Legendary Shaman

The shaman is a mystic first and foremost, in tune with nature and the spirits of the world; though they form temporary pacts with some spirits in exchange for power and understanding, they also dedicate themselves to a singular concept that certain other spirits are drawn to, serving as a guardian to the shaman in times of need and when they have no other allies. As allies of the natural world, shamans are protectors of nature, where spirits live in the land, the trees, the rivers, and more, taking their duties very seriously to act as mediators between those who would use nature and the spirits by proxy and those who would abuse it.

Shamans form temporary bonds with elemental spirits as well as lasting pacts with spirits of ideals, with the spirits inhabiting the body of the shaman, coexisting in harmony with those who take the time to understand them and their place in the world. Sometimes, it is the nature of the shaman which draws them to certain spirits, such as determined and self-reliant people being dedicated to the element of metal. Other times, their preferred choice of element depends on the year in which they were born, leading them to lead lives dependent on the stars they were born under. What is consistent about shamans is this: besides the elemental spirits they form pacts with, they also dedicate themselves to an ideal or concept such as life, time, or their very ancestors. It is these more permanent pacts with the spirits that guide any given shaman’s philosophy in their life and their very actions, with some finding spiritual enlightenment through the understanding of these concepts.

Role: Shamans are masters of nature and fluidity, able to change their skillset through reverence of different spirits often in order to fit any role that they are put into. They are reliant on the spirits for their spellcasting as well as special boons which allow them to either protect their allies or hamper their enemies with a variety of differing effects.

Class Features

Hit Points

Hit Dice: 1d8 per shaman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st

Proficiencies

Armor: Light, medium, shields
Weapons: Simple weapons, longbows
Saving Throws: Constitution, Wisdom
Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Perception, Persuasion, Religion, and Survival
Tools: Herbalism Kit

Equipment

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

  • (a) a shield or (b) any simple weapon
  • (a) a shortbow with 20 arrows or (b) any simple melee weapon
  • leather armor, an explorer’s pack, and an herbalism kit

Animist Spirit Pact

At 1st level, after you complete a long rest, you choose an animist spirit to form a temporary pact with. This spirit grants you abilities that manifest at 1st, 6th, 10th, and 14th. Any DCs referenced by the Spirit Pact features are equivalent to your spell save DC.

Spellcasting

By 2nd level, you have learned to draw on divine magic through contact with the spirits to cast spells as a cleric does. Preparing and Casting Spells: The Shaman table shows how many spell slots you have to cast your spells. To cast one of your shaman spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish 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 + half your shaman level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 5th-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2ndlevel slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time communing with the spirits: at least 1 minute per spell level for each spell on your list. Spellcasting Modifier: Wisdom is your spellcasting ability for your shaman spells, since their power derives from your connection to and understanding of the spirits. 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 Ritual Casting: You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus: You can use a blank scroll as a spellcasting focus for your shaman spells.

Spirit Boon

In your training with spirits, you have learned how to gain boons from them. At 2nd level, you gain two spirit boons of your choice. When you gain certain shaman levels, you gain additional boons of your choice. Additionally, when you gain a level in this class, you can choose one of the boons you have and replace it with another boon that you could learn at that level. A level prerequisite in a boon refers to shaman level, not character level. Any DCs referenced by the Spirit Boon features are equivalent to your spell save DC.

Table 1: Shaman Class Features
Level Proficiency Bonus Features Spirit Boons 1st 2nd 3rd 4th 5th
1st +2 Animist Spirit Pact
2nd +2 Spellcasting, Spirit Boons 2 2
3rd +2 Spirit Guardian 2 3
4th +2 Ability Score Improvement 2 3
5th +3 3 4 2
6th +3 Animist Spirit Pact Feature 3 4 2
7th +3 Spirit Guardian Feature 3 4 3
8th +3 Ability Score Improvement 3 4 3
9th +4 4 4 3 2
10th +4 Animist Spirit Pact Feature 4 4 3 2
11th +4 Spirit Guardian Feature 4 4 3 3
12th +4 Ability Score Improvement 4 4 3 3
13th +5 5 4 3 3 1
14th +5 Animist Spirit Pact Feature 5 4 3 3 1
15th +5 Spirit Guardian Feature 5 4 3 3 2
16th +5 Ability Score Improvement 5 4 3 3 2
17th +6 6 4 3 3 3 1
18th +6 Spirit Guardian Feature 6 4 3 3 3 1
19th +6 Ability Score Improvement 6 4 3 3 3 2
20th +6 Spirit Master 6 4 3 3 3 2

Spirit Guardian

At 3rd level, you choose a permanent spirit guardian to form a pact with. This spirit grants you abilities that manifest at 3rd, 7th, 11th, 15th, and 18th level. Any DCs referenced by the Spirit Guardian features are equivalent to your spell save DC.

Ability Score Improvements

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.

Spirit Master

At 20th level, your connection to the spirits grants you immunity to necrotic damage, as well as possession effects such as those caused by ghosts and the magic jar spell. Furthermore, when you are within 30 feet of a possessed creature, you know exactly where they are and as an action can attempt to remove the possessing force from the creature. The possessing force must attempt a Charisma saving throw with a DC equal to your spell save DC or be forced out of the possessed creature. You can use this ability once on an individual creature every 24 hours.

Animist Spirit Pacts

The following spirit pacts can be easily adapted to other similar creatures, such as replacing centipedes with spiders, frogs with like-minded furtive creatures like rats or foxes, ravens with parrots or owls, and so on. Their abilities can remain unchanged, with only a slight need to adapt the flavor text. These spirit pacts also show how you can create your own spirit pacts to represent creatures found in other climates or environments, such as bears, apes, wolves, eagles, and the like, as well as other elemental spirits like ice or storms.

Centipede

One of the animalistic spirits that can be found on the archipelago is that of the centipede, which represents tenacity and surprise due to their natural tendency to surprise people at the most unexpected of times, giving them quite a fright. As such, they are also the spirit which most represents primal fear as even those who live on the islands of Boricubos know that the danger centipedes can pose, with a swarm being a deadly thing for the average person and a giant centipede being deadly for the average adventurer. There are few who do not fear the awesome power of centipede spirits and even those who aren’t shamans often pray to these spirits in order to appease them so that they might never encounter centipedes in their day-to-day life.

Centipede’s Wisdom

At 1st level, you gain understanding of centipedes and the lessons that they can teach you. You gain proficiency on Intimidation ability checks. If you already have proficiency on Intimidation ability checks, you add twice your Proficiency Bonus to the ability check. Additionally, as an action, you can attempt to scare a creature. The creature must make a Wisdom saving throw or be unable to approach you for a number of rounds equal to your Wisdom modifier.

Poisonous Blood

At 6th level, your connection to centipede spirits grants you resistance to poison damage.

Chitinous Skin

At 10th level, as a reaction when you are targeted by a melee or ranged weapon attack, you can harden you skin, causing the attack to have disadvantage on the attack roll. You can use this ability a number of times equal to your Wisdom modifier. Completing a successful long rest resets the uses of this ability.

Fear Personified

At 14th level, you gain the ability to frighten creatures for 1 minute when you use your Centipede’s Wisdom ability instead of merely make them unable to approach you. While frightened, the creature has disadvantage on Charisma, Intelligence, and Wisdom saving throw against you as long as they can see you. A frightened creature can repeat its saving throw at the end of each of its turns in order to end this condition.

Earth

Shamans see all elements as alive in some fashion or another, and nowhere is this seen more than the element of earth, both in the form of solid earth and stone and in how it merges with other elements in flowing magma, seething mud, and blowing dust. Those shamans who make a pact with the spirits of the earth are strong minded and persistent, never truly giving up on their goals and instead always pushing forward in the face of adversity. These spirits also tend to make a shaman more conscious about preserving the natural beauty of the forests, which require the earth to produce all sorts of life, from flora to fauna.

Understanding of Earth

At 1st level, you gain understanding of the earth and the skills associated with the element. You gain proficiency on Insight ability checks. If you already have proficiency on Insight ability checks, you add twice your Proficiency Bonus to the ability check. In addition, the squares adjacent to you are considered difficult terrain for hostile creatures.

Earthen Body

At 6th level, your connection to earth spirits grants you resistance to acid damage.

Crystal Sight

At 10th level, you can see through stone, sand, and earth as easily as if it were transparent crystal. You can see through a number of feet of stone, sand, and earth equal to your shaman level.

Earth Glide

At 14th level, you can pass through stone, dirt, or almost any other sort of earth except worked stone and metal as easily as a fish would swim through water. If immune to fire damage, you can even glide through lava. You glide at your base land speed. While gliding you breathe stone as if it were air (you do not need to hold your breath). Your burrowing leaves behind no tunnel or hole, nor does it create any ripple or sign of your presence. A move earth spell cast on an area where you are flings you back 30 feet, stunning you for 1 round unless you succeed on a DC 15 Constitution saving throw. Activating this ability is a bonus action. You can glide for 1 minute per day per shaman level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You can bring other creatures with you when you glide, but each passenger costs an additional minute per minute of travel.

Fire

Shamans who embrace the spirits of fire are considered to be strong and dynamic, constantly shifting in goals once they have completed one. They are also highly creative and enthusiastic in their travels, but this comes with a quick temper and impatience when things aren’t going their way. The element of fire is seen as the element of life, giving birth to the land through the means of volcanic eruptions that create islands from the sea and as the source of light and heat that sustains others through the long dark of winter, and many feel they owe their existence to the spirits of fire.

Understanding of Fire

At 1st level, you gain understanding of fire and the skills associated with the element. You gain proficiency on Athletics ability checks. If you already have proficiency on Athletics ability checks, you add twice your Proficiency Bonus to the ability check. Additionally, any hostile creature ending its space adjacent to you take 1d6 fire damage.

Flame Dancer

At 6th level, your connection to the flame spirits grants you resistance to fire damage.

Flame Curse

At 10th level, as an action, you can attempt to curse a target. It must succeed a Charisma saving throw or gain vulnerability to fire for 1 minute. You can use this ability a number of times equal to your Wisdom modifier. Completing a successful long rest resets the uses of this ability.

Cinder Explosion

At 14th level, as an action, you can set off an explosion of fire in a 20-foot radius from where you are standing. All creatures in this area must succeed a Dexterity saving throw or take 8d6 fire damage. A successful saving throw halves the damage. You are immune to the damage from this effect. This ability ignores resistance to fire damage, and creatures that are immune to fire damage are instead treated as if they were resistant to it. Once you use this ability, you cannot use it again until you complete a long rest.

Frog

The songs of the frog ring out at night with a distinctive sound, boldly declaring their presence yet remaining under cover or concealing themselves from predators. Frog spirits are nervous sorts, always hiding whenever they get the chance, and are happy to share their skill at remaining undetected with shamans that allow them to inhabit their bodies. Besides this, the spirits of the frog are known for their beautiful songs which due to their mystical nature, are able to counter other sound-based effects.

Frog’s Wisdom

At 1st level, you gain understanding of coquís and the lessons that they can teach you. You gain proficiency on Stealth ability checks. If you already have proficiency on Stealth ability checks, you add twice your Proficiency Bonus to the ability check. Additionally, you are able to make Dexterity (Stealth) ability checks even while be in line of sight of another creature, and not behind cover.

Protective Song

At 6th level, your connection to coquí spirits grants you resistance to thunder damage.

Sticky Hands

At 10th level, you gain a climb speed of 15 feet.

Throw Voice

At 14th level, you gain the ability to throw your voice to a location within 30 feet of you as a bonus action, making it sound as if you are speaking from that location. In addition, whenever you use this ability, you can cast a spell with verbal components as if you were in the space where you threw your voice.

Raven

Seen as truly mystical animals due to many having the power of speech (or at least mimicry), the spirits of ravens are seen as inherently in tune with the magic on Boricubos and understand it more than any other type of spirit. As such, those shamans who want to unlock the mysteries of the magical world tend to make pacts with raven spirits, who are more than happy to share their knowledge of magic, seeing themselves as experts on the subject matter. These spirits are the most self-confident of all the spirits one can possibly encounter, believing themselves better than others, so when the spirit of a raven inhabits a shaman one of two things happen: either the shaman becomes just as cocky or the shaman is able to quell the desires of the spirit to show of everything it can do, and perhaps even teach the spirit a lesson in humility.

Raven’s Wisdom

At 1st level, you gain understanding of ravens and the lessons that they can teach you. You gain proficiency on Arcana ability checks. If you already have proficiency on Arcana ability checks, you add twice your Proficiency Bonus to the ability check. Additionally, choose one 1st level spell from any spell list. While you have a pact with this spirit, that spell is considered to be a part of the shaman spell list.

Strong Mind

At 6th level, your connection to raven spirits grants you resistance to psychic damage.

Protection from Spells

At 10th level, as a reaction when you are targeted by a spell, you can establish a protective ward around yourself that makes you more resistant to spell effects. As such, you have advantage on any saving throw that the spell would force you to make. You can use this ability a number of times equal to your Wisdom modifier. Completing a long rest resets the uses of this ability.

Strengthened Spells

At 14th level, whenever you would cast a spell that forces a creature, you can enhance that spell in one of two ways. Either you can maximize the rolls on the spell, treating all dice rolls as if they rolled the highest possible result or you can force a creature that would have to make a saving throw to make the saving throw with disadvantage. When maximizing the rolls on a spell, this can be for a spell that restores hit points or damaging creatures. You can use this ability a number of times equal to your Wisdom modifier. Completing a long rest resets the uses of this ability.

Shark

Sharks are seen as some of the most ferocious predators in the sea, especially in waters where sahuagin control their every move. There are, however, still quite a few free-willed sharks that do not follow the rule of humanoid societies, and thus shamans have been able to connect with the spirits of sharks. The ferocity that sharks can display in battle appeals to many in making preparations for war. By utilizing the spirit of the shark, a shaman is inherently allowing the spirit of a predator and a natural warrior inhabit their bodies, strengthening them for the trials they may face in the future.

Shark’s Wisdom

At 1st level, you gain understanding of sharks and the lessons that they can teach you. You gain proficiency on Animal Handling ability checks. If you already have proficiency on Animal Handling ability checks, you add twice your Proficiency Bonus to the ability check. Additionally, you gain proficiency with heavy armor.

Thick Hide

At 6th level, your connection to shark spirits grants you resistance to nonmagical slashing damage. Underwater Predator At 10th level, when swimming, you gain the ability to make a bite attack as an unarmed strike as a bonus action when taking the Attack action. This bite deals 1d6 + your Strength modifier piercing damage.

Swarming Predators

At 14th level, as an action while swimming, you can summon spectral sharks within a 20-foot radius from yourself. All hostile creatures must succeed a Dexterity saving throw or take 6d6 piercing damage as the sharks bite at them. Additionally, creatures that fail their saving throws have disadvantage on their attack rolls for 1 minute as the sharks latch onto them. A creature affected as such can make a Strength saving throw at the end of each of its turns in order to end this effect early.

Water

Those in tune with water spirits are seen as intelligent and wise, with their main strength being flexibility in any situation they come across despite hardships along their path due to the way water is open to many paths when rushing down a stream or a river. In some ways, those associated with these spirits are seen as fickle and have difficulty making decisions, but when they do have their mind set on something, they come with the force of a flood, ready to destroy anything in the way of their goals.

Understanding of Water

At 1st level, you gain understanding of water and the skills associated with the element. You gain proficiency on Survival ability checks. If you already have proficiency on Survival ability checks, you add twice your Proficiency Bonus to the ability check. Additionally, you do not require a Strength (Athletics) ability check to move through rough waters such as a raging river.

Cold Tolerance

At 6th level, your connection to water spirits grants you resistance to cold damage.

Swimming Grace

At 10th level, you gain a swim speed equal to your land speed.

Mist’s Shroud

At 14th level, as an action you are able to release a mist from your body that extends in a 20-foot radius which acts like a fog cloud spell. This mist lasts for 1 minute. When you release the mist, you can choose a number of creatures equal to your Wisdom modifier within 60 feet who can see clearly through the mist.

Wind

Spirits of the wind often enter those who are ready to enjoy freedom, moving out into the world with a mindset of growth. They enjoy expanding their minds as well as their abilities and so are seen as seekers of knowledge and power. Those who allow spirits of the wind to inhabit them are generally open-minded in their viewpoints and ready to see things from new points of view which may be foreign to them. That said, those around them also see these people as carefree, perhaps to a fault.

Understanding of Wind

At 1st level, you gain understanding of the wind and the skills associated with the element. You gain proficiency on Acrobatics ability checks. If you already have proficiency on Acrobatics ability checks, you add twice your Proficiency Bonus to the ability check. Additionally, when falling, so long as you fall 50 feet or less, you take minimum damage from that fall.

Wind Walker

At 6th level, your connection to wind spirits grants you resistance to lightning damage.

Wind Ward

At 10th level, whenever you or an ally within 30 feet is targeted by a ranged weapon attack, you can create a gust of wind to bow the projectile off track, causing the attack to have disadvantage. You can use this ability a number of times equal to your Wisdom modifier. Completing a successful long rest resets the uses of this ability.

Spirit’s Flight

At 14th level, with the help of the spirits, you have been granted the ability to fly at a speed of 30 feet for a number of minutes per day equal to your shaman level. These minutes do not have to be consecutive but must be spent in oneminute increments.

Wood

Many folk revere wood as an element that spirits inhabit, those associated with the element are considered strong and flexible as wood is used for many of the archipelago’s tools and weapons. Those who allow wood spirits to inhabit them are warm and generous, with idealistic thoughts and enthusiasm when cooperating with others. They are outgoing and seek ways to expand their social network, believing that the best way to move forward in life is with community cooperation. Some may see their reliance on others as naivety as they are quick to trust and work with strangers.

Understanding of Wood

At 1st level, you gain understanding of wood and the skills associated with the element. You gain proficiency on Persuasion ability checks. If you already have proficiency on Persuasion ability checks, you add twice your Proficiency Bonus to the ability check. Additionally, you are not affected by difficult terrain in forests or jungles.

Toughened Skin

At 6th level, your connection to wood spirits grants you resistance to non-magical bludgeoning damage.

Strengthening Roots

At 10th level, as a bonus action, you can either spread your roots into soil, sand, or gravel that you are standing on or release them. If you are rooted, you cannot move from your space willingly or unwillingly and at the end of each of your turns, you gain a number of temporary hit points equal to half your shaman level. 9

Bloody Roots

At 14th level, while using your strengthening roots ability you can use an action to cast black tentacles, except the tentacles are replaced with wooden roots. You can specify a number of creatures immune to this ability equal to your Wisdom modifier. Once you use this ability, you must complete a long rest to use it again.

Spirit Boons

These spirit boons can be selected as a shaman gains levels, allowing them to add unique abilities or additional spells to tailor their capabilities as desired.

Banish Nether Spirits

Prerequisite(s): 9th level As an action you can release a wave of pure energy within a 30-foot radius. All fiends in that area must make a Charisma saving throw or be banished back to their home planes for 1 minute. At the end of that minute, they must attempt another Charisma saving throw or remain in their home planes, unable to leave for 24 hours.

Beast Speech

You can cast speak with animals at will, without expending a spell slot.

Destructive Spirits

Prerequisite(s): 9th level You add fireball and lightning bolt to the shaman spell list.

Emotional Empath

Prerequisite(s): 5th level You can cast detect thoughts at will, without expending a spell slot.

Forbidden Arts

Prerequisite(s): 9th level You add animate dead to the shaman spell list.

Fortune

As an action, you bring pleasant thoughts to a creature’s mind filling it with encouragement. That creature has advantage on its next d20 roll made within the next turn. Creatures immune to being charmed are immune to this effect. Once this ability has been used on a creature, it cannot be used on it again for another 24 hours.

Furious Spirit

As an action you can send a spirit of fury into a creature within 30 feet. The creature gains advantage on all attack rolls but all attack rolls against them have advantage as well. An unwilling creature gets a Wisdom saving throw to negate this effect.

Invoke Disaster

Prerequisite(s): 17th level You can call upon powerful spirits to cast earthquake, storm of vengeance, or tsunami. Once you use this ability, you cannot use it again until you complete a long rest. Major Possession Prerequisites: Minor Possession Spirit Boon You can use your action to touch a willing humanoid transfer your soul into them until the end of your next turn. You gain the creature’s hit points, Constitution, Dexterity, and Strength scores in place of your own. As long as the creature is on the same plane of existence as you, you can use a bonus action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. During this time, you percieve through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. In addition, you can cast any spells available to you using your own spell slots and use any of your Elemental Spirit Pact features, Spirit Boons, and Guardian Spirit features. The creature can expel you from their body as a reaction, at which point you return your soul to your own body. Minor Possession You can use your action to touch a willing humanoid and perceive through its senses until the end of your next turn. As long as the creature is on the same plane of existence as you, you can use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the other creature’s senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Misfortune As an action you cause doubt to creep into the mind of a creature within 30 feet. That creature has disadvantage on its next d20 roll made within the next turn. Creatures immune to being charmed are immune to this effect. Once this ability has been used on a creature, it cannot be used on it again for another 24 hours. 10

Mystic Senses

You can cast detect magic at will, without expending a spell slot. Nature Scent Prerequisites: 5th level Whenever you come within 30 feet of a beast or plant creature you are aware of its location.

Ominous Chant

Prerequisite(s): Fortune or Misfortune Spirit Boon Whenever a creature is affected by your Fortune or Misfortune Spirit Boon, you can chant to keep the effect going for longer. As a bonus action, choose one creature affected by your Fortune or Misfortune Spirit Boon. That creature has this effect extended to the next turn as well; a creature affected by Fortune has advantage on its first d20 roll this turn and next turn while a creature affected by Misfortune has disadvantage on its first d20 roll this turn and next turn. You can use this ability a number of times equal to your Wisdom modifier. You must complete a short or long rest in order to reset uses of this ability.

Peacebond

As a reaction when you roll initiative, you can send a spirit to lock the weapon of a creature within 30 feet in place. The creature must succeed a Charisma saving throw or they cannot bring themselves to draw the weapon for 1 minute. At the end of each of its turns, an affected creature can attempt a new saving throw to end this effect.

Perceive Taint

You are able to perceive cursed items or people within 30 feet of you. If you succeed a DC 10 Intelligence (Religion) check, you can tell the best way to remove the curse, if there is such a way. Pure Spirits As an action, you summon spirits to purify the air around you. Diseases and inhaled poisons such as from cloudkill are negated in a 10-foot aura around you for a number of minutes equal to your Wisdom modifier. Once you use this ability, you must complete a short or long rest to use it again.

Rapid Shot

Prerequisite(s): 5th level You can attack with a ranged weapon twice, instead of once, whenever you take the Attack action on your turn.

Sluggish Movement

As a bonus action, you can send a spirit to possess a hostile creature for 1 round. The creature must succeed on a Charisma saving throw or have its speed halved until the end of its next turn.

Speaker for the Dead

Prerequisite(s): 9th level You can cast speak with dead at will, without expending a spell slot.

Spirit Friend

You have advantage on Charisma (Persuasion) ability checks against undead and constructs.

Spirit’s Protection

When wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier. Spirit Sight You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Spirit Speech

Prerequisite(s): 9th level As an action, you can speak to beasts, constructs, and plant creatures as if you shared a common tongue, even if those creatures cannot normally speak. Spirit Strike When you hit a creature with a ranged weapon attack, the creature takes extra radiant damage equal to your Wisdom modifier (minimum 1).

Spirit Talker

You gain proficiency in the Intimidation and Persuasion skills.

Warding Spirit

As an action, you send a defensive spirit into a willing creature within 30 feet. That creature has advantage on its next saving throw that it makes within the next minute.

Trickster Vision

Prerequisite(s): 15th level You can see the true form of any shapechanger or creature concealed by illusion or transmutation magic while the creature is within 30 feet of you and within line of sight.

Spirit Guardians

Ancestors

Those who revere ancestor spirits are usually shamans who are highly in touch with their family lineage, usually due to having a blessed ancestor who was once a great hero, but sometimes because they truly admire those that came before them, no matter what their professions or history. Those who form pacts with ancestor spirits must be careful to revere their ancestors and not bring dishonor onto their families or they might find these spirits abandoning them.

Ancestral Weapon

At 3rd level, you gain an ancestral weapon that you are proficient with. Instead of using your Dexterity or Strength modifiers for attack and damage rolls made with this weapon, you use your Wisdom modifier. You are able to transfer the spirits of your ancestors into another weapon with a ritual that requires 1 hour, making the new weapon your ancestral weapon.

Sacred Council

At 7th level, whenever you are about to make an ability check, you can spend a bonus action to commune with your ancestors. Doing so gives you advantage on the ability check. You can use this ability a number of times equal to your Wisdom modifier. You must complete a long rest in order to reset uses of this ability.

Spirit of the Warrior

At 11th level, as a bonus action, you can summon the spirit of a great warrior from your ancestors to possess you, becoming a mighty warrior yourself. For one minute, you can make any attack roll with advantage. You also gain resistance to nonmagical bludgeoning, piercing, and slashing damage. These benefits last for 1 minute, after which, you gain a level of exhaustion.

Phantom Blow

At 15th level, when using your ancestral weapon to make a weapon attack against a creature, you deal an extra 1d6 necrotic damage to the creature on a successful hit.

Storm of Souls

At 18th level, as an action, you can summon the spirits of your ancestors to attack in a ghostly barrage. the storm has a range of 100 feet and appears in a 20-foot radius. Objects and creatures in that area must succeed a Constitution saving throw or take 10d8 necrotic damage. A successful saving throw halves this damage. Once you use this ability, you must complete a long rest before using it again.

Battle

Those who allow spirits of battle to inhabit them are not necessarily bloodthirsty or necessarily want to become great warriors. Some shamans who form pacts with these spirits do so because they have no choice but to in order to protect what is important to them. No matter the reason, those who let spirits of battle into them allow the spirits of heroes and villains alike to enter them in order to gain an edge in every battle that they ever have to fight; though some shamans who form pacts with these spirits believe the best battles are the ones they never have to fight.

Battle Expertise

At 3rd level, you are proficient in heavy armor and with martial weapons.

Extra Attack

At 7th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Battle Cry

At 11th level, as a reaction when an ally fails a saving throw, you may unleash a battle cry, bolstering their resolve, allowing them to attempt the saving throw again, adding your Wisdom modifier to the result of the second saving throw.

Warsight

At 15th level, whenever you roll for initiative you roll twice and take the better result. Additionally, whenever you attack a creature that has not acted yet in battle, that hit is an automatic critical hit.

Studied Enemy

At 18th level, you can study an enemy as a bonus action, learning any resistances and immunities it has. When you do this, choose a number of allied creatures equal to your Wisdom modifier. You and those allied creatures all ignore one resistance or immunity of your choice with your spells, abilities, and weapon attacks. Once you use this ability, you must complete a short or a long rest in order to use this ability again.

Community

There are shamans who care about their communities first and foremost and form pacts with the spirits that protect these communities in order to gain knowledge as to how to best protect those around them. Most shamans who allow community spirits to inhabit them remain in their local communities though there are those who take to a life of adventuring, forming parties with likeminded individuals and creating small communities with them; these adventuring parties know that they can trust a shaman who reveres community with their lives.

Protective Shield

At 3rd level, when you are adjacent to an ally that is the target of a weapon attack, you can distract the enemy or push yourself in the way of the attack to make the attack roll have disadvantage.

Cooperative Flanking

At 7th level, when you and an allied creature are adjacent to the same enemy creature, you can take advantage of this distraction. If you hit the enemy creature with an attack, you can deal an extra 1d6 damage to the creature.

Life Bond

At 11th level, the spirits you are connected with allow you to share a bond with a number of creatures equal to your Wisdom modifier. You can create or break this bond as an action. So long as those creatures are within 60 feet of you, should any of them drop below 0 hit points, as a reaction you can donate any number of hit points from your own hit point pool to one of the creatures that dropped below 0 hit points.

Sacrificial Interference

At 15th level, as a reaction whenever an allied creature within your movement speed would be hit by a weapon attack, you can move adjacent to the allied creature and take the damage yourself. When you do this, you gain resistance to the damage type until damage is calculated. Once you use this ability, you cannot use it again until you complete a long rest or a short rest.

Community Spells

At 18th level, you can treat the creatures that are affected by your Life Bond as if they were you for the purposes of casting spells. For example, if you cast cure wounds on yourself, you can choose to affect yourself, or any of the creatures affected by your Life Bond with the spell. This only works if the creature is at least 60 feet away from you.

Death

There are some shamans who believe that one’s death should be final, and thus see the undead as an abomination. They form pacts with spirits who feel the same, allowing them to put the undead to rest, and stop other undead from being risen from their graves. Most of these shamans have nothing against bringing a creature back to life, seeing spells such as raise dead and reincarnation as a way of preserving the soul, but they believe that the act of turning a person into an undead necessarily corrupts the soul, thus act to prevent it from ever happening.

Gravesight

At 3rd level, whenever you come within 60 feet of an undead, you can automatically tell, but must still make Wisdom (Perception) ability checks to find it if it is hidden, invisible, or out of sight. Whenever you enter combat with an undead, you roll for initiative twice and take the better result.

Undead Bane

At 7th level, whenever you deal weapon damage to an undead creature with a weapon attack, you deal an extra 1d8 radiant damage to it.

Final Rest

At 11th level, if a creature tries to raise as an undead within 30 feet of you, it must make a Charisma saving throw. If it succeeds, it is raised as normal. If it fails, then it does not raise as an undead and remains dead. A creature that fails its saving throw cannot be be the target of an effect that raises undead for 1 week.

Purification

At 15th level, as an action, you can release a burst of radiant energy which washes over all undead in a 30-foot radius. All undead creatures must succeed a Charisma saving throw. All undead with 2 or fewer Hit Dice that fail are destroyed. All undead with 3 or more Hit Dice that fail are frightened of you for 1 minute. A frightened creature can attempt a new saving throw at the end of each of its turns in order to end this condition. This ability bypasses immunity to the frightened condition.

Agent of the Living

At 18th level, you cannot be raised as an undead creature. In addition, you can grant this blessing to a number of creatures equal to your Wisdom modifier after a long rest. Finally, you and all creatures that you choose to be affected by your blessing have advantage on all saving throws caused by the abilities and spells of undead creatures. This blessing is temporary and must be reapplied daily.

Life

While there are shamans who see undeath as an abomination, there are also shamans who see life itself as something to be preserved, representing two sides of the same coin. Shamans who allow spirits of life to inhabit them are generally healers, aiding others in the pursuit to live as long lives as possible, seeing a full life as an ideal within itself and believing that life cut short through battle or accident as a tragedy. Though some of these shamans are pacifists, there are also those who believe that the best way to preserve the most amount of life is to cut short the lives of those who would do great evil to the world.

Blessing of Life

At 3rd level, as an action, you can radiate healing energy and restore a number of hit points equal to five times your shaman level to any creatures within 30 feet of you. Divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can’t use this feature on an undead or a construct. Once you use this ability, you cannot use it again until you complete a short or long rest.

Blessed Healer

At 7th level, whenever you cast a spell that restores hit points to a creature other than yourself, you regain hit points equal to 2 + the spell’s level.

Quick Healing

At 11th level, you can cast cure wounds as a bonus action by casting it in a spell slot 1 higher than you normally would.

Energy Body

At 15th level, as an action, you can transform into a brilliant being of healing energy for 1 minute. When you move, you can move through friendly creatures, restoring their hit points by 1d8 + your Wisdom modifier. A creature can only be healed this way once per turn. Once you use this ability, you must complete a long rest in order to use it again.

Supreme Healer

At 18th level, when you would roll one or more dice to restore hit points with a spell, you instead use the maximum possible roll.

Lore

Some shamans are fascinated by the pursuit of knowledge and thus form pacts with spirits with the same drive for new information as they are, forming a symbiotic bond, in turn learning from these spirits while teaching them new things through experiencing the world. Shamans who allow these spirits to inhabit them believe that hiding away knowledge is a taboo and believe that it should be shared with the world so long as one contains the passion and desire to understand it.

Esoteric Knowledge

At 3rd level, at the end of every long rest, you can choose an Intelligence skill to gain proficiency in. If you already have proficiency in the skill, you add double your Proficiency Modifier to all ability checks with that skill.

Benefit of Wisdom

At 7th level, whenever you choose a skill for your Esoteric Knowledge ability, you can use your Wisdom modifier instead of your Intelligence modifier for ability checks using that skill.

Brain Drain

At 11th level, as an action, you can spend a spell slot to wrack a creature within 30 feet’s brain with psychic feedback. The creature must succeed an Intelligence saving throw or take 4d6 damage. This damage increases for every spell level above 1st that you spend for the spell slot. A successful saving throw halves this damage.

Arcane Archivist

At 15th level, you add three spells of your choice from the wizard spell list to the shaman spell list. These spells must be of a level that you can cast.

Lore Keeper

At 18th level, you choose a second Intelligence skill to gain proficiency in every time you complete a long rest. This second skill also gains the advantage of your Benefit of Wisdom ability. Furthermore, when you would fail an ability check using one of these two skills, you may spend a reaction to reroll the ability check with advantage.

Time

There are some shamans who take on a completely different approach to the pacts they form with spirits, seeing them as a means to an end. These shamans form pacts with spirits who deal in matters of the past, present, and future, in order to right some wrong that’s been done in the past by malicious spirits or mages, or to prevent some horrific event from happening in the future. Most often those who form pacts with spirits of time have had premonitions of things to come in the future and hope to utilize these spirits in order to change what they perceive to be the onward march of fate.

Knowledge of the Ages

At 3rd level, whenever you fail an Intelligence ability check, you can use a reaction to reroll the ability check. You can use this ability a number of times equal to your Wisdom modifier. You must complete a long rest to reset uses of this ability.

Erasure from Time

At 7th level, when you hit a creature with a melee touch attack, instead of dealing damage, you can force the creature to make a Charisma saving throw. If it fails, it is erased from time altogether for a number of rounds equal to your Wisdom modifier. No magic or divinations can detect the creature during this time, as it exists outside of time and space-in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). Once you use this ability, you cannot use it again until you complete a short or a long rest.

Momentary Glimpse

At 11th level, when you would be attacked with a melee weapon attack, you can sense the exact movements of the creature attacking you. You can spend a reaction to make the attack have disadvantage. You can use this ability a number of times equal to your Wisdom modifier. You must complete a long rest to reset uses of this ability.

Flow of Time

At 15th level, you add haste and slow to the shaman spell list. You always have these spells prepared, outside of the number of spells you could normally have prepared.

Time Flicker

At 18th level, as a reaction whenever you would take damage from a weapon attack, spell, or ability or you fail a saving throw, you can flicker out of time and avoid the damage or effect from the failed saving throw entirely. Once you use this ability you cannot use it again until you complete a long rest.

Shaman Spell List

Spells marked with an asterisk indicate new spells introduced in this book. Their descriptions follow the listing of spells by level.

Section 15: Copyright Notice

Legendary Shamans (5E) © 2021, Legendary Games; Author Miguel Colon.

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