Shaman 5e (Modified and Revised from Homebrew5e)
Hit Points
Hit Dice: d12 per Shaman 5e (Modified and Revised from Homebrew5e) level
Hit Points at first Level: 12 + Constitution Modifier
Hit Points at Higher Levels: 1d12 (or 7), + your Constitution Modifier per shaman level after first.
Proficiences
Armor: Light Armor, Medium Armor
Weapons: Simple Weapons, Sling, Quarterstaff, Blowgun
Tools: Herbalist Kit
Saving Throws: WIS. and CON.
Skills: Skills Proficiency: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival.
Tool Proficiency: Choose one from Herbalism Kit, Brewer's Supplies, or Woodcarver's Tools.
Instrument Proficiency: Choose one instrument to be proficient with.
Overview & Creation
While traveling through swamps, forests and deserts a young human receives directions from the spirits. An elf concentrates in its meditation, the spirits around her come forth, to protect her against preying beasts. A half-elf holds one of his shamanic focus, his enemies laugh, thinking this is an easy kill, when suddenly from the focus comes a bolt of lightning, fulminating the unsuspected enemy.
Shamans are magic users that gain their powers through spirits. They are the bridge that connects the material world and the ethereal world. They can cast spells or use the very spirits to help them in and out of combat, so much so, that being surrounded by spirits is a common occurrence for them.
Shamans connect with the dead ancestors and the unborn children who dwell amongst us, through meditation, rituals and study. In this way they connect with the world around them, attracting spirits, which they form bonds with to gain power and knowledge of the past and future of the land and its peoples. As Shamans are so connected with the spirit realm, they may seem otherworldly and have difficulty with more practical day-to-day aspects of society, for example they may confuse the past with the present or refer to people using their ancestor's names.
Class Features
Spellcasting
Spellcasting through shamanism is an "interesting" thing to see. Like a druid they must study magic, they meditate as much as possible, so they can commune with nature. But the act of casting a spell is as spontaneous as a sorcerer's magic. The shaman's magic comes from the spirits around them, they take the energy of the spirits and turn it into pure magic, creating a spell on the spot.
Spell Slots
|
1st |
2nd |
3rd |
4th |
5th |
1st |
2 |
- |
- |
- |
- |
2nd |
3 |
- |
- |
- |
- |
3rd |
3 |
1 |
- |
- |
- |
4th |
3 |
2 |
- |
- |
- |
5th |
4 |
2 |
1 |
- |
- |
6th |
4 |
3 |
1 |
- |
- |
7th |
4 |
3 |
1 |
1 |
- |
8th |
5 |
4 |
2 |
1 |
- |
9th |
5 |
4 |
2 |
1 |
1 |
10th |
5 |
4 |
2 |
2 |
1 |
11th |
5 |
4 |
3 |
2 |
1 |
12th |
5 |
4 |
3 |
2 |
1 |
13th |
5 |
4 |
3 |
2 |
2 |
14th |
5 |
4 |
3 |
2 |
2 |
15th |
5 |
4 |
3 |
3 |
2 |
16th |
5 |
4 |
3 |
3 |
2 |
17th |
5 |
4 |
3 |
3 |
3 |
18th |
5 |
4 |
3 |
3 |
3 |
19th |
5 |
4 |
3 |
3 |
3 |
20th |
5 |
4 |
3 |
3 |
3 |
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, since the power of your magic comes from your connection with the 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 shamanic focus (found on the table below) as a spellcasting focus for your shaman spells.
Item Cost Weight
Totem 1 gp -
Spirit Pipe 1 gp -
Dreamcatcher 2 gp -
Headdress 5 gp -
Pelt from Spirit Animal 10 gp 1 lb
Shamanistic Focus
Number of Learnt Spells Per Level
|
Cantrips |
Prepared |
1st |
2 |
6 |
2nd |
2 |
7 |
3rd |
3 |
8 |
4th |
3 |
10 |
5th |
3 |
12 |
6th |
3 |
12 |
7th |
3 |
13 |
8th |
3 |
13 |
9th |
3 |
14 |
10th |
3 |
14 |
11th |
4 |
16 |
12th |
4 |
16 |
13th |
4 |
17 |
14th |
4 |
17 |
15th |
4 |
19 |
16th |
4 |
19 |
17th |
4 |
20 |
18th |
4 |
20 |
19th |
4 |
20 |
20th |
4 |
20 |
Spirit Animal
At 1st level, you can cast the "Find Familiar" spell as a ritual without the need for material components once per short rest. When the summoned animal is within 10 ft of a target, you get advantage against that enemy. The casting time becomes 10 minutes at 6th level, then 1 minute at 16th level.
Rejuvenation
At 1st level, you can re-roll your hit dice during a short rest, if you do so you must keep the second roll.
Spiritual Rest
Starting at 2nd level you can, once per short or long rest, gain temporary hit points equal to half of the health you regain (rounded down). This becomes twice per short or long rest once you hit Level 13.
Shamanistic Path
At 3rd level, you choose a Shamanistic Path that show how to you use your connection with the spirits: Path of Ancestral Aid, Path of Warriors, and Path of Totemic Might. You gain additional spells from your shamanistic ascension at levels 3, 5, 7, 9, and 11.
Path Magic
Each path has a list of spells that you gain at the shaman levels noted in the path description. Once you gain a path spell, you always have it prepared, and it doesn’t count against the number of spells you can learn.
If you have a path spell that doesn’t appear on the shaman spell list, the spell is nonetheless a shaman spell for you.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you 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.
Runic Magic
At 6th level you learn two runes and can apply it to a creature a number of times equal to your Wisdom modifier (no less than one) per long rest as an action. You can learn a third rune at 10th level and a fourth at 14th. Only one rune can be active on a single creature at a time, and it will fade after one hour or until dismissed as a bonus action.
Runes |
Effects |
Feoh-Ur |
This combination of runes benefit those who risk wealth and finances for greater gain. Gain advantage on charisma skill checks dealing with money. |
Thorn |
A powerful, protective rune against that which is out of your control. Damaging spells cannot directly target you. |
Ansur |
The rune of communication, you can choose to temporarily gain expertise on one of the following: persuasion, deception, intimidation or insight |
Rad |
The rune of travel, both physical and internal. You gain a 10ft bonus to all your movement speeds. |
Ken |
Imbuing a protective and creative warmth into gentler acts of creation, you gain advantage on performance and 'tool' checks. |
Wynn |
The ultimate happy rune. Those affected by this rune are so happy that they cannot take the attack or shove actions, nor cast a spell that deals damage. |
Jara |
The rune that represents cyclical return when you can harvest the rewards of your actions. You gain temporary expertise on investigation and survival checks. |
Eoh |
A rune that bestows direct access to the occult or spirit world, but cannot be used for evil. Gain the ability true sight, but lose it when you deal or take damage. |
Peorth |
Allied with all things hidden, and good for gambling or investment, you gain advantage on perception and insight checks. |
Eolh |
Protection in every form that draws life from the surroundings, you gain resistance to every magical damage type, but lose it if you move, intentionally or not. |
Sigel |
Life force itself, you regenerate 2d4 + your constitution modifier hit points every round of combat. |
Tir |
The Battle Rune, naturally combative and will seek to win any confrontation. You gain immunity from status aliments while in battle, but any attack action against you has improved critical. |
Wyrd |
This blank rune tells the caster that they must accept what is to follow; the outcome is inevitable. The caster and one other enemy are considered incapacitated. This can end early if the caster becomes unconscious or dies. |
Ethereal Self
At 18th level, you can project your soul on top of yourself for one minute. While in this state, all attacks against you have disadvantage and non-magical damage is halved.
Additionally, while in this state you can expend a 1st level spell slot to bestow 1d8 + your WIS modifier temporary hit-points to anyone of your choosing as a bonus action. When you use this ability using a spell slot of 2nd level or higher, you gain 1d8 additional temporary hit points for each slot level above 1st, up to 3rd level.
You can do this once per long rest.
Grand Shaman
At 20th level, you can extend your Improved Spiritual Rest to other creatures and you can ignore the somatic components of your shaman spells. You also gain an additional benefit depending on your ascension.
Starting Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) One light crossbow and 20 bolts or (b) One simple weapon and a shield
(a) Any simple weapon or (b) a shaman's toolkit (Brewer's Supplies, Herbalism Kit, Woodcarver's Tools) or (c) one musical instrument
Leather armor, an explorer's pack, and a Shamanistic focus or your choice.
-or-
4d4 x 10 of gold
Spellcasting
A shaman can learn a variety of spells to help protect nature, and uses it's resources to their fullest.
Spell Lists:
-Cantrips:
Acid splash, chill touch, control flames, light, mage hand, magic stone, mending, minor illusion, mold earth, prestidigitation, primal savagery, produce ray of frost, shape water, sixth sense, spare the dying, toll the dead, guidance
-1st:
Absorb elements, alarm, bane, bless, burning hands, create or destroy water, earth tremor, entangle, false life, find familiar, floating disk, fog cloud, grease, ice knife, identify, inflict wounds, purify food and water, speak with animals, transference of life, unseen servant, witch bolt
-2nd:
Alter self, animal messenger, augury, beast sense, blindness/deafness, continual flame, create or compact dust, dust devil, earthbind, gentle repose, ground glide, enhance ability, enlarge/reduce, find steed, ground glide, heat metal, hot stones, iron hide, mud bat, propel, ray of enfeeblement, shaman's chant, smoldering disc, shatter, spider climb, spiritual weapon, vigor focus
-3rd:
Animate dead, bestow curse, call lightning, chain heal, coarse aura, conjure animals, daylight, fireball, gaseous form, lightning bolt, magnetize, mud bat, tidal wave, revivify, shape metal, sleet storm, speak with dead, speak with plants, spirit link, unwilling link, volcanic hammer, wall of sand, wall of water, water breathing, water walk, wind wall
-4th:
Black tentacles, blight, boil, conjure minor elementals, conjure woodland beings, control water, dominate beast, dirt armor, enriching mud, faithful hound, fabricate,forge hands, giant insect, invisible step, lava burst, locate creature, polymorph, scald, scrub, stoneskin, stone shape, storm sphere, secret chest, watery sphere, wall of fire, willing link
-5th:
Awaken, cloudkill, become golem, brief transmutation, commune with nature, conjure elementals, contagion, control wind, geas, hold monster, infusion of will, insect plague, legend lore, magma floor, memento mori, modify memory, mud pit, mudslide, raise dead, reincarnate, sauna, sear, seeming, tree stride, wall of stone,
Subclass Options
Path of Ancestral Aid:
Guided by ancestral spirits, Ancestral Shamans use their ancestors to aid their allies by boosting their abilities and healing them.
Levels |
Spells |
3 |
Enhance Ability, Shaman's Chant |
5 |
Revivify, Chain Heal |
7 |
Polymorph, Willing Link |
9 |
Reincarnate, Memento Mori |
Ancestor's Guidance
At level 11 you can turn failed save into a successful one once per short rest. You can do it twice at level 15.
Grand Elder:
At level 20 you can cast one concentration spell as a normal spell, its duration being its max concentration duration, once per long rest. Additionally, gain a third use of your "Ancestor's Guidance" ability.
Path of Warriors:
Guided by either vengeful and spiteful spirits or by past Warrior Shamans, a Warrior Shaman is one who uses their spiritual connections to battle. They are proficient in rituals, meaning it takes them half the time to perform them.
Levels |
Spells |
3 |
Spiritual Weapon, Vigor Focus |
5 |
Bestow Curse, Unwilling Link |
7 |
Locate Creature, Black Tentacles |
9 |
Tree Stride, Infusion of Will |
Fighting Style
At level 3 and 11 you choose a fighting-style: Archery, Defense, Dueling, Great Weapon Fighting, Protection, Two-Weapon Fighting.
Grand Warlord
At level 20 you wield two-handed weapons with one hand and can learn an 5th rune.
Path of Totemic Might:
Guided by primal spirits, Totemic Shamans use their spirits as elemental weapons to strike down enemies with the elements. Each Primordial spirit is combined from two of the five elements (Fire, Water, Earth, Air and Metal).
Primal Surge:
At Level 11, you choose one resistance from the two that comprise your element. (Fire=Fire Resistance, Water=Cold Resistance, Earth=Bludgeoning Resistance, Air=Force Resistance, Metal=Slashing Resistance.)
Grand Totem Master:
At level 20 you gain the ability to cast conjure elemental (of either element that comprise your path) instantly with no materials once per long rest. You must still
keep concentration. Additionally, your 'Primal Surge' resistance turns into an immunity.
Magma: The power to destroy and shape land, Magma is near impossible to control and will not hesitate to sear its wielder. (Fire and Earth).
Levels |
Spells |
3 |
Smoldering Disc, Hot Stones |
5 |
Fireball, Volcanic Hammer |
7 |
Lava Burst, Dirt Armor |
9 |
Magma Floor, Sear |
Mud: Slippery and messy, but not without form, mud flows and trips up who it desires. (Water and Earth)
Levels |
Spells |
3 |
Ground Glide, Mud Bat |
5 |
Water Walk, Mud Ball |
7 |
Control Water, Enriching Mud |
9 |
Mud Pit, Mudslide |
Steam: Powerful when crammed into spaces it doesn't want to be in, what you wield is temperamental and explosive, yet relaxed and constructive. (Water and Air)
Levels |
Spells |
3 |
Shatter, Propel |
5 |
Wind Wall, Gaseous Form |
7 |
Scald, Boil |
9 |
Control Wind, Sauna |
Dust: Water and stones can weather a mountain if given enough time, with air, metal dust, and patience you can do it as well. (Metal and Air)
Levels |
Spells |
3 |
Dust Devil, Create or Compact Dust |
5 |
Wall of Sand, Coarse Aura |
7 |
Invisible Step, Scrub |
9 |
Cloudkill, Contagion |
Molten: In order to create, you must first destroy; with this you can melt and manipulate metal to your hearts contents, if you have the skill that is. (Metal and Fire)
Levels |
Spells |
3 |
Heat Metal, Iron Hide |
5 |
Magnetize, Shape Metal |
7 |
Fabricate, Forge Hands |
9 |
Brief Transmutation, Become Golem |