Livspoeng
Kyndigheter
Shaman
| Niva | Dyktighetsbonus | Egenskaper | Cantrips Known | Spells Known | Spell Slots | Slot Level | Totems Known |
|---|---|---|---|---|---|---|---|
| 1 | + 2 | Primal Magic Sacred Focus Spirituality | 2 | 2 | 1 | {@filter 1st|spells|level=1|class=Shaman (llshc)} | - |
| 2 | + 2 | Primal Magic Sacred Focus Spirituality | 2 | 3 | 2 | {@filter 1st|spells|level=1|class=Shaman (llshc)} | 2 |
| 3 | + 2 | Primal Magic Sacred Focus Spirituality | 2 | 4 | 2 | {@filter 2st|spells|level=2|class=Shaman (llshc)} | 2 |
| 4 | + 2 | Primal Magic Sacred Focus Spirituality | 3 | 5 | 2 | {@filter 2nd|spells|level=2|class=Shaman (llshc)} | 3 |
| 5 | + 3 | Primal Magic Sacred Focus Spirituality | 3 | 6 | 2 | {@filter 3rd|spells|level=3|class=Shaman (llshc)} | 3 |
| 6 | + 3 | Primal Magic Sacred Focus Spirituality | 3 | 6 | 2 | {@filter 3rd|spells|level=3|class=Shaman (llshc)} | 4 |
| 7 | + 3 | Primal Magic Sacred Focus Spirituality | 3 | 7 | 2 | {@filter 4th|spells|level=4|class=Shaman (llshc)} | 4 |
| 8 | + 3 | Primal Magic Sacred Focus Spirituality | 3 | 7 | 2 | {@filter 4th|spells|level=4|class=Shaman (llshc)} | 4 |
| 9 | + 4 | Primal Magic Sacred Focus Spirituality | 3 | 8 | 2 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 5 |
| 10 | + 4 | Primal Magic Sacred Focus Spirituality | 4 | 8 | 2 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 5 |
| 11 | + 4 | Primal Magic Sacred Focus Spirituality | 4 | 8 | 3 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 5 |
| 12 | + 4 | Primal Magic Sacred Focus Spirituality | 4 | 9 | 3 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 6 |
| 13 | + 5 | Primal Magic Sacred Focus Spirituality | 4 | 9 | 3 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 6 |
| 14 | + 5 | Primal Magic Sacred Focus Spirituality | 4 | 9 | 3 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 6 |
| 15 | + 5 | Primal Magic Sacred Focus Spirituality | 4 | 10 | 3 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 7 |
| 16 | + 5 | Primal Magic Sacred Focus Spirituality | 4 | 10 | 3 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 7 |
| 17 | + 6 | Primal Magic Sacred Focus Spirituality | 4 | 10 | 4 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 7 |
| 18 | + 6 | Primal Magic Sacred Focus Spirituality | 4 | 11 | 4 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 8 |
| 19 | + 6 | Primal Magic Sacred Focus Spirituality | 4 | 11 | 4 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 8 |
| 20 | + 6 | Primal Magic Sacred Focus Spirituality | 4 | 11 | 4 | {@filter 5th|spells|level=5|class=Shaman (llshc)} | 8 |
Klassetrolldommer
Klasseegenskaper
Niva 1
Niva 10
Niva 11
Niva 12
Niva 13
Niva 14
Niva 15
Niva 16
Niva 17
Niva 19
Niva 2
Niva 20
Niva 3
Niva 4
Niva 6
Niva 8
Kjente Trolldommer-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Kjente Trolldommer | 2 | 3 | 4 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 8 | 9 | 9 | 9 | 10 | 10 | 10 | 11 | 11 | 11 |
Kasterutvikling
Cantrip-utvikling
| Niva | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Cantrips Kjent | 2 | 2 | 2 | 3 | 3 | 3 | 3 | 3 | 3 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
Startutstyr
Klasseegenskaper
Primal Magic (Level 1)
You have learned to draw upon the primal spirits of creation within all things in order to cast spells. See chapter 11 of the Player's Handbook for the general rules of spellcasting and the end of this class description for the shaman spell list.
Cantrips
At 1st level, you learn two cantrips of your choice from the shaman spell list, which is included at the end of this class description. As you gain levels in this class, you learn additional shaman cantrips of your choice, as shown in the Cantrips Known column of the Shaman table above.
Spell Slots
The Spell Slots column of Shaman table above shows how many spell slots you have, with the level of these spell slots indicated in the Slot Level column. All of your spell slots are of the same level. To cast a shaman spell of 1st-level or higher, you must expend a spell slot. You regain all of your expended spell slots when you finish a short or long rest.
For example, a 5th level shaman will have two 3rd-level spell slots. In order for them to cast cast the 1st-level spell cure wounds, they must spend one of their 3rd-level slots, and cast cure wounds as a 3rd-level spell.
Spells Known of 1st-Level and Higher
At 1st level, you learn two 1st-level spells of your choice from the shaman spell list at the end of this class description.
The Spells Known column of the Shaman table shows when you learn more shaman spells of your choice of 1st-level and higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new shaman spell, which can be 1st, 2nd, or 3rd-level.
Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell of your choice from the shaman spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, so 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
Spell
Ritual Casting
You can cast any shaman spell you know as a ritual so long as that spell has the ritual tag.
The following list are spells that have the ritual tag added to them for the Shaman class.
animal friendship
find familiar
augury
gentle repose
locate animals or plants
meld into stone
Leomund's tiny hut
divination
commune with nature
Spellcasting Focus
You use a shamanistic fetish as a spellcasting focus for your shaman spells. Shamanistic fetishes are mundane items of personal significance to the shaman worth at least 1 gold.
Sacred Focus (Level 1)
In order to safely channel the overwhelming power of the spirit world, shamans must focus on a powerful aspect of themselves in order to avoid being consumed. At 1st level, choose one of the aspects below to be your Sacred Focus, each of which grants you certain innate benefits.
Bodily Focus
You draw spiritual power through your body, bending the spirits to your will with your might. When you choose this focus your hit point maximum increases by 1, and it increases by 1 again each time you gain a level in this class.
Mental Focus
You channel spiritual power through your wondrous mind, manipulating the spirits with your cunning wit. When you make an ability check or saving throw that uses your Intelligence score, you gain a bonus to your roll equal to your Wisdom modifier (minimum of +1).
Emotional Focus
You draw spiritual power into your heart and overwhelm spirits with your powerful emotions. When make a saving throw, you can choose to make the save with advantage, or disadvantage. However, the next saving throw you make is make with the opposite modifier.
For example, if you choose to have advantage on a saving throw, your next saving throw is made at disadvantage.
Spiritual Focus
You gently guide the spirits to do what you wish using the inner serenity of your soul. This same serenity grants you a measure of protection. While not wearing armor or wielding a shield, your Armor Class is equal 10 + your Dexterity modifier + your Wisdom modifier.
Spirituality (Level 1)
At 1st level, a shaman chooses their Spirituality, the method of shamanistic magic that you practice: Curse Binder, Earth Shaker, Spirit Warrior, Storm Caller, Wild Heart, or Witch Doctor, each of which is detailed at the end of this class description. Your Spirituality grants you features at 3rd level, and again at 6th, 10th, and 14th level in this class.
Spirituality Spells
Each Spirituality has a list of spells that you learn at the shaman levels noted in the Spirituality description. These Spirituality Spells count as shaman spells for you, but they don't count against your total number of Spells Known.
Totemic Magic (Level 2)
You have learned the signature power of a shaman, binding the primal power of spirits into totems. These small items are imbued with the spiritual power, and allow you to channel mystical abilities. At 2nd level, you learn two totems of your choice from the list at the end of this class description.
Some totems have a shaman level prerequisite. You must meet the prerequisite level in order to learn it. You can learn a totem at the same time you meet its prerequisites.
You learn additional totems as you gain levels in this class, as shown in the Totems Known of the Shaman Table.
Each time you finish a long rest, you can choose one of the totems you know and replace it with another totem of your choice from the list at the end of this class description.
Spirituality Feature (Level 3)
At 3rd Level, you gain a feature from your Spirituality.
Ability Score Improvement (Level 4)
When you reach 4th 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.
If your DM allows the use of feats, you may instead take a feat.
Spirituality Feature (Level 6)
At 6th Level, you gain a feature from your Spirituality.
Ability Score Improvement (Level 8)
When you reach 8th 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.
If your DM allows the use of feats, you may instead take a feat.
Spirituality Feature (Level 10)
At 10th Level, you gain a feature from your Spirituality.
Primeval Conduit (6th) (Level 11)
At 11th level, you can channel the magic of powerful, almost sentient spirits, manifesting as a Primeval Conduit, a spell of great spiritual power. Choose one shaman spell of 6th-level or lower as your Primeval Conduit . You can cast this Conduit spell once, at 6th-level, without expending a spell slot.
Each time you gain a level, you can replace one of your Primeval Conduits with another shaman spell of your choice.
As you gain levels in this class, you learn more shaman spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all expended uses of your Primeval Conduit spells when you finish a long rest.
Your Primeval Conduit spells don't count against your total number of Spells Known. If you selected a spell of 5th-level or lower to be upcast as one of your Primeval Conduit spells, you cannot cast it using your Primal Magic spell slots unless it is also one of your Spells Known.
Ability Score Improvement (Level 12)
When you reach 12th 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.
If your DM allows the use of feats, you may instead take a feat.
Primeval Conduit (7th) (Level 13)
At 13th level, your bond to sentient nature spirits has granted you a Primeval Conduit, a spell of great spiritual power. Choose one 7th-level spell from the shaman spell list as this conduit. It does not count against your number of Spells Known.
Spirituality Feature (Level 14)
At 14th Level, you gain a feature from your Spirituality.
Primeval Conduit (8th) (Level 15)
At 15th level, your bond to sentient nature spirits has granted you a Primeval Conduit, a spell of great spiritual power. Choose one 8th-level spell from the shaman spell list as this conduit. It does not count against your number of Spells Known.
Ability Score Improvement (Level 16)
When you reach 16th 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.
If your DM allows the use of feats, you may instead take a feat.
Primeval Conduit (9th) (Level 17)
At 17th level, your bond to sentient nature spirits has granted you a Primeval Conduit, a spell of great spiritual power. Choose one 9th-level spell from the shaman spell list as this conduit. It does not count against your number of Spells Known.
Ability Score Improvement (Level 19)
When you reach 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.
If your DM allows the use of feats, you may instead take a feat.
Spiritual Ascension (Level 20)
Your body is nothing more then a vessel for your ascended spirit. Starting at 20th level, you no longer age, and you are immune to all disease and the poisoned condition.
If you die, roll a d20. On a roll of 10 or higher, in place of dying, you turn into a discorporate spirit with 0 hit points and fall unconscious. Your body disappears, but anything you were wearing or carrying falls to the ground. 1d4 days later, you appear at a place of your choice, on the plane where you would have died, having gained all the benefits of a long rest.
Multiklassing
Multiklassekrav
{"wis":13}
Oppnådde Kyndigheter
Underklasser
Underklasse-egenskaper
Curse Binder
Curse Binder (Level 1)
While most shamans use the power of local spirits to work magic and heal the sick, some twist this connection, binding sinister spirits to their foes. These dark shamans are known as Curse Binders, and they wield the grim spiritual power present in the world. Often taught their craft by vile hags or mysterious entities from the shadowfell, these shamans use ancient techniques to bind hexes and curses to their foes.
Curse Binder Magic
When you gain a level in this class, you can replace one spell from this feature with an enchantment or necromancy spell of the same level from the shaman or warlock spell list.
Evil Eye
When you adopt this Spirituality at 1st level, you can twist the latent spiritual energy of creatures in harmful ways with a simple glance. As a reaction, when a creature you can see within 30 feet makes an ability check, attack roll, or saving throw, you can impose disadvantage on their roll.
You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
| Shaman Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Primal Curse (Level 3)
Starting at 3rd level, you can inflict one of the Primal Curses below on a creature that you can see within 30 feet as an action. Each Curse lasts for 1 minute, and ends early if you are incapacitated or end it as a bonus action. Cursing a second creature immediately ends any other Curses.
Curse of Binding
You force the target to make a Strength saving throw. On a failure, its movement speed is reduced by a number of feet equal to 5 times your Wisdom modifier (minimum of 5 feet). The target can repeat the saving throw at the end of each of its turns, ending the Curse on a success.
Curse of Draining
The target must make a Constitution saving throw. On a failed save, it takes 1d4 necrotic damage and cannot regain hit points. At the end of each of its turns, the target repeats the saving throw. They take a 1d4 necrotic damage on a failed save, and the Curse ends on a success.
Curse of Lethargy
You force the target to make a Wisdom saving throw. On a failed save, it must subtract your Wisdom modifier (minimum of -1) from any attack roll it makes. The creature can repeat the saving throw at the end of each turn, ending the Curse on a success.
Sinister Spellcasting (Level 6)
Dark and twisted spirits empower your magic. Starting at 6th level, you can add your Wisdom modifier (minimum of +1) to any damage you deal with a shaman cantrip or Primal Curse.
Shamanistic Ward (Level 10)
Starting at 10th level, you can ward yourself against magical assaults. At the end of each long rest, you choose one of the following damage types: acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. You gain resistance to damage of that type until the end of your next long rest.
As a reaction when you take the damage type you selected above, you can grant yourself immunity to that instance of damage. After which, you immediately lose the damage resistance you gained from this feature.
In addition, you can have two Primal Curses active at one time. A single creature can only be affected by one Curse.
Foul Conjuration (Level 14)
You have reached the apex of sinister shamanism, the ability to conjure spirits of pure darkness. Starting at 14th level, you can cast create undead at 6th-level, without expending a spell slot or requiring the normal material components. For you, this spell doesn't require the normal material components, and shadows rise from the ground to form the undead.
Once you cast create undead in this way, you must finish a long rest before you can cast it in this way again.
In addition, you can have three Primal Curses active at one time. A single creature can only be affected by one Curse.
Earth Shaker
Earth Shaker (Level 1)
Some shamans gain their abilities while living near places of raw elemental power; active volcanoes, the sands of blazing deserts, or deep underground. Drawing upon the elemental spirits around them, and the inner flame within their soul, Earth Shaker shamans wield the destructive spiritual power of the earth itself. The cataclysmic power of earthquakes, the inferno that is an erupting volcano, and the crushing weight of a the mountains, this is the power of an Earth Shaker.
Earth Shaker Magic
When you gain a level in this class, you can replace one spell from this feature with a spell of the same level that deals fire or bludgeoning damage from the druid or shaman spell list.
Elemental Body
Your spirit has been suffused with elemental power. When you adopt this Spirituality at 1st level, you gain resistance to fire damage, and you have advantage on saving throws to resist being moved against your will or being grappled.
In addition, when you cast a shaman cantrip that deals fire or magical bludgeoning damage, the damage dice for that cantrip become d12s if they were not already.
| Shaman Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Primal Stone & Flame (Level 3)
You wield spirits of stone and flame as an extension of your very self. Starting at 3rd level, you can use an action on your turn to hurl molten magma or viscous slag at a creature that you can see within 30 feet. The creature must succeed on a Dexterity saving throw, or suffer the effect below. The effect lasts until the start of your next turn, or until a creature uses its action to scrape the magma or slag off the target.
Magma
Blistering hot magma weakens the defenses of your foe. The Armor Class of the target is reduced by an amount equal to your Wisdom modifier (minimum of -1).
Slag
Viscous mud and stone reduce the mobility of your foe. The movement speed of the target is halved, and it has disadvantage on Dexterity ability checks and saving throws.
Elemental Spellcasting (Level 6)
Your mastery over earth and flame empowers your elemental assaults. Starting at 6th level, when you cast a spell that deals bludgeoning or fire damage, you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of +1).
In addition, when you cast a spell of 1st-level or higher that deals fire or bludgeoning damage, you can choose one target of the spell to suffer the corresponding effect of your Primal Stone & Flame feature; fire (Magma), bludgeoning (Slag).
Aegis of Stone & Flame (Level 10)
Your spirit is empowered by the elemental earth and fire that powers your magic. Beginning at 10th level, when you cast a shaman spell of 1st-level or higher that deals bludgeoning or fire damage, you gain temporary hit points equal to the level at which you cast the spell + your Wisdom modifier.
Cataclysmic Form (Level 14)
Beginning at 14th level, you can allow wild spirits of flame and stone to overwhelm your body. As an action on your turn, you enter a cataclysmic form, gaining the following benefits:
You are immune to fire damage, and are resistant to bludgeoning, piercing, and slashing damage.
If a creature hits you with a melee attack, it must succeed on a Constitution saving throw or take 2d10 fire damage.
As an action, you can cause a burst of magma to erupt from point that you can see within 30 feet. Creatures within 5 feet of the point must succeed on a Dexterity saving throw or take 4d8 fire damage and fall prone.
Your cataclysmic form lasts for one minute, and only ends early if you are incapacitated or end it as a bonus action. You can use this feature once per long rest with no penalty. Each subsequent time you use your cataclysmic form, you suffer one level of exhaustion at the end of your transformation.
Spirit Warrior
Spirit Warrior (Level 1)
Since the dawn of time, shamans have looked to spirits for guidance in the present, insights from the past, and glimpses into the future. Some shamans take this spiritual relationship a step further, allowing these incorporeal beings to work through their bodies, granting them increased physical and martial abilities. Known as Spirit Warriors, these warlike shamans are often found guarding sacred places, ancient holy sites, and places of great spiritual power. Woe to those who would rouse the ire of these spiritual guardians.
Spirit Warrior Magic
When you gain a level in this class, you can replace one spell from this feature with an abjuration or evocation spell of the same level from the paladin or shaman spell list.
Bonus Proficiencies
When you adopt this Spirituality at 1st level, the spirits of ancient warriors lend you their martial skills. You gain proficiency with medium armor and all martial weapons.
| Shaman Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Primal Weapon (Level 3)
Starting at 3rd level, you can imbue your weapons with spirits of war and battle, increasing your combat potency. At the end of each long rest, touch one weapon of your choice, imbuing it with one of the Spirits below. The Spirit remains within the weapon until the end of your next long rest. Only a Spirit Warrior can make use of the enhanced abilities granted by these Spirits, for others it functions as a normal weapon.
Spirit of Draining
This Spirit can siphon the life force of others to restore you. Once per turn, when you hit a creature with this weapon, you can deal extra necrotic damage equal to your Wisdom modifier (minimum of 1), and you gain temporary hit points equal to the necrotic damage dealt. This ability does not work against constructs or undead creatures.
Spirit of Power
This Spirit draws out the full potential of your physical strength. While wielding the this weapon, you add your Wisdom modifier (minimum of +1) to Strength checks, Strength saving throws, and attack rolls you make against creatures that are grappled or restrained by you.
Spirit of Wounding
This Spirit inflicts grievous spiritual wounds. Once per turn, when you hit a creature with this weapon, you can inflict a spiritual wound. A creature that you wound in this way has disadvantage on the first saving throw they are forced to make before the start of your next turn.
Extra Attack (Level 6)
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action. Moreover, you can cast one of your shaman cantrips in place of one of those attacks.
Spiritual Strikes (Level 6)
Also at 6th level, attacks you make with your Primal Weapon count as magical for the sake of overcoming resistances and immunities to non-magical attacks.
Warrior of the Grave (Level 10)
Your connection with the spirit realm allows you to sacrifice your vitality to resist the grasp of death. Starting at 10th level, when you are reduced to 0 hit points but not killed outright, you can choose to to expend one of your shaman Hit Dice, allowing you to drop to 1 hit point instead of falling to 0.
Champion of the Spirit Realm (Level 14)
Your connection to the spirit realm has grown great, allowing you to briefly give spirits full control of your body. Starting at 14th level, you can use a bonus action on your turn to enter a possessed state, gaining the following benefits for 1 minute:
You can take the Dash action as a bonus action.
You gain resistance to all bludgeoning, piercing, and slashing damage from non-magical attacks.
When you hit a creature with a melee weapon attack you deal an additional 2d6 necrotic damage on hit.
Your possessed state lasts for one minute, and only ends early if you are incapacitated or end it as a bonus action. You can use this feature once per long rest with no penalty. Each subsequent time you enter this possessed state, you suffer one level of exhaustion at the end of the transformation.
Storm Caller
Storm Caller (Level 1)
Some shamans gain their abilities while living near places of raw elemental power; atop sheer cliffs, on the stormy coasts of the ocean, or amongst the winds of frigid mountain peaks. Drawing on the elemental spirits around them, and the inner storm that rages within the soul, Storm Caller shamans wield the destructive power of the weather itself. The wild winds of the air, the destructive power of a hurricane, the frigid frost and snow of blizzards, this is the power of a Storm Caller.
Storm Caller Magic
When you gain a level in this class, you can replace one spell below with a spell of the same level that deals cold, lightning, or thunder damage from the druid or shaman spell list.
Elemental Body
Your spirit has been suffused with with the elemental powers of wind and frost. When you adopt this Spirituality at 1st level, you gain resistance to cold and thunder damage.
Also starting at 1st level, when you cast a shaman cantrip that deals cold or thunder damage, the damage dice for that cantrip become d12s if they were not already.
| Shaman Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Primal Frost & Wind (Level 3)
You wield elemental frost and wind as an extension of your very self. Starting at 3rd level, you can use an action on your turn to hurl powerful squalls or frigid frost at a creature that you can see within 30 feet. The creature must succeed on a Strength saving throw, or suffer the elemental effect below.
Squall
A violent burst of wind blows your target back. The target is knocked back a number of feet equal to 5 times your Wisdom modifier (minimum of 5 feet). Creatures at least one size larger then you have advantage on their saving throw.
Frost
You cover a foe in a blast of frigid ice. On a failed save, the creature's movement speed is reduced to 0, and they have disadvantage on Dexterity saving throws until the start of your next turn. A creature can use its action to scrape the ice off the target, ending this effect early.
Elemental Spellcasting (Level 6)
Your mastery over wind and frost empowers your elemental assaults. Starting at 6th level, when you cast a spell that deals cold, lightning, or thunder damage, you gain a bonus to the damage roll equal to your Wisdom modifier (minimum of +1).
In addition, when you cast a spell of 1st-level or higher that deals cold, lightning, or thunder damage, you can cause one target to suffer the corresponding effect of your Primal Frost & Wind feature; cold (Frost), lightning or thunder (Wind).
Aegis of Frost & Wind (Level 10)
Your spirit is empowered by the elemental wind and ice that powers your magic. Beginning at 10th level, when you cast a shaman spell of 1st-level or higher that deals cold, lightning, or thunder damage, you gain temporary hit points equal to the level at which you cast the spell + your Wisdom modifier.
Tempestuous Form (Level 14)
Beginning at 14th level, you can allow the raw power of frost and wind to overwhelm your spirit. As an action on your turn, you enter a tempestuous form, gaining the following benefits:
You are resistant to cold, lightning, and thunder damage.
You gain a flying speed of 60 feet and can hover.
As an action, you can cause a burst of freezing wind and frost to rage at a point you can see within 30 feet. Creatures within 5 feet of the point must succeed on a Strength saving throw or take 4d6 cold damage and become restrained until the start of your next turn. A creature can use its action to scrape the ice off the restrained creature, ending this effect early.
Your tempestuous form lasts for one minute, and only ends early if you are incapacitated or end it as a bonus action. You can use this feature once per long rest with no penalty. Each subsequent time you use your tempestuous form, you suffer one level of exhaustion at the end of your transformation.
Wild Heart
Wild Heart (Level 1)
Raised by wild beasts, feeling more at home with animals then their own kin, or developing a spiritual connection with a bestial spirit, the shamans known as Wild Hearts often live a double life. On one hand, they are humanoids with families and cultures of their own, on the other they battle an intense desire to dwell amongst the wild beasts of the world. Drawing upon their intense spiritual connection with bestial spirits of the land, Wild Hearts are able to assume the form of great and terrible animals, serving as guardians of all wildlife.
Wild Heart Magic
When you gain a level in this class, you can replace one spell below with a spell of the same level that deals cold, lightning, or thunder damage from the druid or shaman spell list.
Bestial Adaptation
When you adopt this Spirituality at 1st level, the spirits of the wild grant you one of the adaptations below. You gain another adaptation at 6th level, and they final adaptation at 14th level.
Agile Adaptation
Your movement speed increases by 10 feet, and you ignore the effects of mundane difficult terrain.
Alpine Adaptation
You gain a 30 foot climbing speed, and you can use your reaction to reduce any falling damage you take by an amount equal to your shaman level.
Aquatic Adaptation
You gain a 30 foot swimming speed, and you can hold your breath underwater for up to 1 hour.
| Shaman Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Primal Wild Shape (Level 3)
Your connection with the spirits of the wild allows you to take on the shape of a Great Beast, the legendary guardian of all wild creatures. Beginning at 3rd level, you can expend one of your Primal Magic spell slots as bonus action on your turn to transform into a Great Beast. While transformed, you use the Great Beast stat block, which uses your proficiency bonus (PB) in several places. You determine the appearance of your Great Beast, but its appearance has no effect on its abilities. While you are transformed the following rules apply:
Your Great Beast gains one Bestial Trait of your choice from the list at the end of this Spirituality.
You use the Strength, Dexterity, and Constitution scores of the Great Beast, but you retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies.
You assume the hit points and Hit Dice of the Great Beast. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert because you dropped to 0 hit points, any excess damage carries over to your normal form.
You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your Great Best form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell.
You retain the benefit of any features from your class, race, or other source and can use them if the Great Beast is capable of doing so. However, you can't use any of your special senses unless the Great Beast also has that sense.
Any equipment you are wearing or carrying merges into your Great Beast form. Equipment that merges with your great beast form has no effect while transformed.
Your Great Beast form lasts for 1 hour. You then revert to your normal form unless you expend another Primal Magic spell slot. You also revert to your normal form if you use a bonus action to do so, fall unconscious, drop to 0 hit points.
- Bestial Traits
Aggressive
As a bonus action, the Beast can move up to its full movement speed toward a hostile creature it can see.
Amphibious
The Beast can breathe both air and water.
Aquatic
The Beast gains a swimming speed of 40 feet.
Charge
If the Beast moves at least 20 feet in a line toward a target and hits it with a Claw attack on the same turn, the attack deals an extra 1d6 damage. If the target is one size larger than you or smaller, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Keen Senses
The Beast has advantage on any Wisdom (Perception) checks that rely on its sight, hearing, or smell.
Pack Tactics
The Beast has advantage on attack rolls against a creature if at least one of it's allies is within 5 feet of the creature, and the ally isn't incapacitated.
Large
The Beast grows to become a Large creature. If ridden as a mount, you act independently of your rider.
Light Step
The Beast gains proficiency in the Stealth skill.
Powerful Build
The Beast counts as one size larger when determining the weight it can push, drag, lift, or carry.
Savage Bite
If the Beast hits a creature that is equal to its size or smaller, with a Bite, it can choose to grapple the target (escape DC is equal to your spell save DC). Until the grapple ends, the target is restrained, and the Beast cannot Bite targets other then the creature it is grappling.
Standing Leap
The Beast's long jump is 15 feet, and its high jump is 10 feet, with or without a running start.
Sure Footed
The Beast gains a climbing speed of 40 feet, and has advantage on saving throws to resist being moved against its will, grappled, or knocked prone.
Savage Strikes (Level 6)
You attack with the speed and accuracy of an apex predator. Starting at 6th level, when you are in your Great Beast form and you take the Bite or Claw action, you can make one additional Bite or Claw attack as part of the same action. Your attacks in Great Beast form also count as magical for the sake of overcoming resistances and immunities.
In addition, when you use your Primal Wild Shape, your Great Beast form gains two Bestial Traits of your choice.
Fury of the Wild (Level 10)
You can draw upon your pain to fuel your stamina. Beginning at 10th level, you can expend one of your Hit Dice as a bonus action on your turn, immediately regaining hit points equal the Hit Die roll + your Wisdom modifier (minimum of 1). Any hit points you gain from this feature that would exceed your hit point maximum become temporary hit points for you.
In addition, when you use your Primal Wild Shape, your Great Beast form gains three Bestial Traits of your choice.
Apex Predator (Level 14)
Your Great Beast stands as a legendary guardian of the wild. Starting at 14th level, when you transform into your Great Beast form, its Strength score becomes 20, and the damage of your Bite and Claw attacks each increase by 1d6.
In addition, when you use your Primal Wild Shape, your Great Beast form gains four Bestial Traits of your choice.
Witch Doctor
Witch Doctor (Level 1)
Long before the gods took notice of mortals, Witch Doctors wandered the land, providing spiritual healing and medicine. These shamans work in tandem with spirits of life, bounty, and blessing to the spirits of those who are broken or cursed. The most powerful Witch Doctors are known for binding powerful spirits to those that fight alongside them, granting them mystical abilities. These selfless sages are usually peaceful in nature and can often be found wandering the wild,s tending to the spiritual needs of those they meet.
Witch Doctor Magic
When you gain a level in this class, you can replace one spell from this feature with an abjuration or evocation spell of the same level from the cleric or shaman spell list.
Life Bearer
When you adopt this Spirituality at 1st level, you learn how to stimulate spiritual healing. As a bonus action, you can touch a creature, causing them to regain a number of hit points equal to 1d10 + your Wisdom modifier (minimum 1 hit point).
You can heal a creature in this way a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.
Upon reaching 14th level, this feature restores hit points equal to 2d10 + your Wisdom modifier each time you use it.
| Shaman Level | Spells |
|---|---|
1st | |
3rd | |
5th | |
7th | |
9th |
Bound Totems & Abilities
Witch Doctors have the ability to bind their totems to another creature, granting them the benefits of that totem. When you do so, keep in mind that two instances of the same feature do not stack, they must choose which instance of the ability to use.
For example, if you bind Totem of the Mountain to a creature with Unarmored Defense, they must choose one Armor Class calculation to use.
Primal Blessing (Level 3)
Beginning at 3rd level, you gain the ability to bind totems to your allies, allowing them to share in your mystical power. At the end of a long rest, you can bind one of your totems to a willing creature you touch, losing the totem abilities yourself. The benefits last for the target until the end of your next long rest, at which point the totem's power returns to you.
As you gain levels in this class, the amount of totems you can bind to other creatures increases; at 6th level (2 totems), 12th level (3 totems), and 18th level (4 totems). A single totem can only be bound to one creature at a time, and a creature can only have one totem bound to them at a time.
Empowered Strike (Level 6)
Beginning 6th level, you can empower your strikes with your bountiful spiritual power. Once per turn, when you hit a creature with a weapon attack, you can cause the attack to deal an additional 1d8 radiant damage.
When you reach 14th level in this class, this additional radiant damage becomes 2d8.
Improved Primal Blessing (Level 10)
Your spirit is invigorated by the mystical binding of totems to your allies. Starting at 10th level, you gain a +1 bonus to all saving throws for each totem you bind to another creature.
In addition, a creature with one of your totems bound to them gains a +1 bonus to all saving throws.
Spiritual Abundance (Level 14)
Your spiritual practice has filled you with an abundance of positive life-giving energy. Beginning at 14th level, when you are forced to make a death saving throw, you can choose to instantly spring to your feat with a burst of healing power. You immediately regain half of your maximum hit points and stand up. A number of creatures of your choice equal to your Wisdom modifier (minimum of 1) that are within 30 feet of you regain hit points equal to 2d10 + your Wisdom modifier.
Once you use this feature, you can't use it again until you finish a long rest.