Mist floods the tent and wisps dance on the ceiling as a wizened orc raises one hand from the body in front of him, calling on his ancestors to lend him their strength and heal the wounded soldier.
A small spectral fox dashes ahead of the young elf, prancing and jumping around an inconspicuous patch of snow on the path, warning the elf just in time of the hidden trap.
When a creature dies, it is not always the case that their spirit is able to move on. Instead some linger. Often these spirits track down those who can perceive them so that they might find peace or carry out vengeful actions.
Shamans are individuals either blessed or cursed to be capable of perceiving those entities and harnessing their power. This perception most often comes in the form of visions, dreams and whispers from the spirits themselves.
Wisdom is a common trait found in shamans. Boasting in some cases multiple lifetimes of experiences, they are often sought out as advisers or spiritual guides.

Level | Proficiency Bonus | Features | Bound Totems | Cantrips Known | Spells Known | Spell Slots | Slot Level |
---|---|---|---|---|---|---|---|
1st | +2 | Sacred Focus, Totems | 2 | — | — | — | — |
2nd | +2 | Primal Magic | 2 | 2 | 3 | 2 | 1st |
3rd | +2 | Spirituality | 2 | 2 | 4 | 2 | 2nd |
4th | +2 | Ability Score Improvement | 3 | 3 | 5 | 2 | 2nd |
5th | +3 | Totemic Versatility | 3 | 3 | 6 | 2 | 3rd |
6th | +3 | Spirituality Feature | 4 | 3 | 6 | 2 | 3rd |
7th | +3 | ─ | 4 | 3 | 7 | 2 | 4th |
8th | +3 | Ability Score Improvement | 4 | 3 | 7 | 2 | 4th |
9th | +4 | ─ | 5 | 3 | 8 | 2 | 5th |
10th | +4 | Spirituality Feature | 5 | 4 | 8 | 2 | 5th |
11th | +4 | Greater Totem Spirit (6th-level) | 5 | 4 | 9 | 3 | 5th |
12th | +4 | Ability Score Improvement | 6 | 4 | 9 | 3 | 5th |
13th | +5 | Greater Totem Spirit (7th-level) | 6 | 4 | 10 | 3 | 5th |
14th | +5 | Spirituality Feature | 6 | 4 | 10 | 3 | 5th |
15th | +5 | Greater Totem Spirit (8th-level) | 7 | 4 | 11 | 3 | 5th |
16th | +5 | Ability Score Improvement | 7 | 4 | 11 | 3 | 5th |
17th | +6 | Greater Totem Spirit (9th-level) | 7 | 4 | 11 | 4 | 5th |
18th | +6 | ─ | 8 | 4 | 12 | 4 | 5th |
19th | +6 | Ability Score Improvement | 8 | 4 | 12 | 4 | 5th |
20th | +6 | Spiritual Ascension | 8 | 4 | 12 | 4 | 5th |
Class Features
- Sacred Focus
- Totems
- Primal Magic
- Ability Score Improvement
- Totemic Versatility
- Greater Totem Spirit
- Spiritual Ascension
Body
You channel spiritual power through your body, bending the spirits to your will with physical might. When you choose this Sacred Focus your hit point maximum increases by 1, and it increases by 1 again each time you gain a level in this class.Heart
You channel spiritual power into your heart and overwhelm spirits with powerful emotions. When you are forced to make a saving throw to resist the charmed or frightened condition, you gain a bonus to your roll equal to your Wisdom modifier.Mind
You channel spiritual power through your mind, manipulating the spirits with your wit. Whenever you would make an ability check or a saving throw that uses your Intelligence score, you can choose to use your Wisdom score instead.Soul
You channel spiritual power through your soul, your serenity soothes spirits and wards you from harm. While not wearing armor or wielding a shield, your Armor Class is equal to 10 + your Dexterity modifier + your Wisdom modifier.Totemic Assault
You can temporarily unleash the primal spirits bound within your Totems to assault your foes. While you are holding one of your Totems, you can use your action to force one creature you can see within 60 feet to make a Charisma saving throw. On a failed save, it takes 1d8 necrotic damage. At certain Shaman levels, this damage increases: at 5th level (2d8), at 11th level (3d8), and at 17th level (4d8).Cantrips
At 2nd level, you learn two cantrips of your choice from the Shaman spell list. You learn an additional Shaman cantrip of your choice when you reach 4th level and again at 10th level.Spell Slots
The Shaman table above shows the number of spell slots you have to cast your Shaman spells of 1st through 5th-level. The Shaman table also shows what the level of those slots is; all of your spell slots are the same level. To cast a Shaman spell of 1st-level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest. For example, at 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must expend one of your 3rd-level spell slots, and cast cure wounds at 3rd-level.Spells Known of 1st-Level and Higher
At 2nd level, you learn three 1st-level spells of your choice from the Shaman spell list at the end of this class. The Spells Known column of the Shaman table shows when you learn additional shaman spells of your choice of 1st-level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. For example, when you reach 6th level, you learn a new Shaman spell, which can be 1st, 2nd, or 3rd-level. Additionally, when you gain a level in this class, you can choose one of the Shaman spells you know and replace it with another spell of your choice from the Shaman spell list, which also must be of a level for which you have spell slots.Spellcasting Ability
As you draw your magic from your understanding of primal spirits, Wisdom is your spellcasting ability for your Shaman spells. You use your Wisdom whenever a spell refers to your spellcasting ability, when setting the saving throw DC for a Shaman spell, and when making an attack roll with one.Ritual Casting
You use your spiritual knowledge to cast the ritual version of any Shaman spell you know so long as it has the ritual tag.Spellcasting Focus
You can use any Totem to which you have bound a spirit as the spellcasting focus for your Shaman spells. See the Totem feature for a description of what can be used as a Totem.Greater Spirit of Death
Spirits of Death are drawn from the Enfaerun. They lend Shamans their powerful sinister magic.Shaman Level | Spell |
---|---|
11th | flesh to stone |
13th | finger of death |
15th | horrid wilting XGtE |
17th | power word: kill |
Greater Spirit of Life
Spirits of Life come to aid Shamans from the Primes. They bless Shamans with mystic healing magic.Shaman Level | Spell |
---|---|
11th | heal |
13th | regenerate |
15th | holy aura |
17th | power word: heal |
Greater Spirit of the Moon
Spirits of the Moon can be summoned Mirithlen. They grant Shamans wondrous magic power.Shaman Level | Spell |
---|---|
11th | primordial ward XGtE |
13th | reverse gravity |
15th | antimagic field |
17th | astral projection |
Greater Spirit of the Sun
Spirits of the Sun are drawn from places of powerful radiant magic. They lend Shamans restorative and purifying power.Shaman Level | Spell |
---|---|
11th | sunbeam |
13th | resurrection |
15th | sunburst |
17th | true resurrection |
Greater Spirit of the Dark Star
Spirits of Dark Stars are called from outer realms beyond the known planes. They grant Shamans strange aberrant powers.Shaman Level | Spell |
---|---|
11th | soul cage XGtE |
13th | prismatic spray |
15th | maddening darkness XGtE |
17th | psychic scream XGtE |
Greater Spirit of the Fissure
Spirits of Fissure are conjured from the earth itself. They lend Shamans the unyielding power of stone.Shaman Level | Spell |
---|---|
11th | bones of the earth XGtE |
13th | symbol |
15th | earthquake |
17th | invulnerability XGtE |
Greater Spirit of the Inferno
Spirits of the Inferno are summoned from volcanos and flames. They grant Shamans overwhelming destructive power.Shaman Level | Spell |
---|---|
11th | investiture of flame XGtE |
13th | fire storm |
15th | incendiary cloud |
17th | meteor swarm |
Greater Spirit of the Sea
Spirits of the Sea are called up from the depths of the sea. They bestow Shamans with frigid ethereal magics.Shaman Level | Spell |
---|---|
11th | freezing sphere |
13th | etherealness |
15th | tsunami |
17th | invulnerability |
Greater Spirit of the Storm
Spirits of the Storm are drawn from the great tempests of sky. They lend Shamans the wild magic of storms.Shaman Level | Spell |
---|---|
11th | chain lightning |
13th | whirlwind |
15th | control weather |
17th | storm of vengeance |
Spirituality
At 3rd level, you choose the Spirituality, that best represents the discipline you use to channel spirits.
Your Spirituality grants you features at 3rd level, and again when you reach 6th, 10th, and 14th level in this class..
Spirituality Spells
Each Spirituality has a list of spells that you learn at the Shaman levels noted in the Spirituality description. These Spirituality Spells count as Shaman spells for you, but they do not count against your total number of Spells Known.
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Curse Binder Spells
3rd-level Curse Binder feature When you gain a level in this class, you can replace one spell from this feature with an enchantment or necromancy spell of the same level from the Shaman or Warlock spell list.Shaman Level | Spells |
---|---|
3rd | blindness/deafness, ray of enfeeblement |
5th | bestow curse, vampiric touch |
7th | blight, phantasmal killer |
9th | contagion, enervation |
Evil Eye
3rd-level Curse Binder feature You can curse with a glance. As a reaction, when a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can impose disadvantage on its roll. You can use this reaction a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest.Totemic Curse
3rd-level Curse Binder feature You bind spirits of pain, suffering, and despair to your will, using them to inflict curses upon your enemies. When a creature fails its saving throw against Totemic Assault, you can inflict it with one of the following conditions of your choice until the start of your next turn:- Its speed is reduced by a total number of feet equal to 5 times your Wisdom modifier.
- It cannot regain hit points, and when it takes damage it takes an additional 1d4 necrotic damage.
- Whenever it makes an ability check or an attack roll, it must subtract your Wisdom modifier from the result of its roll.
Sinister Spellcasting
6th-level Curse Binder feature Sinister spirits empower your magic. You gain the Totem of Wrath, but it doesn’t count against your number of Totems Known. If you already know this Totem, you learn another Totem of your choice for which you meet the prerequisites.Shamanistic Ward
10th-level Curse Binder feature Sinister spirits ward you against elemental assaults. At the end of each long rest, choose either acid, cold, fire, lightning, necrotic, poison, psychic, radiant, or thunder. Until the end of your next long rest, you are resistant to that damage. When you take damage of a type that you resist, you can use Totemic Assault as a reaction, targeting your attacker.Foul Conjuration
14th-level Curse Binder feature You have reached the apex of sinister shamanism, the ability to create corporeal bodies for the spirits you conjure. As an action on your turn, you can cast create undead at 6th-level, without expending a spell slot or the material components. Once you cast create undead in this way, you must finish a long rest before you can cast it in this way again.![]() |
Elemental Mastery
3rd-level Elementalist feature The primordial spirits of nature have taught you the secrets of elemental mastery. Choose one of the following elements to master: Air, Earth, Fire, or Water. This choice grants you both an affinity with, and resistance to, the type of damage associated with that element, as shown on the table below:Element | Air | Earth | Fire | Water |
---|---|---|---|---|
Damage | thunder | bludgeoning | fire | cold |
Elementalist Spells
3rd-level Elementalist feature You gain the Spirituality Spells from the tables below that correspond to any of the four elements you have mastered. When you gain a level in this class, you can replace one spell from this feature with another spell of the same level from any spell list that deals only the damage type of its element. Alternatively, you can replace the spell with another spell of a similar elemental theme at the discretion of your GM.Greater Mastery
6th-level Elementalist feature The power you draw from the elemental spirits has grown. You gain one of the following benefits of your choice:- You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.
- You can cast one Elementalist Spell at the level of your Primal Magic spell slots, without expending a spell slot. Once you do so, you must finish a long rest before you can cast an Elementalist spell in this way again.
Shaman Level | Air Spells | Earth Spells | Fire Spells | Water Spells |
---|---|---|---|---|
3rd | thunderwave, shatter | earth tremor XGtE earthen grasp XGtE | burning hands flaming sphere | ice knife XGtE snowball swarm XGtE |
5th | lightning bolt | erupting earth XGtE | fireball | tidal wave XGtE |
7th | storm sphere XGtE | stone shape | wall of fire | ice storm |
9th | control winds XGtE | wall of stone | immolation XGtE | cone of cold |
Primal Conduit
10th-level Elementalist feature Your power rivals native spirits of the four elemental planes. You gain one of the following benefits of your choice:- You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.
- You can cast one Elementalist Spell at the level of your Primal Magic spell slots, without expending a spell slot. Once you do so, you must finish a long rest before you can cast an Elementalist spell in this way again. If you chose this feature previously you can cast two spells in this way.
Elemental Ascension
14th-level Elementalist feature You wield the raw elemental power of the most destructive aspects of nature. You gain one of the following benefits:- You master another element of your choice, gaining all of the associated benefits from previous features. You cannot master an element more than once.
- Choose an element that you have mastered, and you learn the corresponding investiture spell from Xanathar’s Guide to Everything: Air (wind), Earth (stone), Fire (flame), Water (ice). The spell counts as a Shaman spell for you, but does not count against your number of Spells Known. Once per long rest, you can cast it without expending a spell slot.
- If you have mastered only one element, you gain all the benefits of the Greater Totem Spirit of the element: Air (Storm), Earth (Fissure), Fire (Inferno), or Water (Sea). This Greater Totem Spirit doesn’t count against the total number of Greater Totem Spirits you can have bound at one time.
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Far Seer Spells
3rd-level Far Seer feature When you gain a level in this class, you can replace one spell from this feature with either a divination spell or a spell with the ritual tag, of the same level from any class spell list.Shaman Level | Spells |
---|---|
3rd | augury, detect thoughts |
5th | clairvoyance, tongues |
7th | arcane eye, divination |
9th | contact other plane, scrying |
Spirits of Fate
3rd-level Far Seer feature You have learned to bind minor spirits of Fate and unleash them to influence the world around you in minor ways. Each time you finish a short or long rest, roll two d4s and record the numbers you rolled. When you or a creature you can see within 60 feet makes an ability check, attack roll, or saving throw, you can use your reaction to apply one of these Fate rolls to the triggering roll, adding or subtracting it from the result. You can use this reaction after you know the result of the roll, but before you know if the roll succeeds or fails. Each of your Fate rolls can be used only once. When you finish a short or long rest, you lose any unused Fate rolls. At certain levels in this class, the dice you roll for theseFate rolls increase in size: at 6th level (d6s), at 10th level (d8s), and finally at 14th level (d12s).Totemic Ritualist
3rd-level Far Seer feature You can draw on the power within your Totems to enhance your ritual magic. When you cast the ritual version of a spell, you can use a Totem in place of the material components of that spell. When you do, the ritual version of that spell only takes 1 additional minute to cast instead of 10 minutes. Also, when you cast a divination spell and use a Totem as your spellcasting focus, it can replace material components with a gold value so long as they are not consumed.Ascended Awareness
6th-level Far Seer feature The spirits of Fate constantly whisper their secrets to you. You cannot be surprised while you are conscious, and you gain a bonus to your initiative rolls equal to your Wisdom modifier (minimum of +1), so long as you are conscious.Certain Fate
10th-level Far Seer feature The future is fickle and constantly changing, but once you glimpse something, it nearly always comes to pass. When you use your reaction to add a Fate die to a roll and it does not change the outcome of that roll, the die is not expended.Tip the Scales
14th-level Far Seer feature You can effect Fate in ways that rival the greatest spirits of the multiverse, if only for a moment. When a creature you can see within 60 feet finishes its turn, you can use your reaction to expend one of your Fate dice, and force that creature to repeat its turn exactly as it did before. Anything the creature did on that turn is undone, and it must repeat its turn exactly, taking the same exact course of action, but any dice rolled on that turn are rolled again, and all creatures must use the new results.![]() |
Spirit Guide Spells
3rd-level Spirit Guide feature When you gain a level in this class, you can replace one spell from this feature with an abjuration or divination spell of the same level from either the Cleric or Shaman spell list.Shaman Level | Spells |
---|---|
3rd | spiritual weapon, warding bond |
5th | blink, spirit guardians |
7th | death ward, guardian of faith |
9th | arcane hand, wall of light XGtE |
Totemic Bond
3rd-level Spirit Guide feature You have bound your soul with a unique spirit known as a Geist. You determine its spectral appearance, but the choice has no effect on its game statistics. Your Geist is friendly to you and your allies, and it obeys your commands. It uses the Geist stat block on the following page, its abilities use your Totemic Save DC, and it uses your proficiency bonus (PB). In combat, the Geist acts during your turn. It can move and use its reaction on its own, but it only takes the Dodge action unless you use a bonus action to command it to take one of the actions listed in its stat block, or another action. At the end of a long rest, you can choose for any Totems you know to be bound to your Geist in place of you. You lose any benefits from those Totems and the Geist gains them. If your Geist is reduced to 0 hit points it is banished back to the Outer Planes. As an action, you can expend a Primal Magic spell slot to conjure the Geist in an unoccupied space within 5 feet of you, restoring it to its full hit points. At the end of each long rest the Geist is restored to full hit points, and reappears next to you if it had been banished.Geist, Ghosts, and Ghouls
Unlike other undead specters, Geist aren’t hostile to mortal creatures. These rare spirits are often the form taken by former Shamans and Spirit Guides in the afterlife. Who was your Geist in its mortal life?
Geist
Medium Undead, Unaligned- Armor Class 13 + PB (natural armor)
- Hit Points 5 + five times your Shaman level
- Speed 0 ft., fly 30 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 14 (+2) | 11 (+0) | 8 (-1) | 16 (+3) | 13 (+1) |
- Senses passive Perception 13 +PB
- Languages understands the languages you speak, but the Geist cannot speak itself.
Conduit. When you cast a Shaman spell, you can choose for it to originate from you or the Geist. Ghastly Glide. Though the Geist has a fly speed, it can only fly a maximum of 10 feet above a surface. Totemic Bond. You add your PB to any ability check or saving throw the Geist makes.
Actions
Spectral Touch. Melee Weapon Attack: +3 +PB to hit, reach 5 ft., one target. Hit: 1d8 +3 necrotic damage. On hit, the target must succeed on a Wisdom saving throw against your Totemic save DC or be frightened of the Geist until the end of its next turn.Spectral Empowerment
6th-level Spirit Guide feature You can infuse your Geist with spiritual power. As an action, you can expend a Primal Magic spell slot to empower it. For 1 minute, the Geist gains resistance to bludgeoning, piercing, and slashing damage from nonsilvered attacks, and can move through creatures and objects as if they were difficult terrain. If the Geist ends its turn inside a creature or object, it is instantly shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet it was forced to travel.Soul Bond
10th-level Spirit Guide feature The bond between kindred soul and spirit empowers your resolve. When a creature you can see hits you with an attack, and the Geist is within 30 feet of you, you can use a reaction to instantly switch places with the Geist, causing it to become the target of the triggering attack in your place. The Geist can also use this same reaction when it is hit by an attack to instantly switch places with you.Ghastly Strikes
14th-level Spirit Guide feature The spiritual bond between you and the Geist has reached its full potential. Whenever you command the Geist to use its Spectral Touch, it can use its Spectral Touch action twice. Also, the Geist permanently gains the benefits of Spectral Empowerment, and you can expend a Primal Magic spell slot to gain the benefits of Spectral Empowerment yourself.![]() |
Ancestral Knowledge
3rd-level Spirit Warrior feature When you adopt this Spirituality, spirits of ancient warriors grant you their lifetimes’ worth of combat experience. You gain proficiency with medium armor and all martial weapons.Spirit Warrior Spells
3rd-level Spirit Warrior feature When you gain a level in this class, you can replace one spell from this feature with an abjuration or evocation spell of the same level from either the Paladin or Shaman spell list.Shaman Level | Spells |
---|---|
3rd | magic weapon, spiritual weapon |
5th | clairvoyance, spirit shroud TCoE |
7th | guardian of faith, staggering smite |
9th | contact other plane, steel wind strike XGtE |
Totemic Weapon
3rd-level Spirit Warrior feature You can bind powerful spirits to your weapons for use in battle. At the end of a long rest, you can perform a ritual to bind one of the spirits below to a melee weapon you touch. The benefits last until the end of your next long rest. Moreover, you can use your Wisdom, in place of Strength, for attack and damage rolls with your Totemic Weapon, and attacks with your Totemic Weapon count as magical for the sake of overcoming resistances and immunities.Spirit of Challenge
This spirit compels your foes to stand and fight against you. When you hit a creature with an attack with this weapon, it has disadvantage on any attacks it makes against creatures other than you until the beginning of your next turn.Spirit of Draining
This spirit siphons the life force of other creatures to restore you. Once per turn when you hit a creature with this weapon, you can cause the damage of the attack to be necrotic, and you gain temporary hit points equal to your Wisdom modifier.Spirit of Might
This spirit draws out the full potential of your body. While wielding this weapon you gain a bonus to Strength checks and saving throws equal to your Wisdom modifier. Moreover, you have advantage on attack rolls with this weapon against any creature that is grappled by you.Extra Attack
6th-level Spirit Warrior feature You can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast a Shaman cantrip you know, or use Totemic Assault in place of one of your attacks.Warrior of the Grave
10th-level Spirit Warrior feature You can offer your very life force to the spirit realm to resist the grasp of death. When you are reduced to 0 hit points but not killed outright, you can expend one of your Hit Dice to drop to 1 hit point instead of falling to 0.Spiritual Champion
14th-level Spirit Warrior feature You can offer the spirits full control of your body, granting you temporary mystical power. As a bonus action, you can enter a possessed state, gaining the following benefits for 1 minute:- You can take the Dash action as a bonus action.
- You gain resistance to all bludgeoning, piercing, and slashing damage from non-silvered attacks.
- Once per turn when you hit a creautre with your Totemic Weapon, you can apply the effects of Totemic Assault as if the creature had failed its Charisma saving throw.
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Wild Heart Spells
3rd-level Wild Heart feature When you gain a level in this class, you can replace one spell from this feature with an abjuration or divination spell of the same level from either the Ranger or Shaman spell list.Shaman Level | Spells |
---|---|
3rd | animal messenger, beast sense |
5th | conjure animals, fear |
7th | dominate beast, locate creature |
9th | hold monster, tree stride |
Bestial Adaptations
3rd-level Wild Heart feature Your time spent in the wild has given you bestial qualities. You gain an Adaptation of your choice from the list below. You gain another Adaptation at 6th level and 10th level.Agile Adaptation
Your speed, long jump, and high jump distances increase by 10 feet, and you can ignore the effects of all difficult terrain.Alpine Adaptation
You gain a climbing speed equal to your walking speed, and you can climb difficult surfaces, including sheer surfaces and upside down on ceilings, without making an ability check.Aquatic Adaptation
You gain a swimming speed equal to your walking speed, and while you are underwater you can take the Dash action as a bonus action, and you can hold your breath for up to 1 hour.Totemic Wild Shape
3rd-level Wild Heart feature Your connection with the spirits of the wild allows you to take on the shape of the Great Beast, the legendary guardian of all wild creatures. As a bonus action, you can expend a Primal Magic spell slot to transform into the Great Beast. While you are transformed, you use the Great Beast stat block on the next page. It uses your proficiency bonus (PB) in several places. You determine the appearance of your Great Beast, but this has no effect on its abilities. For the duration of your transformation the following rules apply:- The Great Beast gains a number of Bestial Traits from the list at the end of this Spirituality equal to the level of the spell slot expended to transform.
- You use the Strength, Dexterity, and Constitution scores on the Great Beast stat block, but you retain your Intelligence, Wisdom, and Charisma scores, and all of your skill and saving throw proficiencies.
- You assume the hit points and Hit Dice of the Great Beast. When you revert to your normal form, you return to the number of hit points you had before you transformed. If the Great Beast drops to 0 hit points, you revert to your normal form, and any excess damage carries over to your normal form.
- You can’t cast spells, and your ability to speak or take any action requiring hands is limited to the capabilities of your Great Best form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell.
- You retain the benefit of any features from your class, race, or other source and can use them if the Great Beast is capable of doing so, including your Totems and Totemic Assault. However, you cannot use any of your special senses unless the Great Beast also has that sense.
- Any equipment you are wearing or carrying merges into your Great Beast form. Equipment that merges with the Great Beast form has no effect while transformed.
Great Beast
Medium beast, unaligned- Armor Class 13 + PB (natural armor)
- Hit Points 10 + six times your Shaman level.
- Speed 40 ft.
STR | DEX | CON |
---|---|---|
18 (+4) | 14 (+2) | 16 (+3) |
- Senses darkvision 60 ft.
- Languages understands the languages you speak, but the Great Beast cannot speak itself
Bestial Traits. The Great Beast has a number of Bestial Traits equal to the level of the Primal Magic spell slot you expended to transform. Primal Fury. When the Great Beast makes an ability check or saving throw that uses Strength, Dexterity, or Constitution, it can add your PB to the roll.
Actions
Bite. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 1d6 +4 piercing damage. Maul. Melee Weapon Attack: +4 plus PB to hit, reach 5 ft., one target. Hit: 2d6 +4 slashing damage.Savage Strikes
6th-level Wild Heart feature When you are in Great Beast form and you take the Bite or Maul action, you can make one additional Bite or Maul attack as part of that action. Attacks in Great Beast form also count as magical for overcoming resistances and immunities.Fury of the Wild
10th-level Wild Heart feature You can draw upon your pain to fuel your drive. As a bonus action, you can expend a Hit Die to regain hit points equal to your Hit Die roll + your Wisdom modifier (minimum of 1). Any hit points you regain from this feature that exceed your maximum hit points become temporary hit points for you.Apex Predator
14th-level Wild Heart feature Your Great Beast stands as a legendary guardian of the wild. When you transform into your Great Beast form, its Strength, Dexterity, and Constitution scores are all increased by 2, to a maximum of 20 (this increases both the attack and a damage bonus of the Great Beast’s Bite and Maul attack by 1). Also, the damage of its Bite and Maul increase by 1d6.Bestial Traits
When you use your Totemic Wild Shape to transform into the Great Beast, you choose Bestial Traits from the following list. These traits last for the duration of that transformation. Any saving throws are made against your Spell save DC.Aggressive
As a bonus action, the Great Beast can move up to its speed toward a hostile creature that it can see, hear, or smell.Amphibious
The Great Beast gains a swimming speed equal to its walking speed, and it can breathe both air and water.Charge
When the Great Beast moves at least 20 feet in a straight line toward a target and hits it with a Maul attack it deals an extra 1d6 damage. A creature that is the Great Beast’s size, or smaller, must make a Strength saving throw or fall prone.Keen Senses
The Great Beast has advantage on Wisdom (Perception) or Wisdom (Survival) checks that rely on its hearing or smell.Large
The Great Beast becomes a Large creature. If it is ridden as a mount, the Great Beast can act independently of its rider.Light Step
The Great Beast has advantage on Dexterity (Stealth) checks while it is lightly obscured by natural foliage or weather.Pack Tactics
The Great Beast has advantage on attack rolls against any target that has one of its conscious allies within 5 feet of it.Powerful Build
The Great Beast counts as one size larger when determining creatures it can grapple, and the weight it can move or lift.Savage Grip
The Great Beast gains a climbing speed equal to its walking speed, and it can climb sheer surfaces and upside down on ceilings without making an ability check. The Great Beast also has advantage on saving throws to resist being moved against its will, grappled, restrained, or knocked prone.Standing Leap
The Great Beast has a minimum long jump of 15 feet, and a minimum high jump of 10 feet, even without a running start.Vicious Bite
If the Great Beast hits a creature equal to its size or smaller with a Bite attack, it can grapple the target. Until the grapple ends, the target is restrained, and the Great Beast cannot Bite targets other than the creature it is currently grappling.![]() |
Witch Doctor Spells
3rd-level Witch Doctor feature When you gain a level in this class, you can replace one spell from this feature with an abjuration or enchantment spell of the same level from either the Cleric or Shaman spell list.Shaman Level | Spells |
---|---|
3rd | lesser restoration, warding bond |
5th | beacon of hope, revivify |
7th | aura of life, death ward |
9th | creation, greater restoration |
Life Bearer
3rd-level Witch Doctor feature You can channel spirits of abundance and life to heal others. As an action, you can touch a creature and cause it to regain hit points equal to 1d8 + your Wisdom modifier. This feature has no effect on undead creatures or constructs. You can use this feature a number of times equal to your level, and you regain all uses when you finish a long rest.Totemic Blessing
3rd-level Witch Doctor feature You bind only willing spirits to the Totems you wield. Your Totemic Assault deals radiant damage on a failed save. You can also bind Totems to your allies, allowing them to make use of their mystical power. At the end of a long rest, you can bind one of your Bound Totems to a willing creature you touch, losing the Totem abilities for yourself. The Totem remains bound to the creature until the end of your next long rest, at which point the power of the Totem returns to you. At certain Shaman levels, the number of Totems you can bind to other creatures increases: at 6th level (2 Totems), at 12th level (3 Totems), and finally at 18th level (4 Totems). A single Totem can only be bound to one creature at a time, and a creature can only have a single Totem bound to them.Mystical Focus
6th-level Witch Doctor feature You work in tandem with the spirits bound to you, drawing out more of their power. When you use your action to cast one of your Witch Doctor Spells, or to restore hit points to a creature, you can use Totemic Assault as a bonus action on that turn.Empowered Blessing
10th-level Witch Doctor feature Your allies can channel the spiritual power within your Totems. As an action on its turn, a creature that has one of your Totems bound to it can use Totemic Assault, using your Totemic save DC. Other creatures only gain the benefits from Totems that improve Totemic Assault if they are bound to the Totem that grants those benefits.Selfless Ward
10th-level Witch Doctor feature Your spirit is invigorated by the binding of Totems to your allies. You gain a +1 bonus to all saving throws for each of the Totems that you bind to another creature. This includes any death saving throws you make.Spiritual Awakening
14th-level Witch Doctor feature Your spiritual practice has filled you with an abundance of life-giving energy. As a reaction when a creature you can see makes a death saving throw, you can move up to your full speed and touch the creature, imbuing it with life-giving energy. The creature instantly regains hit points equal to your Shaman level + your Wisdom modifier and can stand up. You can use this feature on yourself, without requiring your reaction, when you are forced to make a death saving throw. Once you use this feature, you can’t use it again until you finish a long rest. When you have no uses remaining, you can expend a Primal Magic spell slot to use this feature again.![]() |
Wyrmbound Spells
3rd-level Wyrmbound feature When you gain a level in this class, you can replace one spell from this feature with an evocation or transmutation spell of the same level from either the Shaman or Sorcerer spell list.Shaman Level | Spells |
---|---|
2rd | dragon’s breath XGtE, suggestion |
5th | fear, fly |
7th | dominate beast, polymorph |
9th | geas, summon draconic spirit FToD |
Draconic Form
3rd-level Wyrmbound feature You draw on draconic power to transform for a short time. As a bonus action, you can transform into a Spirit Dragon. While transformed, you use the Spirit Dragon stat block. It uses your Totemic save DC and proficiency bonus (PB) in several places. You determine the appearance of your Spirit Dragon form, but this has no effect on its abilities. For the duration of your transformation, the following rules apply:- You use the Spirit Dragon’s Strength, Dexterity, and Constitution, but retain your Intelligence, Wisdom, and Charisma and your skill and saving throw proficiencies.
- You assume the Spirit Dragon’s hit points. When you revert to your normal form, you return to the number of hit points you had before you transformed. If the Spirit Dragon drops to 0 hit points, you revert to your normal form, and any excess damage carries over to you.
- You can’t cast spells, and your ability to take actions is limited to the capabilities of your Spirit Dragon form. Transforming doesn’t break your concentration on spells or prevent you from taking actions that are part of a spell.
- You retain the benefit of features from your class, race, or other source and can use them if the Spirit Dragon is capable of doing so, including your Totems and Totemic Assault. However, you cannot use any of your special senses unless the Spirit Dragon also has that sense.
- Any equipment you are wearing or carrying merges into your Spirit Dragon form. Equipment that merges with the Spirit Dragon form has no effect while transformed.
Totemic Conduit
3rd-level Wyrmbound feature The draconic spirit bound to your soul grants you ambient power. You can speak, read, and write Draconic. Whenever you make a Charisma check to interact with dragons, you gain a bonus to your roll equal to your Wisdom modifier.Spirit Dragon
Medium Dragon, Unaligned
- Armor Class 13 + PB (natural armor)
- Hit Points 10 + five times your Shaman level.
- Speed 10 ft., fly 30 ft.
STR DEX CON 8 (-1) 18 (+4) 12 (+1)
- Damage Resistances necrotic, poison
- Damage Vulnerabilities radiant
- Senses blindsight 10 ft., darkvision 60 ft.
- Languages understands the languages you speak, but the Spirit Dragon can only speak Draconic
Serpentine Body. When the Spirit Dragon makes an ability check or saving throw that uses Dexterity, it can add your Wisdom modifier to the result.Actions
Spectral Slash. Melee Weapon Attack: your Shaman spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 +4 +PB slashing + 1d4 necrotic damage. Spirit Breath. The Spirit Dragon can expend a Primal Magic spell slot to exhale pure spiritual energy in a 30 ft. cone, forcing creatures in that area to make a Dexterity saving throw. They take necrotic damage equal to twice the damage of your Totemic Assault on a failed save, and half as much on a success.
Savage Strikes
6th-level Wyrmbound feature The ferocity of your draconic spirit has grown. When you are in Spirit Dragon form and you take the Spectral Slash action, you can make two Spectral Slash attacks. Also, your attacks in Spirit Dragon form also count as magical for overcoming resistance and immunity to nonmagical attacks and damage.Serpentine Speed
10th-level Wyrmbound feature Your movements are enhanced by the power of your draconic spirit. You can take the Dash action as a bonus action on your turn, and when you do so, all opportunity attacks against you have disadvantage until the end of your current turn. Moreover, when you transform into your Spirit Dragon form, you can choose to become Large in size, causing your Spirit Dragon form to double in length, much like a snake.Ascended Conduit
14th-level Wyrmbound feature Your physical form can handle the full might of your draconic spirit. When you are in Spirit Dragon form you retain your ability to cast spells as if you were in your normal form. In addition, Your Spirit Dragon’s Spirit Breath no longer requires you to expend a Primal Magic spell slot in order to use it. Instead, once you use it, you roll a d6 at the start of each of your turns. On a roll of 5 or 6, you regain the use of the Spirit Dragon’s Spirit Breath ability.Restrictions
- Faith. Shaman cannot belong to the following faiths:
- Cult of the Sacred Flame, Old Tradition, Lunar Cult, the Protectorate, or the Unholy Sacrament
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
Weapons: Simple weapons, blow guns, nets
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from Animal Handling, Arcana, Insight, Medicine, Nature, Performance, or Religion
Equipment
You start with 150 gp to spend on equipment. The following equipment is a suggested shopping list:
- (a) a quarterstaff or (b) any simple weapon
- (a) a shortbow and 20 arrows or (b) 5 javelins
- Leather armor and one object used as a Totem (trinket of no value).
Multiclassing and the Shaman
- Ability Score Minimum: As a multiclass character, you must have a Wisdom score of at least 13 to take a level in this class or to take a level in another class if you are already a shaman.
- Proficiencies. If shaman isn’t your initial class, you gain proficiency with light armor, shields, and simple weapons when you gain your first level as a shaman.
- Spell Slots. If you have a feature from another class that allows you to learn and cast spells, you can use your Primal Magic spell slots to cast the spells you gained through that feature, and you can use those spell slots to cast your Shaman spells.
Source: The Shaman
Totems
Below is the list of Totems that a Shaman can learn to bind spirits to their will. If a Totem has a prerequisite, like a Shaman level or Sacred Focus, you can learn that Totem at the same time that you meet any prerequisites it may have.
- Bear
- Bloom
- Crossroads
- Eagle
- Earthquake
- Eruption
- Grave
- Growth
- Harvest
- Hound
- Light
- Mountain
- Panther
- Pond
- Quagmire
- Rains
- Twilight
- Waves
- Whirlwind
- Winds
- Mirth
- Mystic
- Swamp
- Wild
- Wrath
- Hunt
- Ooze
- River
- Cave
- Dawn
- Faerie
- Sun
- Vine
- Binding
- Eclipse
- Elements
- Sapling
- Skies
- Autumn Wind
- Drought
- Venom
- Corrosion
- Frost
- Tempests
- Midnight