{OAP} Shaman Class

You might also like

Download as pdf or txt
Download as pdf or txt
You are on page 1of 30

Credits Contents

Writing & Game Design: Ross Leiser


Additional Spells: Benjamin Huffman of Sterling Vermin Adventuring Shaman.................................................................................................... 1
Company Class Features......................................................................................... 2
Editing: Eli Scovill Shaman Spell List.............................................................................. 4
Sensitivity Readers: Lynn Brown (Hoodoo and Voodoo), Jesse Spirit Guides............................................................................................ 7
Craighead (Cherokee) Air Spirit............................................................................................... 7
Ancestral Spirit................................................................................... 7
Layout & Graphic Design: Taron Pounds Animal Spirit....................................................................................... 8
Cover Artist: Isaac DeKing - Kraest Illustrations Benevolent Spirit................................................................................ 8
Interior Artists: Daniel Comerci, Gary Dupuis, Forrest Imel, Vagelio Earth Spirit.......................................................................................... 9
Kaliva, Eric Lofgren, Joyce Maureira, Elizabeth Porter, Dean Fire Spirit............................................................................................. 9
Spencer, Purple Duck Games, Emmanuel Bou Roldan, Ernanda Lost Spirit..........................................................................................10
Souza, additional art assets provided for use on the Dungeon Malevolent Spirit..............................................................................10
Masters Guild by Wizards of the Coast Mischievous Spirit............................................................................11
Mournful Spirit..................................................................................11
Special Thanks Vengeful Spirit...................................................................................12
Lester Ortiz-Miranda, who had the phenomenal suggestion of Warrior Spirit....................................................................................12
including reference cards for the Spirit Guides Water Spirit........................................................................................13
Spiritual Practices................................................................................14
The OAPatrons! Exorcism.............................................................................................14
Spencer Jackson Matt Lowry Sympatheticism................................................................................15
Aric Wilson CrimsonChaos Totemism............................................................................................17
DJ Rkod Fareed Shayek Warchanting.......................................................................................19
Joel David Allport-Cohoon Alex F Witch Medicine.................................................................................21
Solatra Harvinkai Wesley Kenton Spells.......................................................................................................22
Ryan Acheson Jake Sine Spells Table........................................................................................22
Ryan Petticoffer Ryan Davis Spell Descriptions............................................................................23
Levi Andriga Ethan Lowe Spirit Guide Reference Sheets........................................................30

To become an OAPatron and get exclusive previews and content, join


my Outlandish Adventure on Patreon!
https://www.patreon.com/OutlandishAdventureProductions

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This
material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork
contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016-2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK. This work contains material
that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement
for Dungeon Masters Guild.

All other original material in this work is copyright 2016-2021 by Ross Leiser and Benjamin Huffman and published under the Community
Content Agreement for Dungeon Masters Guild.
Shaman Spiritual Connection
The core of a shaman’s abilities is their
An orc strides confidently alongside her relationship with the denizens of the spirit
adventuring party, chanting sacred prayers to aid world. Through sacred rituals passed down by their
them in the upcoming battle. As the orc’s stirring people, shamans embark on spiritual journeys that
voice begins to lift their spirits, her comrades would allow their consciousnesses to access realms beyond
swear they can see an ethereal warrior floating the material, where they seek to earn favor with the
beside their friend. spirit guides who dwell there. By cultivating bonds
Quickly extending his hand, a kalashtar exorcist with these spirit guides, a shaman can become
focuses the power of his quori partner to sear an a channel, inviting a spirit to share the shaman’s
abjuring mark onto an attacking demon. As the fiend mortal vessel. A shaman channeling a spirit in this
recoils from the innocent woman it was attempting way carries advantages for both entities involved. For
to possess, the kalashtar blasts it with ethereal the spirit, this is a chance to safely experience the
flame, forcing the demon back to the Abyss. Material Plane, and so long as the shaman acts as
Chiseling the finishing touches onto a stone statue, a conduit for the spirit, the spirit will often share its
a dwarf looks to their spirit guide for approval. The wisdom and abilities with the shaman.
fire spirit, in the form of a fox, flares with happiness
and leaps to inhabit the totem. Journeys and Rituals
Shamans cultivate connections with spirits and All shamans undertake journeys to contact the
become conduits between the material and spirit spirit world, some through ritual meditation, others
worlds. Whether shamans are carefully mixing through the use of sacred herbs, and others still
poultices, joyously blessing a couple’s new union, through pilgrimages to sites where the veil between
or protecting their allies in a desperate battle, it is worlds is thin. Many aim to bring the wisdom and
their symbiotic relationships with the spirits that give power they gain from communing with the spirits
them access to their spiritual knowledge and powers. back to protect and improve their communities,
returning home after each journey. The shamans

SHAMAN CLASS 1
who become adventurers, though, often believe that
their spiritual journeys must involve traveling in their Class Features
physical forms throughout the multiverse. As a shaman, you gain the following class features.
Through their travels, these adventuring shamans
learn to practice rituals not explicitly created Hit Points
to contact the spirit world, trading knowledge Hit Dice: 1d8 per shaman level
and wisdom with all sorts of ritual spellcasters. Hit Points at 1st Level: 8 + your
These shamans adapt arcane and divine rituals to Constitution modifier
work with their own spiritual connections, often Hit Points at Higher Levels: 1d8 (or 5) + your
discovering new ways to tap into the Weave and turn Constitution modifier per shaman level after 1st
unfamiliar magics into shamanic rituals.
Proficiencies
Armor: Light armor
Creating a Shaman Weapons: Simple weapons
As you create your shaman character, consider Tools: Herbalism kit
how you came into contact with the spirits of the Saving Throws: Wisdom, Charisma
multiverse. Did you have a near-death experience Skills: Choose two from Arcana, Deception, Insight,
during which a benevolent spirit cradled your Intimidation, Persuasion, and Religion
soul just long enough for the healers to draw you
back to your body? Were you trained to conduct Starting Equipment
sacred rituals to contact the other side under the You start with the following equipment, in addition to
supervision of an elder shaman? Are you the latest in the equipment granted by your background:
a long line of shamans who learn to receive guidance • (a) any two simple weapons or (b) a light crossbow
from an ancestor spirit, or did you accidentally call and 20 bolts
upon a vengeful spirit to torment your enemies in • (a) an explorer’s pack or (b) a priest’s pack
a moment of sheer hatred? Did you stumble over a • Leather armor, an herbalism kit, and a shamanic
mischievous spirit one night in a haunted mansion totem (see the Spellcasting Focus section
and strike up a light-hearted friendship, or did a of the Shamanic Ritual Spellcasting feature
primordial spirit deem you worthy of companionship for examples)
only after you discovered its remote home in
the wilds? Multiclassing and the Shaman
How much do you trust the spirits you channel? If your group uses the optional rule on multiclassing in the
Player’s Handbook, here’s what you need to know if you choose
Do you remain in full control at all times, confining shaman as one of your classes.
the spirit to exist only as a passenger that lives Ability Score Minimum. As a multiclass character, you must
vicariously through you, while you make use of its have at least a Charisma score of 13 to take a level in this class,
powers? Or do you allow the spirit to take full control or to take a level in another class if you are already a shaman.
Proficiencies Gained. If shaman isn’t your initial class, here
of your mortal vessel, enabling it to accomplish the are the proficiencies you gain when you take your first level as a
goals it never had the chance to finish in life? Do shaman: light armor, herbalism kits.
you negotiate with the spirits each time you channel Spell Slots. Add all your levels in the shaman class to the
them, gaining the use of their abilities only so long appropriate levels from other classes to determine your available
spell slots.
as they get something in return? Or does your level
of trust and commitment vary with each of the spirits
you channel? Shamanic Ritual Spellcasting
1st-level shaman feature
Quick Build
You can make a shaman quickly by following these Most of a shaman’s spellcasting abilities come
suggestions. First, Charisma should be your highest directly from channeling a spirit guide (see the
ability score, followed by Dexterity or Constitution. Medium feature later in the class’s description).
Second, choose the hermit or outlander background. However, through the rituals you’ve studied to
Third, choose the ghostfire OAP and thaumaturgy commune with the spirits and your repeated contact
cantrips, and the Benevolent Spirit and Mischievous with the spirit world, you have also learned to cast
Spirit as your spirit guides. a modest selection of ritual spells on your own,
without needing to channel a spirit. See chapter 10
of the Player’s Handbook for the general rules of
spellcasting.

2 SHAMAN CLASS
The Shaman
Proficiency Spirit Cantrips —Spell Slots per Spell Level—
Level Bonus Features Guides Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Shamanic Ritual Spellcasting, Medium 2 2 2 — — — — — — — —
2nd +2 Adept Ritualist, Spiritual Practice 2 2 3 — — — — — — — —
3rd +2 See Beyond 2 2 4 2 — — — — — — —
Ability Score Improvement,
4th +2 2 2 4 3 — — — — — — —
Cantrip Versatility
5th +3 Call from Beyond 3 3 4 3 2 — — — — — —
6th +3 Spirited Ritual, Spiritual Practice feature 3 3 4 3 3 — — — — — —
7th +3 — 3 3 4 3 3 1 — — — — —
Ability Score Improvement,
8th +3 3 3 4 3 3 2 — — — — —
Ritual Potency (2nd level)
9th +4 — 4 3 4 3 3 3 1 — — — —
Hastened Ritual,
10th +4 4 4 4 3 3 3 2 — — — —
Spiritual Practice feature
11th +4 Improved Medium 4 4 4 3 3 3 2 1 — — —
Ability Score Improvement,
12th +4 4 4 4 3 3 3 2 1 — — —
Ritual Potency (3rd level)
13th +5 — 5 4 4 3 3 3 2 1 1 — —
14th +5 Spiritual Practice feature 5 4 4 3 3 3 2 1 1 — —
15th +5 — 5 4 4 3 3 3 2 1 1 1 —
Ability Score Improvement,
16th +5 5 4 4 3 3 3 2 1 1 1 —
Ritual Potency (4th level)
17th +6 Step Beyond 6 4 4 3 3 3 2 1 1 1 1
18th +6 Spirit Nexus 6 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 4 4 3 3 3 3 2 1 1 1
Master Ritualist,
20th +6 6 4 4 3 3 3 3 2 2 1 1
Ritual Potency (5th level)

Cantrips from your list of prepared spells.


You know two cantrips of your choice from the You can change your list of prepared ritual spells
shaman spell list. You learn additional shaman when you finish a long rest. Preparing a new list of
cantrips of your choice at higher levels, as shown shaman ritual spells requires time spent preparing
in the Cantrips Known column of the Shaman the materials and rehearsing the rites: at least 1
table. You cast your shaman cantrips normally, minute per spell level for each spell on your list.
not as rituals.
Rules Tip: Casting a Spell as a Ritual
Preparing and Casting Ritual Spells When you cast a spell as a ritual, as you must for all of your
In the shaman spell list, each spell of 1st level and shaman ritual spells, it takes 10 minutes longer to cast than
higher has the ritual tag. You prepare the list of normal. It also doesn’t expend a spell slot, which means the
shaman ritual spells that are available for you to cast, ritual version of a spell can’t be cast at a higher level until
you gain later shaman class features. You must have the spell
choosing from the shaman spell list. When you do prepared to cast it as a ritual.
so, choose a number of shaman ritual spells equal
to half your shaman level, rounded up (minimum of
two spells). The spells must be of a level for which Spell Slots
you have spell slots. Unless you gain a shaman ritual The Shaman table shows how many spell slots you
spell from another source, you can cast the spell only have to cast the spells granted by a spirit guide you’re
as a ritual. channeling (see the Medium feature later in the
For example, if you’re a 5th-level shaman, you have class’s description). To cast one of these spells of 1st
four 1st-level, three 2nd-level, and two 3rd-level spell level or higher, you must expend a spell slot of the
slots. Your list of prepared shaman ritual spells can spell’s level or higher. You regain all expended spell
include three spells of 1st, 2nd, or 3rd level, in any slots when you finish a long rest.
combination. Casting a ritual spell doesn’t remove it

SHAMAN CLASS 3
Spellcasting Ability of ground herbs, a hand drum used in rituals, a piece
Charisma is your spellcasting ability for your shaman of jewelry made from animal bones, or any other
spells. Your magic comes from your connection such significant object, depending on your method of
to the spirit world, powered by the strength of contacting the spirit world.
your relationships with its ethereal denizens. You Shaman Spell List
use Charisma whenever a shaman spell refers to Here’s the list of spells you consult when you learn a
your spellcasting ability. In addition, you use your shaman cantrip or ritual spell. The list is organized
Charisma modifier when setting the saving throw by spell level, not character level. All shaman ritual
DC for a shaman spell you cast and when making an spells of 1st level and higher have the ritual tag for
attack roll with one. you. You can’t cast the spells except as rituals, unless
Spell save DC = 8 + your proficiency bonus + your Charisma you’ve learned them by some other means.
modifier Most of these spells are from the Player’s
Spell attack modifier = your proficiency bonus + your Charisma Handbook. If a spell’s name is followed by the XGE
modifier superscript, the spell can be found in Xanathar’s
Guide to Everything. Spells with the OAP and SVAC
Spellcasting Focus superscripts are original spells that have been
You can use a shamanic totem as a spellcasting included in the New Spells section.
focus for your shaman spells. A shamanic totem
is a physical item that helps strengthen the bond Cantrips (0 Level) 3rd Level Ritual Spells
Chill touch (necromancy) Bolstering apparitions OAP
between you and the spirits. A shamanic totem could
Create bonfire (conjuration) (conjuration)
take many forms: an energy-resonant crystal, a doll Dancing lights (evocation) Detect past OAP (divination)
made from leather or straw, the femur of an ancestor, Friends (enchantment) Feign death (necromancy)
a spirit board, a staff carved with symbols, a pouch Ghostfire OAP (evocation) Find greater familiar SVAC
Guidance (divination) (conjuration)
Lay to rest OAP (abjuration) Leomund’s tiny hut (evocation)
Light (evocation) Phantom steed (illusion)
Mage hand (conjuration) Water breathing (transmutation)
Message (transmutation) Water walk (transmutation)
Minor illusion (illusion)
4th Level Ritual Spells
Speak true SVAC (divination)
Curse ward OAP (abjuration)
Thaumaturgy (transmutation)
Divination (divination)
Toll the dead XGE (necromancy)
Ghostsight OAP (transmutation)
1st Level Ritual Spells Harrowing apparition OAP
Alarm (abjuration) (conjuration)
Ceremony XGE (abjuration)
5th Level Ritual Spells
Comprehend languages
Breaching apparition OAP
(divination)
(conjuration)
Detect magic (divination)
Commune (divination)
Fertility rites SVAC (abjuration)
Rary’s telepathic bond (divination)
Find familiar (conjuration)
Guiding apparition OAP 6th Level Ritual Spells
(conjuration) Forbiddance (abjuration)
Identify (divination) Forecast OAP (divination)
Last rites SVAC (necromancy)
7th Level Ritual Spells
Make camp SVAC (abjuration)
Possessive apparition OAP
Oath-sealing covenant SVAC
(conjuration)
(divination)
Purify food and drink
(transmutation)
Unseen servant (conjuration)
2nd Level Ritual Spells
Animal messenger (enchantment)
Augury (divination)
Gentle repose (necromancy)
Locate animals or plants
(divination)
Magic mouth (illusion)
Protective apparitions OAP
(conjuration)
Silence (illusion)
Skywrite XGE (transmutation)

4 SHAMAN CLASS
Medium Roleplay Tip: Roleplaying a Spirit Guide
Depending on the story that you and your DM want your
1st-level shaman feature character to portray, there are many ways for your spirit guides
You are able to channel spirits from the spirit world to be presented and roleplayed while you channel them:
Who can see your spirit guides? A spirit guide you’re
to borrow their abilities and become a conduit
channeling might be visible only to you and to any creature that
for their powers. Choose two spirit guides from has truesight or that can see into the Ethereal Plane; the spirit
the Spirit Guides section at the end of the class’s could present as ghostly, semi-translucent clothing, incorporeal
description. You choose additional spirit guides at armor, or an unearthly aura that appears around you while you’re
higher levels, as shown in the Spirit Guides column channeling it; or it could take the form of an intangible entity
that can be seen by all as it flits or floats about your space. If you
of the Shaman table. Whenever you gain a level in take the find familiar or find greater familiar SVAC spell, perhaps
this class, you can replace one of your chosen spirit your familiar even takes the physical form of your channeled
guides with a different one. spirit guide (this has no effect on the familiar’s statistics).
Whenever you finish a long rest, you can conduct How much personality do your spirit guides have? A spirit
guide you’re channeling may be nothing more to your character
a unique ritual to contact one of your spirit guides. than a representation of the spiritual power you have been
The specifics of the ritual are your choice; you might granted; the spirit might have its own goals but may not be
light incense and pray, craft a small charm, sing able to communicate with anyone other than you; or perhaps it
a traditional song, or perform a sacred dance to has the ability to speak and interact with the members of your
party or even NPCs. A channeled spirit could even influence
a beating drum. Regardless of how you choose to the way your character speaks or acts. At you and your DM’s
contact the other side, the ritual takes 10 minutes to option, perhaps a spirit guide has such a force of personality
complete, at the end of which you begin channeling that it can even control aspects of your body or speak through
one of your spirit guides. You can perform this ritual you while you channel it. Take a moment to discuss the details
with your DM, so you can make sure you agree on terms, and
at the same time you prepare a new list of ritual
both know what to expect in advance. If a spirit guide can
spells. While you channel the spirit guide, you gain interact with people other than you, do you roleplay the spirit or
the features and spells it grants. Each spell granted does your DM?
by a spirit guide counts as a shaman spell for you Each of your spirit guides could appear and interact with your
and can be cast using your spell slots, following character differently, perhaps depending on the nature of your
relationship with them, or based on their own unique personality
the normal rules for spellcasting, rather than only traits. In any case, having a discussion with your DM about
as a ritual. these aspects of your character and their spirit guides is the
You channel the spirit guide until you choose to best way to ensure a fun and fulfilling experience for you and
dismiss it as an action, until you channel a new spirit everyone else in the campaign.
guide by using this feature again, or until you die.
In any of these cases, the spirit guide returns to the See Beyond
spirit world until you choose to channel it again. 3rd-level shaman feature

Adept Ritualist Your connection to the spirit world allows your vision
to pierce the veil between realities. You always have
2nd-level shaman feature the see invisibility spell prepared as a shaman ritual
When you cast a shaman ritual spell, it takes you spell. It doesn’t count against the number of shaman
only 1 minute longer to cast the spell, instead ritual spells you can prepare each day.
of 10 minutes.
Ability Score Improvement
Spiritual Practice 4th-level shaman feature
2nd-level shaman feature When you reach 4th level, and again at 8th, 12th,
You choose a spiritual practice that shapes the way 16th, and 19th level, you can increase one ability
your communion with the spirits affects the greater score of your choice by 2, or you can increase
world: Exorcism, Sympatheticism, Totemism, two ability scores of your choice by 1. As normal,
Warchanting, or Witch Medicine, each of which is you can’t increase an ability score above 20 using
detailed at the end of the class’s description. Your this feature.
choice grants you features at 2nd level and again at
6th, 10th, and 14th level. Cantrip Versatility
4th-level shaman feature
Whenever you reach a level in this class that grants
the Ability Score Improvement feature, you can
replace one cantrip you learned from this class’s
Shamanic Ritual Spellcasting feature with another

SHAMAN CLASS 5
cantrip from the shaman spell list. expend a spell slot when you cast a ritual spell with
this feature.
Call from Beyond Once you use this feature, you can’t use it again
5th-level shaman feature until you finish a long rest.
You can call upon spirits that have crossed over to Ritual Potency
the other side to briefly reinhabit their abandoned
vessels. You always have the speak with dead spell 8th-level shaman feature
prepared as a shaman ritual spell. It doesn’t count Your expertise in channeling the power of the spirit
against the number of shaman ritual spells you can world makes your minor rituals more potent. When
prepare each day. you cast a 1st level shaman ritual spell, you can cast
it at 2nd level. It still doesn’t expend a spell slot to
Spirited Ritual cast the spell this way.
6th-level shaman feature When you reach certain levels in this class, your
rituals continue to increase in power. Once you reach
You can tap the other side to channel raw spiritual 12th level in this class, when you cast a 1st or 2nd
power into your ritual casting. When you cast level shaman ritual spell, you can cast it at 3rd level.
a shaman ritual spell, you can cast it at a level Once you reach 16th level in this class, when you
equal to your highest level spell slot. You still don’t cast a shaman ritual spell of 3rd level or lower, you
can cast it at 4th level. Once you reach 20th level in
this class, when you cast a shaman ritual spell of 4th
level or lower, you can cast it at 5th level.

Hastened Ritual
10th-level shaman feature
You can perform your shaman ritual spells with acute
speed. When you cast a shaman ritual spell, you can
do so with the spell’s normal casting time, instead of
it taking 1 minute longer to cast the spell. You still
don’t expend a spell slot when you cast a ritual spell
with this feature.
Once you use this feature, you can’t use it again
until you finish a long rest.

Improved Medium
11th-level shaman feature
You can perform the ritual to channel a new spirit
guide whenever you finish a short or long rest.

Step Beyond
17th-level shaman feature
You are so attuned to the other side that you can pass
through the boundaries of reality to walk amongst
the spirits. You always have the etherealness spell
prepared as a shaman ritual spell. It doesn’t count
against the number of shaman ritual spells you can
prepare each day.

Spirit Nexus
18th-level shaman feature
When you perform the ritual to channel a new
spirit guide, you can choose to channel two of your
spirit guides simultaneously, gaining the benefits

6 SHAMAN CLASS
associated with both for as long as you channel
them. When you use your action to dismiss a spirit
guide you’re channeling, you can choose to dismiss
one or both spirits.

Master Ritualist
20th-level shaman feature
You always have each ritual spell on the shaman spell
list prepared, ignoring the number of shaman ritual
spells you can normally prepare each day.
Additionally, you regain the use of your Hastened
Ritual when you finish a short or long rest.

Spirit Guides
The spirit guides are presented in alphabetical order.

Air Spirit
Often mistaken for elementals, air spirits are shaped
from winds, crackling lightning, and booming
thunder. Tempestuous and adventurous, the most
common forms air spirits take are those of eagles,
owls, rocs, and other predatory avians.
Bonus Cantrips
While you channel this spirit, you know the gust XGE
and thunderclap XGE cantrips. They count as shaman Ancestral Spirit
cantrips for you and don’t count against the number
of cantrips you know. Ancestral spirits are manifestations of the departed
souls of tribal elders and beloved forebears. These
Air Spirit Spells spirits carry whole lifetimes of experience, and they
1st Level 5th Level freely offer their wisdom, knowledge, and protection
Chromatic orb (evocation; Conjure elemental (conjuration; to the shamans who are wise enough to listen.
lightning or thunder only) air elemental only)
Fog cloud (conjuration) Control winds XGE (transmutation) Bonus Cantrips
Thunderwave (evocation)
6th Level While you channel this spirit, you know the blade
2nd Level Investiture of wind XGE ward and resistance cantrips. They count as shaman
Dust devil XGE (conjuration) (transmutation) cantrips for you and don’t count against the number
Gust of wind (evocation)
7th Level of cantrips you know.
Shatter (evocation)
Whirlwind XGE (evocation)
3rd Level
8th Level
Ancestral Spirit Spells
Call lightning (conjuration)
Control weather (transmutation) 1st Level 5th Level
Wind wall (evocation)
Command (enchantment) Dispel evil and good (abjuration)
9th Level Detect poison and disease Legend lore (divination)
4th Level
Storm of vengeance (conjuration)
Elemental bane XGE (divination)
6th Level
(transmutation; lightning or Shield of faith (abjuration)
Find the path (divination)
thunder only)
2nd Level
Storm sphere XGE (evocation) 7th Level
Find traps (divination)
Mordenkainen’s magnificent
Warding bond (abjuration)
mansion (conjuration)
Zone of truth (enchantment)
8th Level
3rd Level
Antimagic field (abjuration)
Create food and water
(conjuration) 9th Level
Remove curse (abjuration) Foresight (divination)
4th Level
Death ward (abjuration)
Guardian of faith (conjuration)

SHAMAN CLASS 7
Animal Spirit
Though these spirits do often take the form of
animals like wolves, bears, deer, and other creatures
native to their surrounding habitat, animal spirits are
actually broader embodiments of the natural order.
Animal spirits offer a connection with all beasts,
and allow a shaman who channels them to access
animal abilities.
Bonus Cantrips
While you channel this spirit, you know the
infestation XGE and primal savagery XGE cantrips. They
count as shaman cantrips for you and don’t count
against the number of cantrips you know.
Animal Spirit Spells
1st Level 5th Level
Animal friendship (enchantment) Awaken (transmutation; beasts
Beast bond XGE (divination) only)
Speak with animals (divination) Commune with nature
(divination)
2nd Level
Insect plague (conjuration)
Alter self (transmutation; aquatic
adaptation or natural weapons 8th Level
only) Animal shapes (transmutation)
Animal messenger
(enchantment)
9th Level
Mass polymorph XGE
Benevolent Spirit
Beast sense (divination)
(transmutation) Benevolent spirits are formed from the souls of
3rd Level saints, heroes, and martyrs who spent their lives in
Conjure animals (conjuration)
service of others. So great was their virtue that even
Haste (transmutation)
from beyond the veil of death, these spirits remain
4th Level suffused with positive energy that a shaman can
Giant insect (transmutation)
Guardian of nature XGE channel to heal and comfort the living.
(transmutation; primal beast
only) Bonus Cantrips
Polymorph (transmutation) While you channel this spirit, you know the sacred
flame and spare the dying cantrips. They count as
shaman cantrips for you and don’t count against the
number of cantrips you know.
Benevolent Spirit Spells
1st Level 5th Level
Bless (enchantment) Greater restoration (abjuration)
Cure wounds (evocation) Mass cure wounds (evocation)
Protection from evil and good
6th Level
(abjuration)
Heal (evocation)
2nd Level
7th Level
Aid (abjuration)
Resurrection (necromancy)
Enhance ability (transmutation)
Lesser restoration (abjuration) 8th Level
Holy aura (abjuration)
3rd Level
Beacon of hope (abjuration) 9th Level
Revivify (necromancy) Power word heal (evocation)
4th Level
Aura of life (abjuration)
Aura of purity (abjuration)

8 SHAMAN CLASS
Fire Spirit
Passionate and excitable, fire spirits exemplify both
the bright warmth of a playful bonfire and the fierce
heat of a roaring inferno. These spirits most often
appear as foxes, rabbits, sparrows, and other fleet
creatures formed from embers, smoke, and flame.
Bonus Cantrips
While you channel this spirit, you know the control
flames XGE and produce flame cantrips. They count as
shaman cantrips for you and don’t count against the
number of cantrips you know.
Fire Spirit Spells
1st Level 5th Level
Burning hands (evocation) Conjure elemental (conjuration;
Chromatic orb (evocation; fire fire elemental only)
only) Immolation XGE (evocation)
Hellish rebuke (evocation)
6th Level
2nd Level Investiture of flame XGE
Continual flame (evocation) (transmutation)
Flaming sphere (conjuration)
7th Level
Heat metal (transmutation)
Fire storm (evocation)
3rd Level
8th Level
Fireball (evocation)
Incendiary cloud (conjuration)
Melf ’s minute meteors XGE
(evocation) 9th Level
Earth Spirit 4th Level
Meteor swarm (evocation)

Earth spirits are resolute and steadfast, created Elemental bane XGE

(transmutation; fire only)


from both the unyielding stone that forms great Wall of fire (evocation)
mountains and the patient vines that slowly break
boulders down to dirt. They most commonly present
themselves as tortoises, bears, and wolves.
Bonus Cantrips
While you channel this spirit, you know the mold
earth XGE and thorn whip cantrips. They count as
shaman cantrips for you and don’t count against the
number of cantrips you know.
Earth Spirit Spells
1st Level 5th Level
Earth tremor XGE (evocation) Conjure elemental (conjuration;
Entangle (conjuration) earth elemental only)
Hail of thorns (conjuration) Wall of stone (evocation)
2nd Level 6th Level
Earthbind XGE (transmutation) Investiture of stone XGE
Maximilian’s earthen grasp XGE (transmutation)
(transmutation) Move earth (transmutation)
Spike growth (transmutation)
8th Level
3rd Level Earthquake (evocation)
Erupting earth XGE
9th Level
(transmutation)
Imprisonment (abjuration;
Plant growth (transmutation)
burial, chaining, or minimus
4th Level containment only)
Grasping vine (conjuration)
Stone shape (transmutation)

SHAMAN CLASS 9
Lost Spirit
Sometimes a soul passes through the veil with such
pressing unfinished business that, through sheer
force of will, it manifests itself back onto the Material
Plane as a spirit. Each time the spirit crosses the
veil, it degrades, eventually becoming a shade bent
on one singular purpose - one it has long forgotten
the meaning behind. These lost spirits wander
through the boundaries of reality, inflicting their
confusion and disorientation upon others.
Bonus Proficiencies
While you channel this spirit, you have proficiency
with forgery kits and in the Deception skill. If you
are already proficient in the Deception skill, you add
double your proficiency bonus to ability checks you
make with it.
Lost Spirit Spells Malevolent Spirit
1st Level 5th Level Malevolent spirits coalesce from the souls of cruel
Color spray (illusion) Mislead (illusion) villains, tyrannical despots, and those who, even in
Sleep (enchantment) Synaptic static XGE (enchantment)
death, retain a desire to inflict terror and suffering.
Tasha’s hideous laughter
(enchantment)
6th Level These dark spirits will often refuse to partner with
Scatter XGE (conjuration)
a shaman until the shaman sacrifices something
2nd Level
Mind spike XGE (divination)
7th Level deeply treasured, like a beloved friend or family
Plane shift (conjuration)
Misty step (conjuration) member, or an important piece of themself.
Pass without trace (abjuration) 8th Level
3rd Level
Feeblemind (enchantment) Mien of Terror
Enemies abound XGE 9th Level While you channel this spirit, you know the toll
(necromancy) Psychic scream XGE
(enchantment) the dead XGE cantrip. If you already know toll the
Slow (transmutation) dead, when you cast this cantrip, a target that
4th Level succeeds on its saving throw takes half the damage,
Banishment (abjuration) instead of none.
Confusion (enchantment) Additionally, while you channel this spirit, you
have proficiency in the Intimidation skill. If you are
already proficient in the Intimidation skill, you add
double your proficiency bonus to ability checks you
make with it.
Malevolent Spirit Spells
1st Level 5th Level
Cause fear XGE (necromancy) Destructive wave (evocation;
Dissonant whispers necrotic only)
(enchantment) Infernal calling XGE (conjuration)
Inflict wounds (necromancy)
6th Level
2nd Level Eyebite (necromancy)
Blindness/deafness (necromancy)
7th Level
Crown of madness
Finger of death (necromancy)
(enchantment)
Darkness (evocation) 8th Level
Maddening darkness XGE
3rd Level
(evocation)
Fear (illusion)
Summon lesser demons XGE 9th Level
(conjuration) Weird (illusion)
4th Level
Phantasmal killer (illusion)
Summon greater demon XGE
(conjuration)

10 SHAMAN CLASS
Mournful Spirit
Mournful spirits are the remnants of souls that
experienced great tragedy in life, usually through
deep loss or unbearable loneliness, and have carried
that sorrow with them into the afterlife. Eternally
anguished, they seek connections with the living and
excel at inspiring sympathy.
Elicit Pity
While you channel this spirit, you know the friends
cantrip. It counts as a shaman cantrip for you and
doesn’t count against the number of cantrips you
know. Once per short or long rest when you cast this
spell, you can use this feature to prevent the target of
the spell from automatically becoming hostile toward
you when the cantrip ends. The target is still aware
that you used magic to influence it.
Mournful Spirit Spells
1st Level 5th Level
Charm person (enchantment) Contact other plane (divination)
Heroism (enchantment) Dream (illusion)
Sanctuary (abjuration)
6th Level
Mischievous Spirit 2nd Level
Calm emotions (enchantment)
Mass suggestion (enchantment)
Otto’s irresistible dance
Some corrupted souls don’t desire to cause harm, Enthrall (enchantment) (enchantment)
but instead have an irrepressible spark of whimsy Suggestion (enchantment)
8th Level
that even the veil between worlds can’t bedim. These 3rd Level Antipathy/sympathy
mischievous spirits can often be found playing Sending (evocation) (enchantment)
Tongues (divination) Telepathy (evocation)
pranks on the living - moving objects around rooms,
slamming doors and opening shutters, and otherwise 4th Level
Charm monster XGE
drawing mortals into their shenanigans. (enchantment)
Compulsion (enchantment)
Bonus Cantrips
While you channel this spirit, you know the
thaumaturgy and vicious mockery cantrips. They
count as shaman cantrips for you and don’t count
against the number of cantrips you know.
If you already know the thaumaturgy cantrip, you
can create up to two of the spell’s magical effects
each time you cast it.
Mischievous Spirit Spells
1st Level 5th Level
Catapult XGE (transmutation) Passwall (transmutation)
Disguise self (illusion) Seeming (illusion)
Grease (conjuration)
6th Level
2nd Level Programmed illusion (illusion)
Invisibility (illusion)
7th Level
Knock (transmutation)
Mirage arcane (illusion)
Magic mouth (illusion)
8th Level
3rd Level
Glibness (transmutation)
Blink (transmutation)
Major image (illusion) 9th Level
True polymorph (transmutation)
4th Level
Greater invisibility (illusion)
Hallucinatory terrain (illusion)

SHAMAN CLASS 11
Warrior Spirit
All throughout history, great warriors have fought
bravely and died nobly in the name of honor and
glory. These warrior spirits gleefully grant their skills
and resilience to the shamans who channel them,
eager to experience the thrill of battle once more.
Bonus Proficiencies
While you channel this spirit, you have proficiency
with martial weapons and shields.
Warrior Spirit Spells
1st Level 5th Level
Absorb elements XGE (abjuration) Holy weapon XGE (evocation)
Hunter’s mark (divination) Steel wind strike XGE (conjuration)
Zephyr strike XGE (transmutation) Swift quiver (transmutation)
2nd Level 6th Level
Barkskin (transmutation) Tenser’s transformation XGE
Magic weapon (transmutation) (transmutation)
Spiritual weapon (evocation)
7th Level
3rd Level Mordenkainen’s sword
Conjure barrage (conjuration) (evocation)
Elemental weapon
9th Level
(transmutation)
Invulnerability XGE (abjuration)
4th Level
Freedom of movement
(abjuration)
Vengeful Spirit Stoneskin (abjuration)
Some souls cross to the other side with a burning
hatred in their hearts. Such vengeful spirits almost
always died violently; in death, they are driven by a
terrible, otherworldly need to revisit that violence
and destruction upon the world of the living.
Spiteful Strike
While you channel this spirit, once on each of
your turns when you hit with a weapon attack or
deal damage to only one target with a shaman
spell, you can add your Charisma modifier to the
damage you deal.
Vengeful Spirit Spells
1st Level 5th Level
Compelled duel (enchantment) Enervation XGE (necromancy)
Guiding bolt (evocation) Hold monster (enchantment)
Hex (enchantment)
6th Level
2nd Level Disintegrate (transmutation)
Hold person (enchantment)
7th Level
Melf ’s acid arrow (evocation)
Power word pain XGE
Shadow blade XGE (illusion)
(enchantment)
3rd Level
8th Level
Bestow curse (necromancy)
Power word stun (enchantment)
Vampiric touch (necromancy)
9th Level
4th Level
Power word kill (enchantment)
Blight (necromancy)
Locate creature (divination)

12 SHAMAN CLASS
Water Spirit
Water spirits shape themselves from all forms of
water, some from the sea, others from snow and ice.
Shamans who channel these spirits may feel the fury
of the tides or experience the tranquility of still, deep
waters. Equal parts serene and stern, water spirits
often take the forms of fish, serpents, and raccoons.
Bonus Cantrips
While you channel this spirit, you know the frostbite
XGE
and shape water XGE cantrips. They count as
shaman cantrips for you and don’t count against the
number of cantrips you know.
Water Spirit Spells
1st Level 5th Level
Chromatic orb (evocation; cold Cone of cold (evocation)
only) Conjure elemental (conjuration;
Create or destroy water water elemental only)
(transmutation) Maelstrom XGE (evocation)
Ice knife XGE (conjuration)
6th Level
2nd Level Investiture of ice XGE
Blur (illusion) (transmutation)
Mirror image (illusion) Wall of ice (evocation)
Snilloc’s snowball swarm XGE
8th Level
(evocation)
Tsunami (conjuration)
3rd Level
Sleet storm (conjuration)
Tidal wave XGE (conjuration)
4th Level
Control water (transmutation)
Elemental bane XGE
(transmutation; cold only)

Creating Custom Spirit Guides


The thirteen spirit guides presented above are meant to represent archetypes of shamanic spiritualism and of popular media, and they
provide a simple framework into which most general concepts for spirits can be sorted. If it is important for your character’s story that
you bond with a very specific type of spirit, or if your DM wants to make a spirit guide for you that is uniquely tied into their campaign, a
custom one can be made using the following template:
• First, consider the power set or theme that the spirit guide should have. This could be tailored to fit your character, or designed to fit
flawlessly into your DM’s world lore. A spirit guide based on a specific character could have multiple themes.
• Next, create a static, beneficial feature that is always active or available when the spirit guide is being channeled. As you can see above,
most of these manifest as bonus cantrips and proficiencies, but other effects can be used, so long as they aren’t more powerful.
• Then, choose a spell list: pick three each of 1st-level and 2nd-level spells, two each of 3rd-level, 4th-level, and 5th-level spells, and one
each of 6th-level, 7th-level, 8th-level, and 9th-level spells. Feel free to choose spells from any class in the game; shamans are ethereal
travelers of the multiverse, spirits come from a truly unlimited array of otherworldly realms, and their spell lists are free to reflect that
breadth of experience and flavor. If there aren’t enough spells of a particular level that match the theme or narrative of the spirit guide
you want to create, choose an additional spell of a lower level instead. By the end of the process, the spirit guide’s spell list should have
a total of sixteen spells.
• Finally, if your shaman character has chosen the Exorcism, Totemism, or Warchanting Spiritual Practice, you will either need to
assign an existing effect to your new spirit guide, or write a new effect entirely. Specifically, a Totemism Shaman will require a Spirit
Totem activation effect for their Call Totem feature, an Exorcism Shaman will require an effect for their Guided Mark feature, and a
Warchanting Shaman will require an effect for their Guided Chant feature.

SHAMAN CLASS 13
Once you mark a creature with this feature,
Spiritual Practices you can’t do so again until you finish a long rest.
When a shaman channels a spirit guide, they form Alternatively, you can expend a spell slot of 1st level
a symbiotic connection that grants the shaman or higher to use this feature again.
access to the spirit’s knowledge and abilities, while
Hunter-Protector
allowing the spirit to once again experience life on
6th-level Exorcism feature
the mortal planes. Though the nature of these bonds
is only directly beneficial to the shaman and the You always have the detect evil and good and
spirit, adventuring shamans also engage in spiritual protection from evil and good spells prepared as
practices or professions that allow them to channel shaman ritual spells. They don’t count against
the spirit guides’ powers in new ways. the number of shaman ritual spells you can
prepare each day.
Exorcism
Exorcism is the practice of hunting and banishing
extraplanar entities that seek to spread their evil
into the prime material. Shamans of this profession
- widely known as exorcists - study sacred religious
rites and use their spiritual power to defend
innocents both living and dead from the corrupting
influence of malicious aberrations, celestials,
elementals, fey, fiends, and undead.
Exorcist Lore
2nd-level Exorcism feature
You gain proficiency in the Religion skill, and
you can use a holy symbol as a spellcasting
focus for your shaman spells. If you are already
proficient in Religion, choose another skill from the
shaman skill list.
Additionally, when you make an Intelligence
(Religion) check for the purpose of determining
the rites required to end a possession or banish
an aberration, celestial, elemental, fey, fiend, or
undead from the Material Plane, your proficiency
bonus is doubled.
Banishing Brand
2nd-level Exorcism feature
You can mark creatures with a spiritual brand meant
to repel extraplanar invaders. As a bonus action,
you can magically mark a creature you can see
within 30 feet of you. The mark remains on the
target for 1 minute, until you lose concentration
(as if you were concentrating on a spell), or
until you use this feature again. When you deal
damage to the marked target with a weapon
attack or shaman spell, the mark deals an
additional 1d6 force damage to the target.
When the marked target is reduced to
0 hit points, if the target is native to a
different plane of existence than the one
you’re on, the target is banished to its
home plane and can’t return to the plane
from which you banished it by any means
short of the wish spell for 24 hours.

14 SHAMAN CLASS
Guided Brand the mark to create a harmless sensory effect that
10th-level Exorcism feature distracts the marked target. The next attack roll
made against the target is made with advantage.
Your Banishing Brand becomes suffused with the Mournful Spirit. The first time during each of your
power of the spirits. When you are channeling a turns that the mark deals damage to the marked
spirit guide, your mark gains additional effects for target, the target must succeed on a Wisdom saving
the duration. If such an effect requires a saving throw or become charmed by you until the end of
throw, it uses your shaman spell save DC. Once you its next turn.
reach 18th level in this class and can channel two Vengeful Spirit. When the marked target deals
spirit guides simultaneously, your mark gains both damage to you, you can use your reaction to make a
spirits guides’ effects. weapon attack against the target or cast a shaman
Air Spirit. The first time during each of your turns cantrip at it. The cantrip must deal damage and have
that the mark deals damage to the marked target, the a casting time of 1 action.
target is pushed 10 feet in a straight line away from Warrior Spirit. You gain a +1 bonus to your attack
you if it is Large or smaller. and damage rolls against the marked target.
Ancestral Spirit. The first time during each of Water Spirit. The first time during each of your
your turns that the mark deals damage to the marked turns that the mark deals damage to the marked
target, you can choose one creature you can see target, the target must succeed on a Constitution
within 30 feet of you. During the chosen creature’s saving throw or its speed is halved until the end of
next turn, the first time the creature deals damage its next turn.
to the marked target with a weapon attack or spell,
the mark deals an additional 1d6 force damage Threshold Guardian
to the target. 14th-level Exorcism feature
Animal Spirit. You have advantage on any Wisdom You always have the dispel evil and good spell
(Perception) or Wisdom (Survival) check to find or prepared as a shaman ritual spell. It doesn’t count
track the marked target, and not being able to see the against the number of shaman ritual spells you can
target doesn’t impose disadvantage on your attack prepare each day. When you cast the spell as a ritual,
rolls against it. each of the spell’s effects also affects aberrations for
Benevolent Spirit. The first time during each of the duration, and the spell doesn’t end early until
your turns that the mark deals damage to the marked you have used its special functions 3 times, in any
target, you can cause a creature you can see within combination.
30 feet of you to regain a number of hit points equal
to the damage the mark dealt. Sympatheticism
Earth Spirit. The first time during each of your
turns that the mark deals damage to the marked Sympatheticism is the practice of binding the
target, the target must succeed on a Strength saving spiritual essence of two entities together through
throw or be knocked prone. If the target is knocked the use of a symbolic focus - often a doll, effigy, or
prone with this ability, you can cause the ground in poppet. Though it is most common among shamans
a 10-foot radius centered on the prone creature to of this practice - usually referred to as sympaths - to
become difficult terrain for 1 minute. create their blessings or curses by binding spirits to
Fire Spirit. The first time during each of your the souls of the living, it is also possible for advanced
turns that the mark deals damage to the marked sympaths to bind themselves directly to others to
target, the target takes an additional 1d6 fire damage help absorb and reduce their pain.
from the mark. Tradition holds that the art of sympatheticism
Lost Spirit. The first time during each of your was discovered due to the blending of faiths and
turns that the mark deals damage to the marked practices of peoples who were enslaved together in
target, the target must succeed on an Intelligence close proximity. As a result, most sympaths become
saving throw or suffer the effects of the confusion champions of the oppressed, binding the spirits to
spell until the end of its next turn. imbue the downtrodden with protection and luck
Malevolent Spirit. The first time during each of while bringing misfortune upon tyrants and slavers.
your turns that the mark deals damage to the marked Bonus Proficiencies
target, the target must succeed on a Wisdom saving 2nd-level Sympatheticism feature
throw or become frightened of you until the end of
its next turn. You gain proficiency with two of the following
Mischievous Spirit. When you mark the target artisan’s tools of your choice: leatherworker’s tools,
or as a bonus action on your turn, you can cause weaver’s tools, or woodcarver’s tools. You add double

SHAMAN CLASS 15
your proficiency bonus to ability checks you make makes the roll. If the affected roll was a saving throw,
with the chosen tools. the strength of the protective magic is consumed and
With 1 hour of light activity and 1 gp worth of the bond breaks; otherwise, the bond remains intact,
wood, herbs, and cloth or leather, you can use any but the creature can’t use this ability again until the
combination of leatherworker’s tools, weaver’s start of its next turn. When the bond breaks, the
tools, and woodcarver’s tools to create a poppet. creature loses any remaining temporary hit points
The poppet is a Tiny object that can take the form from the bond.
of a doll, a bag of sticks and herbs, or an effigy. You Curse. As a bonus action, you can cause the
can use a poppet created with this feature as a bonded creature to take 1d6 necrotic or psychic
spellcasting focus for your shaman spells. damage (your choice when you create the bond).
When the bonded creature makes an ability check
Spirit Bond or attack roll, you can use your reaction to force it to
2nd-level Sympatheticism feature make the roll with disadvantage. At the end of each
You can create sympathetic bonds between your of the target’s turns, it can make a Wisdom saving
spirits and other creatures. As an action while throw against your spell save DC, breaking the bond
holding or wearing a poppet, you can magically bond on a successful save.
a spirit guide you’re channeling to a creature you can
see within 60 feet for 1 minute. The bond breaks if Bond of Empathy
you lose concentration (as if you were concentrating 6th-level Sympatheticism feature
on a spell), if the poppet is destroyed, or if you use You can bind yourself directly to other creatures
your action to end the bond. Once you create a Spirit and reduce a portion of their pain by taking it into
Bond, you can’t use this feature again until you finish yourself. You always have the warding bond spell
a long rest. Alternatively, you can expend a spell prepared as a shaman ritual spell. It doesn’t count
slot of 1st level or higher to use this feature again. against the number of shaman ritual spells you can
You can have only one bond at a time, and you can’t prepare each day. When you cast the spell as a ritual,
create a new bond while you already have one active. you ignore its material components, and the spell
When you create a Spirit Bond, you choose lasts until dispelled.
whether it is a blessing or a curse:
Guiding Bond
Blessing. At the start of each of the bonded 10th-level Sympatheticism feature
creature’s turns, it gains 1d6 temporary hit points.
When the bonded creature makes an ability check, You can use your poppet as a focus to guide magic
attack roll, or saving throw, it can choose to make the through the spiritual pathways created by your Spirit
roll with advantage. It must choose to do so before it Bond. When you have a Spirit Bond established and
you cast a spell with any range other than Self that is
granted by a spirit guide you’re channeling, you can
target the bonded creature across any distance, so
long as the target is on the same plane as you. You
ignore the spell’s range, and being able to see the
poppet counts as being able to see the target and
the target’s space for the purposes of the spell. If the
spell normally targets more than one creature or
affects an area, it instead targets or affects only the
bonded creature.
Master Sympath
14th-level Sympatheticism feature
You become a master of weal and woe. The d6 for
your Blessing’s temporary hit points and Curse’s
damage becomes a d12, and you can have up to
two bonds active at the same time, given that each
one uses a different poppet, one bond is a Blessing,
and the other bond is a Curse. You can create two
bonds with the same action, but you must expend a
separate spell slot for each bond.
Additionally, you always have the bestow blessing
OAP
and bestow curse spells prepared as shaman

16 SHAMAN CLASS
ritual spells. They don’t count against the
number of shaman ritual spells you can
prepare each day.

Totemism
Totemism is the belief that every living creature
carries a deep kinship with a spirit-being, and
that becoming the best version of oneself means
cultivating this bond. A shaman who practices
totemism - called a totemist - creates totems both
to proudly display their bonded spirits and to give
those spirits a physical conduit for their powers and
abilities. Due to the strength of their bonds with each
of their spirit guides, a totemist can use their totems
to call on the power of a spirit even if they are not
channeling it.
Bonus Proficiencies
2nd-level Totemism feature While you are within 5 feet of
You gain proficiency with two of the following your totem, you can use your action to cause
artisan’s tools of your choice: carpenter’s tools, it to teleport up to 30 feet to an unoccupied
mason’s tools, painter’s supplies, or woodcarver’s space on the ground or onto the back of a willing
tools. You add double your proficiency bonus to Medium or larger creature you can see.
ability checks you make with the chosen tools. Once you conjure a totem, you can’t do so again until
you finish a long rest. Alternatively, you can expend
Call Totem a spell slot of 1st level or higher to use this feature
2nd-level Totemism feature again. If you conjure a totem while you already have
You can create totems through which you can one conjured, the previous totem disappears.
channel your spirit guides’ abilities. As an action,
you can magically conjure a Small totem in an
Locus of Power
6th-level Totemism feature
unoccupied space that you can see on the ground
within 30 feet of you. Alternatively, you can conjure You can cast a spell of 1st level or higher granted
the totem onto the back of a willing creature you can by one of your chosen spirit guides that you aren’t
see within 30 feet of you that is Medium or larger. currently channeling. The spell must be of a level
The totem is a magical object that has AC equal you can cast, and you must expend a spell slot of the
to 13 + your Charisma modifier and a number of hit appropriate level to cast it. Once you use this feature,
points equal to five times your shaman level. The you must finish a short or long rest before you can
totem is immune to poison damage, psychic damage, use it again.
and all conditions. If it is forced to make an ability
check or saving throw, treat all of its ability scores as
Totemic Repair
10th-level Totemism feature
10 (+0). It disappears if it is reduced to 0 hit points
or after 1 minute. You can dismiss the totem early Casting your spirit guides’ spells bolsters your
as an action. totems with spiritual energy. When you cast a spell
When you create the totem, you determine its of 1st level or higher granted by one of your spirit
appearance and which spirit guide’s powers it’s guides while you have a totem conjured, the totem
channeling, choosing from one of the spirit guides regains a number of hit points equal to twice the
you chose for your Medium feature. You don’t have level of the spell.
to be actively channeling the spirit guide yourself to
channel its powers through the totem, but at higher
Call Totem Pole
14th-level Totemism feature
levels, channeling the same spirit guide as the totem
enhances its effect. On each of your turns, you can As an action, you can magically conjure a Large
use a bonus action to activate the totem’s effects, totem pole in an unoccupied space that you can see
which are detailed in the Spirit Totems table. If on the ground within 30 feet of you. It takes the form
such an effect requires a saving throw, it uses your of a number of totems equal to the number of spirit
shaman spell save DC. guides you have, each stacked atop one another and

SHAMAN CLASS 17
Spirit Totems
Spirit Guide Totem Activation Effect
Lightning arcs off of the totem to strike at a creature you can see within 30 feet of it. The target must make a Dexterity saving
throw. The target takes 1d8 lightning damage on a failed save, or half as much on a successful one.
Air
Once you reach 10th level in this class, while you and your totem are both channeling an Air Spirit, the damage increases to
2d8.
An ethereal guide reaches out from the totem to support a creature you can see within 30 feet of it. Once before the start of
your next turn, the target can choose to gain a +2 bonus to one ability check, attack roll, or saving throw it makes. The target
can wait until after it rolls the d20 before deciding to gain the bonus, but must decide before the DM says whether the roll
Ancestral
succeeds or fails.
Once you reach 10th level in this class, while you and your totem are both channeling an Ancestral Spirit, the bonus
increases to +4.
The totem imbues a creature you can see within 30 feet of it with primal vigor. Choose an ability score. The target has
advantage on ability checks and saving throws it makes using the chosen ability until the start of your next turn.
Animal Once you reach 10th level in this class, while you and your totem are both channeling an Animal Spirit, you can choose two
ability scores. The target has advantage on ability checks and saving throws it makes using both of the chosen abilities until
the start of your next turn.
A creature you can see within 30 feet of the totem is suffused with protective energy. It gains 1d6 temporary hit points that
last until the start of your next turn, and it has advantage on saving throws against spells and other magical effects while it
Benevolent has at least 1 of these temporary hit points.
Once you reach 10th level in this class, while you and your totem are both channeling a Benevolent Spirit, the amount of
temporary hit points increases to 2d6.
The ground quakes in a 10-foot radius centered on the totem. Each creature in the area must succeed on a Dexterity saving
throw or take 1d6 force damage. The ground in the area also becomes difficult terrain until the start of your next turn.
Earth
Once you reach 10th level in this class, while you and your totem are both channeling an Earth Spirit, the damage increases
to 2d6.
A line of flame 15 feet long and 5 feet wide erupts from the totem in a direction you choose. Each creature in the line must
succeed on a Dexterity saving throw or take 1d8 fire damage. The fire ignites flammable objects not being worn or carried.
Fire
Once you reach 10th level in this class, while you and your totem are both channeling a Fire Spirit, the damage increases to
2d8.
A creature you can see within 30 feet of the totem feels its mind begin to cloud. The target must succeed on an Intelligence
saving throw or take 1d6 psychic damage and have disadvantage on the first ability check or attack roll it makes before the
Lost start of your next turn.
Once you reach 10th level in this class, while you and your totem are both channeling a Lost Spirit, the damage increases
to 2d6.
A bolt of necrotic energy launches from the totem toward a creature you can see within 30 feet of it. The target must succeed
on a Constitution saving throw or take 1d6 necrotic damage and have its hit point maximum reduced by an amount equal to
Malevolent the necrotic damage taken. The target dies if this effect reduces its hit point maximum to 0.
Once you reach 10th level in this class, while you and your totem are both channeling a Malevolent Spirit, the damage
increases to 2d6.
The totem surrounds a creature you can see within 30 feet of it with distracting, glittering motes. The next attack roll made
against the target before the start of your next turn has advantage.
Mischievous Once you reach 10th level in this class, while you and your totem are both channeling a Mischievous Spirit, you can
surround two targets with the glittering motes. Each target must be a creature you can see within 30 feet of the totem, and
the next attack roll made against each target before the start of your next turn has advantage.
A creature you can see within 30 feet of the totem feels a wave of melancholy wash over it. The target must succeed on a
Wisdom saving throw or its speed is halved until the start of your next turn. A creature with its speed halved by this ability can
use either an action or a bonus action on its turn, not both, and it can’t make more than one melee or ranged attack during
Mournful
its turn.
Once you reach 10th level in this class, while you and your totem are both channeling a Mournful Spirit, you can force two
targets you can see within 30 feet of the totem to each make the saving throw or have its speed halved.
The totem empowers the next strike of a creature you can see within 30 feet of it. The next time the target hits with an attack
roll before the start of your next turn, the attack deals an additional 1d6 damage.
Vengeful
Once you reach 10th level in this class, while you and your totem are both channeling a Vengeful Spirit, the damage
increases to 2d6.
An ethereal warrior projects from the totem to guard a creature you can see within 30 feet of the totem. Until the start of your
next turn, the target gains a +2 bonus to its AC.
Warrior
Once you reach 10th level in this class, while you and your totem are both channeling a Warrior Spirit, you can choose two
creatures you can see within 30 feet of the totem to gain this bonus.
The totem spouts water in an adjacent 10-foot cone that you designate. Each creature in that area must succeed on a Strength
saving throw or take 1d6 magical bludgeoning damage and be knocked prone.
Water
Once you reach 10th level in this class, while you and your totem are both channeling a Water Spirit, the damage increases
to 2d6.

18 SHAMAN CLASS
channeling one of your spirit guides. You choose
the order in which the totems are stacked and the
Warchanting
appearance of each totem; these choices have no Warchanting is practiced primarily by shamans
effect on the totem pole’s statistics. The totem pole raised in warrior tribes who hold their courageous
counts as a totem created by your Call Totem feature spiritualists in high regard. Shamans who practice
for the purpose of your Totemism features. warchanting - known as warchanters - fight on
The totem pole is a magical object that has AC the front lines even in the most dire of conflicts,
equal to 13 + your Charisma modifier and a number channelling their spiritual power into songs,
of hit points equal to ten times your shaman level. It intonations, drumbeats, and dances that boost
is immune to poison damage, psychic damage, and morale and inspire greater martial feats from their
all conditions. If it is forced to make an ability check comrades in arms.
or saving throw, treat all of its ability scores as 10
(+0). It disappears if it is reduced to 0 hit points or
Bonus Proficiencies
2nd-level Warchanting feature
after 1 minute. You can dismiss the totem pole early
as an action. You gain proficiency with medium armor and an
On each of your turns, you can use a bonus instrument of your choice.
action to teleport the totem pole up to 30 feet to
an unoccupied space you that you can see on the
Warchant
2nd-level Warchanting feature
ground and then activate the effects of two of the
totems within the pole, each of which are detailed in You can use your spiritual power to strengthen
the Spirit Totems table. your allies, bolster their courage, and inspire them
Once you conjure a totem pole, you can’t do so to great deeds. As an action, you begin a magical
again until you finish a long rest. Alternatively, you Warchant, which lasts for 1 minute or until you
can expend a spell slot of 6th level or higher to use become incapacitated. You can end your Warchant
this feature again. If you conjure a totem or totem at any time on your turn (no action required). Your
pole while you already have a totem or totem pole Warchant can be a song of battle, a rhythmic drum
conjured, the previous one disappears. beat, a wordless intonation, or any other stirring
auditory performance. For the duration of your
Warchant, you and friendly creatures within 30 feet
of you that can hear you gain the following benefits:
• At the start of the creature’s turn, it gains
temporary hit points equal to half your
shaman level.
• When the creature hits with an attack roll, it gains
a +1 bonus to the attack’s damage roll.
Once you start a Warchant, you can’t use this feature
again until you finish a long rest. Alternatively, you
can expend a spell slot of 1st level or higher to use
this feature again.
Extra Attack
6th-level Warchanting feature
You can attack twice, instead of once, whenever you
take the Attack action on your turn.
Guided Chant
10th-level Warchanting feature
Your Warchant becomes suffused with the power
of your spirit guides. While you are channeling a
spirit guide, each creature who benefits from your
Warchant gains an additional benefit depending
on the spirit guide you’re channeling. Once you
reach 18th level in this class and can channel two
spirit guides simultaneously, both spirit guides’
benefits apply.

SHAMAN CLASS 19
Air Spirit. When the creature starts its turn within Help action as a bonus action.
the area, its speed increases by 10 feet until the end Mournful Spirit. When the creature is hit by an
of the turn. attack, it can use its reaction to force the target to
Ancestral Spirit. The creature has advantage on reroll the die and use the new roll.
any saving throw it makes against being charmed, Vengeful Spirit. Once during each of the creature’s
frightened, or poisoned. turns, when the creature misses with an attack roll, it
Animal Spirit. The creature has advantage on can reroll the die and must use the new roll.
Wisdom (Perception) checks it makes using hearing, Warrior Spirit. The creature gains a +1 bonus to
sight, or smell, and it can take the Search action as a its AC and to each attack roll it makes.
bonus action. Water Spirit. The creature gains the ability to
Benevolent Spirit. The number of temporary hit breathe, hear, and speak normally while underwater,
points granted by your Warchant increases to equal and gains a swimming speed of 25 feet.
your shaman level + your Charisma modifier.
Earth Spirit. The creature has advantage on Warleader
any saving throw it makes against being moved 14th-level Warchanting feature
or knocked prone against its will, and nonmagical Your words and songs are so suffused with spiritual
difficult terrain created by earth or plants costs it no power that they can give your comrades in arms
extra movement to traverse. the will to continue fighting even through grievous
Fire Spirit. Once during each of the creature’s injury. If a creature other than you that you can see
turns when it deals damage with a weapon attack or drops to 0 hit points but doesn’t die outright, you
cantrip, it can choose to deal additional fire damage can use your reaction to attempt to protect it from
to one target affected by the attack or spell. The death. The target must be able to hear you. Make
damage is equal to half your shaman level. a DC 10 Charisma check, adding your proficiency
Lost Spirit. On each of the creature’s turns, it can bonus. If you succeed, the creature drops to 1 hit
forgo its movement to teleport a number of feet up to point instead.
its walking speed to an unoccupied space it can see. Each subsequent time you use this feature, the DC
Malevolent Spirit. The bonus to damage rolls increases by 5. When you finish a short or long rest,
granted by your Warchant increases to +3. or when you expend a spell slot of 5th level or higher
Mischievous Spirit. The creature can take the to use your Warchant, the DC resets to 10.

20 SHAMAN CLASS
Witch Medicine
Witch Medicine is a form of alchemy created
long ago by shamans who sought to tap the
power of the spirits to treat the injured and
cleanse victims of dark magic; in the modern day,
this spiritual practice has become more often
associated with traveling apothecaries. As the
practice developed, these shamans - most often
referred to as witch doctors - discovered methods
of distilling the abilities of spirits into draughts,
tinctures, and potions. This empowers a shaman
and their allies to utilize the abilities of a spirit
while the shaman remains free to channel another.
Bonus Proficiencies
2nd-level Witch Medicine feature
You gain proficiency in the Medicine skill and with
one of the following artisan’s tools: alchemist’s
supplies or brewer’s supplies (your choice). If you
are already proficient in the Medicine skill, you add
double your proficiency bonus to ability checks you
make with it.
Spell Brewing
2nd-level Witch Medicine feature
You can brew tinctures to hold and store your spirit
guides’ powers. With 10 minutes of light activity, you
can use alchemist’s supplies or brewer’s supplies
to magically create a potion containing a spell of
1st level or higher granted by a spirit guide you’re
channeling. The spell must have a casting time of
1 action or 1 bonus action, and you must expend a
spell slot of the spell’s level or higher to imbue the
potion with spiritual magic. If the spell consumes any spell save DC for the duration. If the spell requires
of its material components, you must expend those concentration, the drinker is responsible for
components as part of brewing the potion. maintaining concentration on it for the duration.
A potion created with this feature lasts until you
finish a long rest, at which time it becomes inert Tincture Stockpile
unless you expend a spell slot of the potion’s spell’s 6th-level Witch Medicine feature
level or higher to replenish its magic. Replenishing When you replenish one or more potions upon
a potion will preserve its power until you finish your finishing a long rest, you can replenish some of
next long rest. You can replenish any number of their magic without expending your spell slots. The
your potions this way simultaneously, expending a combined level of the spells contained within the
separate spell slot for each potion. You don’t need to potions you replenish this way can’t exceed your
be channeling the spirit guide that grants a potion’s shaman level divided by 3. For example, as a 6th
spell or touching the potion to replenish it, but you level shaman, you can replenish up to two spell
must be on the same plane as the potion. levels’ worth of potions without expending spell slots:
As an action, a creature holding or carrying one either one potion containing a 2nd-level spell, or two
of your potions can drink it to immediately cast the potions each containing a 1st-level spell.
potion’s spell as part of the same action, without When you use this feature to replenish potions
requiring any of the spell’s normal components. The without expending spell slots, you can still replenish
drinker is treated as the spell’s caster and chooses the magic of any number of your other potions at the
the spell’s targets, though the spell uses your same time, provided you expend a spell slot of the
spellcasting ability modifier, spell attack bonus, and appropriate level for each one of them, as per the
normal Spell Brewing rules.

SHAMAN CLASS 21
Witch Remedy another one until it finishes a short or long rest;
10th-level Witch Medicine feature otherwise, it can’t benefit from another Sublime
Elixir until it finishes a long rest. If a creature drinks
You are able to concentrate raw spiritual power into a Sublime Elixir while it can’t benefit from one, it
a cleansing force, purging harmful magics from must maintain concentration on the potion’s spell, as
yourself and others. You always have the dispel per the normal Spell Brewing rules.
magic and remove curse spells prepared as shaman
ritual spells. They don’t count against the number of
shaman ritual spells you can prepare each day. When
you cast a spell granted by this feature as a ritual,
Spells
its range becomes Touch, and it can target only This section contains new spells that the DM may
one creature. add to a campaign, making them available to player
character and monster spellcasters alike. The Spells
Sublime Elixir table lists the new spells, ordering them by level. The
14th-level Witch Medicine feature table also notes the school of magic of each spell,
Your talent for imbuing your creations with spiritual whether it requires concentration, whether it bears
power is so well-honed that you can brew potions the ritual tag, and which classes have access to it.
with exceptional potency. When you imbue a potion If you’d like to use any of these spells for a
with a spell that requires concentration, you can character of a class other than the Shaman, talk to
choose to use this feature to create a Sublime Elixir. your DM, who may allow some, all, or none of them.
When a creature drinks one of your Sublime Elixirs, The speak true, fertility rites, last rites, make
the spell it contains lasts for its full duration without camp, oath-sealing covenant, and find greater
requiring any creature to maintain concentration. familiar spells were created by Benjamin Huffman
Once a creature drinks one of your Sublime of Sterling Vermin Adventuring Company and have
Elixirs, it can’t benefit from another until it finishes been included with his permission; all other spells
a rest. If the last Sublime Elixir it drank contained presented in this section were created by Ross
a spell of 5th level or lower, it can’t benefit from Leiser of Outlandish Adventure Productions.

Spells
Level Spell School Conc. Ritual Class
0 Ghostfire Evocation No No Shaman
0 Lay to Rest Abjuration No No Cleric, Shaman
0 Speak True Divination No No Bard, Cleric, Druid, Shaman, Sorcerer, Warlock, Wizard
1st Fertility Rites Abjuration No Yes Cleric, Druid, Odic, Shaman
1st Guiding Apparition Conjuration Yes Yes Shaman
1st Last Rites Necromancy No Yes Cleric, Odic, Paladin, Shaman
1st Make Camp Abjuration No Yes Druid, Ranger, Shaman
1st Oath-Sealing covenant Divination No Yes Cleric, Paladin, Shaman
2nd Protective Apparitions Conjuration No Yes Shaman
3rd Bestow Blessing Evocation No No Bard, Cleric
3rd Bolstering Apparitions Conjuration Yes Yes Shaman
3rd Detect Past Divination No Yes Justicar, Shaman, Wizard
3rd Find Greater Familiar Conjuration No Yes Shaman, Wizard
4th Curse Ward Abjuration No Yes Accursed, Cleric, Paladin, Shaman
4th Ghostsight Transmutation Yes Yes Shaman
4th Harrowing Apparition Conjuration Yes Yes Shaman
5th Breaching Apparition Conjuration Yes Yes Shaman
6th Forecast Divination No Yes Druid, Shaman, Wizard
7th Possessive Apparition Conjuration Yes Yes Shaman

22 SHAMAN CLASS
A gnoll casting Bolstering
Apparitions to embolden
their allies.

Spell Descriptions Bolstering Apparitions


3rd-level conjuration (ritual)
The spells are presented in alphabetical order.
Casting Time: 1 action
Bestow Blessing Range: 30 feet
3rd-level evocation Components: V, S, M (a shamanic focus)
Casting Time: 1 action Duration: Concentration, up to 10 minutes
Range: Touch You call three magnanimous spirits from beyond the
Components: V, S, M (a holy symbol) veil and direct them to protect up to three creatures
Duration: 1 minute you can see within range. The spirits are invisible
You touch a willing creature and infuse it with a to most creatures other than you, though a creature
divine blessing. When you cast this spell, choose the with truesight or that can see into the Ethereal Plane
nature of the blessing from the following options: sees them floating protectively around the targets.
For the duration, each target gains 1d10 temporary
• Choose an ability score. While blessed, the target
hit points at the start of each of its turns and has
has advantage on ability checks and saving throws
a +1 bonus to saving throws. When the spell ends,
made with that ability score.
the targets lose any remaining temporary hit points
• While blessed, the first attack made against the
from this spell.
target each turn is made with disadvantage.
If a target is reduced to 0 hit points, the spirit
• While blessed, whenever the target would regain
protecting that creature returns to the spirit world,
hit points, it regains an additional 1d8 hit points.
and the spell effect on that target ends. The spell
At the DM’s option, you may choose an alternative ends early if you cast another spell that calls one or
blessing effect, but it should be no more powerful more spirits from beyond the veil, or immediately
than those described above. The DM has final say on after the last spirit has returned to the spirit world.
the blessing’s effect. At Higher Levels. When you cast this spell using a
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you call an additional
spell slot of 4th level, the duration is 10 minutes. If spirit to protect up to one additional creature you can
you use a spell slot of 5th or 6th level, the duration is see within range for each slot level above 3rd. When
8 hours. If you use a spell slot of 7th or 8th level, the you cast this spell using a spell slot of 6th level or
duration is 24 hours. If you use a 9th-level spell slot, higher, the number of temporary hit points increases
the spell lasts for 1 week. by 1d10 and the bonus to saving throws increases by
+1 for every three slot levels above 3rd.

SHAMAN CLASS 23
Breaching Apparition Detect Past
5th-level conjuration (ritual) 3rd-level divination (ritual)
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: Self
Components: V, S, M (a shamanic focus) Components: V, S, M (a pocket watch or other
Duration: Concentration, up to 1 hour timekeeping device that can be wound backward)
You call a willful spirit from beyond the veil to grant a Duration: Instantaneous
creature you can see within range the ability to strike When you cast this spell, you must specify a type of
through the Border Ethereal. The spirit is invisible event, such as a murder, a clandestine meeting, a
to most creatures other than you, though a creature battle, a celebration, or a tragedy, though you are not
with truesight or that can see into the Ethereal Plane limited to only these options. You sense the fading
sees the spirit partially phased inside the target. For presence of any such event that has happened within
the duration, the target’s weapon attacks are magical, 30 feet of you in the past 1 hour. You can choose up
and its attacks and spells are able to affect creatures to one event you sensed in this way and view it in
within the Border Ethereal. The target can choose its entirety, as though you bore witness to it when it
for its attacks and spells to pass harmlessly through happened. The duration of the event and what you
most material objects, ignoring cover granted by see are determined by the DM.
nonmagical objects and barriers unless they are At Higher Levels. When you cast this spell using
tangible within the Border Ethereal. a spell slot of 4th level or higher, you can detect
The spell ends early if you cast another spell that events that happened in the past 8 hours with a
calls one or more spirits from beyond the veil. 4th-level slot, in the past 24 hours with a 5th-level
At Higher Levels. When you cast this spell slot, in the past 7 days with a 6th-level slot, in the
using a spell slot of 7th level or higher, you call past 30 days with a 7th-level slot, in the past year
one additional spirit and can target one additional with an 8th-level slot, and in the past 100 years with
creature you can see within range for every two slot a 9th-level spell slot.
levels above 5th.
Fertility Rites
Curse Ward 1st-level abjuration (ritual)
4th-level abjuration (ritual) Casting Time: 1 hour
Casting Time: 1 action Range: Touch
Range: Touch Components: V, S, M (medicinal herbs worth at
Components: V, S least 10 gp, which the spell consumes)
Duration: 1 hour Duration: Instantaneous
You touch a creature and grant it a measure of You perform a special rite to enhance fertility and
protection against curses and other corrupting bless the young. When you cast this spell, choose
influences. The target has advantage on saving one of the following ceremonies, the target(s) of
throws against magical effects that would curse which must remain within 10 feet of you throughout
or possess it, or cause it to become charmed the casting.
or frightened. Fecundity. You touch two willing creatures,
The first time the target would become charmed, blessing their union. The next time they attempt to
frightened, possessed, or subject to a curse, the conceive an offspring together, and are capable of
effect is instead negated for the target, and this doing so, they succeed.
spell ends. If the negated effect was the result of the Good Health. You touch a humanoid who is no
target’s attunement to a cursed item, the spell breaks more than one year old and pray for their good
the target’s attunement to the object so it can be health. The child has advantage on saving throws
removed or discarded. against disease until they are 1 year old.
The spell ends early if you cast it again. Lineage. You touch a humanoid who is adolescent
At Higher Levels. When you cast this spell using a or younger and peer into their family history. You
spell slot of 6th or 7th level, the duration increases to learn the identity of the creature’s biological parents.
8 hours. When you use a spell slot of 8th or 9th level, Midwifing. You touch a humanoid while they are in
the duration increases to 24 hours. labor and bless the birth. The creature will not die as
a result of this childbirth.
Safe Keeping. You touch a pregnant humanoid
and abjure their body against harm. The pregnancy
cannot be terminated without the creature’s consent.
24 SHAMAN CLASS
Find Greater Familiar Forecast
3rd-level conjuration (ritual) 6th-level divination (ritual)
Casting Time: 8 hours Casting Time: 1 minute
Range: 10 feet Range: Self
Components: V, S, M (100 gp worth of charcoal, Components: V, S, M (a glass thermometer and a
incense, and herbs that must be consumed by fire copper weathervane)
in a brass brazier) Duration: Instantaneous
Duration: Instantaneous You predict that you’re going to cast a spell sometime
You gain the service of a familiar, a spirit that takes along your life’s path and send your future self the
a form you choose: blink dog, dust mephit, giant power to cast it. Choose a spell you know or have
centipede, giant octopus, giant poisonous snake, prepared that has a casting time of 1 action, then
giant spider, ice mephit, imp, magma mephit, mud expend a spell slot of the spell’s level or higher to
mephit, myconid sprout, pseudodragon, smoke forecast it. Once, you can cast the forecasted spell
mephit, or steam mephit. without expending a spell slot, at which time you lose
Appearing in an unoccupied space within range, it as your forecasted spell. You also lose the spell as
the familiar has the statistics of the chosen form, your forecasted spell if you cast this spell again.
though it is a celestial, fey, or fiend (your choice)
instead of its normal creature type. Ghostfire
Your familiar acts independently of you, but it Evocation cantrip
always obeys your commands. In combat, it rolls its Casting Time: 1 action
own initiative and acts on its own turn. A familiar Range: 30 feet
can’t attack, but it can take other actions as normal. Components: V, S
When the familiar drops to 0 hit points, it Duration: Instantaneous
disappears, leaving behind no physical form. It You summon ethereal flame into the palm of your
reappears after you cast this spell again. While hand and hurl it at a creature within range. The
your familiar is on the same plane as you, you can attack is able to hit a creature within the Border
communicate with it telepathically. Ethereal, though it passes harmlessly through
Additionally, as an action, you can see through your most material objects and ignores cover granted
familiar’s eyes and hear what it hears until the start by nonmagical objects and barriers unless they are
of your next turn, gaining the benefits of any special tangible within the Border Ethereal. On a hit, the
senses that the familiar has. During this time, you creature takes 1d6 force damage.
are deaf and blind to your own senses. The spell’s damage increases by 1d6 when you
As an action, you can temporarily dismiss your reach 5th level (2d6), 11th level (3d6), and 17th
familiar. It disappears into a pocket dimension level (4d6).
where it awaits your summons. Alternatively, you can
dismiss it forever. As an action while it is temporarily
dismissed, you can cause it to reappear in any
unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time.
Including a familiar created by this spell or by find
familiar. If you cast this spell while you already have
a familiar, you instead cause it to adopt a new form.
Choose one of the forms from the above list. Your
familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch,
your familiar can deliver the spell as if it had cast
the spell. You must be able to see your familiar, and
it must use its reaction to deliver the spell when you
cast it. If the spell requires an attack roll, you use
your attack modifier for the roll.

SHAMAN CLASS 25
A human peering into
the Ethereal Realm with
Ghostsight, granted vision
through her spirits.

Ghostsight sight increases by 10 feet for each slot level above


4th-level transmutation (ritual) 4th. Additionally, when you cast this spell using a
slot of 6th or 7th level, the duration increases to 10
Casting Time: 1 action minutes, and when you cast this spell using a slot of
Range: Self 8th or 9th level, the duration increases to 1 hour.
Components: V, S, M (an ointment for the eyes
made from ectoplasm and sacred herbs) Guiding Apparition
Duration: Concentration, up to 1 minute 1st-level conjuration (ritual)
You alter your vision to see into the Border Casting Time: 1 bonus action
Ethereal out to a range of 30 feet. Everything on Range: 30 feet
the Material Plane within this radius appears gray Components: V, S, M (a shamanic focus)
and translucent, allowing you to see through most Duration: Concentration, up to 1 minute
creatures, objects, and barriers within the radius You call a friendly spirit from beyond the veil to guide
as though they weren’t there, though you can’t see a creature that you can see within range. The spirit
beyond 1 foot of stone, 1 inch of common metal, a is invisible to most creatures other than you, though
thin sheet of lead, or 3 feet of wood or dirt. a creature with truesight or that can see into the
At Higher Levels. When you cast this spell using Ethereal Plane sees the spirit floating around the
a spell slot of 5th level or higher, the range of the target, subtly guiding its movements. Until the spell

26 SHAMAN CLASS
ends, the target deals an extra 1d4 force damage the Harrowing Apparition
first time each turn that it hits with an attack. Also, 4th-level conjuration (ritual)
choose one ability when you cast the spell. The target
gains a +1 bonus to ability checks and attack rolls Casting Time: 1 action
made with the chosen ability. Range: 30 feet
As a bonus action each round for the duration, Components: V, S, M (a shamanic focus)
you can have the spirit move and provide guidance Duration: Concentration, up to 10 minutes
to a different target creature you can see within 30 You call a ghastly spirit from beyond the veil into the
feet of you. space of target creature you can see within range,
The spell ends early if you cast another spell that poised to strike terror into the hearts of the target’s
calls one or more spirits from beyond the veil. enemies. The spirit remains with the target as it
At Higher Levels. If you cast this spell using a moves, and is visible only to the target’s enemies,
spell slot of 2nd level or 3rd level, the duration is though a creature with truesight or that can see into
concentration, up to 10 minutes. If you use a spell the Ethereal Plane sees the spirit floating around the
slot of 4th or 5th level, the duration is concentration, target and menacing its foes. Until the spell ends, any
up to 1 hour. If you use a spell slot of 6th or 7th level, creature that can see the spirit and that isn’t immune
the duration is 8 hours. If you use a spell slot of 8th to being frightened has disadvantage on attack rolls
or 9th level, the duration is 24 hours. Using a spell against the target. Whenever the target hits with an
slot of 6th level or higher grants a duration that attack against a creature within 30 feet of it that can
doesn’t require concentration, though the spell still see the spirit and is immune to being frightened,
ends early if you cast it again. the spirit lashes out, causing the attack to deal an
additional 1d6 force damage.
If the target drops to 0 hit points before this
spell ends, you can use a bonus action to choose a
new target for the spirit. The new target must be a
creature within 30 feet of you that you can see, and it
must not have been the previous target’s enemy.
The spell ends early if you cast another spell that
calls one or more spirits from beyond the veil.
At Higher Levels. When you cast this spell using
a spell slot of 6th or 7th level, you can maintain your
concentration on the spell for up to 1 hour. When you
use a spell slot of 8th level, you can maintain your
concentration on the spell for up to 8 hours. When
you use a spell slot of 9th level, the spell lasts for 8
hours without requiring concentration, though the
spell still ends early if you cast it again.
Last Rites
1st-level necromancy (ritual)
Casting Time: 10 minutes
Range: Touch
Components: V, S, M (powdered lead worth at least
10 gp, which the spell consumes)
Duration: Instantaneous
You perform a special rite to protect the sanctity of a
deceased creature and usher its spirit into the next
world. When you cast this spell, choose one of the
following ceremonies, the target of which must be
within 10 feet of you throughout the casting.
Cleanse Corpse. You touch a diseased or poisoned
corpse and prevent it from transmitting the disease
or poison within it.
Determine Cause. You touch a corpse who
died of unknown circumstances and learn the

SHAMAN CLASS 27
general nature of the death (starvation, poisoning, Oath-Sealing Covenant
disease, etc.). 1st-level divination (ritual)
Peaceful Passing. You touch a willing creature,
who then dies painlessly and immediately. They Casting Time: 1 minute
cannot be returned to life by any means short of a Range: Touch
wish spell unless they want to be resurrected. Components: V, S, M (two rings)
Marked Grave. You touch a corpse of unknown Duration: Until dispelled
identity and learn the name of the creature, if When two willing creatures make a promise to one
they had one. another, you seal it with magic and a prayer. If either
Sanctified Body. You touch a corpse during a creature breaks the promise they made, the other
funeral ceremony and prevent it from becoming immediately knows the promise has been broken
undead by any means short of a wish spell for the and this spell ends. If this spell ends as the result
next 7 days. of another spell, both creatures become aware
of that fact.
Lay to Rest
Abjuration cantrip Possessive Apparition
Casting Time: 1 action 7th-level conjuration (ritual)
Range: 60 feet Casting Time: 1 action
Components: V, S, M (a shamanic focus Range: 30 feet
or holy water) Components: V, S, M (a shamanic focus)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
You point at a creature you can see within range and You call a covetous spirit from beyond the veil to
attempt to purge it of necrotic energy. The target attempt to possess a humanoid you can see within
must succeed on a Charisma saving throw or take range. The spirit is invisible to most creatures other
1d8 force damage. The damage increases to 1d10 if than you, though a creature with truesight or that
the target is undead. can see into the Ethereal Plane sees a dark shadow
An undead reduced to 0 hit points with this spell constricting its victim. The target must succeed on a
is destroyed and its soul is sent to the afterlife, Charisma saving throw or be possessed by the spirit,
cleansed of the necromantic magic reanimating it. in which case the spirit then disappears, and the
The creature can never again unwillingly be made possessed target is incapacitated and loses control of
undead by any means short of a wish spell. its body. The spirit now controls the body but doesn’t
The spell’s damage increases by one die when deprive the target of awareness.
you reach 5th level (2d8 or 2d10), 11th level (3d8 or While the creature is possessed and the two of
3d10), and 17th level (4d8 or 4d10). you are on the same plane of existence, you can
telepathically issue commands to the possessing
Make Camp spirit (no action required), which it does its best
1st-level abjuration (ritual) to force the possessed creature to obey. You can
Casting Time: 1 minute specify a simple and general course of action,
Range: Touch such as “Attack that creature,” “Run over there,” or
Components: V, S, M (a tent) “Fetch that object.” The spirit uses the possessed
Duration: 8 hours target’s statistics, traits, and class features, but
When you cast this spell while setting up camp, the doesn’t gain access to the target’s knowledge or
area within 20 feet of where you cast this spell gains proficiencies. If the possessed creature completes
the following benefits until the spell ends. the order and doesn’t receive further direction from
you, it defends you to the best of its ability, even at
• Nonmagical weather and climate effects will not the cost of its own health and safety.
harm anyone within the area. You can use your action to take total and precise
• Beasts will not enter the area unless magically control of the target. Until the end of your next turn,
compelled to do so. the creature takes only the actions you choose, and
• Creatures outside the area have disadvantage on doesn’t do anything that you don’t allow it to do.
ability checks to perceive or find the camp, unless During this time, you can also cause the creature to
you choose otherwise. use a reaction, but this requires you to use your own
• Creatures who complete a long rest in the area reaction as well.
gain 1d6 temporary hit points at the end of At the end of each of the target’s turns, it can make
the long rest. a Charisma saving throw, ending the possession on

28 SHAMAN CLASS
a successful save. The possession also ends if the Speak True
body drops to 0 hit points, you end it on your turn Divination cantrip
as a bonus action, or the spirit is turned or forced
out by an effect like the dispel evil and good spell. Casting Time: 1 bonus action
The creature is immune to this spell for 7 days Range: Self
after succeeding on the saving throw against being Components: V, S
possessed or after the possession ends. Duration: 1 minute
If the spirit fails to possess a creature or the When you cast this spell, your honest intentions
possession ends, the spirit reappears in your space, become clearer to those around you. When a
and you can use your action on a subsequent turn creature makes a Wisdom (Insight) check to
to send the spirit to attempt to possess a different determine whether or not you are telling the truth
humanoid you can see within range. before the spell ends, they add your spellcasting
The spell ends early if you cast another spell that ability modifier to the roll.
calls one or more spirits from beyond the veil.
At Higher Levels. When you cast this spell using
an 8th-level spell slot, the duration is concentration,
up to 1 hour. When you use a spell slot of 9th level,
the duration is concentration, up to 8 hours.
Protective Apparitions
2nd-level conjuration (ritual)
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a shamanic focus)
Duration: 10 minutes
You call three watchful spirits from beyond the veil to
safeguard a creature you can see within range. The
spirits are invisible to most creatures other than you,
though a creature with truesight or that can see into
the Ethereal Plane sees them floating protectively
around the target. Once per turn when the target
takes damage or fails a saving throw, if the source
of the effect is a creature within 30 feet of it, one of
the spirits flies to assault the creature. The creature
takes 2d6 force damage, and the spirit returns to the
spirit world.
The spell ends early if you cast it again, if you cast
another spell that calls one or more spirits from
beyond the veil, or immediately after the last spirit
has returned to the spirit world.
At Higher Levels. When you cast this spell using a
spell slot of 3rd level or higher, you call an additional
spirit for each slot level above 2nd.

SHAMAN CLASS 29

You might also like