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Shaman

My Thi Clas=s Quick Build


A half-orc laden in robes rushes into the middle

T
of a horde of gnolls. He slams down a flaming
totem, which sears them to ash.
You can make a Shaman quickly by following these suggestions.
A dwarf, being chased by a sea of Duegar calls a
First, Wisdom should be your highest ability score, followed by
wall of bedrock to block his pursuers
Strength, then Constitution. Second, choose the Outlander
The Orc Warchief rushes an elf wielding a rapier
background. Third, choose the Firebolt cantrips, along with the
and shield swings his battleaxe into the elf's side.
1st-level Searing Smite and Cure Wounds.
Which crumples against his hardened skin.
Source ofAllPower
of these characters are Shamans, warriors
who wield sword and spell in perfect harmony
with the elements.
Brutal and Controlled
Shamans are primal beings, intact with the essence of the world.
Their strikes are vicious, shaking the earth with every strike.
Walking hand-in-hand with the Elemental Plane and bringing its
force onto their enemies.

Destruction and Restoration


Shamans are defined by their connection to the Elements. They
control and adapt the elements to restore vitality to their allies,
or bring terrible destruction to those that stand in their path.

The Shaman Table


Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th
1st +2 Elemental Augmentation 1 2 1 — — —

2nd +2 Totem Power 1 3 2 — — —


3rd +2 Shamanic Archetype 1 4 2 — — —
4th +2 Ability Score Improvement 1 4 3 — — —
5th +3 Extra Attack 1 5 3 — — —
6th +3 Primordial Speech 2 5 3 — — —
7th +3 Shamanic Archetype Feature 2 6 4 2 — —
8th +3 Ability Score Increase 2 6 4 2 — —
9th +4 Elemental Shield 2 7 4 2 — —
10th +4 Natural Recouperation 2 7 4 3 — —
11th +4 Elemental Augmentation Upgrade 3 8 4 3 — —
12th +4 Ability Score Improvement 3 8 4 3 — —
13th +5 3 9 4 3 2 —
14th +5 Shamanic Archetype Feature 3 10 4 3 2 —
15th +5 Elemental Might 3 10 4 3 2 —
16th +5 Ability Score Improvement 3 11 4 3 3 —
17th +6 Shamanic Archetype Feature 3 11 4 3 3 —
18th +6 4 11 4 3 3 1
19th +6 Ability Score Improvement 4 12 4 3 3 1
20th +6 Totemic Domination 4 13 4 3 3 2
Shaman Features
As a Shaman, you have access to the following abilities. Spell Slots
The Shaman table shows how many spell slots you have to cast your
)JU1PJOUT sorcerer spells of 1st level and higher. To cast one of these Shaman spells,
Hit Dice: 1d12xShaman Level you must expend a slot of the spell’s level or higher. You regain all
Hit Points at first level: 12 + Constitution Modifier expended spell slots when you finish a long rest.
Hit Points at higher Level: Roll 1d12 (or 7) and add your
$POTUJUVUJPO Modifier For example, if you know the 1st-level spell burning hands and have a
1st-level and a 2nd-level spell slot available, you can cast burning hands
1SPGJDJFODJFT using either slot.
Armor: Light Armor and Shields
Weapons: All Simple and Martial Weapons Spells Known of 1st Level and Higher
Saving Throws: Shamans have Proficiency in Wisdom and
Strength Saving Throw You know one 1st-level spells of your choice from the Shaman spell list.
The Spells Known column of the Shaman table shows when you learn
Skills: Choose three skills between Nature, Athletics, more sorcerer spells of your choice. Each of these spells must be of a level
Insight, Persuasion, Perception, Intimidation, and Survival for which you have spell slots. For instance, when you reach 7th level in
this class, you can learn one new spell of 1st or 2nd level. Additionally,
Equipment when you gain a level in this class, you can choose one of the sorcerer
You start with the following equipment, along with spells you know and replace it with another spell from the sorcerer spell
any provided by your background. list, which also must be of a level for which you have spell slots.
• (a) Maul or (b) Warhammer and a Shield
• (a) Adventurer's Pack or (b) Explorer's Pack Spellcasting Ability
• (a) Shamanistic Focus or (b) Component Pouch Wisdom is your spellcasting ability for your sorcerer spells, since the
• Leather Armor power of your magic relies on your ability to project your will into the
world. You use your Wisdom whenever a spell refers to your spellcasting
ability. In addition, you use your Wisdom modifier when setting the
Elemental Augmentation saving throw DC for a sorcerer spell you cast and when making an
attack roll with one.
Elemental Augmentation: At first level, you imbue your weapon
or armor with the strength of the elements. Choose one of the Spell Save DC = 8 + your proficiency bonus + your Wisdom
following elements. You can replace this feature when you gain modifier
a level in the Shaman Class
Spell attack modifier = your proficiency bonus + your
Air: Your move speed increases by 10 feet Wisdom modifier
Totem Power
Earth: Reduces non magical Bludgeoning, Slashing, and At Second level, you create a totem with the power of an elemental
Piercing damage taken by 2 spirit. Choose one of the following elements, it does not have to be the
same element from your Elemental Augmentation. You can use an
Fire: When you hit a creature with a melee attack, deal an extra action to place your totem, and activate it. Your totem has 15 AC and 10
1d4 Fire damage. Health. It only takes damage from Bludgeoning, Piercing, and Slashing
damage. Your totem lasts for two minutes, and can be activated once
Water: You gain a swim speed equal to your movespeed, and every long rest.
you can breathe underwater.
Air: A barrier of swirling wind appears around your totem. The wind
Spellcasting protects creatures within a 30 foot diameter sphere, centered on your
totem. Ranged attacks that would have to pierce this sphere to hit their
Your attachment to the natural world flows through your spirit, target are made with disadvantage.
and allows you to wield it with purpose. However this
connection is made, you bring the wrath of nature into battle. Earth: Stone plating begins to form on any number of creatures of your
Wisdom is your spell casting modifier choice within 10 feet of your totem. Those creatures gain a bonus to their
Armor Class by 1. At level 10, this bonus increases to 2. At level 20, this
bonus increases to 3.
Cantrips
Fire: Flames wreath out at hostile creatures within 15 feet of your totem
At 1st level, you know one cantrip from the Shaman spell list. at the end of your turn. Those creatures take fire damage equal to half
You learn additional cantrips of your choice at higher levels, as your Shaman level, rounded down.
shown in the Cantrips Known column of the Shaman table
Water: Healing water spews from your totem. Allies within 30 feet of
your totem gain health equal to twice your highest Shaman spell slot.
Shamanic Archetype Elemental Might
Choose a Shamanic Archetype, expressing how you wield You've learned wield nature's wrath more effectively into combat.
nature into battle. Your choices are: Binder, Wrath, Choose an element from this table, it doesn't have to be the same
Stormguide. Your choice gives you features at 3rd level, and element from your Totem, Elemental Augmentation, or Elemental
again at 7,14, and 17th level. Shield features.
Ability Score Improvement Air: You've learned to move with the speed of the wind. You can
When you reach 4th level, and again at 8th, 12th, 16th, and cast Misty Step without spending a spell slot. When you cast this
19th level, you can increase one of your ability scores by 2. Or, Misty Step using this feature, you don't leave a cloud of mist, and
you can increase two of your ability scores by 1. You can't instead leave a cloud of dust. You can use this feature twice per long
improve an ability above 20 using this feature. rest.
Extra Attack
Earth: The earth shifts as you swing your weapon. You can cast
At 5th level, when you take the attack action, you can attack a Ensnaring Strike as a 2nd level spell, without expending a spell slot.
second time. When you cast Ensnaring Strike using this feature, it deals
Primordial Speech bludgeoning instead of piercing damage. You can use this feature
twice per long rest.
Your connection to the Elemental Plane alters your mind. You
learn the Primordial Language. In addition, when interacting Fire: As you swing your weapon, crackling fire punishes your foes
with an elemental, you can add double your proficiency for standing against you. You can cast Searing Smite as a second
level spell, without expending a spell slot. You can use this feature
modifier to Charisma and Wisdom ability checks
twice per long rest.
Elemental Shield
When you are attacked, the Elements leap to your defense. Water: Your mastery of the healing nature of water allows you to
Choose an element from this table, it doesn't have to be the wield it more often. You can cast Mass Healing Word without
same element you chose for your Totem or Elemental expending a spell slot. You can use this feature twice per long rest.
Augmentation.

Air: The air around you softens your fall. Twice per long rest Totemic Domination
you can cast Feather Fall without expending a spell slot. You've learned to use your totems as an extension of yourself.
Placing and activating your totem no longer requires your action,
Earth: The ground you tread bends and molds to protect you and you can use it twice between long rests. Benefits of your totem
from physical strikes. Twice per long rest you can cast Shield don't stack.
without expending a spell slot.
Shamanic Archetype:
Fire: Flames spit out at any creature that strikes you. Twice per
long rest you can cast Hellish Rebuke (at first level) without Stormguide
expending a spell slot. A stormguide stands stalwart against those who would tarnish the
balance of the elements. They wield nature and martial ability in
Water: Water dampens natural energies that assault you. tandem seamlessly and more effectively than other Shamans of the
Twice per long rest you can cast Absorb Elements without world.
expending a spell slot.

Empowered Nature
Natural Recouperation Starting at 3rd level, you are able to empower your spells that
Your atonement to nature allows you to recover rapidly over a augment your martial capability or bolster your allies. Once per
short time. During a short rest, you can roll a four sided dice, short rest, when you cast a "Smite" spell (I.e. Searing Smite,
and add 1. You can regain spell slots equal to the total. The Wrathful Smite), or a spell that restores health, you gain the benefit
spell slots to regain can not exceed 2nd level. of casting the spell as one spell level higher. You can't combine this
feature and your Elemental Might feature.
Further Augmentation Elemental Bindings
At 7th level, your bonding of nature and martial prowess at 17th level, your attuenment to the elements adds additional effects to
extends further. You gain a second choice of your Elemental your cantrips. Choose an element from this table, it doesn't have to be the
Augmentation. You cannot choose the same augmentation same element as any of your other Shaman features.
twice. Unlike your Elemental Augmentation feature, you
can not change your second Augmentation when you gain a Air: The swift air carries your cantrips further. Increase the range of your
new level in the Shaman class. cantrips by ten feet.

Shared Augmentation Earth: The earth twists and bends underneath the target of your cantrips.
When your cantrips damage an enemy, their movespeed is reduced by
At 14th level, augementing yourself with nature has becom
ten feet until the start of your next turn.
so easy that you can share that augementation with an ally.
At the end of a long rest, choose an ally, they gain the
Fire: The raging flame amplifies the effectiveness of your cantrips. Your
benefit of one of your Elemental Augmentation until you
cantrips deal full damage to enemies that resist their damage. This
take a long rest. This effect also ends if you die.
feature does not affect immunities.
Bountiful Healing
At 17th level, your bond to Element's ability to heal Water: The force of waves flows through your cantrips. When your
strengthens further. When you heal an ally with a single cantrips damage a target, you can choose to push your target ten feet
target spell, choose a second ally within range of the spell. directly away from you.
They gain one half of the healing gained by your primary
target. This feature can not be combined with any other
Shaman Ability.
Binder
Binder's can bind the spirits of Elementals to their will.

Wrath
Wrath Shamans harness the fundamentals of Elemental
magic.
Additional Cantrips
Your focus on minor Elemental magics gives you access to a
wider pool of magics. At 3rd level, you learn the Mending or
Druidcraft cantrip, as well as one cantrip from the Shaman
spell list. They don't count against your number of cantrips
known.
Empowered Cantrips
At 7th level, your knowledge and experience of elemental
magic allows you to deal extra damage. You can add your
Wisdom modifier to the damage rolls of spells that deal Fire,
Thunder, Lightning, or Ice damage.
Elemental Control
At 14th level, you gain the ability to use cantrips more
effectively. When you cast a Shaman cantrip while wielding
no weapons or shield you can use your bonus action to target
a second creature with the same cantrip. Damage done using
this feature is reduced to half.
Shaman Spell List
Cantrips 1st Level 2nd Level 3rd Level 4th Level
Cure Wounds Continual Flame Blinding Smite Conjure Minor Elementals
Fire Bolt
Ensnaring Strike Earthbind* Catnap* Control Water
Frostbite*
Expeditious Retreat Gust of Wind Call Lightning Elemental Bane*
Magic Stone*
Fog Cloud Heat Metal Erupting Earth* Guardian of Nature
Booming Blade*
Feather Fall Maximillian's Earthen Flame Arrows* Staggering Smite
Light
Jump Grasp* Lightning Arrows* Stone Shape
Guidance
Ice Knife* Warding Wind* Melf's Minute Stoneskin
Thunderclap*
Thunderous Smite Meteor's* Storm Sphere*
Spare the Dying
Searing Smite Sleet Storm Wall of Fire
Shocking Graps
Zephyr Strike* Thunderstep* Watery Sphere8
Tidal Wave*
Wall of Water*
Water Walk
Water Breathing
Wind Wall

* Spell appears in either Xanathar's guide to Everything or Elemental Evil

Credit: Class Sheet designed by The Homebrewery, Class Features designed by Riverstyx (Toshinit on Reddit), Image by Rowena
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