Shaman Class (Complete)
Shaman Class (Complete)
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:
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.
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.
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:
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.
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.
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.
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.
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.
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broadcast, publicly display, transmit or otherwise distribute; compatibility or co-adaptability with any Trademark or Registered
(d)"Open Game Content" means the game mechanic and includes Trademark in conjunction with a work containing Open Game
the methods, procedures, processes and routines to the extent such Content except as expressly licensed in another, independent
content does not embody the Product Identity and is an Agreement with the owner of such Trademark or Registered
enhancement over the prior art and any additional content clearly Trademark. The use of any Product Identity in Open Game Content
identified as Open Game Content by the Contributor, and means does not constitute a Challenge to the ownership of that Product
any work covered by this License, including translations and Identity. The owner of any Product Identity used in Open Game
derivative works under copyright law, but specifically excludes Content shall retain all rights, title and interest in and to that
Product Identity. (e) "Product Identity" means product and product Product Identity.
line names, logos and identifying marks including trade dress;
artifacts; creatures characters; stories, storylines, plots, thematic 8. Identification: If you distribute Open Game Content You must
elements, dialogue, incidents, language, artwork, symbols, designs, clearly indicate which portions of the work that you are distributing
are Open Game Content.
depictions, likenesses, formats, poses, concepts, themes and
graphic, photographic and other visual or audio representations; 9. Updating the License: Wizards or its designated Agents may
names and descriptions of characters, Spells, enchantments, publish updated versions of this License. You may use any
personalities, teams, personas, likenesses and Special abilities; authorized version of this License to copy, modify and distribute
places, locations, environments, creatures, Equipment, magical or
any Open Game Content originally distributed under any version of
supernatural Abilities or Effects, logos, symbols, or graphic this License.
designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, 10. Copy of this License: You MUST include a copy of this License
and which specifically excludes the OPEN Game Content; (f) with every copy of the Open Game Content You Distribute.
"Trademark" means the logos, names, mark, sign, motto, designs
that are used by a Contributor to Identify itself or its products or the 11. Use of Contributor Credits: You may not market or advertise the
associated products contributed to the Open Game License by the Open Game Content using the name of any Contributor unless You
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, have written permission from the Contributor to do so.
copy, edit, format, modify, translate and otherwise create
12. Inability to Comply: If it is impossible for You to comply with any
Derivative Material of Open Game Content. (h) "You" or "Your"
of the terms of this License with respect to some or all of the Open
means the licensee in terms of this agreement.
Game Content due to statute, judicial order, or governmental
2. The License: This License applies to any Open Game Content that regulation then You may not Use any Open Game Material so
contains a notice indicating that the Open Game Content may only affected.
be Used under and in terms of this License. You must affix such a
13. Termination: This License will terminate automatically if You fail
notice to any Open Game Content that you Use. No terms may be
to comply with all terms herein and fail to cure such breach within
added to or subtracted from this License except as described by the
30 days of becoming aware of the breach. All sublicenses shall
License itself. No other terms or Conditions may be applied to any
survive the termination of this License.
Open Game Content distributed using this License.
14. Reformation: If any provision of this License is held to be
3. Offer and Acceptance: By Using the Open Game Content You
unenforceable, such provision shall be reformed only to the extent
indicate Your acceptance of the terms of this License.
necessary to make it enforceable.
4. Grant and Consideration: In consideration for agreeing to use this
15. COPYRIGHT NOTICE
License, the Contributors grant You a perpetual, worldwide,
Open Game License v 1.0a Copyright 2000, Wizards of the Coast,
royalty-free, nonexclusive License with the exact terms of this
LLC.
License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing System Reference Document 5.1 Copyright 2016, Wizards of the
original material as Open Game Content, You represent that Your Coast, LLC.; Authors Mike Mearls, Jeremy Crawford, Chris
Contributions are Your original Creation and/or You have sufficient Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J.
rights to grant the rights conveyed by this License. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend,
based on original material by E. Gary Gygax and Dave Arneson.
END OF LICENSE