> [!warning]
> This page is a work in progress. Information on this page is subject to change.
# Shaman
*Version 0.1*
| **Class Overview** | |
| ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| **Primary Ability** | [[Wisdom]] |
| **Hit Point Die** | D6 per Shaman level |
| **Save Proficiencies** | - [[Constitution]]<br>- [[Wisdom]] |
| **Skill Proficiencies**<br>_(Choose four)_ | - [[Acrobatics]]<br>- [[Animal Handling]]<br>- [[Arcana]]<br>- [[History]]<br>- [[Insight]]<br>- [[Medicine]]<br>- [[Nature]]<br>- [[Perception]]<br>- [[Religion]]<br>- [[Survival]] |
| **Weapons<br>Proficiencies** | - [[Simple weapons]] |
| **Armor<br>Proficiencies** | - None |
| **Tool <br>Proficiencies** | - [[Calligrapher's Supplies]]<br>- 1 artisan's tool, 1 musical instrument, or 1 gaming set of your choice |
| **Starting <br>Equipment** | - 1 [[Quarterstaff]]<br>- 1 set of [[Calligrapher's Supplies]]<br>- 1 [[Healer's Kit]] or [[Herbalism Kit]]<br>- 1 set of [[Clothes (Common)\|Common Clothes]]<br>- 15 🅖 |
| **Subclasses** <br>*(Shaman Disciplines)* | - Discipline of the Sprit Palm<br>- Discipline of the <br>- Discipline of the Third Eye %% Mystic %%<br>- Discipline of the Mantra Master %% Exuberant Aura %% |
# ## Class Features
| **Level** | **Features** | **Mantras <br>Known** | **Active <br>Talismans** | **Proficiency <br>Bonus** |
| --------- | --------------------------------------------------------------- | --------------------- | ------------------------ | ------------------------- |
| 1st | [[#Ancient Mantras]], [[#Spellcasting]] | 1 | 1 | +2 |
| 2nd | [[#Out of Body]] | 1 | 1 | +2 |
| 3rd | [[#Subclass Shaman Discipline]], [[#Mystic Talismans]] | 1 | 1 | +2 |
| 4th | [[#Ability Score Improvement]] | 1 | 1 | +2 |
| 5th | [[#Subclasses – Shaman Disciplines\|Shaman Discipline Feature]] | 1 | 2 | +3 |
| 6th | [[#Esoteric Knowledge]], [[#Speech of Spirits]] | 2 | 2 | +3 |
| 7th | (Out of Body Feature) | 2 | 2 | +3 |
| 8th | [[#Ability Score Improvement]] | 2 | 2 | +3 |
| 9th | [[#Subclasses – Shaman Disciplines\|Shaman Discipline Feature]] | 2 | 2 | +4 |
| 10th | [[#Spirit Stride]] (Out of Body Feature) | 3 | 2 | +4 |
| 11th | [[#Spellbinding Scribe]] | 3 | 2 | +4 |
| 12th | [[#Ability Score Improvement]] | 3 | 2 | +4 |
| 13th | — | 3 | 3 | +5 |
| 14th | (Out of Body Feature) | 4 | 3 | +5 |
| 15th | [[#Subclasses – Shaman Disciplines\|Shaman Discipline Feature]] | 4 | 3 | +5 |
| 16th | [[#Ability Score Improvement]] | 4 | 3 | +5 |
| 17th | — | 4 | 3 | +6 |
| 18th | (Out of Body Feature) | 5 | 3 | +6 |
| 19th | [[#Ability Score Improvement]] | 5 | 3 | +6 |
| 20th | [[#Spiritual Enlightenment]] | 5 | 3 | +6 |
---
### Level 1
#### Ancient Mantras
> At 1st level, you master the art of deciphering power, ancient mantras which you tattoo onto your body. These tattoos are magically potent and replace attunement slots which would normally be used to attune to magic items.
>
> ***Mantras Known.***
> When you gain this feature, pick one mantra to memorize, choosing from the “[[#Shaman Mantras]]” section at the end of the class’s description. You learn additional mantras of your choice when you reach certain levels in this class, as shown in the Mantras Known column of the [[#Class Features|Class Feature Table]].
>
> ***Chanting Mantras.***
> After a long rest, you may spend 1 minute of uninterrupted time chanting a mystical mantra of which you've memorized—1 minute for each mantra. Once completed, the mystical effects of the mantra magically benefit you and a number of creatures' skills equal to your Wisdom modifier (to a minimum of one additional creature) so long as your companions can hear the chant and stay within 30 feet of your physical body. Upon leaving the 30 foot radius, the companions lose the effects of your mantras until they re-enter the radius.
#### Spellcasting
> ***Spellcasting Focus.***
> You produce your shaman spells through harnessing mystic energy. When casting spells from your material body, you may use an arcane or druidic focus, or you may use a holy symbol as a spellcasting focus for your shaman spells.
>
> Alternatively, if out of body, your ethereal projection may cast spells without the need for a spellcasting focus.
>
> ***Cantrips.***
> At 1st level, you know two cantrips of your choice from the shaman spell list. At higher levels, you learn additional shaman cantrips of your choice, as shown in the Cantrips Known column of the [[#Spellcasting Table]].
>
> When you gain a level in this class, you can replace one of the shaman cantrips you know with another cantrip from the shaman spell list.
>
> ***Preparing and Casting Spells.***
> The [[#Spellcasting Table]] shows how many spell slots you have to cast your shaman spells. To cast one of your shaman spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
>
> You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + half your shaman level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
>
> For example, if you are a 5th-level shaman, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
>
> You can change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent meditating with your spellcasting focus or writing charms and mantras using [[Calligrapher's Supplies]]: at least 1 minute per spell level for each spell on your list.
>
> ***Spellcasting Ability.***
> Wisdom is your spellcasting ability for your shaman spells; your understanding of the spiritual energy and auras allows you to wield spells with poise and control. You use your Wisdom whenever a shaman spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.
>
> **Spell save DC** = 8 + your proficiency bonus + your Wisdom modifier
> **Spell attack modifier** = your proficiency bonus + your Wisdom modifier
>
> ***Ritual Casting.***
> You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared.
| Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
| ----- | -------- | --- | --- | --- | --- | --- |
| 1st | 2 | 2 | — | — | — | — |
| 2nd | 2 | 2 | — | — | — | — |
| 3rd | 2 | 3 | — | — | — | — |
| 4th | 2 | 3 | — | — | — | — |
| 5th | 2 | 4 | 2 | — | — | — |
| 6th | 2 | 4 | 2 | — | — | — |
| 7th | 2 | 4 | 3 | — | — | — |
| 8th | 2 | 4 | 3 | — | — | — |
| 9th | 2 | 4 | 3 | 2 | — | — |
| 10th | 3 | 4 | 3 | 2 | — | — |
| 11th | 3 | 4 | 3 | 3 | — | — |
| 12th | 3 | 4 | 3 | 3 | — | — |
| 13th | 3 | 4 | 3 | 3 | 1 | — |
| 14th | 4 | 4 | 3 | 3 | 1 | — |
| 15th | 4 | 4 | 3 | 3 | 2 | — |
| 16th | 4 | 4 | 3 | 3 | 2 | — |
| 17th | 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | 4 | 4 | 3 | 3 | 3 | 2 |
---
### Level 2
#### Out of Body
> Starting at 2nd level, as a bonus action, you may magically project your spirit from your material body. This version of your body will occasionally be referred to as a projection spirit body, or simply spirit. You can use this feature twice. You regain expended uses when you finish a short or long rest.
>
> Your shaman level determines the range and type of movement you can utilize with your projection, as shown in the Projection Table. At 2nd level, for example, you can project your spirit up to 30 feet away from your material body with a hovering speed of 20 feet.
>
> You can keep your spirit projected from your material body for a number of hours equal to half your shaman level (rounded down). Your spirit automatically returns to your material body unless you expend another use of this feature. You can recall your spirit earlier by using a bonus action on your turn. Your spirit automatically returns if you fall drop to 0 hit points, or die.
>
> While you are projecting your spirit, the following rules apply for your projection:
> - You can’t cast spells once projecting your spirit, nor can you speak or carry material objects. Projecting your spirit doesn’t break your concentration on a spell you’ve already cast, or prevent you from taking actions that are part of a spell, such as [[Call Lightning]], that you’ve already cast.
> - You retain the benefit of any features from your class, race, or other source and can use them if the new form is capable of doing so. However, you can’t use any of your special [[senses]], such as [[tremorsense]].
> - Once you project your spirit, you declare whether your equipment falls to the ground in your space, floats around you, or rests in your hands. No equipment other than mundane clothing is carried forward with your spirit body.
> - Your spirit has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
> - Your spirit has immunity to and takes no damage from poison and fall damage.
> - Your spirit is immune to the [[grappled]], [[petrified]], [[poisoned]], [[prone]], and [[restrained]] conditions.
> - Your spirit never needs to breathe, eat, drink, or sleep.
> - Your spirit can move through material surfaces but cannot stop inside them. For every six seconds stationary inside a solid material you suffer 1d10 force damage and are shunted 5 feet closer to the next available open space.
> - Your spirit's unarmed strikes deal force damage equal to 1d8 + your Wisdom modifier on a hit.
---
### Level 3
#### Subclass: Shaman Discipline
> At 2nd level, you devote yourself to a discipline. Some shamans spend their lives fine tuning their control over their body while others focus on expanding their mind. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.
>
> ***Discipline Spells.***
> Each discipline has a list of spells — discipline spells — that you gain at the shaman levels noted in the discipline descriptions below. Once you gain a discipline spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
>
> Here is a list of playable Shaman Disciplines:
> - ==[[#Discipline of the Sprit Palm]]==
> - ==[[#Discipline of the X]]==
> - ==[[#Discipline of the Third Eye]]== %% Mystic %%
> - ==[[#Discipline of the XX]]== %% Exuberant Aura %%
#### Mystic Talismans
> At 3rd level, you learn the ancient art of creating mystical talismans using [[calligrapher's supplies]]. These talismans can be used by your physical body, your spirit body, or by others and grant various beneficial effects for short periods of time. You gain mastery and may create a number of mystic talismans equal to half of 1 + your proficiency bonus rounded down per long rest (as seen in the 'Active Talismans' column of the [[#Class Features]] table above).
##### Talisman A
##### Talisman B
##### Talisman C
---
### Level 4
#### 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.
>
> Using the optional feats rule, you can forgo taking this feature to take a [[feats|feat]] of your choice instead.
---
### Level 6
#### Esoteric Knowledge
> At 6th level, you perfect the use of your skills or tools. Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with [[Calligrapher's Supplies]]. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
>
> At 6th level, you can choose two more of your proficiencies (skills or calligrapher's supplies) to gain this benefit.
#### Speech of Spirits
> Additionally, at 6th level and once per long rest, when you use your Out of Body feature, you may cast [[Speak with Dead]] using no components or spell slots.
---
### Level 7
#### Seal Talisman
---
### Level 10
#### Spirit Stride
> Your Out of Body feature grows more flexible at 10th level. You can now move up to 60 feet away from your material body.
---
### Level 11
#### Spellbinding Scribe
> At 11th level, you learn how to write the magical scripts and runes needed to create spell scrolls. Whenever you finish a long rest, you can use your [[Calligrapher's Supplies]] to store a spell in a scroll. Choosing a 1st- or 2nd-level spell from the shaman spell list that requires 1 action to cast (you needn’t have it prepared).
>
> While holding the scroll, a creature can take an action read it aloud to produce the spell’s effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. You may use this feature to create spell scrolls in this way a number of times equal to your Wisdom modifier (minimum of once).
---
### Level 20 Features
#### Spiritual Enlightenment
> Once you reach 20th level, your out of body projection can move freely without a range limitation. Additionally, when your material body takes damage while you are out of body, you may route one of your active mystic talismans to reduce your hit points to 1 hit point instead.
---
### Ancient Mantras
#### Mantra One
> TBD
#### Mantra Two
> TBD
#### Mantra Three
> TBD
---
## Subclasses – Shaman Disciplines
---
###