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Shaman Class (Complete)

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0% found this document useful (0 votes)
258 views21 pages

Shaman Class (Complete)

Uploaded by

Turo Shawty
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

The Complete Shaman

Bound Cantrips Spells Spell Slot


Level PB Features Totems Known Known Slots Level
1st +2 Sacred Focus, Totems 2 — — — —
2nd +2 Primal Magic 2 2 3 2 1st
3rd +2 Spirituality 2 2 4 2 2nd
4th +2 Ability Score Improvement 3 3 5 2 2nd
5th +3 Totemic Versatility 3 3 6 2 3rd
6th +3 Spirituality Feature 4 3 6 2 3rd
7th +3 ─ 4 3 7 2 4th
8th +3 Ability Score Improvement 4 3 7 2 4th
9th +4 ─ 5 3 8 2 5th
10th +4 Spirituality Feature 5 4 8 2 5th
11th +4 Greater Totem Spirit (6th-level) 5 4 9 3 5th
12th +4 Ability Score Improvement 6 4 9 3 5th
13th +5 Greater Totem Spirit (7th-level) 6 4 10 3 5th
14th +5 Spirituality Feature 6 4 10 3 5th
15th +5 Greater Totem Spirit (8th-level) 7 4 11 3 5th
16th +5 Ability Score Improvement 7 4 11 3 5th
17th +6 Greater Totem Spirit (9th-level) 7 4 11 4 5th
18th +6 ─ 8 4 12 4 5th
19th +6 Ability Score Improvement 8 4 12 4 5th
20th +6 Spiritual Ascension 8 4 12 4 5th

Class Features Sacred Focus


In order to channel the supernatural power of spirits without being
Hit Points consumed, Shamans must draw this wondrous power through the
Hit Dice: 1d8 per Shaman level
strongest aspect of themselves. At 1st level, you choose a Sacred
Hit Points at 1st Level: 8 + your Constitution modifier.
Focus from the options listed below.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Shaman level after 1st
Body
Proficiencies You channel spiritual power through your body, bending the spirits
Armor: Light armor, shields to your will with physical might. When you choose this Sacred
Weapons: Simple weapons, blow guns, nets. Focus your hit point maximum increases by 1, and it increases by 1
Tools: None again each time you gain a level in this class.

Saving Throws: Wisdom, Charisma Heart


Skills: Choose two from Animal Handling, Arcana, Insight, You channel spiritual power into your heart and overwhelm spirits
Medicine, Nature, Performance, or Religion with powerful emotions. When you are forced to make a saving
throw to resist the charmed or frightened condition, you gain a
Equipment bonus to your roll equal to your Wisdom modifier.
As a Shaman, you start with the following equipment:
(a) a quarterstaff or (b) any simple weapon Mind
(a) a shortbow and 20 arrows or (b) 5 javelins You channel spiritual power through your mind, manipulating the
(a) a priest's pack or (b) an explorer's pack spirits with your wit. When you make an ability check or saving
Leather armor and one object used as a Totem. throw that uses your Intelligence, you gain a bonus to your roll
equal to your Wisdom modifier.
Soul Spells Known of 1st-Level and Higher
You channel spiritual power through your soul, your serenity At 2nd level, you learn three 1st-level spells of your choice from
soothes spirits and wards you from harm. While not wearing armor the Shaman spell list at the end of this class. The Spells Known
or wielding a shield, your Armor Class is equal to 10 + your column of the Shaman table shows when you learn additional
Dexterity modifier + your Wisdom modifier. 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
Totems table’s Slot Level column for your level. For example, when you
reach 6th level, you learn a new Shaman spell, which can be 1st,
At 1st level, you learn to bind primal nature spirits into sacred 2nd, or 3rd-level.
Totems so that you may safely channel their mystical abilities. Any Additionally, when you gain a level in this class, you can choose
Tiny object of your choice can be a Totem, but most often they are one of the Shaman spells you know and replace it with another
objects reminiscent of the spirit within. spell of your choice from the Shaman spell list, which also must be
At 1st level, you know two Totems of your choice from the list of a level for which you have spell slots.
at the end of the class. If a Totem has any prerequisites, you must
meet them in order to learn that Totem. Spellcasting Ability
You learn additional Totems as you gain Shaman levels, as As you draw your magic from your understanding of primal spirits,
shown in the Bound Totems column of the Shaman Table on the Wisdom is your spellcasting ability for your Shaman spells. You
page above. use your Wisdom whenever a spell refers to your spellcasting
Saving Throws. If a Totem requires a creature to make a saving ability, when setting the saving throw DC for a Shaman spell, and
throw, the DC is calculated as follows: when making an attack roll with one.

Totemic save DC = 8 + your proficiency bonus Spell save DC = 8 + your proficiency bonus
+ your Wisdom modifier + your Wisdom modifier
Spell attack modifier = your proficiency bonus
Totemic Assault + your Wisdom modifier
You can temporarily unleash the primal spirits bound within your
Totems to assault your foes. While you are holding one of your Ritual Casting
Totems, you can use your action to force one creature you can see You use your spiritual knowledge to cast the ritual version of any
within 60 feet to make a Charisma saving throw. On a failed save, Shaman spell you know so long as it has the ritual tag.
it takes 1d8 necrotic damage.
At certain Shaman levels, this damage increases: at 5th level Spellcasting Focus
(2d8), at 11th level (3d8), and at 17th level (4d8). You can use any Totem to which you have bound a spirit as the
spellcasting focus for your Shaman spells. See the Totem feature
Primal Magic for a description of what can be used as a Totem.

You have learned to channel the primal spirits present in all things.
Beginning at 2nd level, this spiritual power allows you to produce
Spirituality
spells. See the Player's Handbook for the rules of Spellcasting. The At 3rd level, you choose the Spirituality, that best represents the
Shaman spell list is at the end of the class. discipline you use to channel spirits:

Cantrips Curse Binder Spirit Guide Witch Doctor


At 2nd level, you learn two cantrips of your choice from the
Shaman spell list. You learn an additional Shaman cantrip of your Elementalist Spirit Warrior Wyrmbound
choice when you reach 4th level and again at 10th level. Far Seer Wild Heart ─

Spell Slots Your Spirituality grants you features at 3rd level, and again when
The Shaman table above shows the number of spell slots you have you reach 6th, 10th, and 14th level in this class.
to cast your Shaman spells of 1st through 5th-level. The Shaman
table also shows what the level of those slots is; all of your spell Spirituality Spells
slots are the same level. To cast a Shaman spell of 1st-level or Each Spirituality has a list of spells that you learn at the Shaman
higher, you must expend a spell slot. You regain all expended spell levels noted in the Spirituality description. These Spirituality Spells
slots when you finish a short or long rest. count as Shaman spells for you, but they do not count against your
For example, at 5th level, you have two 3rd-level spell slots. To total number of Spells Known.
cast the 1st-level spell cure wounds, you must expend one of your
3rd-level spell slots, and cast cure wounds at 3rd-level. Ability Score Improvement
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 two
ability scores by 1. As normal, you can't increase one of your
ability scores above 20 using this feature.
Totemic Versatility
You have gained greater control over the spirit world. Starting at
5th level, at the end of a long rest, you can replace a Totem you
know with another Totem of your choice.

Greater Totem Spirit


Your understanding of the spirit world allows you to conjure and
bind greater primal spirits to one of your Totems. At 11th level,
choose a Greater Totem Spirit from the list at the end of this class
to bind to one of your Totems. Your Greater Totem Spirit doesn't
count against your number of Bound Totems.
Each Greater Totem Spirit includes a list of four Greater Totem
Spells, one for each spell level from 6th through 9th, that you learn
at the Shaman levels listed in the description, which do not count
against your number of Spells Known.
Once you reach the Shaman levels in your Greater Totem Spirit's
description, you can cast that spell once, at its lowest level, without
expending a spell slot. Once you do so you must finish a long rest
before you can cast that spell again.
For example, if you choose the Greater Spirit of the Sun at 11th
level, you can cast sunbeam once per long rest.
When you finish a long rest, in place of using your Totemic
Versatility feature, you can replace your Greater Totem Spirit with
another Greater Totem Spirit of your choice.

Spiritual Ascension
You have transcended the need for a corporeal form. At 20th level,
your physical body no longer ages, and you are immune to all
disease, the poisoned condition, and poison damage.
When you finish a long rest, you can choose to reduce your
number of Bound Totems by one to create a special Totem that is
attuned to your soul. Should you die, that Totem grows into an
exact replica of your body, though it lacks a soul.
When you die, you become an incorporeal spirit, unable to
interact with the world around you. If you can return to the replica
of your body, you return to life at the following dawn. If you do not
return to the replica of your body, you die at the following dawn.
Sinister Spellcasting
Spirituality 6th-level Curse Binder feature
At 3rd level a Shaman chooses one of the following Spiritualities: Dark spirits empower your magic. Whenever you damage a
creature with a Shaman cantrip or Totemic Assault, you add your
Curse Binder Wisdom modifier (minimum of +1) to your damage roll.

While most Shamans use the power of spirits to work magics and Shamanistic Ward
heal the sick, some twist this connection, binding sinister spirits to 10th-level Curse Binder feature
their foes. Known as Curse Binders, these Shamans wield the Sinister spirits ward you against elemental assaults. At the end of
sinister spiritual power present in the world. Often apprentices of each long rest, choose either acid, cold, fire, lightning, necrotic,
hags or entities from the Shadowfell, they use ancient techniques to poison, psychic, radiant, or thunder. Until the end of your next long
afflict their foes with hexes and curses. rest, you are resistant to that damage.
When you take damage of a type that you resist, you can use
Curse Binder Spells Totemic Assault as a reaction, targeting your attacker.
3rd-level Curse Binder feature
When you gain a level in this class, you can replace one spell from Foul Conjuration
this feature with an enchantment or necromancy spell of the same 14th-level Curse Binder feature
level from the Shaman or Warlock spell list.
You have reached the apex of sinister shamanism, the ability to
Shaman Level Spells create corporeal bodies for the spirits you conjure. As an action on
your turn, you can cast create undead at 6th-level, without
3rd blindness/deafness, ray of enfeeblement
expending a spell slot or the material components.
5th bestow curse, vampiric touch Once you cast create undead in this way, you must finish a long
7th blight, phantasmal killer rest before you can cast it in this way again.

9th contagion, enervation

Evil Eye
3rd-level Curse Binder feature
You can curse with a glance. As a reaction, when a creature you
can see within 60 feet makes an ability check, attack roll, or saving
throw, you can impose disadvantage on its roll.
You can use this reaction a number of times equal to your
Wisdom modifier (a minimum of once), and you regain all
expended uses when you finish a long rest.

Totemic Curse
3rd-level Curse Binder feature
You bind spirits of pain, suffering, and despair to your will, using
them to inflict curses upon your enemies. When a creature fails its
saving throw against Totemic Assault, you can inflict it with one of
the following conditions of your choice until the start of your next
turn:

Its speed is reduced by a total number of feet equal to 5 times


your Wisdom modifier.
It cannot regain hit points, and when it takes damage it takes an
additional 1d4 necrotic damage.
Whenever it makes an ability check or an attack roll, it must
subtract your Wisdom modifier from the result of its roll.

The conditions inflicted by this feature can be ended early with


lesser restoration or remove
curse. The afflicted creature can repeat the saving throw as an
action on its turn, ending the effect on a success.
Elementalist Greater Mastery
6th-level Elementalist feature
Some Shamans gain their abilities while living near places of raw The power you draw from the elemental spirits has grown. You
elemental power: active volcanoes, amongst the sands of blazing gain one of the following benefits of your choice:
deserts, atop frigid mountain peaks, or on the stormy coasts of the
You master another element of your choice, gaining all of the
ocean. Known as Elementalists, these Shamans learn to draw out
associated benefits from previous features.
the most destructive spirits of nature and wield them to devastating
You can cast one Elementalist Spell at the level of your Primal
effect against their foes.
Magic spell slots, without expending a spell slot. Once you do
Whether they master a single element or learn to wield
so, you must finish a long rest before you
the powers of air, earth, flame, and water, Elementalists are among
can cast an Elementalist spell in this way again.
the most powerful channelers of the four elements.
Also, whenever you cast a Shaman spell or use a Shaman feature
Elemental Mastery that deals the damage type of any element you have mastered, you
3rd-level Elementalist feature add your Wisdom modifier to the damage roll.
The primordial spirits of nature have taught you the secrets of
elemental mastery. Choose one of the following elements to Primal Conduit
master: Air, Earth, Fire, or Water. This choice grants you both an 10th-level Elementalist feature
affinity with, and resistance to, the type of damage associated with Your power rivals native spirits of the four elemental planes. You
that element, as shown on the table below: gain one of the following benefits of your choice:

Element Air Earth Fire Water You master another element of your choice, gaining all of the
associated benefits from previous features.
Damage thunder bludgeoning fire cold
You can cast one Elementalist Spell at the level of your Primal
Magic spell slots, without expending a spell slot. Once you do
In addition, your mastery over the elements can empower the
so, you must finish a long rest before you can cast an
spirits of your Totemic Assault. When you use Totemic Assault,
Elementalist spell in this way again. If you chose this feature
you can empower it with one of the elements that you have
previously you can cast two spells in this way.
mastered, granting it the corresponding benefits:
Air. Your Totemic Assault deals thunder damage in place Additionally, whenever you cast a Shaman spell of 1st-level or
of necrotic damage, and on a failed save, a Large or smaller higher that deals the damage type of any element you have
creature is moved 5 feet in a direction of your choice. mastered, you gain temporary hit points equal to the level of the
Earth. Your Totemic Assault deals magical bludgeoning damage spell slot you expended + your Wisdom modifier.
in place of necrotic damage, and on a failed save, a Large or
smaller creature is knocked prone in its space. Elemental Ascension
Fire. Your Totemic Assault deals fire damage in place of 14th-level Elementalist feature
necrotic damage, and the damage dice you roll for Totemic Assault You wield the raw elemental power of the most destructive aspects
become d12s (instead of the normal d8s). of nature. You gain one of the following benefits:
Water. Your Totemic Assault deals cold damage in place You master another element of your choice, gaining all of the
of necrotic damage, and when you use Totemic Assault you can associated benefits from previous features.
target two creatures that are within 5 feet of each other. Choose an element that you have mastered, and you learn the
corresponding investiture spell from Xanathar's Guide to
Elementalist Spells Everything: Air (wind), Earth (stone), Fire (flame), Water (ice).
3rd-level Elementalist feature The spell counts as a Shaman spell for you, but does not count
You gain the Spirituality Spells from the tables below that against your number of Spells Known. Once per long rest, you
correspond to any of the four elements you have mastered. When can cast it without expending a spell slot.
you gain a level in this class, you can replace one spell from this If you have mastered only one element, you gain all the benefits
feature with another spell of the same level from any spell list that of the Greater Totem Spirit of the element: Air (Storm), Earth
deals only the damage type of its element. (Fissure), Fire (Inferno), or Water (Sea). This Greater Totem
Alternatively, you can replace the spell with another spell Spirit doesn't count against the total number of Greater Totem
of a similar elemental theme at the discretion of your DM. Spirits you can have bound at one time.

Shaman Level Air Spells Earth Spells Fire Spells Water Spells
XGtE
thunderwave, earth tremor burning hands ice knife XGtE
3rd
shatter earthen grasp XGtE flaming sphere snowball swarm XGtE
5th lightning bolt erupting earth XGtE fireball tidal wave XGtE
7th storm sphere XGtE stone shape wall of fire ice storm
XGtE XGtE
9th control winds wall of stone immolation cone of cold
Far Seer Totemic Ritualist
3rd-level Far Seer feature
Many Shamans initially discover their connection to the spirit You can draw on the power within your Totems to enhance your
world when they perform rituals to divine the future. Should these ritual magic. When you cast the ritual version of a spell, you can
amateur spiritualists pursue this connection they learn to channel use a Totem in place of the material components of that spell.
spirits as a Far Seer, a Shaman who can glimpse both past and When you do, the ritual version of that spell only takes 1 additional
future, and use spiritual power to alter fate. minute to cast instead of 10 minutes.
Also, when you cast a divination spell and use a Totem as your
Far Seer Spells spellcasting focus, it can replace material components with a gold
3rd-level Far Seer feature value so long as they are not consumed.
When you gain a level in this class, you can replace one spell from
this feature with either a divination spell or a spell with the ritual Ascended Awareness
tag, of the same level from any class spell list. 6th-level Far Seer feature
Shaman Level Spells The spirits of Fate constantly whisper their secrets to you. You
cannot be surprised while you are conscious, and you gain a bonus
3rd augury, detect thoughts to your initiative rolls equal to your Wisdom modifier (minimum of
5th clairvoyance, tongues +1), so long as you are conscious.

7th arcane eye, divination Certain Fate


9th contact other plane, scrying 10th-level Far Seer feature
The future is fickle and constantly changing, but once you glimpse
something, it nearly always comes to pass. When you use your
Spirits of Fate reaction to add a Fate die to a roll and it does not change the
3rd-level Far Seer feature
outcome of that roll, the die is not expended.
You have learned to bind minor spirits of Fate and unleash them to
influence the world around you in minor ways. Each time you
finish a short or long rest, roll two d4s and record the numbers you
Tip the Scales
14th-level Far Seer feature
rolled. When you or a creature you can see within 60 feet makes an
You can effect Fate in ways that rival the greatest spirits of the
ability check, attack roll, or saving throw, you can use your
multiverse, if only for a moment. When a creature you can see
reaction to apply one of these Fate rolls to the triggering roll,
within 60 feet finishes its turn, you can use your reaction to expend
adding or subtracting it from the result. You can use this reaction
one of your Fate dice, and force that creature to repeat its turn
after you know the result of the roll, but before you know if the roll
exactly as it did before.
succeeds or fails.
Anything the creature did on that turn is undone, and it must
Each of your Fate rolls can be used only once. When you finish a
repeat its turn exactly, taking the same exact course of action, but
short or long rest, you lose any unused Fate rolls.
any dice rolled on that turn are rolled again, and all creatures must
At certain levels in this class, the dice you roll for these Fate
use the new results.
rolls increase in size: at 6th level (d6s), at 10th level (d8s), and
finally at 14th level (d12s).
Spirit Guide Soul Bond
10th-level Spirit Guide feature
Unlike most Shamans who bind themselves to many spirits, those The bond between kindred soul and spirit empowers your resolve.
who become Spirit Guides form a bond with a single powerful When a creature you can see hits you with an attack, and the Geist
spirit known as a Geist. These unique spirits can grow in power is within 30 feet of you, you can use a reaction to instantly switch
alongside the Shaman they are bound to, and can even wield the places with the Geist, causing it to become the target of the
power of other spirits with Totems. triggering attack in your place.
The Geist can also use this same reaction when it is hit by an
Spirit Guide Spells attack to instantly switch places with you.
3rd-level Spirit Guide feature
When you gain a level in this class, you can replace one spell from Ghastly Strikes
this feature with an abjuration or divination spell of the same level 14th-level Spirit Guide feature
from either the Cleric or Shaman spell list. The spiritual bond between you and the Geist has reached
Shaman Level Spells its full potential. Whenever you command the Geist to use its
Spectral Touch, it can use its Spectral Touch action twice.
3rd spiritual weapon, warding bond Also, the Geist permanently gains the benefits of Spectral
5th blink, spirit guardians Empowerment, and you can expend a Primal Magic spell slot to
gain the benefits of Spectral Empowerment yourself.
7th death ward, guardian of faith
9th arcane hand, wall of light XGtE

Totemic Bond Geist


3rd-level Spirit Guide feature Medium Undead, Unaligned
You have bound your soul with a unique spirit known as a Geist.
You determine its spectral appearance, but the choice has no effect Armor Class 13 + PB (natural armor)
on its game statistics. Your Geist is friendly to you and your allies, Hit Points 5 + five times your Shaman level
and it obeys your commands. It uses the Geist stat block on the Speed 0 ft., fly 30 ft. (hover)
following page, its abilities use your Totemic Save DC, and it uses
your proficiency bonus (PB).
STR DEX CON INT WIS CHA
In combat, the Geist acts during your turn. It can move and use
its reaction on its own, but it only takes the Dodge action unless 6 (-2) 14 (+2) 11 (+0) 8 (-1) 16 (+3) 13 (+1)
you use a bonus action to command it to take one of the actions
listed in its stat block, or another action. Senses passive Perception 11 +PB
At the end of a long rest, you can choose for any Totems you Languages understands the languages you speak,
know to be bound to your Geist in place of you. You lose any but the Geist cannot speak itself.
benefits from those Totems and the Geist gains them.
If your Geist is reduced to 0 hit points it is banished back to the Conduit. When you cast a Shaman spell, you can
Outer Planes. As an action, you can expend a Primal Magic spell choose for it to originate from you or the Geist.
slot to conjure the Geist in an unoccupied space within 5 feet of
Ghastly Glide. Though the Geist has a fly speed, it
you, restoring it to its full hit points.
can only fly a maximum of 10 feet above a surface.
At the end of each long rest the Geist is restored to full hit
points, and reappears next to you if it had been banished. Totemic Bond. You add your PB to any ability check
or saving throw the Geist makes.
Spectral Empowerment
6th-level Spirit Guide feature Actions
You can infuse your Geist with spiritual power. As an action, you Spectral Touch. Melee Weapon Attack: +3 +PB to hit,
can expend a Primal Magic spell slot to empower it. For 1 minute, reach 5 ft., one target. Hit: 1d8 +3 necrotic damage. On
the Geist gains resistance to bludgeoning, piercing, and slashing hit, the target must succeed on a Wisdom saving throw
damage from nonsilvered attacks, and can move through creatures against your Totemic save DC or be frightened of the
and objects as if they were difficult terrain. Geist until the end of its next turn.
If the Geist ends its turn inside a creature or object, it is instantly
shunted to the nearest unoccupied space and takes 1d10 force
damage for every 5 feet it was forced to travel.
Spirit Warrior Extra Attack
6th-level Spirit Warrior feature
Serving as the guardians of sacred groves and places of great You can attack twice, instead of once, whenever you take the
spiritual power, Spirit Warriors draw on the power of ancient spirits Attack action on your turn. Moreover, you can cast a Shaman
to enhance their physical form. When they allow these incorporeal cantrip you know, or use Totemic Assault in place of one of your
beings to walk the world through their physical bodies, they gain attacks.
increased physical and martial abilities.
Warrior of the Grave
Ancestral Knowledge 10th-level Spirit Warrior feature
3rd-level Spirit Warrior feature You can offer your very life force to the spirit realm to resist the
When you adopt this Spirituality, spirits of ancient warriors grant grasp of death. When you are reduced to 0 hit points but not killed
you their lifetimes' worth of combat experience. You gain outright, you can expend one of your Hit Dice to drop to 1 hit point
proficiency with medium armor and all martial weapons. instead of falling to 0.

Spirit Warrior Spells Spiritual Champion


3rd-level Spirit Warrior feature 14th-level Spirit Warrior feature
When you gain a level in this class, you can replace one spell from You can offer the spirits full control of your body, granting you
this feature with an abjuration or evocation spell of the same level temporary mystical power. As a bonus action, you can enter a
from either the Paladin or Shaman spell list. possessed state, gaining the following benefits for 1 minute:
Shaman Level Spells You can take the Dash action as a bonus action.
3rd magic weapon, spiritual weapon You gain resistance to all bludgeoning, piercing, and slashing
damage from non-silvered attacks.
5th clairvoyance, spirit shroud TCoE Once per turn when you hit a creautre with your Totemic
7th guardian of faith, staggering smite Weapon, you can apply the effects of Totemic Assault as if the
creature had failed its Charisma saving throw.
9th contact other plane, steel wind strike XGtE
Once you use this feature you must finish a short or long rest
before you can use it again. If you have no uses left, you can
Totemic Weapon expend a Primal Magic slot to use this feature again.
3rd-level Spirit Warrior feature
You can bind powerful spirits to your weapons for use in battle. At
the end of a long rest, you can perform a ritual to bind one of the
spirits below to a melee weapon you touch. The benefits last until
the end of your next long rest.
Moreover, you can use your Wisdom, in place of Strength, for
attack and damage rolls with your Totemic Weapon, and attacks
with your Totemic Weapon count as magical for the sake of
overcoming resistances and immunities.

Spirit of Challenge
This spirit compels your foes to stand and fight against you. When
you hit a creature with an attack with this weapon, it has
disadvantage on any attacks it makes against creatures other than
you until the beginning of your next turn.

Spirit of Draining
This spirit siphons the life force of other creatures to restore you.
Once per turn when you hit a creature with this weapon, you can
cause the damage of the attack to be necrotic, and you gain
temporary hit points equal to your Wisdom modifier.

Spirit of Might
This spirit draws out the full potential of your body. While
wielding this weapon you gain a bonus to Strength checks and
saving throws equal to your Wisdom modifier.
Moreover, you have advantage on attack rolls with this weapon
against any creature that is grappled by you.
Wild Heart Bestial Adaptations
3rd-level Wild Heart feature
Often raised by, or closely with, wild beasts, Shamans known as Your time spent in the wild has given you bestial qualities. You
Wild Hearts develop an intense spiritual connection with the wild. gain an Adaptation of your choice from the list below.
This intense devotion, when combined with spiritual power, allows You gain another Adaptation at 6th level and 10th level.
a Wild Heart to transform into the Great Beast, a legendary
guardian of the wild animals of the natural world. Agile Adaptation
Your speed, long jump, and high jump distances increase by 10
Totemic Wild Shape feet, and you can ignore the effects of all difficult terrain.
3rd-level Wild Heart feature
Your connection with the spirits of the wild allows you to take on Alpine Adaptation
the shape of the Great Beast, the legendary guardian of all wild You gain a climbing speed equal to your walking speed, and you
creatures. As a bonus action, you can expend a Primal Magic spell can climb difficult surfaces, including sheer surfaces and upside
slot to transform into the Great Beast. down on ceilings, without making an ability check.
While you are transformed, you use the Great Beast stat block on
the next page. It uses your proficiency bonus (PB) in several
Aquatic Adaptation
You gain a swimming speed equal to your walking speed, and
places. You determine the appearance of your Great Beast, but this
while you are underwater you can take the Dash action as a bonus
has no effect on its abilities. For the duration of your
action, and you can hold your breath for up to 1 hour.
transformation the following rules apply:
The Great Beast gains a number of Bestial Traits from the list at Wild Heart Spells
the end of this Spirituality equal to the level of the spell slot 3rd-level Wild Heart feature
expended to transform. When you gain a level in this class, you can replace one spell from
You use the Strength, Dexterity, and Constitution scores on the this feature with an abjuration or divination spell of the same level
Great Beast stat block, but you retain your Intelligence, from either the Ranger or Shaman spell list.
Wisdom, and Charisma scores, and all of your skill and saving Shaman Level Spells
throw proficiencies.
You assume the hit points and Hit Dice of the Great Beast. 3rd animal messenger, beast sense
When you revert to your normal form, you return to the number 5th conjure animals, fear
of hit points you had before you transformed. If the Great Beast
drops to 0 hit points, you revert to your normal form, and any 7th dominate beast, locate creature
excess damage carries over to your normal form. 9th hold monster, tree stride
You can't cast spells, and your ability to speak or take any
action requiring hands is limited to the capabilities of your
Great Best form. Transforming doesn't break your concentration
Savage Strikes
6th-level Wild Heart feature
on a spell you've already cast, however, or prevent you from
When you are in Great Beast form and you take the Bite or Maul
taking actions that are part of a spell.
action, you can make one additional Bite or Maul attack as part of
You retain the benefit of any features from your class, race, or
that action. Attacks in Great Beast form also count as magical for
other source and can use them if the Great Beast is capable of
overcoming resistances and immunities.
doing so, including your Totems and Totemic Assault. However,
you cannot use any of your special senses unless the Great
Fury of the Wild
Beast also has that sense.
10th-level Wild Heart feature
Any equipment you are wearing or carrying merges into your
You can draw upon your pain to fuel your drive. As a bonus action,
Great Beast form. Equipment that merges with the Great Beast
you can expend a Hit Die to regain hit points equal to your Hit Die
form has no effect while transformed.
roll + your Wisdom modifier (minimum of 1).
Your Great Beast form lasts for 1 hour. You then revert to your Any hit points you regain from this feature that exceed your
normal form unless you expend another Primal Magic slot to maximum hit points become temporary hit points for you.
extend the duration of your transformation. You can also revert to
your normal form as a bonus action. Apex Predator
14th-level Wild Heart feature
Your Great Beast stands as a legendary guardian of the wild. When
you transform into your Great Beast form, its Strength, Dexterity,
and Constitution scores are all increased by 2, to a maximum of 20
(this increases both the attack and a damage bonus of the Great
Beast's Bite and Maul attack by 1).
Also, the damage of its Bite and Maul increase by 1d6.
Bestial Traits
When you use your Totemic Wild Shape to transform into the Great Great Beast
Beast, you choose Bestial Traits from the following list. These Medium beast, unaligned
traits last for the duration of that transformation.
Any saving throws are made against your Spell save DC. Armor Class 13 + PB (natural armor)
Hit Points 10 + six times your Shaman level.
Aggressive Speed 40 ft.
As a bonus action, the Great Beast can move up to its speed toward
a hostile creature that it can see, hear, or smell. STR DEX CON
Amphibious 18 (+4) 14 (+2) 16 (+3)
The Great Beast gains a swimming speed equal to its walking
speed, and it can breathe both air and water. Senses darkvision 60 ft.
Languages understands the languages you speak,
Charge but the Great Beast cannot speak itself
When the Great Beast moves at least 20 feet in a straight line
toward a target and hits it with a Maul attack it deals an extra 1d6 Bestial Traits. The Great Beast has a number of Bestial
damage. A creature that is the Great Beast's size, or smaller, must Traits equal to the level of the Primal Magic spell slot
make a Strength saving throw or fall prone. you expended to transform.

Keen Senses Primal Fury. When the Great Beast makes an ability
The Great Beast has advantage on Wisdom (Perception) or Wisdom
check or saving throw that uses Strength, Dexterity, or
Constitution, it can add your PB to the roll.
(Survival) checks that rely on its hearing or smell.

Large Actions
The Great Beast becomes a Large creature. If it is ridden as a Bite. Melee Weapon Attack: +4 plus PB to hit, reach 5
mount, the Great Beast can act independently of its rider. ft., one target. Hit: 1d6 +4 piercing damage.

Light Step Maul. Melee Weapon Attack: +4 plus PB to hit, reach 5


The Great Beast has advantage on Dexterity (Stealth) checks while ft., one target. Hit: 2d6 +4 slashing damage.
it is lightly obscured by natural foliage or weather.

Pack Tactics
The Great Beast has advantage on attack rolls against any target
that has one of its conscious allies within 5 feet of it.

Powerful Build
The Great Beast counts as one size larger when determining
creatures it can grapple, and the weight it can move or lift.

Savage Grip
The Great Beast gains a climbing speed equal to its walking speed,
and it can climb sheer surfaces and upside down on ceilings
without making an ability check. The Great Beast also has
advantage on saving throws to resist being moved against its will,
grappled, restrained, or knocked prone.

Standing Leap
The Great Beast has a minimum long jump of 15 feet, and a
minimum high jump of 10 feet, even without a running start.

Vicious Bite
If the Great Beast hits a creature equal to its size or smaller with a
Bite attack, it can grapple the target. Until the grapple ends, the
target is restrained, and the Great Beast cannot Bite targets other
than the creature it is currently grappling.
Witch Doctor Mystical Focus
6th-level Witch Doctor feature
Long before the gods took notice of mortals, Witch Doctors You work in tandem with the spirits bound to you, drawing out
wandered the land, providing spiritual healing and medicine. more of their power. When you use your action to cast one of your
Working in tandem with spirits of life, Witch Doctors heal the Witch Doctor Spells, or to restore hit points to a creature, you can
wounded and grant their allies mystical abilities. These sages are use Totemic Assault as a bonus action on that turn.
peaceful in nature and can often be found traveling the wilds
tending to the spiritual needs of those they meet. Empowered Blessing
10th-level Witch Doctor feature
Witch Doctor Spells Your allies can channel the spiritual power within your Totems. As
3rd-level Witch Doctor feature an action on its turn, a creature that has one of your Totems bound
When you gain a level in this class, you can replace one spell from to it can use Totemic Assault, using your Totemic save DC.
this feature with an abjuration or enchantment spell of the same Other creatures only gain the benefits from Totems that improve
level from either the Cleric or Shaman spell list. Totemic Assault if they are bound to the Totem that grants those
Shaman Level Spells benefits.

3rd lesser restoration, warding bond Selfless Ward


5th beacon of hope, revivify 10th-level Witch Doctor feature
Your spirit is invigorated by the binding of Totems to your allies.
7th aura of life, death ward You gain a +1 bonus to all saving throws for each of the Totems
9th creation, greater restoration that you bind to another creature.
This includes any death saving throws you make.
Life Bearer
3rd-level Witch Doctor feature Spiritual Awakening
You can channel spirits of abundance and life to heal others. As an 14th-level Witch Doctor feature
action, you can touch a creature and cause it to regain hit points Your spiritual practice has filled you with an abundance of life-
equal to 1d8 + your Wisdom modifier. This feature has no effect on giving energy. As a reaction when a creature you can see makes a
undead creatures or constructs. death saving throw, you can move up to your full speed and touch
You can use this feature a number of times equal to your level, the creature, imbuing it with life-giving energy. The creature
and you regain all uses when you finish a long rest. instantly regains hit points equal to your Shaman level + your
Wisdom modifier and can stand up.
Totemic Blessing You can use this feature on yourself, without requiring your
3rd-level Witch Doctor feature reaction, when you are forced to make a death saving throw.
You bind only willing spirits to the Totems you wield. Your Once you use this feature, you can’t use it again until you finish
Totemic Assault deals radiant damage on a failed save. a long rest. When you have no uses remaining, you can expend a
You can also bind Totems to your allies, allowing them to make Primal Magic spell slot to use this feature again.
use of their mystical power. At the end of a long rest, you can bind
one of your Bound Totems to a willing creature you touch, losing
the Totem abilities for yourself. The Totem remains bound to the
creature until the end of your next long rest, at which point the
power of the Totem returns to you.
At certain Shaman levels, the number of Totems you can bind to
other creatures increases: at 6th level (2 Totems), at 12th level (3
Totems), and finally at 18th level (4 Totems).
A single Totem can only be bound to one creature at a time, and
a creature can only have a single Totem bound to them.
Wyrmbound Totemic Conduit
3rd-level Wyrmbound feature
Unknown to many mortals, some of the most powerful spirits of The draconic spirit bound to your soul grants you ambient power.
the multiverse are those of dragons who have passed on. In their You can speak, read, and write Draconic. Whenever you make a
desire to affect the material plane, for good or ill, these draconic Charisma check to interact with dragons, you
spirits attach themselves to mortals open to the spiritual, gain a bonus to your roll equal to your Wisdom modifier.
transforming them into Wyrmbound Shamans.
Savage Strikes
Wyrmbound Spells 6th-level Wyrmbound feature
3rd-level Wyrmbound feature The ferocity of your draconic spirit has grown. When you are in
When you gain a level in this class, you can replace one spell from Spirit Dragon form and you take the Spectral Slash action, you can
this feature with an evocation or transmutation spell of the same make two Spectral Slash attacks. Also, your attacks in Spirit
level from either the Shaman or Sorcerer spell list. Dragon form also count as magical for overcoming resistance and
Shaman Level Spells immunity to nonmagical attacks and damage.

2rd dragon's breath XGtE, suggestion Serpentine Speed


5th fear, fly 10th-level Wyrmbound feature
Your movements are enhanced by the power of your draconic
7th dominate beast, polymorph spirit. You can take the Dash action as a bonus action on your turn,
9th geas, summon draconic spirit FToD and when you do so, all opportunity attacks against you have
disadvantage until the end of your current turn.
Draconic Form Moreover, when you transform into your Spirit Dragon form,
3rd-level Wyrmbound feature you can choose to become Large in size, causing your Spirit
You draw on draconic power to transform for a short time. As a Dragon form to double in length, much like a snake.
bonus action, you can transform into a Spirit Dragon.
While transformed, you use the Spirit Dragon stat block. It uses Ascended Conduit
your Totemic save DC and proficiency bonus (PB) in several 14th-level Wyrmbound feature
places. You determine the appearance of your Spirit Dragon form, Your physical form can handle the full might of your draconic
but this has no effect on its abilities. For the duration of your spirit. When you are in Spirit Dragon form you retain your ability
transformation, the following rules apply: to cast spells as if you were in your normal form.
In addition, Your Spirit Dragon's Spirit Breath no longer requires
You use the Spirit Dragon's Strength, Dexterity, and you to expend a Primal Magic spell slot in order to use it. Instead,
Constitution, but retain your Intelligence, Wisdom, and once you use it, you roll a d6 at the start of each of your turns. On a
Charisma and your skill and saving throw proficiencies. roll of 5 or 6, you regain the use of the Spirit Dragon's Spirit Breath
You assume the Spirit Dragon's hit points. When you revert to ability.
your normal form, you return to the number of hit points you
had before you transformed. If the Spirit Dragon drops to 0 hit
points, you revert to your normal form, and any excess damage
carries over to you.
You can't cast spells, and your ability to take actions is limited
to the capabilities of your Spirit Dragon form. Transforming
doesn't break your concentration on spells or prevent you from
taking actions that are part of a spell.
You retain the benefit of features from your class, race, or other
source and can use them if the Spirit Dragon is capable of doing
so, including your Totems and Totemic Assault. However, you
cannot use any of your special senses unless the Spirit Dragon
also has that sense.
Any equipment you are wearing or carrying merges into your
Spirit Dragon form. Equipment that merges with the Spirit
Dragon form has no effect while transformed.
Your transformation lasts for 1 minute, and it ends early if you
use a bonus action to revert to your normal form.
Once you transform you must finish a short or long rest before
you can do so again. When you have no uses left, you can expend a
Primal Magic spell slot to transform again.
Spirit Dragon
Medium Dragon, Unaligned

Armor Class 13 + PB (natural armor)


Hit Points 10 + five times your Shaman level.
Speed 10 ft., fly 30 ft.

STR DEX CON


8 (-1) 18 (+4) 12 (+1)

Damage Resistances necrotic, poison


Damage Vulnerabilities radiant
Senses blindsight 10 ft., darkvision 60 ft.
Languages understands the languages you speak,
but the Spirit Dragon can only speak Draconic

Serpentine Body. When the Spirit Dragon makes an


ability check or saving throw that uses Dexterity, it can
add your Wisdom modifier to the result.

Actions
Spectral Slash. Melee Weapon Attack: your Shaman
spell attack modifier to hit, reach 5 ft., one target. Hit:
1d4 +4 +PB slashing + 1d4 necrotic damage.
Spirit Breath. The Spirit Dragon can expend a Primal
Magic spell slot to exhale pure spiritual energy in a 30
ft. cone, forcing creatures in that area to make a
Dexterity saving throw. They take necrotic damage
equal to twice the damage of your Totemic Assault on a
failed save, and half as much on a success.
Totem of the Panther
Totems You bind a minor bestial spirit that grants you the steps of a
Below is the list of Totems that a Shaman can learn to bind spirits panther. You gain proficiency in Stealth, and have advantage on
to their will. If a Totem has a prerequisite, like a Shaman level or Dexterity (Stealth) checks to hide in natural environments.
Sacred Focus, you can learn that Totem at the same time that you
meet any prerequisites it may have. Totem of the Pond
You bind a minor spirit of water that grants you a protective
Totem of the Autumn Wind viscous coating. While underwater, you can hold your breath for up
You bind a minor spirit of death that comes with the changing of to 1 hour, and you have advantage on any ability check or saving
the seasons. When you hit a creature with an attack, you can force throw you make to resist being grappled.
it to make a Constitution saving throw. On a failed save, it can't
regain hit points until the start of your next turn. Totem of the Quagmire
Prerequisite: Mind Sacred Focus
Totem of the Bear You bind a minor spirit of darkness that guards your mind. You are
You bind a minor bestial spirit that grants you the ferocity of a bear. immune to any effect that would read your thoughts, sense your
As a bonus action, you can grow claws from your fingers. With emotions, or detect your alignment, as well as any divination spell
your claws, your unarmed strikes deal magical slashing damage that you refuse. Moreover, if a creature makes a Wisdom (Insight)
equal to 1d6 + your Strength modifier on hit. If you have two free check to ascertain your true intentions or sincerity it does so at
hands, the d6 becomes a d8. You can use another bonus action to disadvantage.
cause the claws to disappear.
Totem of the Rains
Totem of the Crossroads You bind a minor spirit of water that washes poison away like rain.
Prerequisites: Heart Sacred Focus You gain resistance to acid and poison damage, and you have
You bind a minor Fey spirit that allows you to converse with wild advantage on saving throws to resist being poisoned.
creatures in your own tongue. You are always under the effect of
speak with animals while you are conscious. Totem of Twilight
At 5th level in this class, you are also always under the effects of You bind a minor spirit of darkness that grants you enhanced sight
speak with plants while you are conscious. in the shadows. You gain Darkvision out to a radius of 120 feet,
within which you can see in dim light as if it were bright light, and
Totem of the Eagle in darkness as if it were dim light.
You bind a minor bestial spirit that grants you the sight of an eagle. Starting at 9th level, you can see in magical darkness.
You gain proficiency in Perception, and you have advantage on
Wisdom (Perception) checks that rely on sight. Totem of the Waves
You bind a minor spirit of water that allows you to shift like the
Totem of the Earthquake sea. As a reaction when you take a critical hit, you can to turn it
You bind a spirit of earth that grants you destructive power. Once into a normal hit. Once you use this feature you must finish a short
per turn when you hit with a melee weapon attack, you can deal an or long rest before you can do so again.
additional 1d6 damage of your weapon's type. When you reach 12th level in this class, you can use this reaction
This damage bonus increases as you gain Shaman levels; at 6th twice between each short or long rest.
level (1d8), 11th level (1d10), and 17th level (1d12).
Totem of the Whirlwind
Totem of the Harvest You bind a minor spirit of air that speeds your strikes. When you
Prerequisites: Soul Sacred Focus score a critical hit with a melee weapon attack, you can use your
You bind a minor spirit of wild growth and bounty. When you reaction to make another attack against that target.
finish short or long rest, you automatically cast goodberry without
expending a spell slot or material components. Totem of the Winds
The berries from this spell last until the end of your next short or You bind a minor spirit of the air which lends speed to your steps
long rest, at which point they wither into nothing. with a gusts of wind. Your walking speed increases by 5 feet.
This bonus increases as you gain Shaman levels; at 5th level (10
Totem of the Hound feet), 11th level (15 feet), and finally at 17th level (20 feet).
You bind a minor bestial spirit that grants you the senses of a
hound. You gain proficiency in Survival and have advantage on Totem of the Bloom
Wisdom (Survival) checks while in natural environments. Prerequisite: 5th level Shaman, Soul Sacred Focus
You bind a spirit of wild growth that enriches the land around you.
Totem of the Mountain You can cast plant growth without expending a spell slot.
Prerequisites: Body Sacred Focus Once you cast plant growth in this way, you must finish a short
You bind a minor spirit of the earth that hardens your skin like that or long rest before you can cast it in this way again.
of solid rock. So long as you are not wearing any armor or wielding If you begin a long rest and have not used this feature to cast
a shield, your Armor Class is equal to 13 + your Constitution plant growth since your previous long rest, the 8-hour version of
modifier. plant growth takes effect on the land immediately surrounding you
during the course of your long rest.
Totem of Drought Totem of the Swamp
Prerequisite: 5th level Shaman Prerequisite: 5th level Shaman
You bind a minor spirit of elemental flame. When you cast a You bind a spirit of disease which can poison foes. As an action,
Shaman spell that deals either acid, cold, lighting, or poison you can exude noxious gas and force creatures within 15 feet to
damage, you can choose for it to deal fire damage instead. make a Constitution saving throw. On a failed save, they are
poisoned until the beginning of your next turn. On a success, they
Totem of the Eruption are immune to this effect for 24 hours.
Prerequisite: 5th level Shaman
You bind an elemental spirit that lends you its destructive power. Totem of Venom
Once per turn, when you hit a creature with a melee weapon attack, Prerequisite: 5th level Shaman
you can expend one of your Primal Magic spell slots to deal You bind a minor spirit of elemental sickness. When you cast a
additional cold, fire, lightning, magical bludgeoning, or thunder Shaman spell that deals either acid, cold, fire, or lighting damage,
damage (your choice) to the target. you can choose for it to deal poison damage instead.
The extra damage is 1d8 for a 1st-level slot, plus 1d8 for each
spell level higher than 1st, to a maximum of 5d8. Totem of the Wild
Prerequisite: 5th level Shaman
Totem of Growth You bind a bestial spirit which you can call to your aid. You can
Prerequisite: 5th level Shaman, Body Sacred Focus cast summon beast at a level equal to your Primal Magic slots,
You bind a spirit of wild growth that can temporarily increase your without expending a spell slot or material components.
size. You can cast the 'enlarge' version of enlarge/reduce as a Once you cast summon beast in this way, you must finish a long
bonus action, targeting only yourself, without expending a spell rest before you can cast it in this way again.
slot. This effect does not require your concentration.
Once you cast enlarge/reduce in this way, you must finish a short Totem of Wrath
or long rest before you can cast it in this way again. Prerequisite: 5th level Shaman
You bind a spirit of anger that increases your power. When a
Totem of the Grave creature fails its saving throw against Totemic Assault, you can add
Prerequisite: 5th level Shaman your Wisdom modifier to the damage roll.
You bind a spirit of undead power which you can summon to your
service. You can expend one of your Primal Magic spell slots to Totem of Corrosion
cast animate dead, without providing the normal material Prerequisite: 7th level Shaman
components required for this spell. You bind a minor spirit of elemental decay. When you cast a
Once you cast animate dead in this way, you must finish a long Shaman spell that deals either cold, fire, lighting, or poison
rest before you can cast it in this way again. damage, you can choose for it to deal acid damage instead.

Totem of Light Totem of Frost


Prerequisite: 5th level Shaman Prerequisite: 7th level Shaman
You bind a spirit of radiance that restores your spirit when you aid You bind a minor spirit of elemental frost. When you cast a
others. When you cast a spell of 1st-level or higher that restores hit Shaman spell that deals either acid, fire, lighting, or poison
points to a creature other then yourself, you gain temporary hit damage, you can choose for it to deal cold damage instead.
points equal to your Wisdom modifier.
Totem of the Hunt
Totem of Mirth Prerequisite: 7th level Shaman
Prerequisite: 5th level Shaman, Heart Sacred Focus You bind a spirit of the Wild Hunt that enhances your ferocity.
You bind a spirit of revelry and life that grants you renewed vigor. Once per turn, you can grant yourself advantage on an attack roll if
Once per long rest, you can use a bonus action to grant yourself your target is within 5 feet of one of your allies.
temporary hit points equal to your Shaman level.
Totem of the Ooze
Totem of the Mystic Prerequisite: 7th level Shaman
Prerequisite: 5th level Shaman, Mind Sacred Focus You bind a spirit of elemental water which allows your body to
You bind a spirit of secret knowledge that grants you the ability to flow like ooze. As a bonus action, you can cause your body to
peer into the minds of others. As an action, you can cast detect become pliable. You can move through spaces as narrow as 1 inch
thoughts without expending a spell slot, or requiring the normal without squeezing, and escape from nonmagical restraints or a
verbal or somatic components. grapple by expending 5 feet of movement.
Once you cast detect thoughts in this way, you must finish a
short or long rest before you can cast it in this way again. Totem of the River
Prerequisite: 7th level Shaman
You bind a spirit of elemental water which allows you to live
underwater. You can breathe both air and water, and you gain a
swimming speed equal to your walking speed.
Totem of Tempests Totem of the Vine
Prerequisite: 7th level Shaman Prerequisite: 9th level Shaman
You bind a minor spirit of elemental storms. When you cast You bind a spirit of wild growth which lends you the power to
a Shaman spell that deals acid, cold, fire, or poison damage, you restrain your foes. You can cast ensnaring strike at 1st-level, at
can choose for it to deal lightning damage instead. will, without expending a spell slot.

Totem of the Cave Totem of Binding


Prerequisite: 9th level Shaman Prerequisite: 15th level Shaman
You bind a spirit of elemental earth that lends you its ability to You can quickly bind a spirit to regain some of your power. Once
sense movement through the ground. So long as you are touching per long rest, you can use an action to regain one of your expended
the ground, you gain tremorsense out to a radius of 30 feet, Primal Magic spell slots.
allowing you to sense anything touching the ground.
Totem of the Eclipse
Totem of the Dawn Prerequisite: 15th level Shaman
Prerequisite: 9th level Shaman You bind a powerful spirit that grants you resistance to the arcane.
You bind a spirit of radiance which you can shield creatures from You gain resistance to all damage from spells.
death. At the end of a long rest, you can cast death ward on a
creature of your choice, without expending a spell slot. Totem of the Elements
Prerequisite: 15th level Shaman
Totem of the Faerie You bind an elemental spirit which you can call to your aid. You
Prerequisite: 9th level Shaman can cast summon elemental at the level of your Primal Magic slots,
You bind a fey spirit which you can call to your aid. You can cast without expending a spell slot or components.
summon fey at a level equal to your Primal Magic slots, without Once you cast summon elemental in this way, you must finish a
expending a spell slot or material components. short or long rest before you can do so again.
Once you cast summon fey in this way, you must finish a long
rest before you can cast it in this way again. Totem of the Sapling
Prerequisite: 15th level Shaman
Totem of Midnight You bind a powerful spirit of wild growth which blesses your body
Prerequisite: 9th level Shaman with wondrous regeneration. At the start of each of your turns, you
You bind a sinister spirit which you can call to you. You can cast regain hit points equal to your Wisdom modifier, so long as you
summon shadowspawn at the level of your Primal Magic slots, have no more than half of your hit points left.
without expending a spell slot or material components. You do not gain this benefit if you have 0 hit points.
Once you cast summon shadowspawn this way, you must finish a
long rest before you can cast it in this way again. Totem of the Skies
Prerequisite: 15th level Shaman
Totem of the Sun You bind a powerful spirit of elemental air which propels you
Prerequisite: 9th level Shaman through the air. You gain a flying speed equal to your walking
You bind a spirit of radiance that allows you to succeed when all speed, and whenever you take falling damage you reduce the
hope seems lost. When you fail a saving throw, you can choose to damage by an amount equal to your Shaman level.
re-roll, possibly turning a failure into a success.
Once you use this feature to re-roll a saving throw you must
finish a short or long rest before you can use it again.
When you reach 15th level in this class, you can use this feature
twice between each short or long rest.
Shaman Spell List 4th-Level 5th-Level
Below is the list of spells available to the Shaman. They are arcane eye anitlife shell
organized by spell level, not character level. The spells listed below banishment awaken
can be found in the Player's Handbook, Xanathar's Guide to control water cloudkill
Everything*, and Tasha's Cauldron of Everything**. divination (ritual) commune with nature (ritual)
Any spells marked with an S are exclusive to the Shaman class elemental bane* dawn*
that can be found on the following page. faithful hound dispel evil and good
fire shield dream
freedom of movement far step
Cantrips (0-Level) 2nd-Level giant insect maelstrom*
blade ward aid grasping vine planar binding
chill touch alter self guardian of nature* reincarnate
control flames* augury (ritual) ice storm scrying
create bonfire* barkskin sickening radiance* skill empowerment*
frostbite* blur stoneskin spiritual sundering S
guidance continual flame watery sphere* wrath of nature*
gust* darkness
magic stone* dust devil*
mold earth*
otherworldly grasp S
earthbind*
enhance ability
Shaman Spells
The following spells are available exclusively to the Shaman class
poison spray flame blade and are presented in order of ascending spell level.
produce flame gentle repose (ritual)
primal savagery gust of wind Otherworldly Grasp
shape water* heat metal Necromancy cantrip
shillelagh locate animals or
Casting Time: 1 action
spare the dying plants (ritual)
Range: Self
seance S misty step
Components: S, M (an empty hand)
thaumaturgy moonbeam
Duration: Concentration, up to 1 minute
thorn whip pass without trace
thunderclap* protection from poison You channel necrotic spiritual power to your hand, changing it into
toll the dead** spike growth a withered specter of itself. Make a melee spell attack against a
totemic cowl S creature within your reach. On hit, the creature takes 1d8 necrotic
1st-Level warding wind* damage, and you gain 1d4 temporary hit points which last for the
absorb elements* duration of your concentration.
animal friendship (ritual) 3rd-Level At Higher Levels. The damage of this spell, and the temporary
armor of agathys clairvoyance hit points you gain, increase by 1d8 and 1d4 respectively when you
bane daylight reach 5th level (2d8 and 2d4), 11th level (3d8 and 3d4), and 17th
beast bond* dire wail S level (4d8 and 4d4).
bless dispel magic
cause fear* elemental weapon Seance
caustic brew** feign death (ritual) Transmutation cantrip
ceremony (ritual)* gaseous form Casting Time: 1 action
command haste Range: 30 feet
cure wounds life transference* Components: V, S
detect evil and good meld into stone (ritual)
Duration: 1 action
dissonant whispers nondetection
entangle plant growth You channel minor spirits, allowing them to work through you so
expeditious retreat protection from energy that they may once again affect change in the material world. You
false life remove curse create one of the following effects within range:
find familiar (ritual) sleet storm You create an instantaneous, harmless sensory effect, such as a
fog cloud slow flickering azure flame, an unnaturally chill breeze, rhythmic
ghastly flight S speak with dead chanting, or the smell of incense.
heroism spectral passage S A minor spirit briefly appears and fades away.
hex spirit guardians You instantaneously light or snuff out a candle, torch,
inflict wounds stinking cloud or a small campfire.
longstrider thunder step* A mote or iridescent light points to the closest place
protection from evil & good tidal wave* of spiritual power, recent death, or new birth.
sanctuary tiny hut (ritual) Ley lines within range briefly reveal themselves as they flicker
shield of faith wall of sand* with otherworldly light.
sleep wall of water*
witch bolt wind wall
Ghastly Flight Spectral Passage
1st-level conjuration 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: Self (60 foot line) Range: Touch
Components: V, S, M (the powdered remains of a creature) Components: V, S, M (an object a spirit has passed through)
Duration: Instantaneous Duration: Concentration, up to 1 minute
You release a malevolent spirit that flies out from you in a direction You touch a willing creature. Until the spell ends, it becomes semi-
of your choice in a 60-foot long, 5-foot wide line, at which point it incorporeal and can move through other creatures and objects as if
fades away. Each creature within the line must make a Constitution they were difficult terrain. If the creature ends its movement inside
saving throw. On a failed save, creatures take 2d8 necrotic damage another object or creature, it is immediately shunted to the nearest
and cannot regain hit points until the start of your next turn. On a unoccupied space, taking 1d10 force damage for every 5 feet it was
success, creatures take half as much damage and can regain hit forced to travel.
points as normal. At Higher Levels. When you cast this spell using a spell slot of
At Higher Levels. When you cast this spell using a spell slot of 4th-level or higher, you can target one additional creature for each
2nd-level or higher, the damage increases by 1d8 for each slot level slot level above 3rd.
above 1st.
Spiritual Sundering
Totemic Cowl 5th-level enchantment
2nd-level abjuration
Casting Time: 1 action
Casting Time: 1 action Range: 120 feet
Range: Touch Components: V, S
Components: V, S, M (a leaf from the first day of fall) Duration: Instantaneous
Duration: Concentration, up to 1 hour
Creatures in a 20-foot-radius sphere centered on a point of your
You touch a willing creature. Until the spell ends, it is cloaked in a choice within range have their soul rent, and must make a
ghostly cowl, and any damage it takes is reduced by 1. Charisma saving throw. On a failure, they take 8d6 necrotic
At Higher Levels. When you cast this spell using a spell slot of damage, and for the next minute, they have a muddied sense of self
3rd-level or higher, the damage reduction from the cowl increases and subtracts 1d6 from any Intelligence, Wisdom, or Charisma
by 1 for each slot level above 2nd. saving throw they make. On a success, they take half damage and
suffers no penalties to its saving throws.
Dire Wail Targets can make a Charisma saving throw at the end of each of
3rd-level necromancy their turns, ending the effect on a successful save.
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V
Duration: 1 minute
You let forth a wail filled with otherworldly power. Creatures of
your choice within 30 feet must succeed on a Constitution saving
throw or take 4d10 thunder damage and be deafened for the
duration. At the end of each turn, targets can make a Constitution
saving throw, ending the spell on a success. On a successful save, it
takes half damage and is not deafened.
At Higher Levels. When you cast this spell using a spell slot of
4th-level or higher, the damage increases by 1d10 for each slot
level above 3rd.
Greater Spirit of Life
Greater Totems Spirits of Life come to aid Shamans from the upper planes or the
Below is the list of Greater Totem Spirits available for Shamans to Feywild. They bless Shamans with mystic healing magic.
choose from starting when they reach 11th level.
Shaman Level Spell
Greater Spirit of the Dark Star 11th heal
Spirits of Dark Stars are called from outer realms beyond the
13th regenerate
known planes. They grant Shamans strange aberrant powers.
15th holy aura
Shaman Level Spell
17th power word: heal
11th soul cage XGtE
13th prismatic spray Greater Spirit of the Moon
15th maddening darkness XGtE Spirits of the Moon can be summoned from the Astral Sea or
Etherial Plane. They grant Shamans wondrous magic power.
17th psychic scream XGtE
Shaman Level Spell
Greater Spirit of Death 11th primordial ward XGtE
Spirits of Death are drawn from the Shadowfell, the Hells, or the 13th reverse gravity
Abyss. They lend Shamans their powerful sinister magic.
15th antimagic field
Shaman Level Spell
17th astral projection
11th flesh to stone
13th finger of death Greater Spirit of the Sea
15th horrid wilting XGtE Spirits of the Sea are called up from the depths of the Plane of
Water. They bestow Shamans with frigid ethereal magics.
17th power word: kill
Shaman Level Spell
Greater Spirit of the Fissure 11th freezing sphere
Spirits of Fissure are conjured from the realms on the Plane of
13th etherealness
Earth. They lend Shamans the unyielding power of stone.
15th tsunami
Shaman Level Spell
17th invulnerability
11th bones of the earth XGtE
13th symbol Greater Spirit of the Storm
15th earthquake Spirits of the Storm are drawn from the great tempests of the Plane
of Air. They lend Shamans the wild magic of storms.
XGtE
17th invulnerability
Shaman Level Spell
Greater Spirit of the Inferno 11th chain lightning
Spirits of the Inferno are summoned from the great Plane of Fire.
13th whirlwind
They grant Shamans overwhelming destructive power.
15th control weather
Shaman Level Spell
17th storm of vengeance
11th investiture of flame XGtE
13th fire storm Greater Spirit of the Sun
15th incendiary cloud Spirits of the Sun are drawn from places of powerful radiant magic.
They lend Shamans restorative and purifying power.
17th meteor swarm
Shaman Level Spell
11th sunbeam
13th resurrection
15th sunburst
17th true resurrection
Shamanistic Feats
The Feats here allow all characters to share in the abilities
of the Shaman. If your game uses the optional rule for Feats, they
can be taken in place of an Ability Score Improvement.

Spiritual Awakening
You have spent many quiet hours honing your spirit to better
control your physical body. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain the benefits of one Sacred Focus from those available
to the Shaman Class at 1st level. If you already benefit from a
Sacred Focus, you cannot select it again.

Totemic Spirit
You have formed a connection with one of the minor spirits bound
to the natural world. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain the benefits of a Totem of your choice from those
available to the Shaman class. If it has any prerequisites, you
must meet them in order to learn that Totem.

Wise One
You find ways to learn from every experience in life, always
growing in wisdom. You gain the benefits on the table below that
correspond to your current Wisdom modifier and lower. Should
your Wisdom modifier increase, the benefits that you gain from this
Feat also increase with your modifier.

Modifier Benefit
You gain proficiency with one
+1
musical instrument of your choice.
You can make Wisdom (Persuasion) checks
+2
in place of Charisma (Persuasion) checks.
You gain proficiency in either Animal
+3
Handling, Insight, Medicine, or Perception.
You have advantage on saving throws
+4
to end the charmed and frightened conditions.
When you are forced to make a Charisma
+5 or Intelligence saving throw, you can choose
to make a Wisdom saving throw instead.
License
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2. The License: This License applies to any Open Game Content that regulation then You may not Use any Open Game Material so
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14. Reformation: If any provision of this License is held to be
3. Offer and Acceptance: By Using the Open Game Content You
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5. Representation of Authority to Contribute: If You are contributing System Reference Document 5.1 Copyright 2016, Wizards of the
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