User:MoDuckyMo/Shaman (5e Class)

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Shaman[edit]

Shamans are practitioners of magic in tune with the spirits that exist in the world around them. What they lack in raw magical power, they make up for in the versatility in the creatures they can call forth to assist them.

Spirit Summoners[edit]

They are meant to fill the position of "summoner" that is a gap in the current class lineup(Dreams Druid aside).

Creating a Shaman[edit]

Quick Build

You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Constitution. Second, choose the Sage background. Third, choose a quarterstaff, an arcane focus, a scholar's pack, and leather armor.

Class Features

As a Shaman you gain the following class features.

Hit Points

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

Proficiencies

Armor: light, medium, shields
Weapons: Simple Weapons
Tools: Hebalism Kit, Healer's Kit
Saving Throws: Wisdom, Charisma
Skills: Choose 2 from Nature, Religion, Survival, Perception, Insight

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) quarterstaff or (b) greatclub
  • (a) arcane focus or (b) druidic focus
  • (a) scholars pack or (b) explorers pack or (c) priests pack
  • (a) leather armor or (b) a shield
  • If you are using starting wealth, you have 2d4x10 in funds.

Table: The Shaman

Level Proficiency
Bonus
Cantrips Known Features —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 2 Spirit Speech, Spirit Summoning
2nd +2 2 Spellcasting, Totemic Rituals 2
3rd +2 2 Shamanic Clans 3
4th +2 2 Ability Score Improvement 3
5th +3 2 Magic Strikes 4 2
6th +3 2 Spirit Step, 4 2
7th +3 2 Shamanic Clan Feature 4 3
8th +3 2 Ability Score Improvement 4 3
9th +4 2 --- 4 3 2
10th +4 3 Spiritual Strikes 4 3 2
11th +4 3 Shamanic Clan Feature Hearty Spirits 4 3 3
12th +4 3 Ability Score Improvement 4 3 3
13th +5 3 --- 4 3 3 1
14th +5 4 Spirit Step Improvement 4 3 3 1
15th +5 4 Shamanic Clan Feature Spirit Sight 4 3 3 2
16th +5 4 Ability Score Improvement 4 3 3 2
17th +6 4 --- 4 3 3 3 1
18th +6 4 Totemic Rituals Improvement 4 3 3 3 1
19th +6 4 Ability Score Improvement 4 3 3 3 2
20th +6 4 Spiritual Soul 4 3 3 3 2

Spirit Speech[edit]

Starting at 1st level, you can use your action to conjure mist and bend it into any form, such as floating words, or an Tiny object. The mist disappears after a minute, until you dismiss it as a free action, or use this feature again.

Creatures with decent intelligence can understand basic ideas and commands contributed through this manner, and you can understand simple thoughts and ideas communicated nonverbally by these creatures.

Spirit Summoning[edit]

You may use your action to summon an elemental. Its challenge rating cannot exceed a value as shown by your level in this table.

Level CR
1 1/4
4 1/2
8 1

You may use this feature a number of times equal to your Wisdom modifier per long rest.

The summoned creature is friendly to you and your companions. Roll Initiative for the summoned creature, which has its own turn. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The DM has the creatures' statistics.

You can have a number of spirits equal to half your proficiency bonus(rounded down) summoned at a time. If you try to summon another creature, exceeding this cap, you must choose one to dismiss.

Spellcasting[edit]

By 2nd Level, you have learned to draw on Spiritual Magic through drawing from the spirits to cast Spells.

Preparing and Casting Spells

The Shaman table shows how many Spell Slots you have to cast your Spells. To cast one of your Shaman Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.

You prepare the list of Shaman Spells that are available for you to cast, choosing from the Shaman spell list. When you do so, choose a number of Shaman Spells equal to your Charisma modifier + half your Shaman level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 5th-level Shaman, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 14, your list of prepared Spells can include four Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.

You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Shaman Spells requires time spent in meditation as you commune with the spirits around you: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Wisdom is your Spellcasting Ability for your Shaman Spells, since their power derives from your knowledge of spirits. 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 save DC = 8 + your Proficiency Bonus + your Wisdom modifier Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Spellcasting Focus:

You can use a spellcasting focus or a druidic focus as a Spellcasting Focus for your Shaman Spells.

Totemic Rituals[edit]

Starting at 2nd level, you are able to conduct rituals and place totems that carry spiritual power. You know a number of Totemic Rituals equal to your proficiency bonus. You may use your action to place a small totem on the ground, emanating spiritual power. The totem itself has an AC of 10 + your proficiency bonus and 10 hitpoints. The totem's effects last for a minute, or until you dismiss it as a bonus action. You may use this feature once per short or long rest, which increases to two times at 10th level. The totems take effect in a 10 foot radius sphere around the totem, which increases to 20 ft radius at 18th level.

When you place the totem, choose one of the following effects:

Protect

Creatures of your choice within the area have their AC increased by 1

Enhance

Creatures of your choice within the area make critical hits on 19 and 20

Elemental Skin

Creatures of your choice within the area gain resistance to one type of damage of your choice(either fire, cold, or lightning)

Shaman Clans[edit]

At 3rd level, you have found a specialty for your magic, and are part of a clan. You can see the subclass options at the end of this page.

;Authors note: Each clan has a "spiritual affinity" which allows you to summon spirits of another creature type Shamans naturally form clans based upon the types of spirits with which they commune and their techniques for working with these creatures.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Magic Strikes[edit]

Starting at 5th level, your attacks are considered magical for the purpose of overcoming resistance and immunity.

Spirit Step[edit]

Starting at 6th level, you can use your bonus action to teleport to an unoccupied space within the affected area of your Totemic Ritual. You do not have to see the totem to do so, but you have to be within 120 feet of it. You may use this ability once per short or long rest. The limit increases to 500 feet at 14th level.

Spiritual Strikes[edit]

Starting at 10th level, your attacks deal additional damage equal to your Wisdom modifier.

Hearty Spirits[edit]

Starting at 11th level, when you summon a spirit, its max HP is increased by your Shaman level.

Spirit Away[edit]

Starting at 14th level, when you hit a creature with an attack roll, you may force them to make a Charisma saving throw against your Spell Save DC. On a failure, they are banished to another plane. If the target is native to a different plane of existence than the one you’re on, the target disappears, returning to its home plane. If the target is native to the plane you’re on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for a minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. You regain the ability to use this feature after completing a long rest.

Great Summons[edit]

Starting at 15th level, you can cast any of the following spells, regaining the ability to do so on a long rest: Conjure Fey Conjure Celestial Summon Fiend

Spiritual Soul[edit]

Starting at 20th level, you can summon a number of spirits equal to your Wisdom modifier per short rest rest. You can summon a spirit while there are others summoned without dismissing any. And, if you ever drop to 0 hit points, you can dismiss one spirit of your choice to drop to 1 hit point instead.

Subclasses[edit]

Nature Shaman[edit]

Clan Spells

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Nature Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.

Shaman Level Spell
3 Cure Wounds
5 Healing Spirit
9 Mass Healing Word
13 Guardian of Nature
17 Mass Cure Wounds
Plant Affinity

Starting at 3rd level, you can use Spirit Summoning to summon Plant creatures in addition to Elementals. If you do so, you or a creature you can see regains hit points equal to your Wisdom modifier.

Rooted Defense

Starting at 7th level, you can touch a creature and grant them an AC boost equal to your proficiency bonus. This bonus lasts until they move more than 5 feet or a minute passes. You can use this ability once, regaining the ability to do so on a short rest.

Soothing Aura

Starting at 11th level, creatures of your choice within the area of your totem have advantage on saves against being poisoned, charmed, or frightened

Outer Shell

Starting at 15th level, any healing that exceeds a creatures is given as temporary hit points

Undead Shaman[edit]

Clan Spells

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Undead Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.

Shaman Level Spell
3 Armor Agathys
5 Gentle Repose
9 Animate Dead
13 Death Ward
17 Danse Macabre
Undying

Starting at 3rd level, you can use Spirit Summoning to summon Undead creatures in addition to Elementals. When you use Spirit Summoning, the summoned creature has temporary hitpoints equal to your Wisdom modifier

Life Shell

Starting at 7th level, you can touch a creature and use your action to give them a +2 to their AC for a minute. You can use this feature once per short or long rest.

Aura of Undeath

Starting at 11th level, creatures of your choice within the area of your totem have advantage on death saves and the any corpse within the area can't become undead

Army of the Undead

Starting at 15th level, you can use your action to summon up to 8 undead creatures of CR 1/4 or lower. You regain the ability to do so after a long rest

Bestial Shaman[edit]

Clan Spells

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Bestial Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.

Shaman Level Spell
3 Zephyr Strike
5 Enhance Ability
9 Vampiric Touch
13 Faithful Hound
17 Wrath of Nature
Ferocious

Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, you can make a weapon attack as a bonus action

Offensive Totems

Starting at 7th level, you can attach a totem to a creature medium or larger. The totem moves with the creature until its HP is reduced to 0 or a minute passes. Your totems' HP and AC each increase by your Wisdom modifier

Tooth and Nail

Starting at 11th level, when creatures of your choice within the area of your totem take the Attack action, they can use their bonus action to make an unarmed strike

Aspect of the Beast

Starting at 15th level, your unarmed strikes deal an extra 1d4 damage. Creatures of your choice within the area of your totem also gain this benefit

Monstrous Shaman[edit]

Clan Spells

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Monstrous Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.

Shaman Level Spell
3 Heroism
5 Enlarge/Reduce
9 Fear
13 Stoneskin
17 Steel Wind Strike
Thick Skin

Starting at 3rd level, you can use Spirit Summoning to summon Beast creatures in addition to Elementals. When you use Spirit Summoning, your AC increases by +2 until the start of your next turn

Blind Rage

Starting at 7th level, when you take the Attack action for the first time on your turn, you can choose to take disadvantage on the roll. If you hit, you can add your proficiency bonus to the damage

Extra Layer

Starting at 11th level, creatures of your choice within the area of your totem have their AC increased by an amount equal to half your proficiency bonus

Aura of Rage

Starting at 15th level, when a creature within the aura of your totem takes bludgeoning, slashing, or piercing damage, they can use their reaction to halve the damage taken

Abherrant Shaman[edit]

Clan Spells

Also at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Abherrant Shaman Spells table. Each spell counts as a Shaman spell for you, but it doesn't count against the number of Shaman spells you know.

Shaman Level Spell
3 Bane
5 Crown of Madness
9 Bestow Curse
13 Confusion
17 Contagion
Mental Pulse

Starting at 3rd level, you can use Spirit Summoning to summon Abherration creatures in addition to Elementals. When you use Spirit Summoning, one creature of your choice that you can see takes psychic damage equal to your Wisdom modifier

Think Again

Starting at 7th level, when a creature you can see within 30 feet succeeds on an attack roll, you can force them to roll again and use the new result. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest

Mental Shield

Starting at 11th level, creatures of your choice within the area may add your Wisdom modifier to Intelligence, Wisdom, or Charisma saves(your choice)

Sensory Overload

Starting at 15th level, creatures of your choice within 30 feet of your totem must subtract a D4 from any attack rolls or saving throws they make

Shaman Spell List[edit]

Cantrips

Control Flames, Dancing Lights, Druidcraft, Infestation, Primal Savagery, Shillelagh, Thorn Whip

1st Level

Animal Friendship, Beast Bond, Faerie Fire, Feather Fall, Find Familiar, Longstrider, Jump, Sleep, Speak with Animals

2nd Level

Animal Messenger, Beast Sense, Dust Devil, Earthbind, Flock of Familiars, Gust of Wind, Heat Metal, Locate Plants or Animals, Earthen Grasp, Moonbeam, Protection from Poison, Snowball Swarm, Summon Beast

3rd Level

Conjure Animals, Erupting Earth, Meld Into Stone, Sleet Storm, Speak with Plants, Speak with Dead, Summon Fey, Summon Shadowspawn, Summon Lesser Demon, Summon Undead, Tidal Wave, Wall of Sand, Water Walk, Wind Wall, Water Breathing, Wall of Water

4th Level

Conjure Minor Elementals, Conjure Woodland Beings, Control Water, Dominate Beast, Elemental Bane, Find Greater Steed, Giant Insect, Ice Storm, Polymorph, Storm Sphere, Summon Abherration, Summon Construct, Summon Elemental, Summon Greater Demon, Wall of Fire, Watery Sphere

5th Level

Awaken, Conjure Elemental, Contact Other Plane, Control Winds, Hold Monster, Insect Plague, Infernal Calling, Planar Binding, Summon Celestial, Transmute Rock, Wall of Stone

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13 or higher

Proficiencies. When you multiclass into the Shaman class, you gain the following proficiencies: Simple Weapons, Light Armor, Herbalism Kit


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