{"name":"Shaman","overview":"","hit_dice":"[roll:1d8] per shaman level","hit_points_at_1st_level":"8 + your Constitution modifier","hit_points_at_higher_levels":"[roll:1d8] (or 5) + your Constitution modifier per shaman level after 1st","armor_proficiencies":"Light armor, shields","weapon_proficiencies":"Simple weapons, blow guns, nets.","tools":"None.","saving_throws":"Wisdom, Charisma","skills":"Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Performance, or Religion","starting_equipment":"[ul]\r\n[li]([i]a[\/i]) a quarterstaff or ([i]b[\/i]) any simple weapon[\/li]\r\n[li]([i]a[\/i]) a shortbow and 20 arrows or ([i]b[\/i]) 5 javelins[\/li]\r\n[li]([i]a[\/i]) a priest's pack or ([i]b[\/i]) an explorer's pack[\/li]\r\n[li]Leather armor and a shamanistic fetish[\/li]\r\n[\/ul]\r\n","spellcasting":"[h2]Primal Magic[\/h2]\r\nYou have learned to channel the primal spirits present in all things. Beginning at 2nd level, this spiritual power allows you to produce spells. \r\n\r\n[h3]Cantrips[\/h3]\r\nAt 2nd level, you learn two cantrips of your choice from the @[shaman spell](article:2ce4abc9-522e-4528-ae68-4292ac01600b) list. You learn an additional shaman cantrip of your choice when you reach 4th level and again at 10th level.\r\n\r\n[h3]Spell Slots[\/h3]\r\nThe Shaman table above shows the number of spell slots you have 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 slots are the same level. To cast a shaman spell of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.\r\n\r\nFor example, at 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell [i]cure wounds[\/i], you must expend one of your 3rd-level spell slots, and cast [i]cure wounds[\/i] at 3rd-level.\r\n\r\n[h3]Spells Known of 1st-Level and Higher[\/h3]\r\nAt 2nd level, you learn three 1st-level spells of your choice from the @[shaman spell](article:2ce4abc9-522e-4528-ae68-4292ac01600b) list. The Spells Known column of the Shaman table shows when you learn additional shaman spells of your choice of 1st-level and higher. A spell you choose must be of a level no higher than what\u2019s shown in the table\u2019s Slot Level column for your level. For example, when you reach 6th level, you learn a new shaman spell, which can be 1st, 2nd, or 3rd-level.\r\n\r\nAdditionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell of your choice from the shaman spell list, which also must be of a level for which you have spell slots.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\nAs you draw your magic from your understanding of primal spirits, Wisdom is your spellcasting ability for your shaman spells. You use your Wisdom whenever a spell refers to your spellcasting ability, when setting the saving throw DC for a shaman spell, and when making an attack roll with one.\r\n\r\n[center][b]Spell save DC[\/b] = 8 + your proficiency bonus\r\n[br][\/center][center]+ your Wisdom modifier\r\n\r\n[b]Spell attack modifier[\/b] = your proficiency bonus\r\n[br][\/center][center]+ your Wisdom modifier[\/center]\r\n[h3]Ritual Casting[\/h3]\r\nYou use your spiritual knowledge to cast the ritual version of any shaman spell you know so long as it has the ritual tag.\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\nYou use a shamanistic fetish as a spellcasting focus for your shaman spells. Shamanistic fetishes are mundane items of personal significance to the shaman worth at least 1 gold.\r\nExamples include the skull of an ancestor, the feather of a guardian beast, or an ancient stone engraved with runes.","class_features":"[h2]Sacred Focus[\/h2]\r\nTo channel the overwhelming power of spirits without being consumed, shamans must draw this power through an aspect of themselves. At 1st level, you choose your Sacred Focus, each of which grants you certain benefits as detailed below:\r\n\r\n[h4]Body[\/h4]\r\nYou channel spiritual power through your body, bending the spirits to your will with physical might. When you choose this Sacred Focus your hit point maximum increases by 1, and it increases by 1 again each time you gain a level in this class.\r\n\r\n[h4]Heart[\/h4]\r\nYou channel spiritual power into your heart and overwhelm spirits with powerful emotions. Whenever you make a saving throw, you can expend one Hit Die to roll with advantage.\r\n\r\n[h4]Mind[\/h4]\r\nYou channel spiritual power through your mind, manipulating the spirits with your wit. When you make an ability check or saving throw that uses your Intelligence or your Charisma, you gain a bonus to your roll equal to your Wisdom modifier.\r\n\r\n[h4]Soul[\/h4]\r\nYou channel spiritual power through your soul, your inner serenity soothes wild spirits and wards you from harm. While not wearing armor or wielding a shield, your Armor Class equals 10 + your Dexterity modifier + your Wisdom modifier.\r\n\r\n[h2]Totems[\/h2]\r\nAt 1st level, you learn to bind primal nature spirits into sacred\r\n[spoiler]Below is the list of Totem that a shaman can learn to bind spirits to their will. If a Totem has a prerequisite, like a shaman level or Sacred Focus, you can learn that Totem at the same time that you meet any prerequisites it may have.\r\n\r\n[h4]Totem of the Autumn Wind[\/h4]\r\nYou bind a minor spirit of death that comes with the changing of the seasons. When you hit a creature with an attack, you can force it to make a Constitution saving throw. On a failed save, it can't regain hit points until the start of your next turn.\r\n\r\n[h4]Totem of the Bear[\/h4]\r\nYou bind a minor bestial spirit that grants you the ferocity of a bear. As a bonus action, you can grow claws from your fingers. With your claws, your unarmed strikes deal magical slashing damage equal to 1d6 + your Strength modifier on hit. If you have two free hands, the d6 becomes a d8. You can use another bonus action to cause your claws to disappear.\r\n\r\n[h4]Totem of the Crossroads[\/h4]\r\n[b]Prerequisites: Heart Sacred Focus\r\n[br][\/b]\r\nYou bind a minor Fey spirit that allows you to converse with wild creatures in your own tongue. You are always under the effect of speak with animals while you are conscious.\r\n\r\nWhen you reach 5th level in this class, you are also always under the effect of speak with plants while you are conscious.\r\n\r\n[h4]Totem of the Eagle[\/h4]\r\nYou bind a minor bestial spirit that grants you the sight of an eagle. You gain proficiency in Perception, and you have advantage on Wisdom (Perception) checks that rely on sight.\r\n\r\n[h4]Totem of the Earthquake[\/h4]\r\nYou bind a spirit of earth that grants you destructive power. Once per turn when you hit with a melee weapon attack, you can deal an additional 1d6 damage of your weapon's type.\r\n\r\nThis damage bonus increases as you gain shaman levels;\r\nat 6th level (1d8), 11th level (1d10), and 17th level (1d12).\r\n\r\n[h4]Totem of the Harvest[\/h4]\r\n[b]Prerequisites: Soul Sacred Focus\r\n[br][\/b]\r\nYou bind a minor spirit of wild growth and bounty. When you finish short or long rest, you automatically cast [i]goodberry[\/i] without expending a spell slot or material components.\r\n\r\nThe berries from this spell last until the end of your next short or long rest, at which point they wither into nothing.\r\n\r\n[h4]Totem of the Hound[\/h4]\r\nYou bind a minor bestial spirit that grants you the senses of a hound. You gain proficiency in Survival and have advantage on Wisdom (Survival) checks while in natural environments.\r\n\r\n[h4]Totem of the Mountain[\/h4]\r\n[b]Prerequisites: Body Sacred Focus\r\n[br][\/b]\r\nYou bind a minor spirit of the earth that hardens your skin like that of solid rock. While you are not wearing any armor or wielding a shield, your Armor Class is equal to 13 + your Constitution modifier (minimum of 13 Armor Class).\r\n\r\n[h4]Totem of the Panther[\/h4]\r\nYou bind a minor bestial spirit that grants you the steps of a panther. You gain proficiency in Stealth, and have advantage on Dexterity (Stealth) checks to hide in natural environments.\r\n\r\n[h4]Totem of the Pond[\/h4]\r\nYou bind a minor spirit of water that grants you a protective viscous coating. While underwater, you can hold your breath for up to 1 hour, and you have advantage on any ability check or saving throw you make to resist being grappled.\r\n\r\n[h4]Totem of the Quagmire[\/h4]\r\n[b]Prerequisite: Mind Sacred Focus\r\n[br][\/b]\r\nYou bind a minor spirit of darkness that guards your mind. You are immune to any effect that would read your thoughts, sense your emotions, or detect your alignment, as well as any divination spell that you refuse. Moreover, if a creature makes a Wisdom (Insight) check to ascertain your true intentions or sincerity it does so at disadvantage.\r\n\r\n[h4]Totem of the Rains[\/h4]\r\nYou bind a minor spirit of water that washes poison away like rain. You gain resistance to acid and poison damage, and you have advantage on saving throws to resist being poisoned.\r\n\r\n[h4]Totem of Twilight[\/h4]\r\nYou bind a minor spirit of darkness that grants you enhanced sight 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 in darkness as if it were dim light.\r\n\r\nStarting at 9th level, you can see in magical darkness.\r\n\r\n[h4]Totem of the Waves[\/h4]\r\nYou bind a minor spirit of water that allows you to shift like the sea. As a reaction when you take a critical hit, you can to turn it into a normal hit. Once you use this feature you must finish a short or long rest before you can do so again.\r\n\r\nWhen you reach 12th level in this class, you can use this reaction twice between each short or long rest.\r\n\r\n[h4]Totem of the Whirlwind[\/h4]\r\nYou bind a minor spirit of air that speeds your strikes. When you score a critical hit with a melee weapon attack, you can use your reaction to make another attack against that target.\r\n\r\n[h4]Totem of the Winds[\/h4]\r\nYou bind a minor spirit of the air which lends speed to\r\nyour steps with a gust of mighty wind. Your walking\r\nspeed increases by 5 feet.\r\n\r\nThis bonus to your speed increases as you gain\r\nshaman levels; at 5th level (10 feet), 11th level\r\n(15 feet), and finally at 17th level (20 feet).\r\n\r\n[h4]Totem of the Bloom[\/h4]\r\n[b]Prerequisite: 5th-level shaman, Soul Sacred Focus\r\n[br][\/b]\r\nYou bind a spirit of wild growth that enriches the land around you. You can cast [b]plant growth[\/i] without expending a spell slot.\r\n\r\nOnce you cast [b]plant growth[\/i] in this way, you must finish a short or long rest before you can cast it in this way again.\r\n\r\nIf you begin a long rest and have not used this feature to cast plant growth since your previous long rest, the 8-hour version of plant growth takes effect on the land immediately surrounding you during the course of your long rest.\r\n\r\n[h4]Totem of Drought[\/h4]\r\n[b]Prerequisite: 5th level shaman[\/b]\r\n[br]\r\nYou bind a minor spirit of elemental flame. When you cast a Shaman spell that deals either acid, cold, lighting, or poison damage, you can choose for it to deal fire damage instead.\r\n\r\n[h4]Totem of the Eruption[\/h4]\r\n[b]Prerequisite: 5th-level shaman\r\n[br][\/b]\r\nYou bind an elemental spirit that lends you its destructive power. Once per turn, when you hit a creature with a melee weapon attack, you can expend one of your Primal Magic spell slots to deal additional cold, fire, lightning, magical bludgeoning, or thunder damage (your choice) to the target.\r\n\r\nThe extra damage is 1d8 for a 1st-level slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8.\r\n\r\n[h4]Totem of Growth[\/h4]\r\n[b]Prerequisite: 5th-level shaman, Body Sacred Focus\r\n[br][\/b]\r\nYou bind a spirit of wild growth that can temporarily increase your size. You can cast the 'enlarge' version of enlarge\/reduce as a bonus action, targeting only yourself, without expending a spell slot. This effect does not require your concentration.\r\n\r\nOnce you cast enlarge\/reduce in this way, you must finish a short or long rest before you can cast it in this way again.\r\n\r\n[h4]Totem of the Grave[\/h4]\r\n[b]Prerequisite: 5th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of undead power which you can summon to your service. You can expend one of your Primal Magic spell slots to cast animate dead, without providing the normal material components required for this spell.\r\n\r\nOnce you cast animate dead in this way, you must finish a long rest before you can cast it in this way again.\r\n\r\n[h4]Totem of Light[\/h4]\r\n[b]Prerequisite: 5th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of radiance that restores your spirit when you aid others. When you cast a spell of 1st-level or higher that restores hit points to a creature other then yourself, you gain temporary hit points equal to your Wisdom modifier.\r\n\r\n[h4]Totem of the Mirth[\/h4]\r\n[b]Prerequisite: 5th-level shaman, Heart Sacred Focus\r\n[br][\/b]\r\nYou bind a spirit of revelry and life that grants you renewed vigor. Once per long rest, you can use a bonus action to grant yourself temporary hit points equal to your shaman level.\r\n\r\n[h4]Totem of the Mystic[\/h4]\r\n[b]Prerequisite: 5th-level shaman, Mind Sacred Focus\r\n[br][\/b]\r\nYou bind a spirit of secret knowledge that grants you the ability to peer into the minds of others. As an action, you can cast [i]detect thoughts[\/i] without expending a spell slot, or requiring the normal verbal or somatic components.\r\n\r\nOnce you cast [i]detect thoughts[\/i] in this way, you must finish\r\na short or long rest before you can cast it in this way again.\r\n\r\n[h4]Totem of the Swamp[\/h4]\r\n[b]Prerequisite: 5th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of disease which can poison foes. As an action, you can exude noxious gas and force creatures within 15 feet to make a Constitution saving throw. On a failed save, they are poisoned until the beginning of your next turn. On a success, they are immune to this effect for 24 hours.\r\n\r\n[h4]Totem of the Wild[\/h4]\r\n[b]Prerequisite: 5th level shaman\r\n[br][\/b]\r\nYou bind a bestial spirit which you can call to your aid. You can cast summon beast at a level equal to your Primal Magic slots, without expending a spell slot or material components.\r\n\r\nOnce you cast summon beast in this way, you must finish a long rest before you can cast it in this way again.\r\n\r\n[h4]Totem of Wrath[\/h4]\r\n[b]Prerequisite: 5th level shaman\r\n[br][\/b]\r\nYou bind a spirit of anger that increases your power. When a creature fails its saving throw against Totemic Assault, you can add your Wisdom modifier to the damage roll.\r\n\r\n[h4]Totem of Venom[\/h4]\r\n[b]Prerequisite: 5th level shaman[\/b]\r\n[br]\r\nYou bind a minor spirit of elemental sickness. When you cast a Shaman spell that deals either acid, cold, fire, or lighting damage, you can choose for it to deal poison damage instead.\r\n\r\n[h4]Totem of Corrosion[\/h4]\r\n[b]Prerequisite: 7th level shaman[\/b]\r\n[br]\r\nYou bind a minor spirit of elemental decay. When you cast a Shaman spell that deals either cold, fire, lighting, or poison damage, you can choose for it to deal acid damage instead.\r\n\r\n[h4]Totem of Frost[\/h4]\r\n[b]Prerequisite: 7th level Shaman[\/b]\r\n[br]\r\nYou bind a minor spirit of elemental frost. When you cast a Shaman spell that deals either acid, fire, lighting, or poison damage, you can choose for it to deal cold damage instead.\r\n\r\n[h4]Totem of the Hunt[\/h4]\r\n[b]Prerequisite: 7th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of the wild hunt that enhances your ferocity. Once per turn, you can grant yourself advantage on an attack roll if your target is within 5 feet of one of your allies.\r\n\r\n[h4]Totem of the Ooze[\/h4]\r\n[b]Prerequisite: 7th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of elemental water which allows your body to flow like ooze. As a bonus action, you can cause your body to become pliable. You can move through spaces as narrow as 1 inch without squeezing, and escape from nonmagical restraints or a grapple by expending 5 feet of movement.\r\n\r\n[h4]Totem of the River[\/h4]\r\n[b]Prerequisite: 7th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of elemental water which allows you to live underwater. You can breathe both air and water, and you gain a swimming speed equal to your walking speed.\r\n\r\n[h4]Totem of Tempests[\/h4]\r\n[b]Prerequisite: 7th level shaman[\/h4]\r\n[br]\r\nYou bind a minor spirit of elemental storms. When you cast a Shaman spell that deals acid, cold, fire, or poison damage, you can choose for it to deal lightning damage instead.\r\n\r\n[h4]Totem of the Cave[\/h4]\r\n[b]Prerequisite: 9th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of elemental earth that lends you its ability to sense movement through the ground. So long as you are touching the ground, you gain tremorsense out to a radius of 30 feet, allowing you to sense anything touching the ground.\r\n\r\n[h4]Totem of the Dawn[\/h4]\r\n[b]Prerequisite: 9th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of radiance which you can shield creatures from death. At the end of a long rest, you can cast death ward on a creature of your choice, without expending a spell slot.\r\n\r\n[h4]Totem of the Fey[\/h4]\r\n[b]Prerequisite: 9th-level shaman\r\n[br][\/b]\r\nYou bind a fey spirit which you can call to your aid. You can cast [i]summon fey[\/i] at a level equal to your Primal Magic slots, without expending a spell slot or material components.\r\n\r\nOnce you cast [i]summon fey[\/i] in this way, you must finish a long rest before you can cast it in this way again.\r\n\r\n[h4]Totem of Midnight[\/h4]\r\n[b]Prerequisite: 9th level shaman[\/b]\r\n[br]\r\nYou bind a sinister spirit which you can call to you. You can cast [i]summon shadowspawnp[\/i] at the level of your Primal Magic slots, without expending a spell slot or material components.\r\n\r\nOnce you cast [i]summon shadowspawn[\/i] this way, you must finish a long rest before you can cast it in this way again.\r\n\r\n[h4]Totem of the Sun[\/h4]\r\n[b]Prerequisite: 9th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of radiance that allows you to succeed when all hope seems lost. When you fail a saving throw, you can choose to re-roll, possibly turning a failure into a success.\r\n\r\nOnce you use this feature to re-roll a saving throw you must finish a short or long rest before you can use it again.\r\n\r\nWhen you reach 15th level in this class, you can use this feature twice between each short or long rest.\r\n\r\n[h4]Totem of the Vine[\/h4]\r\n[b]Prerequisite: 9th-level shaman\r\n[br][\/b]\r\nYou bind a spirit of wild growth which lends you the power to restrain your foes. You can cast [i]ensnaring strike[\/i] at 1st-level, at will, without expending a spell slot.\r\n\r\n[h4]Totem of Binding[\/h4]\r\n[b]Prerequisite: 15th-level shaman\r\n[br][\/b]\r\nYou can quickly bind a spirit to regain some of your power. Once per long rest, you can use an action to regain one of your expended Primal Magic spell slots.\r\n\r\n[h4]Totem of the Eclipse[\/h4]\r\n[b]Prerequisite: 15th-level shaman\r\n[br][\/b]\r\nYou bind a powerful spirit that grants you resistance to the arcane. You gain resistance to all damage from spells.\r\n\r\n[h4]Totem of the Elements[\/h4]\r\n[b]Prerequisite: 15th-level shaman\r\n[br][\/b]\r\nYou bind an elemental spirit which you can call to your aid. You can cast [i]summon elemental[\/i] at the level of your Primal Magic slots, without expending a spell slot or components.\r\n\r\nOnce you cast [i]summon elemental[\/i] in this way, you must finish a short or long rest before you can do so again.\r\n\r\n[h4]Totem of the Sapling[\/h4]\r\n[b]Prerequisite: 15th-level shaman\r\n[br][\/b]\r\nYou bind a powerful spirit of wild growth which blesses your body with wondrous regeneration. At the start of each of your turns, you regain hit points equal to your Wisdom modifier, so long as you have no more than half of your hit points left.\r\n\r\nYou do not gain this benefit if you have 0 hit points.\r\n\r\n[h4]Totem of the Skies[\/h4]\r\n[b]Prerequisite: 15th-level shaman\r\n[br][\/b]\r\nYou bind a powerful spirit of elemental air which propels you through the air. You gain a flying speed equal to your walking speed, and whenever you take falling damage you reduce the damage by an amount equal to your shaman level. |Totems[\/spoiler]so that you may safely channel their mystical abilities. Any Tiny object of your choice can be a Totem, but most often they are objects reminiscent of the spirit within. At 1st level, you know two Totems of your choice from the list at the end of the class. If a Totem has any prerequisites, you must meet them in order to learn that Totem.\r\n\r\nYou learn additional Totems as you gain shaman levels, as shown in the Bound Totems column of the Shaman Table on the page above.\r\n\r\n\r\n[b][i]Saving Throws.[\/i][\/b] If a Totem requires a creature to\r\nmake a saving throw, the DC is calculated as follows:\r\n\r\n[center][b]Totemic save DC[\/b] = 8 + your proficiency bonus\r\n[br]\r\n+ your Wisdom modifier[\/center]\r\n\r\n[h3]Totemic Assault[\/h3]\r\nYou can temporarily unleash the primal spirits bound within your Totems to assault your foes. While you are holding one of your Totems, you can use your action to force one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, the creature takes 1d8 necrotic damage.\r\n\r\nAt certain shaman levels, this damage increases: at 5th level (2d8), at 11th level (3d8), and at 17th level (4d8).\r\n\r\n[h2]Spirituality[\/h2]\r\nAt 3rd level, you choose the Spirituality, that best represents the discipline you use to channel spirits, detailed at the end of this class.\r\n\r\nYour Spirituality grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class.\r\n\r\n[h3]Spirituality Spells[\/h3]\r\nEach Spirituality has a list of spells that you learn at the shaman levels noted in the Spirituality description. These Spirituality Spells count as shaman spells for you, but they don't count against your total number of Spells Known.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen 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.\r\n\r\n[h2]Totemic Versatility[\/h2]\r\nYou 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.\r\n\r\n[h2]Greater Totem Spirit[\/h2]\r\nYour understanding of the spirit world allows you to conjure and bind greater primal spirits to one of your Totems. At 11th level, choose a[spoiler][hr]\r\n[h3]Greater Spirit of Death[\/h3]\r\nSpirits of Death are drawn from the Shadowfell, the Hells, or the Abyss. They lend shamans their powerful sinister magic.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]11th[\/td][td][i]flesh to stone[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]finger of death[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]horrid wilting[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]power word: kill[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Greater Spirit of Life[\/h3]\r\nSpirits of Life come to aid shamans from the Upper Planes or the Feywild. They bless shamans with mystic healing magic.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]11th[\/td][td][i]heal[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]regenerate[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]holy aura[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]power word: heal[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Greater SPirit of the Dark Star[\/h3]\r\nSpirits of the Dark Stars are called from the Outer Realms beyond the known planes. They grant Shamans strange abberant powers.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]11th[\/td][td][i]soul cage[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]prismatic spray[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]maddening darkness[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]psychic scream[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Greater Spirit of the Fissure[\/h3]\r\nSpirits of Fissure are conjured from the realms on the Plane of Earth. They lend Shamans the unyielding power of stone.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]11th[\/td][td][i]bones of the earth[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]symbol[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]earthquake[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]invulnerability[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Greater Spirit of the Inferno[\/h3]\r\nSpirits of the Inferno are summoned from the great Plane of Fire. They grant Shamans overwhelming destructive power.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]11th[\/td][td][i]investiture of flame[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]fire storm[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]incediary cloud[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]meteor swarm[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Greater Spirit of the Moon[\/h3]\r\nSpirits of the Moon can be summoned from the Astral Sea or the Ethereal Plane. They grant shamans wondrous magic power.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[th][\/tr]\r\n[tr][td]11th[\/td][td][i]primordial ward[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]reverse gravity[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]antimagic field[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]astral projection[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Greater Spirit of the Sea[\/h3]\r\nSpirits of the Sea are called up from the depths of the Plane of Water. They bestow Shamans with frigid ethereal magics.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]11th[\/td][td][i]freezing sphere[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]etherealness[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]tsunami[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]invulnerability[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Greater Spirit of the Storm[\/h3[\r\nSpirits of the Stormm are drawn from the great tempests of the Plane of Air. They lend Shamans the wild magic of storms.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]11th[\/td][td][i]chain lightning[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]whirlwind[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]control weather[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]storm of vengeance[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Greater Spirit of the Sun[\/h4]\r\nSpirits of the Sun are drawn from places of powerful radiant magic. They lend shamans restorative and purifying power.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spell[\/th][\/tr]\r\n[tr][td]11th[\/td][td][i]sunbeam[\/i][\/td][\/tr]\r\n[tr][td]13th[\/td][td][i]resurrection[\/i][\/td][\/tr]\r\n[tr][td]15th[\/td][td][i]sunburst[\/i][\/td][\/tr]\r\n[tr][td]17th[\/td][td][i]true resurrection[\/i][\/td][\/tr]\r\n[\/table]\r\n[hr] | Greater Totem Spirit[\/spoiler] to bind to one of your Totems. Your Greater Totem Spirit doesn't count against your number of Bound Totems.\r\n\r\nEach Greater Totem Spirit includes a list of four Greater Totem Spells, one for each spell level from 6th through 9th, that you learn at the shaman levels listed in the description, which do not count against your number of Spells Known.\r\n\r\nOnce you reach the shaman levels in your Greater Totem Spirit's description, you can cast that spell once, at its lowest level, without expending a spell slot. Once you do so you must finish a long rest before you can cast that spell again.\r\n\r\nFor example, if you choose the Greater Spirit of the Sun at 11th level, you can cast sunbeam once per long rest.\r\n\r\nWhen you finish a long rest, in place of using your Totemic Versatility feature, you can replace your Greater Totem Spirit with another Greater Totem Spirit of your choice.\r\n\r\n[h2]Spiritual Ascension[\/h2]\r\nYou 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.\r\nWhen you finish a long rest, you can choose to reduce your number of Bound Totems by one and 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.\r\n\r\nWhen you die, you become an incorporeal creature, 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.\r\nIf you do not return to the replica of your body, you die at the following dawn.\r\n","subclass_options":"[h2]Spirituality[\/h2]\r\nThe following spiritualities are available for a shaman to choose from at 3rd level. These reflect how the shaman views and interacts with the spiritual world.\r\n\r\n[spoiler]While most shamans use the power of spirits to work magics and heal the sick, some twist this connection, binding sinister spirits to their foes. Known as Curse Binders, these shamans wield the sinister spiritual power present in the world. Often apprentices of hags or entities from the Shadowfell, they use ancient techniques to afflict their foes with hexes and curses.\r\n\r\n[h3]Curse Binder Spells[\/h3]\r\nWhen you gain a level in this class, you can replace one spell from this feature with an enchantment or necromancy spell of the same level from the shaman or warlock spell list.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i][blocklink:1094515], [blocklink:1094566][\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]bestow curse, vampiric touch[\/i][\/td][\/tr]\r\n[tr][td]7th[\/td][td][i]blight, phantasmal killer[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]contagion, enervation[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Evil Eye[\/h3]\r\nStarting at 3rd level, 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.\r\n\r\nYou 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.\r\n\r\n[h3]Totemic Curse[\/h3]\r\nAlso at 3rd level, 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,\r\nyou can inflict it with one of the following conditions\r\nof your choice until the start of your next turn:\r\n[ul]\r\n[li]Its speed is reduced by a total number of feet equal to 5 times your Wisdom modifier.[\/li]\r\n[li]It cannot regain hit points, and when it takes damage it takes an additional 1d4 necrotic damage.[\/li]\r\n[li]Whenever it makes an ability check or an attack roll, it must subtract your Wisdom modifier from the result of its roll.[\/li]\r\n[\/ul]\r\nThe conditions inflicted by this feature can be ended early with [i]lesser restoration[\/i] or [i]remove curse[\/i]. The afflicted creature can repeat the saving throw as an action on its turn, ending the effect on a success.\r\n\r\n[h3]Sinister Spellcasting[\/h3]\r\nAt 6th level, dark spirits empower your magic. When you deal damage to a creature with a shaman cantrip or Totemic Assault, you add your Wisdom modifier (minimum of +1) to your damage roll.\r\n\r\n[h3]Shamanistic Ward[\/h3]\r\nBeginning at 10th level, sinister spirits ward you against elemental assaults. At the end of each long rest, choose either acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of your next long rest, you are resistant to that damage.\r\n\r\nWhen you take damage of a type that you resist, you can use Totemic Assault as a reaction, targeting your attacker.\r\n\r\n[h3]Foul Conjuration[\/h3]\r\nAt 14th level, you have reached the apex of sinister shamanism, the ability to create corporeal bodies for the spirits you conjure. As an action on your turn, you can cast [i]create undead[\/i] at 6th-level, without expending a spell slot or the material components.\r\n\r\nOnce you cast [i]create undead[\/i] in this way, you must finish a long rest before you can cast it in this way again.  |Curse Binder[\/spoiler]\r\n\r\n[spoiler]Some Shamans gain their abilities while living near places of raw elemental power: active volcanoes, amongst the sands of blazing deserts, atop frigid mountain peaks, or on the stormy coasts of the ocean. Known as Elementalists, these Shamans learn to draw out the most destructive spirits of nature and wield them to devastating effect against their foes.\r\n\r\nWhether they master a single element or learn to wield the powers of air, earth, flame, and water, Elementalists are among the most powerful channelers of the four elements.\r\n\r\n[h3]Elemental Mastery[\/h3]\r\nThe primordial spirits of nature have taught you the secrets of elemental mastery. Choose one of the following elements to master: Air, Earth, Fire, or Water. This choice grants you both an affinity with, and resistance to, the type of damage associated with that element, as shown on the table below:\r\n[table]\r\n[tr][th]Element[\/th][th]Air[\/th][th]Earth[\/th][th]Fire[\/th][th]Water[\/th][\/tr]\r\n[tr][td]Damage[\/td][td]thunder[\/td][td]bludgeoning[\/td][td]fire[\/td][td]cold[\/tr]\r\n[\/table]\r\n\r\nIn addition, your mastery over the elements can empower the spirits of your Totemic Assault. When you use Totemic Assault, you can empower it with one of the elements that you have mastered, granting it the corresponding benefits:\r\n[ul]\r\n[li][b]Air.[\/b] Your Totemic Assault deals thunder damage in place of necrotic damage, and on a failed save, a Large or smaller creature is moved 5 feet in a direction of your choice.[\/li]\r\n[li][b]Earth.[\/b] Your Totemic Assault deals magical bludgeoning damage in place of necrotic damage, and on a failed save, a Large or smaller creature is knocked prone in its space.[\/li]\r\n[li][b]Fire.[\/b] Your Totemic Assault deals fire damage in place of necrotic damage, and the damage dice you roll for Totemic Assault become d12s (instead of the normal d8s).[\/li]\r\n[li][b]Water.[\/b] Your Totemic Assault deals cold damage in place of necrotic damage, and when you use Totemic Assault you can target two creatures that are within 5 feet of each other.[\/li]\r\n[\/ul]\r\n\r\n[h3]Elementalist Spells[\/h3]\r\nYou gain the Spirituality Spells from the tables below that correspond to any of the four elements you have mastered. When you gain a level in this class, you can replace one spell from this feature with another spell of the same level from any spell list that deals only the damage type of its element.\r\n\r\nAlternatively, you can replace the spell with another spell of a similar elemental theme at the discretion of your DM.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Air Spells[\/th][th]Earth Spells[\/th][th]Fire Spells[\/th][th]Water Spells[\/th][\/tr]\r\n[tr][td][i]thunderwave, shatter[\/i][\/td][td][i]earth tremor, earthen grasp[\/i][\/td][td][i]burning hands, flaming sphere[\/i][\/td][td][i]ice knife, snowball storm[\/i][\/td][\/tr]\r\n[tr][td][i]lightning bolt[\/i][\/td][td][i]erupting earth[\/i][\/td][td][i]fireball[i][\/td][td][i]tidal wave[\/i][\/td][\/tr]\r\n[tr][td][i]storm sphere[\/i][\/td][td][i]stone shape[\/i][\/td][td][i]wall of fire[\/i][\/td][td][i]ice storm[\/i][\/td][\/tr]\r\n[tr][td][i]control winds[\/i][\/td][td][i]wall of stone[\/i][\/td][td][i]immolations[\/i][\/td][td][i]cone of cold[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h43Greater Elemental Master[\/h3]\r\nAt 6th level, the power you draw from the elemental spirits has grown. You gain one of the following benefits of your choice:\r\n[ul]\r\n[li]You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.[\/li]\r\n[li]You can cast one Elementalist Spell at the level of your Primal Magic spell slots, without expending a spell slot. Once you do so, you must finish a long rest before you can cast an Elementalist spell in this way again.[\/li]\r\n[\/ul]\r\n\r\nAlso, whenever you cast a Shaman spell or use a Shaman feature that deals the damage type of any element you have mastered, you add your Wisdom modifier to the damage roll.\r\n\r\n[h3]Primal Conduit[\/h3]\r\nAt 10th level, Your power rivals native spirits of the four elemental planes. You gain one of the following benefits of your choice:\r\n[ul]\r\n[li]You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.[\/li]\r\n[li]You can cast one Elementalist Spell at the level of your Primal Magic spell slots, without expending a spell slot. Once you do so, you must finish a long rest before you can cast an Elementalist spell in this way again. If you chose this feature previously you can cast two spells in this way.[\/li]\r\n[\/ul]\r\n\r\nAdditionally, whenever you cast a Shaman spell of 1st-level or higher that deals the damage type of any element you have mastered, you gain temporary hit points equal to the level of the spell slot you expended + your Wisdom modifier.\r\n\r\n[h3]Elemental Ascension[\/h3]\r\nAt 14th level, you wield the raw elemental power of the most destructive aspects of nature. You gain one of the following benefits:\r\n[li]You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.[\/li]\r\n[li]Choose an element that you have mastered, and you learn the corresponding investiture spell from Xanathar's Guide to Everything: Air (wind), Earth (stone), Fire (flame), Water (ice). The spell counts as a Shaman spell for you, but does not count against your number of Spells Known. Once per long rest, you can cast it without expending a spell slot.[\/li]\r\n[li]If you have mastered only one element, you gain all the benefits of the Greater Totem Spirit of the element: Air (Storm), Earth (Fissure), Fire (Inferno), or Water (Sea). This Greater Totem Spirit doesn't count against the total number of Greater Totem Spirits you can have bound at one time.[\/li]\r\n[\/ul]\r\n|Elementalist[\/spoiler]\r\n\r\n[spoiler]Many Shamans initially discover their connection to the spirit world when they perform rituals to divine the future. Should these amateur spiritualists pursue this connection they learn to channel spirits as a Far Seer, a Shaman who can glimpse both past and future, and use spiritual power to alter fate.\r\n\r\n[h3]Far Seer Spells[\/h3]\r\nWhen 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 tag, of the same level from any class spell list.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i]augury, detect thoughts[\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]clairvoyance, tongues[\/i][\/td][\/tr]\r\n[tr][td]7th[\/td][td][i]arcane eye, divination[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]contact other plane, scrying[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Spirits of Fate[\/h3]\r\nBeginning at 3rd level you have learned to bind minor spirits of Fate and unleash them to influence the world around you in minor ways. Each time you finish a short or long rest, roll two d4s and record the numbers you rolled. When you or a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to apply one of these Fate rolls to the triggering roll, adding or subtracting it from the result. You can use this reaction after you know the result of the roll, but before you know if the roll succeeds or fails.\r\n\r\nEach of your Fate rolls can be used only once. When you finish a short or long rest, you lose any unused Fate rolls.\r\n\r\nAt certain levels in this class, the dice you roll for these Fate rolls increase in size: at 6th level (d6s), at 10th level (d8s), and finally at 14th level (d12s).\r\n\r\n[h3]Totemic Ritualist[\/h3]\r\nAlso at 3rd level, you can draw on the power within your Totems to enhance your ritual magic. When you cast the ritual version of a spell, you can use a Totem in place of the material components of that spell. When you do, the ritual version of that spell only takes 1 additional minute to cast instead of 10 minutes.\r\n\r\nAlso, when you cast a divination spell and use a Totem as your spellcasting focus, it can replace material components with a gold value so long as they are not consumed.\r\n\r\n[h3]Ascended Awareness[\/h3]\r\nAt 6th level, the spirits of Fate constantly whisper their secrets to you. You cannot be surprised while you are conscious, and you gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are conscious.\r\n\r\n[h3]Certain Fate[\/h3]\r\nStarting at 10th level, the future is fickle and constantly changing, but once you glimpse something, it nearly always comes to pass. When you use your reaction to add a Fate die to a roll and it does not change the outcome of that roll, the die is not expended.\r\n\r\n[h3]Tip the Scales[\/h3]\r\nAt 14th level, you can effect Fate in ways that rival the greatest spirits of the multiverse, if only for a moment. When a creature you can see within 60 feet finishes its turn, you can use your reaction to expend one of your Fate dice, and force that creature to repeat its turn exactly as it did before.\r\n\r\nAnything the creature did on that turn is undone, and it must repeat its turn exactly, taking the same exact course of action, but any dice rolled on that turn are rolled again, and all creatures must use the new results.\r\n\r\n|Far Seer[\/spoiler]\r\n\r\n[spoiler]Unlike most Shamans who bind themselves to many spirits, those who become Spirit Guides form a bond with a single powerful spirit known as a Geist. These unique spirits can grow in power alongside the Shaman they are bound to, and can even wield the power of other spirits with Totems.\r\n\r\n[h3]Spirit Guide Spells[\/h3]\r\nWhen you gain a level in this class, you can replace one spell from this feature with an abjuration or divination spell of the same level from either the Cleric or Shaman spell list.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i]spiritual weapon, warding bond[\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]blink, spirit guardians[\/i][\/td][\/tr]\r\n[tr][td]7th[\/td][td][i]death ward, guardian of faith[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]arcane hand, wall of light[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Totemic Bond[\/h3]\r\nYou have bound your soul with a unique spirit known as a [blocklink:1204751]. You determine its spectral appearance, but the choice has no effect on its game statistics. Your Geist is friendly to you and your allies, and it obeys your commands.\r\n\r\nIn combat, the Geist acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take one of the actions listed in its stat block, or another action.\r\n\r\nAt the end of a long rest, you can choose for any Totems you know to be bound to your Geist in place of you. You lose any benefits from those Totems and the Geist gains them.\r\n\r\nIf your Geist is reduced to 0 hit points it is banished back to the Outer Planes. As an action, you can expend a Primal Magic spell slot to conjure the Geist in an unoccupied space within 5 feet of you, restoring it to its full hit points.\r\n\r\nAt the end of each long rest the Geist is restored to full hit points, and reappears next to you if it had been banished.\r\n\r\n[h3]Spectral Empowerment[\/h3]\r\nAt 6th level, you can infuse your Geist with spiritual power. As an action, you can expend a Primal Magic spell slot to empower it. For 1 minute, the Geist gains resistance to bludgeoning, piercing, and slashing damage from nonsilvered attacks, and can move through creatures and objects as if they were difficult terrain.\r\n\r\nIf the Geist ends its turn inside a creature or object, it is instantly shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet it was forced to travel.\r\n\r\n[h3]Soul Bound[\/h3]\r\nStarting at 10th level, the bond between kindred soul and spirit empowers your resolve. When a creature you can see hits you with an attack, and the Geist is within 30 feet of you, you can use a reaction to instantly switch places with the Geist, causing it to become the target of the triggering attack in your place.\r\n\r\nThe Geist can also use this same reaction when it is hit by an attack to instantly switch places with you.\r\n\r\n[h3]Ghastly Strikes[\/h3]\r\nAt 14th level, The spiritual bond between you and the Geist has reached\r\nits full potential. Whenever you command the Geist to use its Spectral Touch, it can use its Spectral Touch action twice.\r\n\r\nAlso, the Geist permanently gains the benefits of Spectral Empowerment, and you can expend a Primal Magic spell slot to gain the benefits of Spectral Empowerment yourself.\r\n|Spirit Guide[\/spoiler]\r\n\r\n[spoiler]Serving as the guardians of sacred groves and places of great spiritual power, Spirit Warriors draw on the power of ancient spirits to enhance their physical form. When they allow these incorporeal beings to walk the world through their physical bodies, they gain increased physical and martial abilities.\r\n\r\n[h3]Ancestral Knowledge[\/h3]\r\nWhen you adopt this Spirituality at 3rd level, spirits of ancient warriors grant you their lifetimes' worth of combat experience. You gain proficiency with medium armor and all martial\r\nweapons.\r\n\r\n[h3]Spirit Warrior Spells[\/h3]\r\nWhen you gain a level in this class, you can replace one spell from this feature with an abjuration or evocation spell of the same level from either the paladin or shaman spell list.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i][blocklink:1094554], [blocklink:1094578][\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]clairvoyance, spirit shroud[\/i][\/td][\/tr]\r\n[tr][td]7th[\/td][td][i]blight, phantasmal killer[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]contagion, enervation[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Totemic Weapon[\/h3]\r\nAt 3rd level, you can bind powerful spirits to your weapons for use in battle. At the end of a long rest, you can perform a ritual to bind one of the spirits below to a melee weapon you touch. The benefits last until the end of your next long rest.\r\n\r\nMoreover, you can use your Wisdom, in place of Strength, for attack and damage rolls with your Totemic Weapon, and attacks with your Totemic Weapon count as magical for the sake of overcoming resistances and immunities.\r\n\r\n[h4]Spirit of Challenge[\/h4]\r\nAlso at 3rd level, 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.\r\n\r\n[h4]Spirit of Draining[\/h4]\r\nThis 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.\r\n\r\n[h4]Spirit of Might[\/h4]\r\nThis 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.\r\n\r\nMoreover, you have advantage on attack rolls with this weapon against any creature that is grappled by you.\r\n\r\n[h3]Extra Attack[\/h3]\r\nBeginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a shaman cantrip you know, or use your Totemic Assault feature in place of one of your attacks.\r\n\r\n[h3]Warrior of the Grave[\/h3]\r\nAt 10th level, you can offer your very life force to the spirit realm to resist the grasp of death. When you are reduced to 0 hit points but not killed outright, you can expend one of your Hit Dice to drop to 1 hit point instead of falling to 0.\r\n\r\n[h3]Spiritual Champion[\/h3]\r\nStarting at 14th level, you can offer the spirits full control of your body, granting you temporary mystical power. As a bonus action, you can enter a possessed state, gaining the following benefits for 1 minute:\r\n[ul]\r\n[li]You can take the Dash action as a bonus action.[\/li]\r\n[li]You gain resistance to all bludgeoning, piercing, and slashing damage from non-silvered attacks.[\/li]\r\n[li]Once per turn when you hit a creature with your Totemic Weapon, you can apply the effects of Totemic Assault as if the creature had failed its Charisma saving throw.[\/li]\r\n[\/ul]\r\n\r\nOnce you use this feature you must finish a short or long rest before you can use it again. If you have no uses left, you can expend a Primal Magic slot to use this feature again.  |Spirit Warrior[\/spoiler]\r\n\r\n[spoiler]Often raised by, or closely with, wild beasts, shamans known as Wild Hearts develop an intense spiritual connection with the wild. This intense devotion, when combined with spiritual power, allows a Wild Heart to transform into the Great Beast, a legendary guardian of the wild animals of the natural world.\r\n\r\n[h3]Wild Heart Spells[\/h3]\r\nWhen you gain a level in this class, you can replace one spell from this feature with an abjuration or divination spell of the same level from either the ranger or shaman spell list\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i][blocklink:1094510], [blocklink:1094514][\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]conjure animals, fear[\/i][\/td][\/tr]\r\n[tr][td]7th[\/td][td][i]dominate beast, locate creature[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]hold monster, tree stride[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Bestial Adaptations[\/h3]\r\nWhen you adopt this Spirituality at 3rd level, your time spent in the wild has given you bestial qualities. You gain an Adaptation of your choice from the list below.\r\n\r\nYou gain another Adaptation at 6th level and 10th level.\r\n\r\n[h4]Agile Adaptation[\/h4]\r\nYour speed, long jump, and high jump distances increase by 10 feet, and you can ignore the effects of all difficult terrain.\r\n\r\n[h4]Alpine Adaptation[\/h4]\r\nYou gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including sheer surfaces and upside down on ceilings, without making an ability check.\r\n\r\n[h4]Aquatic Adaptation[\/h4]\r\nYou gain a swimming speed equal to your walking speed, and while you are underwater you can take the Dash action as a bonus action, and you can hold your breath for up to 1 hour.\r\n\r\n[h3]Totemic Wild Shape[\/h3]\r\nAlso at 3rd level, your connection with the spirits of the wild allows you to take on the shape of the Great Beast, the legendary guardian of all wild creatures. As a bonus action, you can expend a Primal Magic spell slot to transform into the Great Beast.\r\n\r\nWhile you are transformed, you use the Great Beast stat block linked here. It uses your proficiency bonus (PB) in several places. You determine the appearance of your Great Beast, but this has no effect on its abilities. For the duration of your transformation the following rules apply:\r\n[ul]\r\n[li]The Great Beast gains a number of Bestial Traits from the list at the end of this Spirituality equal to the level of the spell slot expended to transform.[\/li]\r\n[li]You use the Strength, Dexterity, and Constitution scores on the Great Beast stat block, but you retain your Intelligence, Wisdom, and Charisma scores, and all of your skill and saving throw proficiencies.[\/li]\r\n[li]You assume the hit points and Hit Dice of the Great Beast. When you revert to your normal form, you return to the number 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 excess damage carries over to your normal form.[\/li]\r\n[li]You can't cast spells, and your ability to speak or take\r\nany action requiring hands is limited to the capabilities of your Great Best 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.[\/li]\r\n[li]You retain the benefit of any features from your class, race, or other source and can use them if the Great Beast is capable of doing so, including your Totems and Totemic Assault. However, you cannot use any of your special senses unless the Great Beast also has that sense.[\/li]\r\n[li]Any equipment you are wearing or carrying merges into your Great Beast form. Equipment that merges with the Great Beast form has no effect while transformed.[\/li]\r\n[\/ul]\r\n\r\nYour Great Beast form lasts for 1 hour. You then revert to your normal form unless you expend another Primal Magic slot to extend the duration of your transformation.\r\n\r\nYou can also revert to your normal form as a bonus action.\r\n\r\n[h3]Savage Strikes[\/h3]\r\nAt 6th level, when you are in Great Beast form and you take the Bite or Claw action, you can make one additional Bite or Claw attack as part of that action. Attacks in your Great Beast form also count as magical for overcoming resistances and immunities.\r\n\r\n[h3]Fury of the Wild[\/h3]\r\nAt 10th level, you can draw upon your pain to fuel your drive. As a bonus action, you can expend a Hit Die to regain hit points equal to your Hit Die roll + your Wisdom modifier (minimum of 1).\r\n\r\nAny hit points you regain from this feature that exceed your maximum hit points become temporary hit points for you.\r\n\r\n[h3]Apex Predator[\/h3]\r\nBeginning at 14th level, 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 Bit and Claw attack by 1).\r\n\r\nAlso, the damage of its Bite and Claw increase by 1d6.\r\n\r\n[h3]Bestial Traits[\/h3]\r\nEach time you use your Primal Wild Shape to transform into the Great Beast, you choose Bestial Traits from the following list. These traits last for the duration of that transformation.\r\n\r\nAny saving throws are made against your spell save DC.\r\n\r\n[h4]Aggressive[\/h4]\r\nAs a bonus action, the Great Beast can move up to its speed toward a hostile creature that it can see, hear, or smell.\r\n\r\n[h4]Amphibious[\/h4]\r\nThe Great Beast gains a swimming speed equal to its walking speed, and it can breathe both air and water.\r\n\r\n[h4]Charge[\/h4]\r\nWhen the Great Beast moves at least 20 feet in a straight line toward a target and hits it with a Claw attack it deals an extra 1d6 damage. A creature that is the Great Beast's size, or smaller, must make a Strength saving throw or fall prone.\r\n\r\n[h4]Keen Senses[\/h4]\r\nThe Great Beast has advantage on Wisdom (Perception) or Wisdom (Survival) checks that rely on its hearing or smell.\r\n\r\n[h4]Large[\/h4]\r\nThe Great Beast becomes a Large creature. If it is ridden as\r\na mount, the Great Beast can act independently of its rider.\r\n\r\n[h4]Light Step[\/h4]\r\nThe Great Beast has advantage on Dexterity (Stealth) checks while it is lightly obscured by natural foliage or weather.\r\n\r\n[h4]Savage Bite[\/h4]\r\nIf 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.\r\n\r\n[h4]Savage Grip[\/h4]\r\nThe 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.\r\n\r\n[h4]Standing Leap[\/h4]\r\nThe Great Beast has a minimum long jump of 15 feet, and a minimum high jump of 10 feet, even without a running start.\r\n\r\nPack Tactics\r\nThe Great Beast has advantage on attack rolls against any target that has one of its conscious allies within 5 feet of it.\r\n\r\nPowerful Build\r\nThe Great Beast counts as one size larger when determining creatures it can grapple, and the weight it can move or lift.  |Wild Heart[\/spoiler]\r\n\r\n[spoiler]Long before the gods took notice of mortals, Witch Doctors wandered the land, providing spiritual healing and medicine. Working in tandem with spirits of life, Witch Doctors heal the wounded and grant their allies mystical abilities. These sages are peaceful in nature and can often be found traveling the wilds tending to the spiritual needs of those they meet.\r\n\r\n[h3]Witch Doctor Spells[\/h3]\r\nWhen you gain a level in this class, you can replace one spell from this feature with an abjuration or enchantment spell of the same level from either the cleric or shaman spell list.\r\n\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i][blocklink:1094549], [blocklink:1094586][\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]beacon of hope, revivify[\/i][\/td][\/tr]\r\n[tr][td]7th[\/td][td][i]aura of life, death ward[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]creation, greater restoration[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Life Bearer[\/h3]\r\nAt 3rd level, you can channel spirits of abundance and life to heal others. As an action, you can touch a creature and cause it to regain hit points equal to 1d8 + your Wisdom modifier. This feature has no effect on undead creatures or constructs.\r\n\r\nYou can use this feature a number of times equal to your level, and you regain all uses when you finish a long rest.\r\n\r\n[h3]Totemic Blessing[\/h3]\r\nAlso at 3rd level, you bind only willing spirits to the Totems you wield. Your Totemic Assault deals radiant damage on a failed save.\r\n\r\nYou can also bind Totems to your allies, allowing them to make use of their mystical power. At the end of a long rest, you can bind one of your Bound Totems to a willing creature you touch, losing the Totem abilities for yourself. The Totem remains bound to the creature until the end of your next long rest, at which point the power of the Totem returns to you.\r\n\r\nAt certain shaman levels, the number of Totems you can bind to other creatures increases: at 6th level (2 Totems), at 12th level (3 Totems), and finally 18th level (4 Totems).\r\n\r\nA single Totem can only be bound to one creature at a time, and a creature can only have a single Totem bound to them.\r\n\r\n[h3]Mystical Focus[\/h3]\r\nAt 6th level, you work in tandem with the spirits bound to you, drawing out more of their power. When you use your action to cast one of your Witch Doctor spells, or to restore hit points to a creature, you can use Totemic Assault as a bonus action on that turn.\r\n\r\n[h3]Empowered Blessing[\/h3]\r\nAt 10th level, your allies can channel the spiritual power within your Totems. As an action on its turn, a creature that has one of your Totems bound to it can use Totemic Assault, using your Totemic save DC.\r\n\r\nOther creatures only gain the benefits from Totems that improve Totemic Assault if they are bound to the Totem that grants those benefits.\r\n\r\n[h3]Selfless Ward[\/h3]\r\nAlso at 10th level, your spirit is invigorated by the binding of Totems to your allies. You gain a +1 bonus to all saving throws for each of the Totems that you bind to another creature.\r\n\r\nThis includes any death saving throws you make.\r\n\r\n[h3]Spiritual Awakening[\/h3]\r\nFinally at 14th level, your spiritual practice has filled you with an abundance of life-giving energy. As a reaction when a creature you can see makes a death saving throw, you can move up to your full speed and touch the creature, imbuing it with life-giving energy. The creature instantly regains hit points equal to your Shaman level + your Wisdom modifier and can stand up.\r\n\r\nYou can use this feature on yourself, without requiring your reaction, when you are forced to make a death saving throw.\r\n\r\nOnce you use this feature, you can\u2019t use it again until you finish a long rest. When you have no uses remaining, you can expend a Primal Magic spell slot to use this feature again. |Witch Doctor[\/spoiler]\r\n\r\n[spoiler]Unknown to many mortals, some of the most powerful spirits of the multiverse are those of dragons who have passed on.\r\nIn their desire to affect the material plane, for good or ill, these draconic spirits attach themselves to mortals open to the spiritual, transforming them into Wyrmbound Shamans.\r\n\r\n[h3]Wyrmbound Spells[\/h3]\r\nWhen you gain a level in this class, you can replace one spell from this feature with an evocation or transmutation spell of the same level from either the Shaman or Sorcerer spell list.\r\n[table]\r\n[tr][th]Shaman Level[\/th][th]Spells[\/th][\/tr]\r\n[tr][td]3rd[\/td][td][i]dragon's breath, suggestion[\/i][\/td][\/tr]\r\n[tr][td]5th[\/td][td][i]fear, fly[\/i][\/td][\/tr]\r\n[tr][td]7th[\/td][td][i]dominate beast, polymorph[\/i][\/td][\/tr]\r\n[tr][td]9th[\/td][td][i]geas, summon draconic spirit[\/i][\/td][\/tr]\r\n[\/table]\r\n\r\n[h3]Draconic Form[\/h3]\r\nAt 3rd level, you draw on draconic power to transform for a short time.\r\nAs a bonus action, you can transform into a [blocklink:1204754].\r\n\r\nWhile transformed, you use the Spirit Dragon stat block.\r\nIt uses your Totemic save DC and proficiency bonus (PB) in several places. You determine the appearance of your Spirit Dragon form, but this has no effect on its abilities. For the duration of your transformation, the following rules apply:\r\n[ul]\r\n[li]You use the Spirit Dragon's Strength, Dexterity, and Constitution, but retain your Intelligence, Wisdom, and Charisma and your skill and saving throw proficiencies.[\/li]\r\n[li]You assume the Spirit Dragon's hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. If the Spirit Dragon drops to 0 hit points, you revert to your normal form, and any excess damage carries over to you.[\/li]\r\n[li]You can't cast spells, and your ability to take actions is limited to the capabilities of your Spirit Dragon form. Transforming doesn't break your concentration on spells or prevent you from taking actions that are part of a spell.[\/li]\r\n[li]You retain the benefit of features from your class, race, or other source and can use them if the Spirit Dragon is capable of doing so, including your Totems and Totemic Assault. However, you cannot use any of your special senses unless the Spirit Dragon also has that sense.[\/li]\r\n[li]Any equipment you are wearing or carrying merges into your Spirit Dragon form. Equipment that merges with the Spirit Dragon form has no effect while transformed.[\/li]\r\n[\/ul]\r\n\r\nYour transformation lasts for 1 minute, and it ends early\r\nif you use a bonus action to revert to your normal form.\r\n\r\nOnce you transform you must finish a short or long rest before you can do so again. When you have no uses left, you can expend a Primal Magic spell slot to transform again.\r\n\r\n[h3]Totemic Conduit[\/h3]\r\nAlso at 3rd level, the draconic spirit bound to your soul grants you ambient power. You can speak, read, and write Draconic. Whenever you make a Charisma check to interact with dragons, you gain a bonus to your roll equal to your Wisdom modifier.\r\n\r\n[h3]Savage Strikes[\/h3]\r\nAt 6th level, the ferocity of your draconic spirit has grown. When you are in Spirit Dragon form and you take the Spectral Slash action, you can make two Spectral Slash attacks. Also, your attacks in Spirit Dragon form also count as magical for overcoming resistance and immunity to nonmagical attacks and damage.\r\n\r\n[h3]Serpentine Speed[\/h3]\r\nAt 10th level, your movements are enhanced by the power of your draconic spirit. You can take the Dash action as a bonus action on your turn, and when you do so, all opportunity attacks against you have disadvantage until the end of your current turn.\r\n\r\nMoreover, when you transform into your Spirit Dragon form, you can choose to become Large in size, causing your Spirit Dragon form to double in length, much like a snake.\r\n\r\n[h3]Ascended Conduit[\/h3]\r\nAt 14th level, your physical form can handle the full might of your draconic spirit. When you are in Spirit Dragon form you retain your ability to cast spells as if you were in your normal form.\r\n\r\nIn addition, Your Spirit Dragon's Spirit Breath no longer requires you to expend a Primal Magic spell slot in order to use it. Instead, once you use it, you roll a d6 at the start of each of your turns. On a roll of 5 or 6, you regain the use of the Spirit Dragon's Spirit Breath ability.\r\n|Wyrmbound[\/spoiler]\r\n","table_data":"[b]Level | Proficiency Bonus | Features | Bound Totems | Cantrips Known | Spells Known | Spell Slots| Slot Level[\/b]\r\n1st | +2 | Sacred Focus, Totems | 2 | -- | -- | -- | --\r\n2nd | +2 | Primal Magic | 2 | 2 | 3 | 2 | 1st\r\n3rd | +2 | Spirituality | 2 | 2 | 4 | 2 | 2nd\r\n4th | +2 | Ability Score Improvement | 3 | 3 | 5 | 2 | 2nd\r\n5th | +3 | Totemic Versatility | 3 | 6 | 2 | 2 | 3rd\r\n6th | +3 | Spirituality Feature | 4 | 3 | 6 | 2 | 3rd\r\n7th | +3 | -- | 4 | 3 | 7 | 2 | 4th\r\n8th | +3 | Ability Score Improvement | 4 | 3 | 7 | 2 | 4th\r\n9th | +4 | -- | 5 | 3 | 8 | 2 | 5th\r\n10th | +4 | Spirituality Feature | 5 | 4 | 9 | 3 | 5th\r\n11th | +4 | Greater Totem Spirit (6th-level) | 5 | 4 | 9 | 3 | 5th\r\n12th | +4 | Ability Score Improvement | 6 | 4 | 9 | 3 | 5th\r\n13th | +5 | Greater Totem Spirit (7th-level) | 6 | 4 | 10 | 3 | 5th\r\n14th | +5 | Spirituality Feature | 6 | 4 | 10 | 3 | 5th\r\n15th | +5 | Greater Totem Spirit (8th-level) | 7 | 4 | 11 | 3 | 5th\r\n16th | +5 | Ability Score Improvement | 7 | 4 | 11 | 3 | 5th\r\n17th | +6 | Greater Totem Spirit (9th-level) | 7 | 4 | 11 | 4 | 5th\r\n18th | +6 | -- | 8 | 4 | 12 | 4 | 5th\r\n19th | +6 | Ability Score Improvement | 8 | 4 | 12 | 4 | 5th\r\n20th | +6 | Spiritual Ascension | 8 | 4 | 12 | 4 | 5th","source":"laserllama","jsondata":"","tags":"class, shaman,homebrew,laserllama","isShared":"on","templateId":"5460","blockId":"1093219","world":"d6a501e5-9aaf-42d2-a9a5-294d49b9e9cc","folder":"16958"}