Shaman

# Class Features

As a Shaman, you gain the following class features.

**Hit Points at 1st Level:** 10 + your Constitution modifier

**Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per Shaman level after 1st

##### Proficiencies

**Armor:** Light armor, medium armor, shields

**Weapons:** Simple weapons, martial weapons

**Tools:** None

**Saving Throws:** Strength, Wisdom

**Skills:** Choose three from Animal Handling, Athletics, Insight, Investigation, Nature, Perception, Stealth, History, Religion, Arcana, and Survival

##### Equipment

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

* (a) scale mail or (b) leather armor
* (a) two shortswords or (b) two simple melee weapons
* (a) a dungeoneer's pack or (b) an explorer's pack
* A Ritual Charm (can be a staff, symbol, or a carving that can be held in one hand).

### Wild Shape

Starting at 1st level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature a number of times equal to half your proficiency bonus rounded up. You regain expended uses when you finish a short or long rest.

You can stay in a beast shape for a number of hours equal to half your Wisdom modifier (minimum of 1). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

You can Wild Shape into a beast without a flying speed with a CR equal to 1/6 your level rounded up to the nearest CR category. Starting from 3rd level, you can Wild Shape into beasts with a flying speed.

While you are transformed, the following rules apply:

* Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.

* When you transform, you assume the beast's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form, For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.

* You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.

* You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.

* You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

### Spellcasting

By the time you reach 2nd level, you have learned to use the magical essence of nature to cast spells, much as a druid does.

###### Spell Slots

The Shaman table shows how many spell slots you have to cast your Shaman 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.

For example, if you know the 1st-level spell Animal Friendship and have a 1st-level and a 2nd-level spell slot available, you can cast Animal Friendship using either slot.

###### Spells Known of 1st Level and Higher

You know two 1st-level spells of your choice from the Shaman spell list.

The Spells Known column of the Shaman table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the Shaman spells you know and replace it with another spell from the Shaman spell list, which also must be of a level for which you have spell slots.

###### Spellcasting Ability

Wisdom is your spellcasting ability for your Shaman spells, since your magic draws on your attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a Shaman spell you cast and when making an attack roll with one.

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

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

### Shamanic Tradition

At 3rd level, you enter your Shamanic Tradition. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.

Tradition of Bloodlust

Tradition of the Blessing

Tradition of the Salvager

### 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 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.

### Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

### Spiritual Being

Starting at 8th level, you are partially spirit, partially living being. You can use your bonus action to become an intangible spiritual version of yourself, making you resistance to non-magical slashing, piercing and bludgeoning damage. You gain a fly (hover) speed equal to your movement speed, and are able to move through solid matter. Creatures must make a perception (Wis) check against your spell save DC to be able to perceive you in this form. You are able to become a spirit once for 10 minutes, and can't do so again until you complete a long rest. This effect works even if you are Wild Shaped.

### Heightened Transformation

Starting at 14th level, you can draw on your power to transform into more powerful creatures. When you use your action to use your Wild Shape feature, you can spend one spell slot of your choice and add a number equal to three times the spell slot's level to your Shaman level for the purposes of determining the maximum CR of your Wild Shape.

In addition, starting at 14th level you can cast spells while Wild Shaped. You are able to perform the verbal and somatic components for a spell, and if your Wild Shaped form can hold your Ritual Charm you can use it to replace material components as usual.

### Ritual Ceremony

Beginning at 18th level, you can perform a ceremony with a number of other willing creatures equal to your wisdom modifier (minimum of 1). This ritual takes 10 minutes, and upon its completion you and the other creatures all Wild Shape with the usual Wild Shape rules of the Shaman class. All of these creatures Wild Shape to a CR using your Shaman level as a basis.

### Vengeful Spirit

Starting at 20th level, if you are reduced to 0 hit points you can enter your spiritual form as a last resort. Your body is separate from your spiritual form, and your spiritual form cannot die unless your body truly dies from missing its death saving throws. If you are stabilized and at 1 hp or more, this effect ends. If your character dies, your spirit gets separated fully, spawning an undead ghost with your stats in Spiritual Being form, retaining all your character's features. You do not control this Vengeful Spirit, instead the DM treats it as a hostile creature.