Shaman

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Shaman are the spiritual leaders of their tribes and clans. They are masters of the elements, using mana that heal or enhance their allies in battle while unleashing the fury of the elements upon their foes.

Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman focus the elements to support their allies or punish those who threaten them.

These masters of the elements can call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder.

The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.

Hit Points

Hit Dice: 1d10 per shaman level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per shaman level after 1st

Proficiencies

Armor: Light armor, shields
Weapons: Simple weapons, shortswords
Tools: Herbalism kit

Saving Throws: Dexterity, Charisma
Skills: Choose two from Acrobatics, History, Insight, Medicine, Nature, Perception, Religion, Survival

Equipment

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

  • (a) a wooden shield or (b) any simple weapon
  • (a) a shortsword or (b) any simple melee weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • Leather armor

Quick Build

You can make a shaman quickly by following these suggestions. First, Dexterity should by your highest ability score, followed by Constitution or Wisdom. Second, choose the hermit background.

Table: The Shaman

Level Proficiency Bonus Primal Strike Enhancement Damage Mana Points Features
1st +2 1d6 1 Mana, Primal Strike
2nd +2 1d6 2 Healing Surge, Lightning Shield
3rd +2 1d6 +2 3 Critical Strikes, Fighting Style, Enhancement
4th +2 1d6 +2 4 Ability Score Improvement
5th +3 1d8 +2 5 Extra Attack, Ghost Wolf
6th +3 1d8 +2 6
7th +3 1d8 +3 7 Reincarnation
8th +3 1d8 +3 8 Ability Score Improvement
9th +4 1d8 +3 9 Medium Armor Proficiency
10th +4 1d8 +3 10 Maelstrom Weapon, Medium Armor Master
11th +4 1d10 +3 11 -
12th +4 1d10 +3 12 Ability Score Improvement
13th +5 1d10 +3 13
14th +5 1d10 +3 14 Shaman Heroism
15th +5 1d10 +3 15
16th +5 1d10 +4 16 Ability Score Improvement
17th +6 1d12 +4 17 Grace of Air
18th +6 1d12 +4 18 Ascendance
19th +6 1d12 +4 19 Ability Score Improvement
20th +6 1d12 +4 20 Extra Attack (2)

Mana

Your training allows you to harness the magical energy of mana. Your access to this energy is represented by a number of mana points. Your shaman level determines the number of points you have, as shown in the Mana Points column of the Shaman table.

You can spend these points to fuel various mana abilities.

You start knowing one such ability: lightning bolt Lightning Jolt. You learn more mana abilities as you gain levels in this class.

When you spend a mana point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended mana back into yourself. You must spend at least 30 minutes of the rest meditating to regain your mana points.
Some of your mana features require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

* Mana save DC = 8 + your proficiency bonus + your Wisdom modifier

CASTING MANA SPELLS

Some mana abilities allow you to cast spells. See chapter 10 for the general rules of spellcasting. To cast one of these spells, you use its casting time and other rules, but you don’t need to provide material components for it.

Once you reach 5th level in this class, you can spend additional mana points to increase the level of a mana ability spell that you cast, provided that the spell has an enhanced effect at higher levels, as searing smite does. The spell’s level increases by 1 for each additional mana point you spend. For example, if you are a 5th-level shaman and use Flame Shock to cast searing smite, you can spend 3 mana points to cast it as a 2nd-level spell (the ability’s base cost of 2 mana points plus 1).

The maximum number of mana points you can spend to cast a spell in this way (including its base mana point cost and any additional mana points you spend to increase its level) is determined by your shaman level, as shown in the Spells and Mana Points table.

SPELLS AND MANA POINTS

Shaman Levels Maximum Mana Points for a Spell
1st - 4th 2
5th – 8th 3
9th – 12th 4
13th – 16th 5
17th – 20th 6

PRIMAL STRIKE

At 1st level, your primal nature gives you mastery of combat styles that use shaman weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are wielding only shaman weapons or are wielding a shaman weapon and a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your shaman weapons.
  • You can roll a d6 in place of the normal damage of your shaman weapon. This die changes as you gain shaman levels, as shown in the Primal Strike column of the Shaman table.
  • [No unarmed extra attack.]

HEALING SURGE

Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool you can restore a total number of hit points equal to your shaman level x 5.

As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.

This feature has no effect on undead and constructs. [No curing disease or poison.]

LIGHTNING SHIELD

A protective magical ball of lightning circles you and your gear. If a creature hits you with a melee attack, you may use your reaction to deal the creature 1d6 lightning damage.

This feature’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

CRITICAL STRIKES

Beginning at 3rd level, your attacks with a shaman weapon score a critical hit on a roll of 19 or 20.

FIGHTING STYLE

Starting at 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.

DEFENSE

While you are wearing armor, you gain a +1 bonus to AC.

DUELING

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

PROTECTION

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

TWO-WEAPON FIGHTING

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

ENHANCEMENT

At 3rd level, you imbue your shaman weapon with the power of fire. When you hit with a shaman weapon, it deals bonus fire damage that increases as you gain levels as a shaman, as shown in the Enhancement Damage column on the Shaman table.

ABILITY SCORE IMPROVEMENT

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

EXTRA ATTACK

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 20th level in this class. Reduced from four total attacks

[Fluff: Additional attacks are granted by Flurry at 5th level, Windfury at 11th level, and Lightning Strikes at 20th level.]

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GHOST WOLF

Starting at 5th level, you can use your bonus action to take the form of a ghost wolf. Your speed increases by 10 feet while you aren’t wearing heavy armor. You also gain the ability to move across liquids on your turn without falling during the move.
This effect ends when you take the Attack action or Cast a Spell action, or you take any bonus action or reaction, or you are hit with any attack.

REINCARNATION

Starting at 7th level, when you are reduced to 0 hit points and are not killed outright, you can choose to drop to 1 hit point instead. Once you use this ability, you can’t use it again until you finish a long rest.

MEDIUM ARMOR PROFICIENCY

At 9th level, you gain proficiency with medium armor.

MAELSTROM WEAPON

Starting at 10th level, when you take the Attack action and successfully hit with a shaman weapon, you regain 1 mana point. You can only regain 1 mana point per Attack action in this way.

You may regain more than 1 mana point per turn using this feature if you have a feature that allows you to take an additional Attack action (such as Shaman Heroism) and you hit with a shaman weapon during that action.

MEDIUM ARMOR MASTER

Beginning at 10th level, you have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

SHAMAN HEROISM

Starting at 14th level, you can push yourself and your allies beyond your normal limits for a few seconds. For the round, you and each friendly creature within 60 feet of you can take one additional action on each of their own turns, on top of their regular action and a possible bonus action.

This effect does not stack with other action-granting features, such as Action Surge.
Once you use this feature, you must finish a short or long rest before you can use it again. Any creature, including you, affected by this feature must finish a long rest before they can be affected by it again.

[Ref: group Action Surge]

GRACE OF AIR

Starting at 17th level, the shaman, as well as any friendly creatures within 30 feet of the shaman, gains a bonus to melee weapon damage rolls equal to the shaman’s Wisdom modifier (minimum of +1). A creature can benefit from this feature from only one shaman at a time. This feature does not stack with Aura of Hate.

ASCENDANCE

At 18th level, you can assume the form of an Air Ascendant. As a bonus action, you undergo a transformation. Until the end of your next turn, you gain the following benefits:

  • Your shaman weapons have a reach of up to 15 feet.
  • Your shaman weapons count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

MANA ABILITIES

You learn magical abilities that harness the power of the elements. An ability requires you to spend mana points each time you use it.
You know the Lightning Bolt ability. You learn additional mana abilities, as shown in the Mana Abilities table below.
You may only know up to five mana abilities. Whenever you learn a new mana ability, you can also replace one mana ability that you already know with a different ability.

MANA ABILITIES

Level Ability Cost
1st Lightning Jolt 1
2nd Flame Shock 2+
3rd Lava Lash 2
4th Purge 3
5th Wind Shear, Lightning Bolt 3
6th Cleanse Spirit 3
7th Frost Shock 2
8th Stormstrike 2
9th Ancestral Spirit 4 or 6
10th Water Walking 4
11th Crash Lightning 4
12th Astral Recall 3
13th Far Sight 5
14th Feral Spirit 5
15th Spirit Walk 5
16th Shamanistic Rage 5
17th Fire Nova 6
18th Healing Rain 6
19th Hex 4
20th Unleash Elements 6

ANCESTRAL SPIRIT

You can spend 4 mana points to cast revivify or 6 mana points to cast raise dead.

ASTRAL RECALL

You can spend 3 mana points to cast misty step, teleporting up to 30 feet to an unoccupied space that you can see, that you have previously occupied. Based on Misty Step.

CRASH LIGHTNING

You can spend 4 mana points to cast call lightning.

CLEANSE SPIRIT

You can spend 3 mana points to cast lesser restoration.

FAR SIGHT

You can spend 5 mana points to cast arcane eye.

FERAL SPIRIT

You can spend 5 mana points to cast Mordenkainen's faithful hound.

FIRE NOVA

You can spend 6 mana points to cast flame strike.

FLAME SHOCK

You can spend 2 mana points to cast searing smite.

FROST SHOCK

You can spend 2 mana points to cast ice knife.

HEALING RAIN

You can spend 6 mana points to cast mass cure wounds.

HEX

You can spend 4 mana points to cast hypnotic pattern. You can choose to target all creatures inside a 30-foot cube area or target a single creature.

LAVA LASH

Starting at 2nd level, when you hit a creature with a shaman weapon, you can spend mana points to deal fire damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for 2 mana points, plus 1d8 for each additional mana point, to a maximum of 6d8 for 6 mana points. It counts as a bonus action.

LIGHTNING JOLT

You can spend 1 mana point to cast fire bolt, dealing lightning damage.

LIGHTNING BOLT

At level 5, your Lightning Jolt is upgraded to a Lightning Bolt.

You can spend 3 mana points to cast Lightning Bolt. To upgrade the spell, it costs an additional 2 mana per level.

PURGE

When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to spend 3 mana points, rolling 1d6 and subtracting the number rolled from the creature’s roll.
You can choose to use this mana ability after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.

SHAMANISTIC RAGE

You can spend 5 mana points to cast warding bond, targeting yourself. The spell creates a mystic connection between you and the elements. You gain a +1 bonus to AC and saving throws, and you have resistance to all damage. Each time you take damage, the elements around you absorb the same amount of damage. [note: doubled mana cost due to no one taking the second source of damage]

SPIRIT WALK

You can spend 5 mana points to cast freedom of movement, targeting yourself.

STORMSTRIKE

You can spend 2 mana points to cast thunderous smite.

UNLEASH ELEMENTS

You can spend 6 mana points to cast conjure elemental.

WATER WALKING

You can spend 4 mana points to cast water walk, targeting yourself.

WIND SHEAR

You can use a burst of wind to disrupt a target’s concentration, or interrupt its spellcasting. As an action, you can spend 3 mana points.
When you do so, you can cause a creature that you can see within 30 feet of you to automatically fail its concentration of a spell.

Alternatively, for the next minute, when a creature casts a spell, you can use your reaction to interrupt it, causing it to fail.

With either option, the caster then cannot cast another spell from that school until the end of its next turn.

Change Log
Removed Lightning Bolt as a starting spell, moved to 5th level and requires more mana to cast.
Removed requirement that limited spells known. You now can learn all spells, awared as per the table.
Updated Astral Recall to be specifically based on misty step. Should now limit distance to within 30 feet & where PC has been.
Total number of attacks reduced to three, from four at level 20.

+ Variant
http://homebrewery.naturalcrit.com/share/HyjbBsa


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