Xamã

Mist floods the tent and wisps dance on the ceiling as
a wizened orc raises one hand from the body in front of him, calling on his
ancestors to lend him their strength and heal the wounded soldier.

A small spectral fox dashes ahead of the young elf,
prancing and jumping around an inconspicuous patch of snow on the path, warning
the elf just in time of the hidden trap.

When a creature dies, it is not always the case that
their spirit is able to move on. Instead some linger. Often these spirits track
down those who can perceive them so that they might find peace or carry out
vengeful actions.

Shamans are individuals either blessed or cursed to be
capable of perceiving those entities and harnessing their power. This
perception most often comes in the form of visions, dreams and whispers from
the spirits themselves.

Wisdom is a common trait found in shamans. Boasting in
some cases multiple lifetimes of experiences, they are often sought out as
advisers or spiritual guides.

Spiritual Powers

Shamans gain their magical prowess directly from the
spirits around them. Often shamans harbor a deep respect for the dead, and see their
gifts as an obligation to help the spirits move on. Many shamans use their
powers to influence the living too, either as restorative forces to help, or as
wrathful forces acting on revenge.

Usually shamans learn to master their powers by
learning from a mentor, or sometimes even being taught by the spirits of
shamans before them. There is however no greater teacher than experience which
is why most shamans set out as adventurers, often embarking on a spiritual
journey.

Most shamans when they embrace their gifts receive a
spirit animal that acts as a guardian and guide, often taking the shape of an
animal that reflects the personality of the shaman.

Creating
a Shaman

When you create your shaman the most important
question to ask is how you became attuned to the spirits. Was it a natural
event such as being born during a mystical meteor shower? Perhaps you were
cursed by somebody to see the dead and hear their problems? Or you could have no
idea and are adventuring the uncover a greater truth.

How does your character perceive their abilities? Do
they view them as a curse from the Gods? Punishment for some crimes committed
in a past life? Maybe you view it as a duty to the souls around you, an endless
task to lend aid to the spirits and help them into the afterlife? Or even
perhaps you view the spirits as tools to advance your own plans, choosing to
exploit the spirits you see rather than helping them.

Quick Build

You can make a shaman quickly by following these
recommendations. Firstly make Wisdom your highest score followed by
Constitution. Secondly take the Hermit background.

Class Features

As a shaman, you gain the following class features

Proficiencies

Armor: Light armor, medium armor, shields

Weapons: All simple weapons, blowgun, net

Tools: Thieves' Tools

Saving Throws: Constitution, Charisma

Skills: Choose two from Animal Handling, Insight,
Medicine, Nature, Perception, Religion, and Survival

Equipment

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

(a) a simple weapon and a shield or (b) two simple
weapons

(a) a herbalist kit or (b) any simple melee weapon

Explorers kit and a druidic focus

Spellcasting

As a conduit for the spiritual world, you can cast
shaman spells. See chapter 10 for the general rules spellcasting and the end of
this document for the shaman spell list.

Cantrips

At 1st level, you know three cantrips of your choice
from the shaman spell list. You learn additional shaman cantrips of your choice
at higher levels, as shown in the Cantrips Known column of the shaman table.

Preparing and Casting Spells

The shaman table shows how many spell slots you have
to cast your spells of 1st level and higher. To cast one of these spells, you
must expend a slot of the spell's level or higher. You regain all expended
spell slots when you finish a long rest.

During a long rest you prepare the list of shaman
spells that are available for you to cast, choosing from the shaman spell list.
When you do so, choose a number of shaman spells equal to your Wisdom modifier
+ your shaman level (minimum of one spell). The spells must be of a level for
which have spell slots.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman
spells.

The power of your spells comes from the spiritual
world and your ability to connect and channel it. You use your Wisdom whenever
a shaman spell refers to your spellcasting ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a shaman spell you cast
and when making an attack roll with one.

·
 Spell save DC = 8 + your proficiency bonus + your
Wisdom modifier

·
 Spell attack modifier = your proficiency bonus + your
Wisdom modifier

Ritual Casting

You can cast a shaman spell as a ritual if that spell
has the ritual tag and you have that spell prepared.

Spellcasting Focus

You can use a druidic focus (found in chapter 5) as a
spellcasting focus for your shaman spells.

Ritualist

Beginning at 1st level, the shaman begins having
dreams or visions of lingering spirits sharing ancient magics.

You may add any two spells with the ritual tag that is
of a level you can cast to your prepared spells. You always have these rituals
prepared, and they do not count against the number of shaman spells you have
prepared.

These spells can only be cast as rituals.

You can select one more ritual at 3rd level, then
again at 5th, 7th, 9th, 11th, 13th and 15th level.

Sixth Sense

At 2nd level the shaman can sense the auras of the
recently dead.

As an action, you become aware if any creatures have
died in a 30 foot area around you in the last 24 hours. You do not know how
they died, but you do know what type of creature they were (Such as humanoid,
beast or monstrosity).

This feature can be used a number of times per long
rest equal to 1 + your Wisdom modifier.

Additionally, you have advantage on Charisma checks
made to interact with spirits and the dead.

Spirit Animal

At 2nd level you gain the companionship of a spirit
who has sworn to serve alongside you. You learn the Find Familiar ritual (Page
240 of the PHB), when you cast this ritual you can opt to gain a point of
exhaustion and instead of summoning a familiar, you may summon a spirit animal.

The spirit animal is more durable and powerful than a
standard familiar. It shares the shamans proficiency bonus, and has maximum hit
points equal to five x your character level.

Additionally, it has proficiency in all saving throws.

Your spirit animal also has inherent boons and magical
effects. When you summon a spirit animal, select from the list of spirit boons
below.

Spirit Boons

Your spirit animal has two spirit boons from the list
below. When you gain a level in this class, you can choose one of the spirit
boons your spirit animal has and replace it with another. At 7th, 13th and 18th
level you may select one additional spiritual boon for your spirit animal to
know.

·
**Boon of Bolstering**-The spirit animal can grant the Help
action (Chapter 9, PHB) from 15 feet away.

·
**Boon of Bonding**-The shaman can always percieve through
the spirit animals senses if they are on the same plane, regardless of
distance.

·
**Boon of Direction**-The spirit animal can use its action to
target an ally within 15 feet. The target can immedietly use its reaction to
move 15 feet.

·
**Boon of Endurance**-The spirit animal gains a bonus +2 to
their AC and proficiency in one saving throw of your choice.

·
**Boon of Elements**-If a spell that would hit a creature
within 5 feet of the spirit animal would deal acid, cold, fire, lightning,
poison, or thunder damage, the spirit animal may use its reaction to change the
type of damage to another type from that list.

·
**Boon of Fury-**While within 5 feet of the spirit animal,
the shaman can use their Wisdom modifier for calculating to hit and damage
bonuses with melee weapons.

·
**Boon of Life**-Creatures of the shamans choice 5 feet
from the spirirt animal have advantage on death saving throws.

·
**Boon of Origin**-While within 15 feet of the spirit
animal, if the shaman casts a spell the spirit animal may use its reaction and
become the point of origin for that spell.

·
**Boon of Protection**-When a creature attacks a target within 5
feet of the spirit animal, the shaman may use his reaction to impose
disadvantage on the roll.

·
**Boon of Rituals**-While within 15 feet of the spirirt
animal, any ritual cast by the shaman takes only half the listed time to cast.

·
**Boon of Stone**-As an action the spirit animal can give
temporary hit points equal to your shaman level to a creature within 15 feet
that it can see. This boon can only affect one creature at a time. If this boon
is used again, any other instances of temporary hit points given from this boon
dissapear. This boon can be used a number of times per short or long rest equal
to your Wisdom modifier.

·
**Boon of Telepathy**-The spirit animal gains limited telepathy
to communicate simple ideas, emotions and images to any creature within 100
feet of itself that can understand a language.

·
**Boon of Travel**-While summoned, both the spirit animal
and shaman gain an additional 10 feet of movement.

·
**Boon of Vigilance**-Enemies within 15 feet of the spirirt
animal don't benefit from half cover.

·
**Boon of Vigor**-If the spirit animal takes any damage
while within 15 feet of the shaman, the shaman may use their reaction to take
the damage themselves instead.

·
**Boon of Vitality**-Allies within 15 feet of the spirit
animal may roll their hit die twice and use either result when recovering hit
points during a short or long rest.

·
**Boon of Whispers**-While within 15 feet of the spirit
animal, the shaman can understand the vague meaning of any intelligent spoken
language that they hear.

**Spiritual Journey**

At 3rd level, you choose a spiritual journey that
guides your shaman powers: The Journey of Harmony or the Journey of Wrath, both
detailed at the end of the class description. Your journey grants you features
at 3rd level, and then again at 6th and 14th.

**Ability Score Improvement**

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

**Spiritual Defense**

At 10th level spirits naturally flock to your aid and
help the shaman bolster their mental defense. When you gain this feature the shaman
has advantage on saving throws agianst being charmed or frightened.

**Timeless Body**

At 17th level, you no longer require food or water to
sustain yourself, and you immediately stop aging and cannot be magically aged.

**Spiritual Sight**

At 20th level the Shaman can perceive both the
physical and spiritual plane in perfect sync. When you gain this feature you
can see all invisible creatures, objects, illusions and can sense the
alignments of creatures. Additionally, your Sixth Sense class feature gains
unlimited uses and you're able to communicate with any spirits you can see.

**Spiritual Journey**

An endless number of spirits commune with shamans to
seek their aid in moving on towards the afterlife. Some are bound to this world
by a regret or a desire to make amends with a family member. Others seek
revenge for those we betrayed them in life. Through these spirits two clear
spiritual journeys are laid out. The Journey of Harmony and the Journey of
Wrath. At 3rd level the shaman must chose one and undertake their own spiritual
journey.

Journey of Harmony

Shamans who undertake a spiritual journey of harmony
focus on making amends between spirits and the world. They forge a closer bond
with spirits than their other kin, and are rewarded with more powerful
spiritual magic in turn.

Spiritual Knowledge

When you select this journey at 3rd level you learn
one additional shaman cantrip.

Harmonious Bond

Also at 3rd level, when you summon a spirit animal
they can select from one of the two unique spirit boons available to those that
follow the Journey of Harmony, as listed below;

Boon of Life

As an action, the spirit animal can sacrifice any
number of its own hit points to heal a target within 5 feet for an amount equal
to what was sacrificed.

Boon of Stone

As an action the spirit animal can give temporary hit
points equal to your shaman level to a creature within 15 feet that it can see.
This boon can only affect one creature at a time. If this boon is used again,
any other instances of temporary hit points given from this boon dissapear.
This boon can be used a number of times per short or long rest equal to your
Wisdom modifier.

Spiritual Equilibrium

At 6th level whenever a creature within 60 feet of you
dies, you may use a reaction to give temporary hit points to a creature you can
see within 60 feet of you.

These temporary hit points equal your shaman level +
your Wisdom modifier. Only one creature at a time can benefit from this
feature.

This boon can be used a number of times per short or
long rest equal to your Wisdom modifier.

Spiritual Flight

At 14th level as a bonus action the shaman can form a
pair of spectral wings on their back. When summoned the shaman gains a flight
speed equal to their current speed. The wings last until they are dismissed as
a bonus action.

Journey of Wrath

Shamans who undertake a spiritual journey of wrath
believe that some spirits need to be sated in order to move on. Legends say
these shaman feel the burning revenge of the dead in their veins at all times.

Wrathful Teachings

When you select this journey at 3rd level, you gain
proficiency in martial weapons.

Spiritual Sap

Also at 3rd level, whenever you reduce a creature to 0
hit points, the shaman and the spirit animal gain temporary hit points equal to
the shaman level + your Wisdom modifier.

Extra Attack

Beginning at 6th level, you can attack twice, instead
of once, whenever you take the Attack action on your turn.

Wrathful Step

At 14th level vengeful spirits carry the shaman
through combat. As part of your movement action, the shaman can choose to make
brief dashes in the Ethereal plane and return in the physical world. Once per
turn if the shaman moves more than 10 feet they can teleport to a location they
can see, up to a distance of the remainder of their movement.

**Cantrips (0 Level)**

·
Chill Touch

·
Fire Bolt

·
Guidance

·
Light

·
Shillelagh

·
Shocking Grasp

·
Spare the Dying

·
Thaumaturgy

**1st Level**

·
Bane

·
Bless

·
Charm Person

·
Command

·
Cure Wounds

·
Detect Evil and Good

·
Healing Word

·
Hex

·
Faerie Fire

·
Fogcloud

·
Guiding Bolt

·
Inflict Wounds

·
Protection from Evil and Good

·
Shield of Faith

·
Unseen Servant

·
Witch Bolt

**2nd Level**

·
Augury

·
Barkskin

·
Beast Sense

·
Darkness

·
Flame Blade

·
Hold Person

·
Lesser Restoration

·
Magic Weapon

·
Mirror Image

·
Misty Step

·
Ray of Enfeeblement

·
See Invisibility

·
Spiritual Weapon

**3rd Level**

·
Animate Dead

·
Bestow Curse

·
Call Lightning

·
Clairvoyance

·
Dispel Magic

·
Mass Healing Word

·
Remove Curse

·
Revivify

·
Sending

·
Speak with Dead

·
Spirit Guardians

·
Vampiric Touch

**4th Level**

·
Arcane Eye

·
Banishment

·
Blight

·
Death Ward

·
Dimension Door

·
Divination

·
Hallucinatory Terrain

·
Locate Creature

·
Phantasmal Killer

·
Polymorph

·
Stoneskin

**5th Level**

·
Awaken

·
Bigby's Hand

·
Commune

·
Contact Other Plane

·
Contagion

·
Dispel Evil and Good

·
Greater Restoration

·
Legend Lore

·
Mass Cure Wounds

·
Planar Binding

·
Raise Dead

·
Reincarnate

·
Scrying

·

**6th Level**

·
Bones of the Earth

·
Circle of Death

·
Create Undead

·
Forbiddance

·
Heal

·
Magic Jar

·
Planar Ally

·
Trueseeing

**7th Level**

·
Etheralness

·
Plane Shift

·
Regenrate

·
Symbol

**8th Level**

·
Antimagic Field

·
Control Weather

·
Earthquake

·
Tsunami

**9th Level**

·
Astral Projection

·
Foresight

·
Imprinsonment

·
Storm of Vengeance

·
True Resurrection