{"name":"Shaman","overview":"Some people run themselves insane trying to forget their\r\npasts. But Shamans revel in their pasts, both the past that\r\nthey\u2019ve experienced and the past of those that came before\r\nthem. They draw their magic from the influential spirits that\r\nare tied to them. Be it their ancestors or a creature that\r\nrepresents what the Shaman stands for, Shamans rely\r\nheavily on the support of the past. They have a respect with\r\nall things living and the spirits that they represent. Shamans\r\nare able to communicate with their spiritual companions in\r\norder to harness their focus, to speak with others\u2019 spirits (be\r\nthem living, dead, or otherwise), or to relive spiritual events\r\nrelated to objects or locations. For Shamans death is only a\r\nstage in the greater scheme of life. A Shaman\u2019s spiritualism\r\ncan be relative to a specific spirit or to life as a whole: these\r\nare denoted by the Animism and Totemism spiritual\r\npathways.\r\n\r\nAnimists are able to wield the dormant spiritual energies\r\nwithin any environment that they encounter. They are able to\r\ndraw from the spiritual planes in order to fuel their\r\nspellcasting ability, though drawing these energies comes at a\r\ncost to their own spiritual stability. Animists are also able to\r\nchannel the energies of the spiritual planes through them. In\r\nthis channeling, the are able to emit these spiritual energies\r\nto protect themselves and their companions. Some skilled\r\nAnimists are even able to temporarily enter or send others to\r\nthe spiritual planes.\r\n\r\nTotemists channel the influence of specific animal spirits in\r\norder to physically represent the traits of those spirits. Those\r\nwho channel the bear are given strength and are made more\r\nresilient to physical damage by their bear spirits. Those who\r\nchannel the wolf are made more hearty and pact-like by their\r\nwolf spirits. Those who channel the eagle are made more\r\nswift, agile, and dexterous by their eagle spirits. While a\r\nTotemist\u2019s spirit animal is not required to be a bear, eagle, or\r\nwolf, it should represent similar traits to one of the three.","hitdice":"d8","hitpointsfirstlevel":"8+your constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your constitution modifier per outlaw level after 1st","armorproficiencies":"Light Armor, Medium Armor, and Shields","weaponproficiences":"Simple Weapons,scimitar, shortswords, blowgun, longbow, net","tools":"Herbalism Kit","savingthrows":"Strength & Wisdom","skills":"choose two from Arcana, Athletics, Animal Handling,\r\nInsight, Medicine, Nature, Perception, Religion, and Survival","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n\r\na tomahawk and a simple or martial weapon\r\n\r\na long bow and 20 arrows\r\n\r\na hide armor or a duster\r\n\r\nan explorer\u2019s pack\r\n\r\na shaman focus","spellcasting":"Drawing on the divine essence of nature itself, you can cast\r\nspells to shape that essence to your will. See chapter 10 of\r\nthe PHB for the general rules of spellcasting and chapter 11\r\nfor the Druid spell list. (For your list of spells refer to the\r\nDruid list from the PHB also including the following spells:\r\nCantrip: shocking grasp 1st level: ensnaring strike, hail of\r\nthorns, hunter\u2019s mark 2nd level: cordon of arrows, silence 3rd\r\nlevel: conjure barrage, lightning arrow, nondetection 5th level:\r\nconjure volley, swift quiver 6th level: otto\u2019s irresistible dance\r\n9th level: astral projection, true polymorph)\r\n\r\n[h2]Preparing and Casting spells[\/h2]\r\nThe Shaman table shows how many spell slots you have to\r\ncast your spells of 1st level and higher. To cast one of these\r\nShaman spells, you must expend a slot of the spell's level or\r\nhigher. You regain all expended spell slots when you finish a\r\nshort or long rest. You prepare the list of Shaman spells that\r\nare available for you to cast, choosing from the shaman spell\r\nlist. When you do so, choose a number of Shaman spells\r\nequal to your Wisdom modifier + half of your Shaman level\r\n(minimum of one spell). The spells must be of a level for\r\nwhich you have spell slots. The Shaman table shows how\r\nmany spell slots you have. The table also shows what the\r\nlevel of those slots is; all of your spell slots are the same level.\r\nTo casl one of your Shaman spells of 1st level or higher, you\r\nmust expend a spell slot. You regain all expended spell slots\r\nwhen you finish a short or long rest. For example, when you\r\nare 5th level, you have two 3rd-level spell slots. To cast the\r\n1sl-level spell thunderwave, you must spend one of those\r\nslots, and you cast it as a 3rd-level spell.\r\n\r\n[h2]Spellcasting Ability[\/h2]\r\nWisdom is your spellcasting ability for your Shaman spells,\r\nsince your magic draws upon your devotion and attunement\r\nto nature. You use your Wisdom whenever a spell refers to\r\nyour spellcasting ability. In addition, you use your Wisdom\r\nmodifier when setting the saving throw DC for a shaman\r\nspell you cast and when making an attack roll with one.\r\n\r\nSpell save DC= 8 + your proficiency bonus + your Wisdom\r\nmodifier\r\n\r\nSpell attack modifier= your proficiency bonus + your\r\nWisdom modifier\r\n\r\n[h2]Ritual Casting[\/h2]\r\nYou can cast a shaman spell as a ritual if that spell has the\r\nritual tag and you have the spell prepared.\r\n\r\n[h2]Spellcasting Focus[\/h2]\r\nYou can use a shaman focus (found in chapter 5) as a\r\nspellcasting focus for your Shaman spells.","features":"[h2]Shamanic Path[\/h2]\r\nAt 1st level, you start down your shamanic path. Most\r\nshamans have similar practices but each has a particular\r\npath they follow that when followed have different practices\r\nand give them different abilities specialized for their own\r\npath. The two major paths are Animism and Totemism, both\r\ndetailed at the end of the class description. Your choice\r\ngrants you features at 1st level and again at 6th, 11th, and\r\n18th level.\r\n\r\n[h2]Spirit Companion[\/h2]\r\nStarting at 1st level, you have a spirit companion (you may\r\nchoose the form it appears to you as). As a bonus action you\r\ncan summon your spirit companion and either gain\r\nadvantage on all Wisdom checks and saving throws for the\r\nnext 5 minutes or or you can add your wisdom modifier to\r\nyour attack rolls and damage rolls for the next 30 seconds.\r\nYou regain the use of this feature of a short or long rest.\r\n\r\nAt 7th level, your spirit companion allows you to\r\ncommunicate with all creatures you can cast speak with\r\nbeasts, speak with plants, and speak with the dead as rituals\r\nwithout expending a spell slot.\r\n\r\nAs of 14th level, your spirit companion can allow you to see\r\ninto the past. you can call up visions of the past that relate to\r\nan object you hold or your immediate surroundings. You\r\nspend at least 1 minute in meditation and prayer guided by\r\nyour spirit companion, then receive dreamlike, shadowy\r\nglimpses of recent events. You can meditate in this way for a\r\nnumber of minutes equal to your Wisdom score and must\r\nmaintain concentration during that time, as if you were\r\ncasting a spell. Once you use this feature, you can't use it\r\nagain until you finish a short or long rest.\r\n\r\n[b]Object Reading[\/b]. Holding an object as you meditate, you\r\ncan see visions of the object's previous owner. After\r\nmeditating for 1 minute, you learn how the owner acquired\r\nand lost the object, as well as the most recent significant\r\nevent involving the object and that owner. If the object was\r\nowned by another creature in the recent past (within a\r\nnumber of days equal to your Wisdom score), you can spend\r\n1 additional minute for each owner to learn the same\r\ninformation about that creature.\r\n\r\n[b]Area Reading[\/b]. As you meditate, you see visions of recent\r\nevents in your immediate vicinity (a room, street, tunnel,\r\nclearing, or the like, up to a 50-foot cube), going back a\r\nnumber of days equal to your Wisdom score. For each minute\r\nyou meditate, you learn about one significant event,\r\nbeginning with the most recent. Significant events typically\r\ninvolve powerful emotions, such as battles and betrayals,\r\nmarriages and murders, births and funerals. However, they\r\nmight also include more mundane events that are\r\nnevertheless important in your current situation.\r\n\r\n[h2]Healing Touch[\/h2]\r\nAt 2nd level, your touch becomes blessed with spiritual\r\nenergy and you can use this energy to heal wounds. You have\r\na pool of healing power that replenishes when you take a long\r\nrest. With that pool, you can restore a total number of hit\r\npoints equal to your shaman level x 5. As an action, you can\r\ntouch a creature and draw power from the pool to restore a\r\nnumber of hit points to that creature, up to the maximum\r\namount remaining in your pool. Alternatively, you can expend\r\n5 hit points from your pool of healing to cure the target of one\r\ndisease or neutralize one poison affecting it. You can cure\r\nmultiple diseases and neutralize multiple poisons with a\r\nsingle use of healing touch, expending hit points separately\r\nfor each one. This feature has no effect on undead and\r\nconstructs.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\nWhen you reach 4th level, and again at 8th, 12th, 16th, and\r\n19th level, you can increase one ability score of your choice\r\nby 2, or you can increase two ability scores of your choice by\r\n1. As normal, you can't increase an ability score above 20\r\nusing this feature.\r\n\r\n[h2]Land\u2019s Stride[\/h2]\r\nStarting at 10th level, moving through non-magical difficult\r\nterrain costs you no extra movement. You can also pass\r\nthrough non-magical plants without being slowed by them\r\nand without taking damage from them if they have thorns,\r\nspines, or a similar hazard. In addition, you have advantage\r\non saving throws against plants that are magically created or\r\nmanipulated to impede movement, such those created by the\r\nentangle spell.\r\n\r\n[h2]Shamanic Mysticism[\/h2]\r\nAt 11th level, you gain access to primal mystical spells that\r\nonly deep understanding of the world around you has allowed\r\nyou to master. Choose one 6th-level spell from the shaman\r\nspell list because unlike the spells you prepare every day\r\nthese spells must be learned completely and attempting to\r\nmaster them all can disrupt your inner balance and cause\r\nmay disastrous effects. You can cast your spell once without\r\nexpending a spell slot. You must finish a long rest before you\r\ncan do so again. At higher level, you gain more shaman spells\r\nof your choice that can be cast in this way: one 7th level spell\r\nat 13th level, one 8th level spell at 15th level, and one 9thlevel\r\nspell at 17th level. You regain all uses of your\r\nShamanistic Mysticism when you finish a long rest.\r\n\r\n[h2]Immortal Body[\/h2]\r\nStarting at 20th level, the primaI magic that you wield causes\r\nyou to age and act far differently than a normal human\u2019s. For\r\nevery 10 years that pass, your body ages only 1 year, suffer\r\nnone of the frailty of old age, you can't be aged Magically, and\r\nyou\u2019re immune to disease and poison.","subclasses":"Shamans represent many different things for many kinds of\r\npeople. For their own they are healers and medicine men and\r\nthe one among them that can commune with the spirits. They\r\ntread a line between our world and others, they can even\r\ndraw power from this connection. For a Shaman, the\r\nshamanic path they choose is one of great importance. Those\r\nwho walk this path usually end up being a student of\r\ntotemism or animism and both have very different ways of\r\ninteracting with the spirits around them.\r\n\r\n[h1]Animism[\/h1]\r\nCommunion with souls\r\n\r\n[h2]Cantrips[\/h2]\r\nAt 1st level, you know two cantrips of your choice from the\r\nShaman spell list. You learn additional Shaman cantrips of\r\nyour choice at higher levels, as shown in the Cantrips Known\r\ncolumn of the Shaman table. You learn an additional cantrip\r\nat 4th level and an additional one at 10th level.\r\n\r\n[h2]Unyielding Magic[\/h2]\r\nAt 1st level, you have learned to use your own life energy to\r\ntap into magic that you possess. You can cast a spell that is\r\n5th level or lower that you have prepared without expending\r\na spell slot by expending an amount of hit points equal to 5\r\ntimes the spell\u2019s level that you are casting. You can also cast\r\nspells at higher levels using this feature, to do so you expend\r\na number of hit points for the spell you are casting equivalent\r\nto what you would expend on a normal spell of that higher\r\nlevel. Any spells that allow you to regain hit points when cast\r\nusing this feature can not be used on yourself.\r\n\r\n[h2]Aura of Warding[\/h2]\r\nBeginning at 6th level, ancient magic lies so heavily upon you\r\nthat it forms a spiritual ward. You and friendly creatures\r\nwithin 10ft of you have resistance to damage from spells.\r\n\r\n[h2]Twilight State[\/h2]\r\nAt 11th level, you gain the ability to put yourself and others\r\ninto a state of existence that would make the creature unable\r\nto interact with the world around you. You can use this\r\nfeature on yourself or a creature within touch range and it\r\nacts as if you casted the Etherealness spell with the following\r\nexceptions: the plane they have been put in is the twilight\r\nplane, a coalition of deep darkness or blinding light and they\r\ncan only perceive the material plane while in this plane by\r\nmaking a DC 15 Wisdom (perception) Ability check, you are\r\nstuck in the place in which you were transported to the\r\ntwilight plane and can not move from that spot, and you can\r\nnot dispel Twilight State early.\r\n\r\nIf you attempt to use this feature on an unwilling creature\r\nthey can make a Charisma Saving Throw vs. your Shaman\r\nSpell Save DC. On a success they are not affected by Twilight\r\nState. Once you use this feature, you must finish a long rest\r\nbefore you can use it again.\r\n\r\n[h2]Primal Spirit[\/h2]\r\nAt 18th level, through channeling powerful spiritual energies\r\nyou can assume the form of an ancient force of nature, taking\r\non an appearance you choose. For example, your skin might\r\nturn green or take on a bark-like texture, your hair might\r\nbecome leafy or moss-like, or you might sprout antlers or a\r\nlion-like mane. Using your action, you undergo a\r\ntransformation. For 1 minute, you gain the following benefits:\r\nYou and friendly creatures within 30ft of you can't be\r\ncharmed or frightened while you are in this form\r\nAll allies within 30ft you regain 5 health per turn\r\nEnemies within 60ft of you have disadvantage on all\r\nsaving throws made against your Shaman spells that you\r\ncast\r\n\r\n\r\n[h1]Totemism[\/h1]\r\nCommunion with nature\r\n\r\n[h2]Spiritual Path[\/h2]\r\nAt 1st level, you choose a totem animal from bear, eagle, and\r\nwolf, the totem animal you choose will affect the benefits you\r\nget at this level as well as affect benefits you gain from\r\nabilities at later levels.\r\n\r\n[b]Bear[\/b]: you immediately gain 2 HP and you gain an\r\nadditional 2 HP whenever you take a level into the Shaman\r\nclass\r\n\r\n[b]Eagle[\/b]: you gain flying speed equal to your current walking\r\nspeed. This benefit works only in short bursts; you fall if you\r\nend your turn in the air and nothing else is holding you aloft.\r\n\r\n[b]Wolf[\/b]: you gain proficiency with constitution saving throws\r\n\r\n[h2]Extra Attack[\/h2]\r\nBeginning at 6th level, you can attack twice, instead of once,\r\nwhenever you take the attack action on your turn.\r\n\r\n[h2]Animalistic Ferocity[\/h2]\r\nBy 11th level, you\u2019ve learned how to channel your animalistic\r\nnature to give you an edge on the battlefield. On your turn you\r\ncan channel your totem animal as a bonus action to gain\r\nbenefits based on your spirit animal for 1 minute.You may use\r\nthis feature a number of times equal to your wisdom modifier,\r\nyou regain all uses of this feature after a long rest.\r\nBear: You gain resistance to all non-magical bludgeoning,\r\npiercing, and slashing damage\r\nEagle: Once per turn you may disengage as a free action\r\nand you may dash as a bonus action\r\nWolf: You and all allies within 5ft of you gain advantage on\r\nall attack rolls\r\n\r\n[h2]Primal Power[\/h2]\r\nAt 18th level, you can feel the the primal power of your totem\r\nanimal flowing through your veins and it allows you push past\r\nhuman limitations based upon your totem animal.\r\n\r\n[b]Bear[\/b]: your Strength ability score maximum is now 24 and\r\nyou gain +4 to your Strength score\r\n\r\n[b]Eagle[\/b]: your Dexterity ability score maximum is now 24\r\nand you gain +4 to your Dexterity score\r\n\r\n[b]Wolf[\/b]: your Constitution ability score maximum is now 24\r\nand you gain +4 to your Constitution score.","tabledata":"Level|Proficiency Bonus |Features|Cantrips Known |Spells Known| 1st| 2nd| 3rd| 4th| 5th| 6th| 7th| 8th| 9th\r\n1st| +2| Sagely Inspiration, Spellcasting| 2| 4| 2| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014\r\n2nd| +2 |Sage School, Renewal of Magic| 2| 5| 3| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014| \u2014\r\n3rd |+2 |Expertise| 2 |6 |4 |2 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014| \u2014\r\n4th |+2 |Ability Score Improvement| 3| 7| 4| 3| \u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n5th |+3 |Constant Musings, Sagely Inspiration (d8)| 3 |8 |4 |3 |2 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014| \u2014\r\n6th |+3 |Magical Insight, Sage School feature |3 |9 |4 |3 |3 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n7th |+3 |Serene Mind| 3 |10 |4 |3 |3 |1 |\u2014 |\u2014 |\u2014 |\u2014 |\u2014\r\n8th |+3 |Ability Score Improvement| 3| 11| 4| 3| 3| 2| \u2014| \u2014| \u2014| \u2014| \u2014\r\n9th |+4 |\u2500| 3 |12 |4 |3 |3 |3 |1 |\u2014 |\u2014 |\u2014| \u2014\r\n10th| +4 |Magical Secrets, Sage School feature, Sagely Inspiration (d10)| 4| 13| 4| 3| 3| 3| 2| \u2014| \u2014| \u2014| \u2014\r\n11th| +4 |\u2500 |4 |13 |4 |3 |3 |3 |2 |1 |\u2014| \u2014| \u2014\r\n12th |+4 |Ability Score Improvement| 4| 14| 4 |3 |3 |3 |2 |1 |\u2014 |\u2014 |\u2014\r\n13th |+5 |Lingual Essence| 4 |15 |4 |3 |3 |3 |2 |1 |1 |\u2014 |\u2014\r\n14th |+5 |Magical Secrets, Sage School feature| 4| 16| 4 |3 |3 |3 |2 |1 |1| \u2014| \u2014\r\n15th |+5 |Sagely Inspiration (d12)| 4 |16 |4 |3 |3 |3 |2 |1 |1|1| \u2014\r\n16th |+5 |Ability Score Improvement| 4 |17 |4 |3 |3 |3 |2 |1 |1 |1 |\u2014\r\n17th |+6 |Inscrutable Soul| 4 |18 |4 |3 |3 |3 |2 |1 |1 |1 |1\r\n18th |+6 |Magical Secrets |4 |18| 4 |3 |3 |3 |3 |1 |1 |1 |1\r\n19th |+6 |Ability Score Improvement| 4 |20 |4 |3 |3 |3 |3 |2 |1 |1 |1\r\n20th |+6 |Superior Inspiration| 4| 20| 4 |3 |3 |3 |3 |2 |2 |1 |1","tags":"","templateId":"25","blockId":"183692","isShared":"1"}