shamans whose bond with nature’s beasts grants them the power to embody the Great Beast Spirit, guardian of all wild life.
Witch Doctor Shamans who ally with benevolent Spirits of Life, healing the wounded and granting mystical blessings to those in need.
Wyrmbound Shamans chosen by the lingering Spirits of long-dead dragons, transforming them with draconic essence and power.

 

Totemic Versatility

5th-Level Shaman Feature   Your ability to connect with and channel the spirit world increases. During a long rest, you can perform a 1-hour ritual to replace one of your current bound Spirit Totems with another of your choice, for which you meet all prerequisites.

Elder Spirit

11th-Level Shaman Feature   Your ever-deepening connection to the world of Spirits allows you to conjure and bind powerful Elder Spirits to Totems. Choose one Elder Spirit to bind to a Totem. It does not count against your total number of Bound Totems.   Each Elder Spirit includes a list of Elder Spells that you learn at the Shaman levels listed in its description. They are always prepared and do not count against the number of spells you prepare each day.   Once you reach the levels in your Elder Spirit's description, you can cast each of these spells once between each long rest at its lowest level without expending a spell slot.   Once you reach 17th Level, you can replace your Elder Spirit using your Totemic Versatility feature, but otherwise cannot replace your Elder Spirit in any way. Elder Spirits
Elder Spirit of Death
Spirits of Death are drawn from the Plane of Shadow, the Hells, or The Pit. They can also be found in regions steeped in death. They lend Shamans their powerful sinister magic.
Shaman LevelSpell
11thFlesh to Stone
13thFinger of Death
15thHorrid Wilting
17thPower Word Kill
Elder Spirit of the Fissure
Spirits of the Fissure are conjured from the Elemental Plane of Earth. They lend Shamans the unyielding power of stone.
Shaman LevelSpell
11thInvestiture of Stone
13thSymbol
15thEarthquake
17thInvulnerability
Elder Spirit of the Inferno
Spirits of the Inferno are summoned from the Elemental Plane of Fire. They grant Shamans overwhelming destructive power.
Shaman LevelSpell
11thInvestiture of Flame
13thFire Storm
15thIncendiary Cloud
17thMeteor Swarm
Elder Spirit of Life
Spirits of Life come to aid Shamans from the upper planes. They bless Shamans with mystic healing magic.
Shaman LevelSpell
11thHeal
13thRegenerate
15thHoly Aura
17thPower Word Heal
Elder Spirit of the Moons
Spirits of the Moons can be summoned from the Plane of Faerie and similar locales. They grant Shamans their mystical abilities.
Shaman LevelSpell
11thPrimordial Ward
13thReverse Gravity
15thAntimagic Field
17thAstral Projection
Elder Spirit of the Mystic
Spirits of Mystics are souls of powerful Shamans that come to offer aid. They awaken a Shaman's true spiritual potential.
Shaman LevelSpell
11thTrue Seeing
13thDivine Word
15thHoly Aura
17thForesight
Elder Spirit of the Sea
Spirits of the Sea are called up from the depths of the Elemental Plane of Water. They bestow Shamans with frigid ethereal magic.
Shaman LevelSpell
11thFreezing Sphere
13thEtherealness
15thTsunami
17thInvulnerability
Elder Spirit of the Storm
Spirits of the Storm are drawn from the great tempests of the Elemental Plane of Air. They lend Shamans the chaotic magic of storms.
Shaman LevelSpell
11thChain Lightning
13thWhirlwind
15thControl Weather
17thStorm of Vengeance
Elder Spirit of the Sun
Spirits of the Sun are drawn from places of powerful radiant magic. They lend Shamans restorative and purifying power.
Shaman LevelSpell
11thSunbeam
13thResurrection
15thSunburst
17thTrue Resurrection
Elder Spirit of the Void
Spirits of the Void are called from The Outer Dark. They grant Shamans dark aberrant magic.
Shaman LevelSpell
11thSoul Cage
13thPrismatic Spray
15thMaddening Darkness
17thPsychic Scream

 

Spiritual Ascension

20th-Level Shaman Feature   You have transcended the need for a corporeal form. Your physical body no longer ages, and you are immune to all disease, the Poisoned condition, and Poison damage.   Also, when you are reduced to 0 Hit Points, you can release the Spirit bound within one Totem to instead fall to a number of Hit Points equal to your Shaman level. You then lose access to the abilities of that Totem until you finish a Long Rest.

This is a rare option

This option requires special permission to take. In the case of spells, psionic powers, and similar options, this option must be found in the world and cannot be taken upon level-up.

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Hit Points

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

Proficiencies

Armor
Light Armor, Small Shields, Large Shields
Weapons
Simple weapons, blow guns, nets
Tools
None
Saving Throws
Wisdom, Charisma
Skills
Choose two of the following: Animal Handling, Arcana, Insight, Medicine, Nature, Performance, or Religion

Starting Equipment

As a Shaman, you can choose to start with 3d6x10gp to purchase starting gear or with the following equipment:
  • (a) a quarterstaff or (b) any simple weapon
  • (a) a shortbow and 20 arrows or (b) 5 javelins
  • (a) a priest's pack or (b) an explorer's pack
  • Leather armor and one object used as a Totem

Shaman Power Reservoir

Your Shaman Power Reservoir is equal to your Wisdom modifier, but is never higher than your Proficiency Bonus. At level 17 or higher, this instead equals your Wisdom modifier +1, but is never higher than your Proficiency Bonus.

Quick Build

You can make a Shaman quickly by using these suggestions: First, make Wisdom your highest ability score, followed by Constitution. Second, choose the Hermit background. Last, choose the Body Sacred Focus and take the Totem of the Bear and Totem of the Mountain as your Bound Totems.

Multiclassing and the Shaman

If your group uses the optional multiclassing rules, here is what you need to know when you choose to take your first level in the Shaman class:
Ability Score Minimum
As a multiclass character, you must have at minimum a 13 in Wisdom to take a Shaman level or take a level in another class if you are already a Shaman.
Proficiencies Gained
If Shaman isn't your initial class, you gain proficiency in simple weapons and light armor when you take your first Shaman level.
Spell Slots
If you have a feature that allows you to learn and cast Divine spells, you can use your Conduit Magic spell slots to cast the spells you gained through that feature, and you can use those Divine spell slots to cast your Shaman spells. Divine spell slots can be used to cast spells from any divine spellcasting class, such as the cleric, druid, invoker or seeker, but cannot be used to cast spells from arcane spellcasting classes, such as the wizard, warlock, sorcerer, or bard. Some subclasses change the source of magic for a class.

Shaman Spell List