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- 1 Shaman
- 2 Creating a Shaman
- 3 Class Features
- 4 Spellcasting
- 5 Special Spells tied to the class
- 6 Totems
- 7 Elemental Languages
- 8 Commune with the Elements
- 9 Elemental Binding
- 10 Elemental Shield
- 11 Shamanistic Focus
- 12 Far Sight
- 13 Ghost Wolf
- 14 Totemic Projection
- 15 Blood Lust
- 16 Reincarnation
- 17 Elemental Fusion
- 18 Master of the Elements
- 19 Ascendance
- 20 Elemental Bindings
- 20.1 Elemental
- 20.2 Enhancement
- 20.3 Restoration
- 21 Shaman Spell List
Shaman (sometimes pluralized as shamans) are mortal mediators between mortals and the elemental spirts. Often spiritual guides of their communities, these powerful practitioners commune with the ancestors and seek to balance the raging elemental forces, and can call upon them in battle to scorch and blast their enemies, or to strengthen and heal their allies. A Shaman can enhance their weapons with elemental effects, smite enemies with lightning strikes and bursts of lava, and summon powerful elementals to their aid.
The Shaman is a hybrid class, able to specialize in offensive spellcasting, melee damage dealing, or healing. As such, the class is considered highly adaptable and versatile. A Shaman can also use a selection of stationary totems to gain a wide variety of effects, from restoring mana and automatically healing allies to snaring foes and attacking the shaman's enemies. Shaman are versatile and formidable opponents, able to respond to any situation with a range of unique abilities.
Creating a Shaman
Keep in mind that this class is directly inspired by/based on the Shaman class from the Warcraft universe (Namely World of Warcraft). These Shaman's directly draw their strength from the elemental spirits themselves to cast spells. In many ways they are akin to Paladins and Clerics, but draw their power from an elemental source rather than a divine one. They work in tandem with the elements rather than forcing the elements to obey the Shamans will. In fact there is precedent in the Warcraft universe for a Shaman to lose their ability to call on the the elements in cases where they abuse their powers.
With that in mind what drew you to the calling of the Shaman? Were you raised from birth to tread this path or did you discover it later in life? Shamans are oftentimes leaders of their clan or tribe, were you such a leader or trained under such a leader? What has drawn you into your current adventure and why are you wandering in such a way?
You can make an Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed constitution and intelligence.
Second, choose the Hermit background. Third, pick a sling and 20 stones, then a mace and a wooden shield, and finally an explorers pack.
As a Shaman you gain the following class features.
- Hit Points
Armor: Light Armor, Shields
Weapons: Simple Weapons
Tools: Herbalism kit
Saving Throws: Wisdom, Constitution
Skills: Choose 3 from Animal Handling, Athletics, Nature, Insight, Medicine, Perception, Survival
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A Sling and 20 stones or (b) 3 Javelins
- (a) A mace and a wooden shield or (b) Any one simple weapon
- (a) a dungeoneer's pack or (b) an explorer's pack
- Leather Armor, an Herbalism Kit, and a Pouch of Dirt
|Features||Cantrips||—Spell Slots per Spell Level—|
|1st||+2||Totems (lesser), Spell Casting, Elemental Languages, Commune with the Elements||2||2||—||—||—||—||—||—||—||—|
|2nd||+2||Elemental Binding, Elemental Shields||2||3||—||—||—||—||—||—||—||—|
|4th||+2||Ability Score Improvement, Shamanistic Focus, Far Sight||3||4||3||—||—||—||—||—||—||—|
|6th||+3||Elemental Binding Feature, Ghost Wolf||3||4||3||3||—||—||—||—||—||—|
|8th||+3||Ability Score Improvement, Totemic Projection||3||4||3||3||2||—||—||—||—||—|
|12th||+4||Ability Score Improvement, Elemental Binding Feature||4||4||3||3||3||2||1||—||—||—|
|14th||+5||Reincarnation, Blood Lust||4||4||3||3||3||2||1||1||—||—|
|16th||+5||Ability Score Improvement, Elemental Binding Feature||4||4||3||3||3||2||1||1||1||—|
|19th||+6||Ability Score Improvement, Master of the Elements||4||4||3||3||3||3||2||1||1||1|
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier
You know a number of spells equal to your Level + Your Wisdom modifier however you cannot know any spells which have a spell level higher than your current maximum spell slot level. The spells you know can be exchanged out once per level.
Special Spells tied to the class
You can bind elemental energies to totems that you carry and activate. You can only have one totem per element active at a time, but can have any combination of elements active at a time, including all of them at once. They have an AC equal to Shaman's Spell Save DC, 1 HP and can be placed within 30ft of the Shaman. The totems effect dice increase to 2d4 at level 3, 3d4 at level 6, 2d8 at level 9, and 3d8 at level 12
Searing Totem [lesser fire]. As a bonus action, you place a totem on the ground that is active for 1 minute. Each turn the totem is active it inflicts 1d4 fire damage to a creature of the Shamans choice within 20ft of the totem ,.
Earthbind Totem [lesser earth]. As a bonus action, you place a totem on the ground that is active for 1 minute. While the totem is active, terrain within 20 feet of it is considered difficult terrain to any creatures of the Shamans choice.
Healing Stream Totem [lesser water]. As a bonus action, you place a totem on the ground that is active for 1 minute. Each turn the totem is active, it restores 1d4 Hit Points to a creature of your choice within 20ft of the totem.
Grounding Totem [lesser air]. As a bonus action, you place a totem on the ground that is active for 1 minute. While the totem is active, the first time an ally within 30 feet of the totem would be affected by an offensive spell, the totem nullifies the spell entirely and then crumbles to dust.
At 10th level, you gain access to a greater totem for each element. The Greater Totems have a AC equal to Shamans Spell Save DC +2 and can be summoned only 20ft away from the Shaman.
Flame Tongue Totem [greater fire]. As a bonus action, you place a totem on the ground that is active for 1 minute. While the totem is active, any time an creature within 50 feet of the totem rolls for damage, an attack, or healing, the Shaman may allow the creature to add 1D6 to that roll.
Capacitor Totem [greater air]. As a bonus action, you may place a totem on the ground that does nothing. After casting the Shaman may use a bonus action to make the totem explode, enemies within 30 feet of the totem must make a Constitution saving throw. On a failed save, an enemy takes 4d6 thunder damage and is stunned for 1 round. On a successful save, an enemy takes half damage and is not stunned. The totem will become inert after 1 minute.
Tremor Totem [greater earth]. As a bonus action, you place a totem on the ground that is active for 1 minute. While the totem is active, as a bonus action you may remove fear, charm, and sleep effects from all allies within 30 feet of the totem.
Cloud Burst Totem [greater water]. As a bonus action, you may place a totem on the ground that does nothing. After casting the Shaman may use a bonus action to make the totem explode, during the time it is active the totem does nothing except record how much healing the shaman does during that time. After the totem explodes it heals allies within 30 feet of it for an amount equal to the total amount of dealing done by the shaman split among all injured allies, rounded down. (So 40 healing split among 4 allies would be 10 healing done by the totem, 50 healing split among 2 allies would be 25 healing done by the totem, and so on).
You gain the language Primordial if you did not know it already. If you already knew the language Primordial, you learn Sylvan instead.
Commune with the Elements
You become capable of communing with the nearby elements. Over the course of 1 hour you can calm your senses and allow the elements of fire, earth, water, and air as well as any nearby spirits to channel what they feel into you. This can take the shape of audible words on the wind, a general "feeling" that the elements exude, or even direct visions you see clearly in your mind. This can have an effect on you however, if the elements are scared or angry this could affect your mood or even ability to concentrate. This is up to DM discretion.
At 2nd level, you choose an elemental binding. Choose Elemental, Enhancement, or Restoration, all detailed at the end of the class description. The archetype you choose grants you features at 2nd level and again at 6th, 12th, and 16th level.
At 2nd level, you gain 2 shield spells. You automatically gain Water Shield, your other shield is tied to your Elemental Binding.
The Shields last for 1 minute and take an action to cast and dismissed, They can be used a number of times equal to your wisdom modifier and you recharge an amount equal to half your wisdom modifier (rounding down) after a short rest and recharge all uses after a long rest. With the exception of Earth Shield they can only be cast on yourself.
Note you can only have 1 shield active at all time when you activate a different shield the first one is dismissed
For reaching Level 2 you gain Water Shield by default. When Water Shield is activated the caster is surrounded in three globes of living water that will react to any attacks against the user. Each successful attack against the caster removes one globe. Once all three globes have been used the caster can recharge a spell slot of their choice. While the shield is active the caster is also resistant to all fire damage.
With an Elemental Binding you gain Lightning Shield. When Lightning Shield is activated the caster is surrounded in crackling lightning that defends the user from attack. Whenever an enemy attacks you in melee they take 1D4 lightning damage and give the shield 1 charge. When the shield reaches 5 charges it explodes and deals 2D8 lightning damage to all creatures in a 20 foot radius, the caster may also immediately cast one level 1 spell for free. While the shield is active the caster is also resistant to all lightning damage. The explosion damage this shield does increases to 3D8 at level 6, 4d8 at level 14, and 5d8 at level 18.
With an Enhancement Binding you gain Wind Shield. When Wind Shield is activated the caster is surrounded in swift buffeting wind shears that make the caster move faster than they would normally be able to, as well as defending them from attack. The caster gains 1 to their AC and their speed is increased by 5 fts. While the shield is active the caster is resistant to thunder damage.
With an Restoration Binding you gain Earth Shield. Unlike the other Elemental Shields the Earth Shield may be cast on any creature within 30 feet of the caster and you can still activate Water Shield on yourself. When Earth Shield is activated the target is surrounded in winding pieces of Earth and stone that protect the target from harm. All incoming damage to the target is reduced by 1D6. Additionally the shield has 4 charges. Each time the target takes damage a charge is expended and the target is healed for 1D6. Once all 4 charges are used the shield dissipates. At 6th level the healing and protection Earth Shield does is increased to 1D8. At 12th the healing and protection is increased to 1D10. And finally at 16th level the healing and protection is increased to 1D12.
At 4th level you become capable of entering a quasi-meditative state with the elements to enhance your actions. You may choose one attack, damage, spell attack, or spell result roll you have just made and may reroll it. You must declare this after the dice is rolled but before the result of the roll is known if the roll is an attack or spell attack roll. You can do this once between long rests. At 14th level you can do this twice between long rests. At 20th level you can do this thrice between long rests.
At 4th level you gain the ability of Far Sight. Choose any point you can see, even if it's miles away (the top of a steep cliff for example). Upon choosing this spot you instantly see from that point as if you were standing there. This lasts 5 minutes and can only be used once before a short rest.
At 6th level you learn to transform your body into that of a wolf. As an action, you transform into the shape of a transparent ghostly wolf. This allows you to move at twice your base speed and gaining advantage against movement impairing effects, including difficult terrain. While in this form your body becomes transparent giving you an advantage with stealth checks, but you are still visible and can be attacked. While you are in this form you cannot attack and only gain the bonuses stated here. You revert back to your normal form if you fall unconscious, or as a free action.
At 8th Level, you're mastery over the elemental powers bound to your totems increases and you are able to relocate your totems using your spiritual powers. As a bonus action you can move one or more active totems to the specified location within 30 Feet of you.
Also starting at 8th level, you learn how to summon multiple totems at the same time as such as a bonus action you may summon 4 totems of different elements at the same time. You may do this a number of times equal to your wisdom modifier, this ability refreshes after a long rest.
Starting at 14th level, as an action, for the next 2 rounds you and each ally within 30 feet of you can take an additional action on their turns, on top of their normal action and possible bonus action.
Once you use this feature, you must finish a long rest before you can use it again. Allies also must finish a long rest before they can be affected by Blood Lust again.
At 14th level, when you die you can choose to resurrect yourself when your next turn would normally be. You return with your spell save DC in health points. Once you use this feature, you must wait a week before you can use it again.
Starting at 18th level, your understanding of the elements has grown and you can freely change the damage type of any spell you cast to cold, fire, lightning, or thunder as you cast it.
Master of the Elements
Starting at 19th level, you become a Master of the Elements. You may choose one of the following elemental damage types: Fire, Cold, Lightning, and Thunder. You are permanently resistant against that type of damage. Commune with the Elements is also now instantaneous and you suffer no ill effects no matter what the circumstances of the elements. You may also change your elemental binding at this point if you so wish. You can only do this once.
At 20th level you become one with the elemental energies. By using your whole turn, you fill yourself with raw elemental energy which lasts 1 minute, with the effects depending on your elemental binding at the time. While in this state you are also resistant to all cold, fire, thunder, and lightning damage. This effect immediately ends if you are reduced to zero health.
Elemental. You take the form of a Flame Ascendant all of your spells deal maximum damage. You may cast two spells on the same turn.
Enhancement. You take the form of an Air Ascendant, all of your melee attacks can now be considered ranged attacks and have a maximum range of 30 feet. You attack as if performing a normal melee attack. You can also imbue your weapons freely without using any actions.
Restoration. You take the form of a Water Ascendant, all spells that heal now heal for their maximum amount. You may cast two spells on the same turn.
At 2nd level a Shaman may choose a Shamanistic path, or "binding" to dedicate themselves to.
Elemental Shamans are masters of the elemental spirits, being able to cast more devastating spells with greater efficiency while being more in-tune with the harsher aspects of the elements.
Beginning when you choose this binding at 2nd level, you may add your proficiency bonus to all spells that do damage. The added damage is just added on the first dice rolled.
Starting at 6th level, you learn Lava Burst as a bonus spell. This does not count against your "known spells" total.
Fire Elemental Totem
Starting at 12th level, you may replace your searing totem with a fire elemental totem as a bonus action. The totem is instantly consumed and summons a fire elemental, which takes its turn immediately after yours and dissipates after 1 minute. It will not attack you, even if mind-controlled. This spell can be used in conjunction with conjure elemental spells and is considered a separate ability.
After using this feature, you must finish a long rest before you can use it again.
Starting at 16th level, you gain the ability to restore used spell slots. Whenever you successfully damage a target with a spell (not a cantrip) roll a D100. If the number 90 or greater that spell slot is immediately recharged as if it hadn't been used. At 18th level the number only needs to be 85 or better. At 20th level it is further reduced to 80 or better.
Enhancement Shamans are fierce totemic warriors, using the power of the elements to enhance their fighting abilities and become great warriors in their own right.
Warrior of the Elements
Upon choosing the Enhancement Binding you become capable of arming yourself for battle. You gain proficiency in medium armor and martial melee weapons. Additionally you may use your Wisdom modifier instead of your strength or dexterity modifier for dealing damage and your weapon attack bonus. Starting at 6th level you may make an extra melee weapon attack during your turn.
You may also choose one of the following fighting styles:
Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon.
Great Weapon Fighting When you roll a 1 or 2 on a damage die for an Attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second Attack.
Beginning when you choose this binding at 2nd level, you learn to enhance your weapons by imbuing them with elemental energy. As a Bonus action you can expend a spell slot into the weapons you hold, increasing the damage you deal with them by 1d4 of either fire, cold, thunder, or lightning damage; this lasts for 1 minute. You can't imbue a weapon while it is already imbued, but you can dismiss the effect as a bonus action while holding the weapon. Additionally the higher the spell slot you imbue into the weapon the more damage it adds (a 2nd level spell slot meaning 2D4 elemental damage, a 3rd level spell slot meaning 3D4 elemental damage, and so on.)
Imbued weapons are treated as free hands when casting, meaning they can cast but still incur penalties if cast within 5ft of target.
At 12th level the baseline elemental damage you incur with imbue weapon is increased to 1D6 per spell level.
At 16th level you imbue 2D4 per spell level instead of 1D6 (With 2nd level spell slots giving you 4D4 damage, 3rd level giving you 6D4, and so on).
Starting at 6th level, you may perform the Stormstrike attack. When you take the Attack action you may use a bonus action and expend a spell slot (of any level) to imbue your weapon with the fury of the storm. Make a weapon attack, on a hit you roll three times weapon damage damage dice. If you are attacking with an imbued weapon, deal 1d6 additional damage of your imbued element. You may perform this action an amount equal to your wisdom modifier, after which you require a long rest to use this ability again.
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Starting at 12th level, you can summon two spirit wolves as a bonus action, which take their turns immediately after yours, and dissipate after 1 minute. They will not attack you, even if mind-controlled. They have the stats of a wolf. At 16th level, the wolves gain the stats of a dire wolf and dissipate after a day or when you dismiss them as a free action.
After using this feature, you must finish a long rest before you can use it again.
Crash Lightning and Extra Attack
Starting at 16th level, you gain the ability to use your weapon(s) to create a series of lightning strikes in front of yourself. As an action you may Crash Lightning in a 15 foot cone in front of you, this only hits creatures you choose. All chosen targets must perform a constitution saving throw, taking 8D10 lightning damage on a failure or half that on a success. If Crash Lightning affects 3 or more creatures you may cast Stormstrike as a bonus action without expending a spell slot, this attack does not count against the amount of times you can cast Stormstrike.
Once you use this feature, you must finish a short or long rest before you can use it again.
Beginning at 16th level, you can attack thrice, instead of twice, whenever you take the Attack action on your turn.
Restoration Shamans are in-tune with the calmer elements, using their power to help soothe and heal the suffering of others.
Beginning when you choose this binding at 2nd level, you may add 1/2 your spell save modifier instead of your ability modifier to all spells that do healing.
At 6th level you learn the spell Chain Heal. This spell does not count against your known spells total.
Healing Tide Totem
Starting at 12th level you are able to replace a Healing Stream Totem with a Healing Tide totem. Every turn the Totem heals all friendly targets within 40 ft for 4d6. This totem lasts for 1 minute. Unlike other totems this totem cannot be moved with totemic projection and must be moved manually by the Shaman.
Your standard Healing Stream Totem can now Heal 2 targets per turn instead of 1.
Healing Rain and Healing Mastery
At 16th level you learn the powerful spell Healing Rain.
Your Healing Stream Totem can also now heal 3 targets per turn instead of 2.
Additionally you may now cast basic Healing Word and Cure Wounds as if they were cantrips.
Shaman Spell List
Cantrips (0 level). Fire Bolt, Friends, Guidance, Produce Flame, Ray of Frost, Resistance, Shocking Bolt, Shocking Grasp, True Strike, Light, Mold Earth, Gust, Chill Touch, Lightning Lure,
1st Level. Animal Friendship, Burning Hands, Absorb Elements, Cure Wounds, Speak with Animals, Detect Magic, Healing Word, Earth Tremor, Ice Knife, Entangle, Thunderwave, Feather Fall, Bless, Fog Cloud,
2nd Level. Animal Messenger, Beast Sense, Continual Flame, Gust of Wind, Heat Metal, Flame Blade, Flaming Sphere, Skywrite, Warding Wind, Hold Person, Lesser Restoration, Locate Animals or Plants, Scorching Ray,
3rd Level. Call Lightning, Daylight, Fireball, Haste, Lightning Bolt, Protection from Energy, Sleet Storm, Water Breathing, Meld into Stone, Water Walk, Wind Wall, Wall of Water, Wall of Sand, Tidal Wave, Flame Arrows, Erupting Earth,
4th Level. Conjure Minor Elementals, Control Water, Fire Shield, Elemental Bane, Watery Sphere, Ice Storm, Wall of Fire, Stoneskin, Stone Shape
5th Level. Cone of Cold, Conjure Elemental, Maelstrom, Mass Cure Wounds, Planar Binding, Reincarnate, Transmute Rock, Tree Stride, Greater Restoration, Control Winds, Wall of Stone, Immolation,
6th Level. Heal, Move Earth, Wind Walk, Primordial Ward, Flesh to Stone, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Bones of the Earth, Chain Lightning, Wall of Ice
7th Level. Fire Storm, Delayed Blast Fireball, Regenerate, Whirlwind, Resurrection,
8th Level. Control Weather, Earthquake, Incendiary Cloud, Earthquake, Tsunami
9th Level. Storm of Vengeance, Meteor Swarm, Foresight, Astral Projection
Prerequisites. To qualify for multiclassing into the Shaman class, you must meet these prerequisites: 13 Wisdom and Constitution
Proficiencies. When you multiclass into the Shaman class, you gain the following proficiencies: Light Armor, Shields, Simple Weapons, Herbalism Tools