Shaman Class DND 5e
Shaman Class DND 5e
T
he breath that escapes the lips of the dwarf Weapons: Simple weapons, blowgun, maul, warhammer,
fogs briefly in the cold air before disappearing. warpick
Calloused, strong fingers run through the cold Tools: Herbalism Kit
dirt slowly, as the sound around him dulls. Saving Throws: Intelligence, Wisdom
Like his ancestors before him, he focuses. Skills: Choose two from Animal Handling, Arcana, History,
Insight, Medicine, Nature, Religion, and Survival
Suddenly, the dwarf slams an ancestral totem depicting his
clan’s insignia deep into the soil; his eyes gleam a striking Equipment
blue on impact. A roar rips through his throat as the form of a You start with the following equipment, in addition to the
bear shreds outward, replacing his dwarven physique. In a equipment granted by your background:
matter of seconds, the shaggy-haired dwarf fades, and a (a) simple weapon and a shield or (b) maul, warhammer or
ferocious grizzly bear with the same strikingly blue eyes warpick and a blowgun
rumbles forward. (a) explorer's pack or (b) priest's pack
10 Hide armor, shamanic totem and herbalism kit
Meet the Shaman
Shaman are one with the mysterious energy that exists Alternatively, you can ignore the equipment here and in
throughout Erenel. The power they possess could manifest in your background. Instead buy 2d4x10gp worth of equipment
the form of spirits, both humanoid and animal-like, or from Chapter 5 of the Player's Handbook.
something entirely sinister if the Shaman were to be Multi-classing
convinced to tread a darker path. Either way, they act as The prerequisites for multi-classing into a Shaman are a
guardians of the unseen, listeners of the past and future. Wisdom score of 13.
When you multi-class into a Shaman, you gain proficiency
Through the Veil with simple weapons, light armor, and shields
In the beginning, a Shaman may not understand the calling
that allows their acute sense of the thin veil between the
material and spirit world. Many Shaman embrace their
ancestors and are fortunate to find this guidance to be their
Calling. The ancestors offer protection to the Shaman,
ensuring their connection to the spirit world is always at its
strongest.
There are other callings more ancient in nature, such as
the elemental energy provided by the Elemental Lords.
Fractions of the elements were plucked from their elemental
planes by Al’Madoon during creation. The strength of the
Elemental Lords resides even today, now one with the bond
blanketing Erenel.
Shaman with a taint on their soul may attract the Void’s
gaze. No one is sure what is the Void's true form. Only that
the unfortunate source is dangerous and unclean;
nevertheless, a cursed Shaman may embrace the tainted
magic and the curse the comes with it.
It is without question that all Shaman have an unmatched
affinity to the spirits of the living. These spiritual guardians
represent the safety of their clans, the bond between life after
death, and the energy of the elements.
Class Features
As a Shaman, you gain the following class features
Hit Points
Hit Dice: 1d8 per shaman level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per shaman level after 1st
Proficiencies
Armor: Light armor, shields Credit: Kai Li
The Shaman
Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Primordial Guardian, Ethereal Sight — — — — — — —
2nd +2 Spellcasting 2 2 2 — — — —
3rd +2 Spiritual Calling, Totem Conduit 2 3 3 — — — —
4th +2 Ability Score Improvement 2 4 4 — — — —
5th +3 Extra Attack 3 5 4 2 — — —
6th +3 Spiritual Form 3 6 4 2 — — —
7th +3 Spiritual Calling Feature 3 7 4 3 — — —
8th +3 Ability Score Improvement 4 8 4 3 — — —
9th +4 - 4 9 4 3 2 — —
10th +4 Ethereal Echoes 4 9 4 3 2 — —
11th +4 Spiritual Calling Feature 4 10 4 3 3 — —
12th +4 Ability Score Improvement 4 10 4 3 3 — —
13th +5 - 4 11 4 3 3 1 —
14th +5 Ghost Whisperer 4 11 4 3 3 1 —
15th +5 Spiritual Calling Feature 5 12 4 3 3 2 —
16th +5 Ability Score Improvement 5 12 4 3 3 2 —
17th +6 - 5 13 4 3 3 3 1
18th +6 Ceremonial Leader 5 13 4 3 3 3 1
19th +6 Ability Score Improvement 5 14 4 3 3 3 2
20th +6 Reincarnation 5 14 4 3 3 3 2
Spellcasting Additionally, when you gain a level in this class, you can
choose one of the Shaman spells you know and replace it
Starting at 2nd level, your connection to the spirit world has with another spell from the Shaman spell list, which also
gifted you the ability to tether into the bond and cast spells. must be of a level for which you have a spell slot.
See chapter 10 of the Player's Handbook for the general
rules of spell casting and below for the Shaman spell list. Spellcasting Ability
Wisdom is your spellcasting ability for your Shaman spells,
Cantrips since your magic draws upon your devotion and attunement
You know two cantrips of your choice from the Shaman spell to the spirit world. You use your Wisdom whenever a spell
list. You learn additional cantrips of your choice at higher refers to your spell casting ability. In addition, you use your
levels as shown in the cantrips Known column of the Wisdom modifier when setting the saving throw DC for a
Shaman table. Shaman spell you cast and when making an attack roll with
one.
Spell Slots Spell save DC = 8 + your proficiency bonus + your Wisdom
The Shaman table shows how many spell slots you have to modifier
cast your Shaman spells of 1st level and higher. To cast one Spell attack modifier = your proficiency bonus + your
of these spells, you must expend a slot of the spell's level or Wisdom modifier
higher. You regain all expended spell slots when you finish a
long rest. Ritual Casting
You can cast a Shaman spell as a ritual if that spell has the
Spells Known of 1st Level and Higher ritual tag and you have the spell prepared.
You know two 1st level spells of your choice from the
Shaman's spell list. The Spells Known column of the
Shaman table shows when you learn more Shaman spells of
your choice. Each of these spells must be of a level for which
you have spell slots. For instance, when you reach 5th level,
you can learn one new spell of 1st or 2nd level.
Spellcasting Focus Starting at 3rd level, you can use your action to thrust your
You use a shamanic totem as a spell casting focus for your shamanic totem into the ground. When you cast a spell that
Shaman spells. A shamanic totem (focus) usually is in object targets only one creature and has a range of touch or self, you
that has high amount of spiritual energy or connection the can instead cast that on a target within 20-feet of the totem. If
spirit world. It can range from a skull, bones, claws of an the spell has a casting time of one reaction, can cast the spell
animal, to traditional and ritualistic symbol that help on another creature if they would meet the condition for the
commune with spirits. reaction. You can use this feature a number of times equal to
your Wisdom modifier and regain expended uses when you
Ethereal Sight finish a long rest. You must retrieve your totem or spend one
hour crafting a new one.
At 1st level, you see the intermediary between the material
and spirit world. As an action, you sense the location of any Ability Score Improvement
spirit if it is within 30 feet of you. If there is a place or object When you reach 4th level, and again at 8th, 12th, 16th, and
that has been consecrated or desecrated by a spirit within 30 19th level, you can increase one ability score of your choice
feet, you are also able to locate it. You are unable to sense by 2, or you can increase two ability scores of your choice by
spirits through 1 foot of stone, 1 inch of common metal, a thin 1. As normal, you can't increase an ability score above 20
sheet of lead, or 3 feet of wood or dirt. This effect lasts until using this feature.
the end of your next turn.
You can use this feature a number of times equal to 1 +
your Wisdom modifier. When you finish a long rest, you Extra Attack
regain all expended uses. Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Primordial Guardian
At 1st level, choose a primordial guardian and gain its feature. Spiritual Form
Primordial guardians represent the seven primordial beasts At 6th level, you can use your action to transform into the
that roamed Erenel before the Sacrifice. You tend to ghostly visage of your Primordial Guardian. You can use this
represent this being in your clothing and speech. For feature twice per day, regaining all expended uses when you
example, if you choose the wolf, you may wear a wolf pelt as a finish a long rest. You can use this form for a number of
hood or howl when casting spells. hours equal to half your Shaman level before reverting to
Bear: Your hit point maximum increases by 1, and your normal form. You can revert to your normal form earlier
increases by 1 whenever you gain a level in this class. by using a bonus action. You revert automatically if you fall
Elk: Choose one ally within 5 feet. When they roll for unconscious, drop to 0 hit points, or die.
initiative, add your Wisdom modifier to their roll. Can only be While you are transformed, the following applies
granted once per combat. Your equipment merges into your spiritual form and has no
Fox: Increase your movement speed by 5-feet. effect until you leave the shape again. Magic items do not
Frog: Your spells with the range of touch now have a range function while in spiritual form.
of 10-feet. Your base movement speed changes to 50-feet.
Raven: When you roll for initiative, add your Wisdom You are considered unarmored and your Armor class
modifier to the roll. becomes 10 + Dexterity modifier + Wisdom modifier until
Snake: When you roll Dexterity (stealth) checks while in you revert to your normal form.
dim light or darkness, add your Wisdom modifier to the roll. If you make an attack or cast a spell you immediately revert
Wolf: When you make an attack role and score a critical to your normal form.
hit, you deal additional damage equal to your Shaman level.
Ethereal Echoes
Spiritual Calling At 10th level, if you fail a concentration save, you can spend 1
At 3rd level, you've grown strong enough to identify the spell slot of your choice to reroll the saving throw. You can
spiritual calling that grants you strength. Choose Ancestral only do this once per concentration saving throw and you
Calling, Elemental Calling or Void Cursed Calling. Your must take the second roll.
choice grants you features at 3rd level, and again at 7th, 11th
and 15th level.
Totem Conduit
Ghost Whisperer Ethereal Shift
At 14th level, you can recall the spirit of a dead creature. Starting at 7th level, you can momentarily shift your body into
Once per week, through a 10-minute ritual you can summon the Ethereal plane. As a reaction upon being targeted by a
the spirit of a humanoid or animal that has traveled through weapon or spell attack, you shift into the Ethereal plane,
the Ethereal Plane. You must know who you are recalling by giving attack rolls against you disadvantage until the
either name or something that belonged to this creature. beginning of your next turn. Once you use this feature, you
Some spirits may not be willing to speak to you or are can't use it again until you finish a short or long rest.
incapable. A spirit summoned this way knows the languages
it knew in life. The spirit does not return to the body it once Ancient Guardian
had and may not understand anything that’s happened since Starting at 11th level, you can use your action to summon
it died. If the spirit senses you are hostile it does not have to four ancestral totems, each one being the corner of a 20-foot
answer any questions and may attack you. A spirit can only be square. Any number of creatures who start their turn in the
summoned this way once every 10 days. Ghost Whisperer is zone gain temporary hit points equal to your shaman level.
performed at the discretion of the Dungeon Master. The zone lasts for 1-minute. Once you use this feature, you
can't use it again until you finish a short or long rest.
Ceremonial Leader
At 18th level, you can spend 1-hour conducting a ceremony Far Sight
targeted at your Spiritual Calling. Describe your ceremony Starting at 15th level, your ancestors grant you sight beyond
and the assistance, wish, or gift you seek. Depending on the sight. Whenever a creature you can see within 60 feet of you
ceremony you provide, the Dungeon Master will decide how makes an attack roll, ability check or saving throw, you can
accurately your request has been fulfilled. Once you use this use your reaction to either give them advantage or
feature, you can't use it again for one month. An example of disadvantage on that roll. You can use Far Sight a number of
Ceremonial Leader would be, you hold a feast in honor of an times equal to your Wisdom Modifier, regaining all expended
Elemental Lord asking the lord to grant you the exact uses after you finish a long rest.
location of a powerful magical artifact. You spend 3,000 gold
on the feast and tell tales of his glory. The Dungeon Master
would interpret this in their own way and provide an answer. Elemental Calling
Your power is granted by the elements. You must be
Reincarnation respectful and please the elemental lords or lose your gifts
At 20th level, you no longer suffer the drawbacks of old age, and the ability to protect your clan.
and you can't be aged magically. If you die and your body was
not destroyed your spirit will linger for up to 8-hours. During Elemental Spells
this time, you can choose to return to your body and come When you choose this subclass at 3rd level, you gain the
back to life with 1 hit point, and speak to anyone who can ability to learn spells harnessed by the elements. The
speak with spirits in the Ethereal Plane. If you wait longer following spells are added to your Shaman spell list.
than 8-hours you must find another way to be returned to life.
Once used, you can't use this feature again for 7-days. Elemental Spells
Spell Level Spells
Subclass Options 1st chromatic orb, earth tremor
2nd gust of wind, maximillian's earthen grasp
Ancestral Calling 3rd call lightning, elemental weapon
Your power is granted by your clan's ancestors, your bloodline
can be traced to the first shamans who worshiped Primordial 4th elemental bane, fire shield
Beasts during the Era of the Blind (EoTB). You commune 5th immolation, maelstrom
with past Shamans for guidance and protection.
Elemental Mastery
Ancestral Spells At 7th level, when you make a spell attack with a cantrip and
When you choose this subclass at 3rd level, you gain the miss, you can use your bonus action to repeat the attack
ability to learn spells gifted by your ancestors. The following against a different target within 30-feet of your original target.
spells are added to your Shaman spell list.
Ancestral Spells
Spell Level Spells
1st detect evil and good, guiding bolt
2nd gentle repose, zone of truth
3rd glyph of warding, speak with dead
4th aura of life, guardian of faith
5th commune, creation
Chaos Storm Starting at 11th level, after a creature fails a saving throw
against a spell from your Void Cursed spell list, you can
Starting at 11th level, you gain the ability to summon a choose to curse them. You can only curse one creature at a
destructive storm in an area. Using your action to choose a time. While cursed, the creature cannot regain hit points and
point within 60-feet, a 10-foot radius swirling storm appears takes 1d4 necrotic damage each time they make an attack or
centered around that point. Lightning crashes, flaming rocks cast a spell. The curse lasts until the creature dies, 24 hours
fall and water swirls below the Chaos storm. When you pass or you curse a new target. This feature will not work on
summon the storm, all creatures within the radius must a creature with no soul.
make a Strength saving throw, being knocked prone on a
failure. Any creature that starts their turn in the storm takes Spirits Linked
1d12 lightning, 1d10 cold, 1d8 fire and 1d6 thunder damage. Starting at 15th level, you can tether your spirit to those
The storm lasts for 1-minute. Once you use this feature, you around you. As an action, choose three creatures within 10
can't use it again until after you finish a long rest. feet of you to form a spirit link for 1-minute. You can use your
Ascended Form reaction when you, or another tethered creature takes
damage to split the damage evenly between all tethered
Starting at 15th level, you are able to assume the form of an creatures. A creature breaks the tether if they move more
elemental being. As an action, you draw upon the power of than 60 feet away from you. You can use this feature on
the elements and ascend into a raw manifestation of either hostile creatures. Once you use this feature, you cannot use it
Air, Earth, Fire or Water. For 1-minute you gain the following again until you finish a long rest.
benefits.
You gain immunity to the damage type chosen by your raw
manifestation. Shaman's Spell List
You gain a flying speed equal to your movement speed. Cantrips
Your spell and melee attacks score a critical hit on a roll of Control Flames, Create Bonfire, Firebolt, Frostbite,
19 or 20. Guidance, Gust, Mending, Mold Earth, Resistance, Shape
Water, Shocking Grasp, Thorn Whip, Thunderclap
Void Cursed Calling 1st Level
Your power is granted by drawing upon a strange dangerous Absorb Elements, Animal Friendship, Ceremony, Create of
source. You curse and hex those who threaten to take what is Destroy Water, Cure Wounds, Detect Poison and Disease,
yours. Earth Tremor, Fog Cloud, Ice Knife, Longstrider, Protection
from Evil and Good, Thunderwave
Void Cursed Spells
When you choose this subclass at 3rd level, you gain the 2nd Level
ability to learn spells harnessed by the void. The following Augury, Aid, Continual Flame, Darkvision, Earthbind, Gust of
spells are added to your Shaman spell list. Wind, Healing Spirit, Heat Metal, Lesser Restoration,
Maximilian's Earthen Grasp, Protection from Poison,
Void Cursed Spells Shatter, Skywrite, Spider Climb, Warding Wind
Spell Level Spells
1st bane, hex
3rd Level
Call Lightning, Counterspell, Create Food and Water, Dispel
2nd enthrall, ray of enfeeblement Magic, Erupting Earth, Lightning Bolt, Meld into Stone,
3rd bestow curse, speak with dead Revivify, Spirit Guardians, Thunderstep, Wall of Water, Water
Breathing, Water Walk, Wind Wall
4th blight, confusion
5th enervation, geas 4th Level
Conjure Minor Elemental, Control Water, Elemental Bane,
Power of Voodoo Freedom of Movement, Locate Creature, Ice Storm, Stone
Shape, Stoneskin, Storm Sphere, Wall of Fire, Watery
Starting at 7th level, you gain resistance to necrotic damage. Sphere
Whenever you spend a spell slot to to cast a spell from your
Void Cursed spell list, regain hit points equal to the spell's 5th Level
level. Commune with Nature, Conjure Elemental, Control Winds,
Dream, Greater Restoration, Flame Strike, Maelstrom,
Cursed Doll Reincarnate, Scrying, Transmute Rock, Wall of Stone
Created by Gamingbrew
Visit the Gamingbrew Patreon for more 5E content!
https://www.patreon.com/gamingbrew
Learn more about the Erenel Campaign Setting
https://www.worldanvil.com/w/erenel