The Shaman

***Followers of more Animistic teachings than Druids and more primal teachings than Clerics, Shamans commune with the spirits that live in all things. Because of this, their magic is more of an alliance between two equal beings rather than a dominance of one by the other. The Shaman does not serve nature, nor nature the Shaman. They come to an agreement with the other spirits. Shamans are known as teachers, witch doctors, healers, medicine men, and are innately and spiritually in tune with the natural world.***

# Class Features

As a Shaman, you gain the following class features:

-Hit points-

**Hit Dice:** 1d6 per Shaman level

**Hit Points at 1st level:** 6 + constitution modifier

-proficiencies-

**Armor:** Light armor

**Weapons:** simple weapons

**Tools:** Alchemist's tools

**Saving Throws:** Constitution, Wisdom

**Skills:** Choose any three from Religion, Arcana, Nature, Survival, Perception, Animal Handling, Intimidation, Insight, Sleight of Hand, Medicine.

-equipment-

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

* An arcane focus or component pouch
* Any simple weapon
* A) leather armor or B) a potion of healing

## Spiritual Attunement

As a Shaman, you commune and are familiar with the spirits that live in everything. For you, trees, rocks, animals, energy types, and even words have spirits. Whenever you complete a long rest, you may choose 2 spirits from the list of Spirit Attunements to attune to for the day, granting several abilities. The limit increases as you level up, as shown in the table. This is not a domination of the spirits; it's a partnership. If you do something to make the spirits you attuned to angry, they could potentially revoke their friendliness towards you for a time.

Since everything has a spirit, you may reach out at any time to attempt to converse with one. On a successful Wisdom check (DC 10), you may speak with a chosen spirit. This includes spirits of your ancestors (DC 15), and spirits of the dead from contact with their bodies in some fashion (DC 16).

## Shamanistic Medicine

Shamans are usually also called Medicine Men (or women, or anything in between). To hold up this title, you dabble in alchemy and herbalism. As part of a long or short rest, you can spend 10 minutes preparing 1d4 potions of the following list:

* Potion of Healing
* Potion of Growth
* Potion of Poison
* Potion of Watchful Rest
* Oil of Slipperiness
* Bottled Breath
* Potion of Water Breathing

## Great Spirit

Beginning at second level, your connection to the spirit world is strong enough to commune with greater spirits. With 8 hours spent in meditation, you can attune to a great spirit from the list. You are not this spirit's servant, you are it's ally. Your goals must align in order for it's gifts to manifest. This choice grants you abilities when chosen and at levels 5, 10, and 15.

Great Spirit of Blood

Great Spirit of the Beast

Great Spirit of Life

Great Spirit of the Sun

Great Spirit of the Moon

Great Spirit of Earth

Great Spirit of the Mighty Warrior

Great Spirit of the Sea

Great Spirit of the Storm

Great Spirit of Death

## Totem Crafting

As a Shaman, you gain the ability to craft Totems at level 2. A Totem is a minor trinket that holds a certain amount of magical power. With an hour and a successful wisdom and dexterity check (DC=20 - your level), you can craft a Totem from the list of Shaman's Totems. You may have no more active Totems than your proficiency bonus. If you create a new Totem that exceeds this limit, choose one of the old ones to lose its magic.

## Spellcasting

By third level, your connection to the spirit world allows you to conjure relatively minor magical effects by asking favors of unattuned spirits. Whenever you finish a long rest, you may choose a number of Druid spells equal to 1/3 your level (rounded down, minimum 1) + your wisdom modifier to prepare. Wisdom is your spellcasting modifier for these spells.

## Avatar

At 3rd level, you learn to let a spirit take over control of your body for a short time. The stats for each Avatar are listed under the spiritual attunements. You remain possessed for 1 minute, and this possession is not affected by magical wards against possession because it is willing. Any abilities gained from your spiritual attunement that require spell slots to use may be used at will while that spirit possesses you, although smite mechanics are limited to an extra 1 of their damage dice. You also take on the alignment and personality of whichever spirit possesses you for the duration. You may use this feature once per long rest, but the limit increases to twice at 11th level and three times at 18th level.

## Ability Score Improvement

At level 4, and again at levels 8, 12, 16, and 19, you may increase one ability score by two, two by one, or take a feat.

## Rebuke Evil Spirits

Beginning at level 6, you learn to rebuke evil spirits that dwell in diseases, poisons, and the like. As an action, you can touch a creature with a negative condition and expend a spell slot to make a wisdom save against that condition's DC. On a success, the condition ends. At level 14, the condition ends with no need for a save from you.

## Communion

Beginning at level 7, most spirits accept you immediately as an ally--or at least not a threat. You can communicate with beasts and plants, and beasts and plants you encounter will not be hostile to you. Of course, this is an agreement, not a law. If you do something to make them hostile, they will become hostile. Follow the golden rule. While spirits are friendly to you, they will do their best to help you in minor ways, such as warning you of dangers and bad weather. Additionally, the spirits' friendliness towards you increases any damage dice from your Spiritual Attunement ability from a d6 to a d8.

## Strengthened Attunement

Beginning at level 13, you gain a single 4th level spell slot that can be used only for the purpose of enhancing your Spiritual Attunement ability or upcasting Druid spells you know. At level 15, you gain a 5th level slot of the same function and an additional 4th level slot. At level 17, you gain a 6th level slot of the same function and an additional 4th and 5th level slot.

## Communal Spirit

At level 20, your spirit transcends your body and allows you to attune to the spirit world as a whole. You become permanently attuned to all of the minor spirits listed under Spiritual Attunements.