Shaman

Class Features
As a shaman, you gain the following 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 armor

Weapons: Simple weapons, scimitar, blowgun, longbow

Saving Throws: Intelligence, Wisdom

Tools: Herbalism Kit, Poisoner’s Kit

Skills: Choose two from Animal Handling, History, Insight, Medicine, Nature, Performance, Religion, and Survival.

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

(a) a scimitar or (b) any simple melee weapon

(a) a blowgun or (b) a longbow or (c) a simple weapon

leather armor, an explorer’s pack, and a shamanistic focus

Chants
Starting at 1st level, you’re able to excite the spirits of your ancestors, granting protection or power to yourself and allies around you. You immediately learn two of these chants, and you can activate any chant you know as an action.

You can activate a number of chants equal to your Wisdom modifier. You regain this number after a long rest. Chants can be ended on your turn freely, and you can only have one chant active at a time. All chants have a range of 30 feet unless said otherwise.

Additionally, when you gain a level in this class, you can choose one chant you know and replace it with another chant you could learn at that level.

Many chants refer to a “spirit die.” At level 1, your spirit die is 1d4, and it changes when you reach certain levels in this class. The die becomes a d6 at 5th level, a d8 at 10th level, and a d10 at 15th level.

Types of Chants
There are two different chants that can be learned: Songs and Rituals.

Songs last for 1 minute, and each has a passive and active effect. Passive effects continue throughout the entire chant, without any additional action required. Active effects can be used with the corresponding action listed in the chant’s description.

Rituals are more time-consuming chants, needing 10 minutes to finish. Once finished, the chant’s effects take place immediately. You must maintain concentration on a ritual just as you would a spell.

Ethereal Presence­­
Starting at 1st level, you are able open your mind to the presence of spirits as well as detect abnormalities in behaviors. As an action, you can open your senses to detect such things. Until the end of your next turn, you know the location of any creature within 60 feet of you that is in the ethereal plane. Within the same radius, you know if a creature has died within the past 24 hours and their identity. Additionally, you know if any creature within the same radius is charmed.

You can use this feature a number of times equal to 1 + your Wisdom modifier. When you finish a long rest, you regain all expended uses.

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

Spell Slots
The Shaman table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a long rest.

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

Spells Known of 1st Level and Higher
You know two 1st-level Spells of your choice from the shaman spell list.

You learn an additional shaman spell of your choice at each odd numbered level thereafter. Each of these Spells must be of a level for which you have Spell Slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

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

Spellcasting Ability
Wisdom is your spellcasting ability for your shaman Spells, since your magic draws on your Attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when Setting the saving throw DC for a shaman spell you cast and when Making an Attack roll with one.

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

Spell Attack modifier = your proficiency bonus + your Wisdom modifier

Shamanistic Tradition
At 3rd level, you choose a tradition that you pull your spiritualism from: Incanter, Skald, or Spiritualist, each detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 11th, and 18th level.

Spiritual Awareness
Starting at 7th level, your connection with the spirits around you keep you attuned to your surroundings. You gain a bonus to initiative rolls equal to your Wisdom modifier.

Spirit Ward
Starting at 14th level, you are able to protect the souls of those that you bless. As an action, you can place a ward on a creature that you touch other than yourself. The creature is immune to any damage or effect of the next spell cast on it. You can do this a number of times equal to your Wisdom modifier. You regain these uses after completing a long rest.

Endless Chant
At 20th level, the spirits find favor in you and never leave your side. When you roll initiative and you have no chant uses left, you regain one use.

= Shamanistic Traditions = Cultures throughout the world connect to the spirit world in very different ways. In fact, the entities inside the ethereal plane are normally only coaxed out to interact when they are familiar with the practices calling them. Souls and spirits are hard to understand for most, but your teachings from your culture has given you the tools needed to control them.

Though many traditions call for songs and dance, the perfection of these performances may be paramount to talking to the dead. Others connect to their fallen friends and family through combat, inciting their spirit through passion and intensity. Still, others form a deep connection to the natural world around them, and call forth the souls of the very ground beneath them. Each method does the job needed, but each style has its benefits.

Spiritually Attuned
At 3rd level, upon completing a short rest, you can regain spell slots with total spell levels equal to half your shaman level. You can use this feature once per long rest.

Rules of Nature
At 3rd level, when casting a spell that deals cold, fire, or lightning damage, or damage dealt by a spell given by Spellsinger, you can add your Wisdom modifier to the damage roll.

Brewing Storm
Starting at 6th level, your connection with the land around you causes small natural phenomenon to form nearby. When you begin a chant, you can choose cold, fire, or lightning. Each gives off a special aura.


 * Cold – Enemy creatures within the chant’s area decrease their speed by 10 feet. As a bonus action, you may choose a creature within the chant's range. They take a spirit die of cold damage. If your current chant's active effect is also a bonus action, you may perform both with the same bonus action only if you target the same creature.
 * Fire – Friendly creatures within the chant’s area increase their speed by 10 feet. As a bonus action, you may choose a creature within the chant's range. They take a spirit die of fire damage. If your current chant's active effect is also a bonus action, you may perform both with the same bonus action only if you target the same creature.
 * Lightning – Enemy creatures within the chant’s area make opportunity attacks at disadvantage. As a bonus action, you may choose a creature within the chant's range. They take a spirit die of lightning damage. If your current chant's active effect is also a bonus action, you may perform both with the same bonus action only if you target the same creature.

Unending Tempest
Starting at 11th level, you learn how to keep the winds of your onslaught going through the strongest resistance. You add your Wisdom modifier to concentration checks. Additionally, you gain access to a unique Ritual Chant.

Ritual of the Tempest
Ritual: After the ritual is completed, the elements themselves divine your fate. You may cast Augury once without expending a spell slot. You additionally learn of the weather pattern for the next week, along with the presence of any creature that may be altering it.

Deathly Doldrum
Starting at 18th level, you learn that the calm before the storm can sometimes be as dangerous as the storm itself. When a creature succeeds a saving throw against a spell that you cast that deals cold, fire, or lightning damage, it still takes a d4 of the same type of damage for each level of the spell. Additionally, Rules of Nature damage is increased to 2 spirit die for any spell of 3rd level or higher.

Incanter
Becoming an Incanter means using your voice to speak to others, as well as the spirits around you. Your songs spark hope for friends and unsettle foes, each beat and chant used to embody the future and the past alike.

Key Phrases
Starting at 3rd level, your expertise in chants and rituals allows you to begin them more quickly. You are able to begin a chant as a bonus action rather than an action.

Chant Prophecy
Starting at 3rd level, you learn how to begin your chants with a bang, exciting the spirits around you immediately. When you begin performing a chant, you may choose to use a prophecy. Prophecies use the same DC and range as your chants. You learn two prophecies of your choice, which are detailed under “Prophecies” below. You learn an additional prophecy at 6th, 11th, and 17th level.

Guardian’s Song
Starting at 6th level, while you are performing a chant, you gain a bonus to your armor class equal to your Wisdom modifier. You cannot gain this benefit if you don medium armor, heavy armor, or a shield.

Foretelling Eye
Starting at 11th level, you can foretell the future without the aid of your spirits. You can use an action and expend a spell slot of any spell level to use any of your known prophecies without beginning a chant.

Ethereal Chorus
Starting at 18th level, you perfect your chants and dances into one fluid routine. Once per long rest, you can begin two chants simultaneously and maintain both for their entire duration.

Prophecies
The Prophecies are presented in alphabetical order.


 * Blessing. A number of creatures within range equal to your Wisdom modifier gains two spirit dice of temporary hit points.
 * Fire. A creature within range of your choice can use their reaction to make a single attack with advantage. If they hit, they deal an additional spirit die of damage.
 * Fog. A number of creatures within range equal to your Wisdom modifier increase their AC by half your maximum spirit die for one round.
 * Omen. A creature within range of your choice must succeed a Wisdom saving throw or take two spirit dice of damage and be frightened for one round.
 * Rains. A number of creatures within range equal to your Wisdom modifier can use their reaction to move up to half its speed without provoking opportunity attacks.
 * Star. A creature within range of your choice must succeed a Constitution saving throw or be blinded for one round.
 * Sunlight. A number of creatures within range equal to your Wisdom modifier must succeed on a Charisma saving throw or all attack rolls against them are made with advantage for one round.
 * Thunder. A number of creatures within range equal to your Wisdom modifier must succeed a Dexterity saving throw or take a spirit die of damage.
 * Tremors. Creatures within range must succeed a Strength saving throw or fall prone.
 * Winds. A number of creatures within range equal to your Wisdom modifier must succeed a Strength saving or be pushed back 15 feet.

Skald
Your weapons sing just as much as your voice, and the clashing of metal is as welcome as the beat of the drum. The spirit of battle resides in you and is the only thing that can shout over the scream of war.

Bonus Proficiencies
When you select this as your tradition at 3rd level, you gain proficiency with medium armor, shields, and martial weapons.

Nature’s Fury
Starting at 3rd level, if you are performing the Song of Seasons, you and one other creature you designate gain its benefits.

Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Warrior Poet
Starting at 11th level, the singing of your weapon is just as good as your own voice. If you are performing a chant that allows you to choose additional creatures to affect with its active, you can use the active each time you hit a creature during an attack action rather than using the designated action.

Champion of the Past
Starting at 18th level, you are able to call upon the spirit of one of the heroes from your sung poems. As an action, you can summon one gladiator (Monster Manual, p.346) within 30 feet of you. The gladiator lasts for ten minutes. You can do this once per long rest.

Spiritualist
One with those that came before, you know that you are strongest with others. As a group, you and your spirits embolden those around you, and there is no escape from your songs once you begin.

Spectral Protector
Starting at 3rd level, a spirit, either a totem animal or ancestor, manifests itself to accompany you. Whenever you begin to perform a chant, you can choose a location within 60 feet of you for your spectral protector to appear. While chanting, creatures are considered within range of your chant as long as they are within 30 feet of either you or your spectral protector, and you can move the creature 30 feet to any location within 60 feet of you at the beginning of your turn.

Spirit of Battle
Starting at 3rd level, whenever you use a chant’s active effect, your spectral protector can make an attack roll using your spell attack modifier against a creature within 30 feet of it. If it hits, it deals force damage equal to a spirit die + your Wisdom modifier. The damage increases to 2 spirit dice + your wisdom modifier at 11th level.

Realm of Rest
Starting at 6th level, you can perform a 10-minute ritual chant to protect yourself and others you mentally designate within range for rest. A 60-foot radius area centered on top of you is protected by your spectral protector. If a creature other than yourself or one you selected enters this area, you and selected creatures are immediately awoken and are aware of the creature’s presence. Additionally, any creature other than those chosen that enters the area must make a Wisdom saving throw against your spell DC. On a failure, they take 4 spirit dice of psychic damage. On a success, they take half as much. This area lasts for 8 hours.

Sight of the Ancestors
Starting at 11th level, the spirits you connect with allow you to see them like never before. Once per long rest, you can cast true seeing on yourself.

Body and Soul
Starting at 18th level, you can choose to have the spirit possess your body for the rest of your chant rather than manifest itself. If you do this, you are able to use the current chant’s active ability without any action required, and you can use Spirit of Battle’s feature as part of any action on your turn. You can do this once per long rest.

= Chants = If a chant has prerequisites, you must meet them to learn it. You can learn a chant the same time that you meet the prerequisites. A level prerequisite refers to your level in this class.

Ritual of Experience
Ritual: After the ritual is complete, you can choose a saving throw, skill, or weapon you’re proficient in. You lose the proficiency chosen, and a creature within range gains it. This lasts for a number of hours equal to a spirit die. You can also choose to end this ritual effect early as an action. When this ritual effect ends, you regain the proficiency chosen and the creature loses it.

Ritual of Foresight
Ritual: After the ritual is complete, choose either saving throws, ability checks, or attack rolls. A number of creatures within range equal to your Wisdom modifier are able to grant themselves advantage on one roll of the chosen type. This lasts for a number of hours equal to a spirit die.

Ritual of Purification
Ritual: After the ritual is complete, you can cast lesser restoration on a number of creatures equal to your Wisdom modifier.

Ritual of Sacrifice
Ritual: After the ritual is complete, you may damage yourself up to an amount equal to your maximum spirit die x 5. A creature within range then gains hit points equal to twice the amount of damage you took. Any amount of hit points that would raise them above their maximum is instead gained as temporary hit points.

Ritual of Transference
Level 5

Ritual: After the ritual is complete, you may expend up to a number of spell levels equal to your maximum spirit die. For example, if you’re a 5th level shaman, you can expend up to six levels worth of spell slots (since your spirit die is a d6). A creature within range then is able to recover the same number of spell levels worth of spell slots.

Song of Aggression
Passive: A creature within range that you mentally designate on each of your turns takes an additional spirit die of damage when it is hit with an attack before the beginning of your next turn. This can occur once per turn.

Active: You can use a bonus action to choose an additional creature to be affected by this chant. You may also expend a spell slot, choosing an additional two creatures to be affected by this chant for each spell level expended.

Song of Force
Passive: Anytime a creature within range is targeted by a ranged attack roll, you can choose to reduce the attack roll by one spirit die. You can do this once per turn.

Active: As an action, you can force a creature within range to make a Strength saving throw. If they fail, they are pushed back a number of feet equal to a spirit die x 5. You can choose to expend a spell slot to affect two additional creatures per spell level expended.

Song of Haste
Passive: A creature within range that you mentally designate on each of your turns increases their movement speed by a spirit die x 5. This movement speed increase lasts until the beginning of your next turn.

Active: You can use a bonus action to choose an additional creature to benefit from this chant. You may also expend a spell slot, choosing an additional creature to benefit from this chant for each spell level expended.

Song of Healing
Passive: Anytime you cause a creature within range to regain hit points, they gain an additional amount of hit points equal to one spirit die.

Active: You can use an action to stabilize a number of creatures within range equal to your Wisdom modifier. You can additionally expend a spell slot to heal the same number of creatures within range an amount equal to one spirit die per spell level expended. This active effect does not benefit from the passive effect.

Song of Precision
Passive: A creature within range that you mentally designate on each of your turns gains a spirit die. They can expend this spirit die to add to an attack roll. This spirit die lasts until the end of your next turn.

Active: You can use a bonus action to choose an additional creature to benefit from this chant. You may also expend a spell slot, choosing an additional two creatures to benefit from this chant for each spell level expended.

Song of Resilience
Passive: A creature within range that you mentally designate on each of your turns gains a spirit die. They can expend this spirit die to add to a saving throw. This spirit die lasts until the end of your next turn.

Active: You can use a bonus action to choose an additional creature to benefit from this chant. You may also expend a spell slot, choosing an additional two creatures to benefit from this chant for each spell level expended.

Song of Seasons
Passive: One creature within range that you mentally designate on each of your turn deals an extra spirit die of cold, fire, or lightning damage (your choice) on the next attack they hit before the end of your next turn.

Active: You can use a bonus action to increase the damage by an additional spirit die. You can additionally expend a spell slot to increase the damage by one spirit die per spell level expended.

Song of Skill
Passive: A creature within range that you mentally designate on each of your turns gains a spirit die. They can expend this spirit die to add to an ability check. This spirit die lasts until the end of your next turn.

Active: You can use a bonus action to choose an additional creature to benefit from this chant. You may also expend a spell slot, choosing an additional two creatures to benefit from this chant for each spell level expended.

Song of Stone
Passive: Anytime a creature within range is targeted by a melee attack roll, you can choose to reduce the attack roll by one spirit die. You can do this once per turn.

Active: As a reaction to when a creature within range takes damage from a melee attack, you can cause the attacker to take a spirit die of force damage. You can choose to expend a spell slot to increase the damage by one spirit die per spell level expended.

Song of Storms
Passive: A 15-foot radius area within range that you mentally designate becomes difficult terrain. You can move this area 5 feet in any direction along the ground on each of your turns.

Active: As a bonus action, one creature within range has their speed reduced by one spirit die x 5 (to a minimum of 10 feet). You can choose to expend a spell slot to affect one additional creature per spell level expended.

Song of Strength
Passive: A creature you mentally designate on each of your turns gains a spirit die of temporary hit points. These temporary hit points last until the end of your chant.

Active: As a reaction to when a creature within range that has your temporary hit points from this song takes damage, you can reduce the damage taken by a spirit die. You may also expend a spell slot, reducing the damage taken by an additional spirit die for each spell level expended.