> [!warning] > This class is in beta as a play-test class. Information on this page is subject to change. # Shaman *Version 0.7* | **Class Overview** | | | ------------------------------------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | | **Primary Ability** | [[Wisdom]] | | **Hit Point Die** | D8 per Shaman level | | **Save Proficiencies** | - [[Wisdom]]<br>- [[Charisma]] | | **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** | - [[Quarterstaff\|Quarterstaves]] | | **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 artisan tool or tool kit of your choice<br>- 1 set of [[Clothes (Common)\|Common Clothes]]<br>- 5 πŸ…– | | **Subclasses** <br>*(Shaman Disciplines)* | - [[#Discipline of the Dusk Warden]]<br>- [[#Discipline of the Hex Weaver]]<br>- [[#Discipline of the Shrine Dancer]]<br>- [[#Discipline of the Third Eye]]<br>- [[#Discipline of the Wandering Soul]] | ## Class Features | **Level** | **Features** | **Mantras <br>Known** | **Proficiency <br>Bonus** | | --------- | --------------------------------------------------------------- | --------------------- | ------------------------- | | 1st | [[#Ancient Mantras]], [[#Spellcasting]] | 1 | +2 | | 2nd | [[#Out of Body]] | 1 | +2 | | 3rd | [[#Subclass: Shaman Discipline]], [[#Mystic Talismans]] | 1 | +2 | | 4th | [[#Ability Score Improvement]] | 1 | +2 | | 5th | [[#Subclasses – Shaman Disciplines\|Shaman Discipline Feature]] | 1 | +3 | | 6th | [[#Esoteric Knowledge]], [[#Commune with Spirits]] | 2 | +3 | | 7th | [[#Seal Talisman]], [[#Striding Spirit]] | 2 | +3 | | 8th | [[#Ability Score Improvement]] | 2 | +3 | | 9th | [[#Subclasses – Shaman Disciplines\|Shaman Discipline Feature]] | 2 | +4 | | 10th | [[#Sprinting Spirit]] | 2 | +4 | | 11th | [[#Spellbinding Scribe]] | 2 | +4 | | 12th | [[#Ability Score Improvement]] | 2 | +4 | | 13th | [[#Esoteric Knowledge\|Esoteric Knowledge (Improvement)]] | 3 | +5 | | 14th | [[#Soaring Spirit]] | 3 | +5 | | 15th | [[#Subclasses – Shaman Disciplines\|Shaman Discipline Feature]] | 3 | +5 | | 16th | [[#Ability Score Improvement]] | 3 | +5 | | 17th | β€” | 3 | +6 | | 18th | [[#Bounding Spirit]] | 3 | +6 | | 19th | [[#Ability Score Improvement]] | 3 | +6 | | 20th | [[#Spiritual Enlightenment]] | 4 | +6 | --- ### Level 1 #### Ancient Mantras > At 1st level, you learn the ancient technique for chanting powerful mantras. These mantras call forth powerful spirits which embolden your abilities. While chanting you may choose to permanently tattoo them onto your body. Once tattooed, these mantras take the place of the attunement slots you would otherwise use for magic items. Shamans find material trappings largely unnecessary, thus they opt to replace them with ancient mantras earned through intense spiritual discipline. Starting at 1st level, and again as you gain levels in this class, you forgo an attunement slot for an ancient mantra, as shown in the Mantras Known column of the [[#Class Features|Class Feature Table]]. > > ***Mantras Known.*** When you gain this feature, choose one ancient mantra from the β€œ[[#Ancient Mantra Options|Ancient Mantras]]” list below. You learn an additional mantra at each level shown in the Mantras Known column of the Shaman Table above. Once tattooed, an ancient mantra is bound to you and will require a [[Dispel Evil and Good]] spell to be cast upon you to remove one ancient mantra. In addition to holy water or powdered silver and iron for the spell, you must also provide powdered silver equal to ten times your shaman level. You may only remove one ancient mantra per long rest. Be weary, once removed or replaced, an ancient mantra's spiritual energy and effectiveness never returns, you may never select that mantra again. > > **_Mantra Master._** Once you reach 20th level as a shaman, you may choose one mantra to perfect. Once chosen, you cannot change or swap the gained feature for another. Upon choosing a mantra, you unlock one 20th level feature from it. ##### Ancient Mantra Options > Below are the mantra formulae you may learn with your [[#Ancient Mantras]] feature. Some mantras have prerequisites you must meet to learn them. > [!MANTRA]- The Dance of the Dashing Darner > You gain an additional 5 feet of movement speed. > > _**Alert to Danger.**_ > As a 6th level shaman, you have advantage on initiative rolls. > > _**Evasive Maneuvers.**_ > As a 13th level shaman, you gain an additional 5 feet of movement speed. Additionally, opportunity attacks have disadvantage against you. > > _**Ever Evasive.**_ > If chosen as a 20th level shaman, you always have the [[Blur]] or [[Mirror Image]] spell prepared and can cast it at will as an action without consuming spell slots, without requiring concentration, and without the need for components. > [!MANTRA]- The Esoteric Art of the Blue Serpent > You can stand on and move across any liquid surface as if it were solid ground. > > _**Spiritual Tiding.**_ > As a 6th level shaman, once per day, you can use an action to call upon the spiritual energy around you to regain one expended spell slot of 3rd level or lower. > > _**Eschew Spellbinding.**_ > As a 13th level shaman, you are immune to [[Charmed|charm]]. > > _**Azure Arcana.**_ > If chosen as a 20th level shaman, you learn two spells from the Wizard spell list that are between 1st to 5th level and you always have these spells prepared. These spells don't take away from the amount spells you may prepare for the day. > [!MANTRA]- The Ferocity of the Forgotten Warrior > You gain a +1 bonus to your attack and damage rolls > > _**Prepared for Battle.**_ > As a 6th level shaman, you gain two weapon proficiencies of your choice and proficiency with light armor, medium armor, and shields. > > _**Ferocious Spirit.**_ > As a 13th level shaman, you gain an additional +1 bonus to your attack and damage rolls. > > _**Superior Striker.**_ > If chosen as a 20th level shaman, you score critical hits on a roll of 18 or higher. > [!MANTRA]- The Majesty of the Golden Elk > You may learn one additional cantrip from the Shaman Spell List. > > **_Natural Leader._** > As a 6th level shaman, you gain proficiency in the [[Persuasion]] skill. If you are already proficient in it, you gain proficiency in one of the following skills of your choice: [[Animal Handling]], [[History]], or [[Insight]]. > > Your proficiency bonus is doubled for any ability check you make that uses [[Persuasion]]. > > _**Noble's Talent.**_ > As a 13th level shaman, you gain a +1 bonus to ability checks. > > _**Golden Mantle.**_ > If chosen as a 20th level shaman, you have [[Advantage]] on saving throws against spells and other magical effects, and spell attack rolls have [[Disadvantage]] against you. > [!MANTRA]- The Radiance of the Vermillion Crane > You learn the [[Feather Fall]] spell and always have it prepared. This spell doesn't take away from the amount spells you may prepare for the day. > > _**protective Down.**_ > You are resistant to [[cold]] damage. > > _**Wings of Radiant Rest.**_ > As a 13th level shaman, you stabilize whenever you are dying. Additionally, whenever you roll a hit dice on a rest, you gain temporary hit points equal to your wisdom modifier plus your proficiency bonus. > > _**Rise from Ashes.**_ > If chosen as a 20th level shaman, you stabilize whenever you are dying. Additionally, the first time your hit points are reduced to 0 or you are killed outright, instead of dying, you immediately heal 2d6 hit points and gain the effects of the [[Aura of Vitality]] spell for the next minute (requiring no concentration). > [!MANTRA]- The Resolve of the Black Tortoise > You gain a +1 bonus to AC > > _**Mastery of Self Defense.**_ > As a 6th level shaman, you gain a +1 bonus to saving throws. > > _**Centered and Grounded.**_ > As a 13th level shaman, you gain an additional +1 bonus to AC, and if an effect moves you against your will along the groundβ€”and isn't an effect rooted in mind controlβ€”you can use your reaction to reduce the distance you are moved by up to 10 feet. > > _**Steel Body.**_ > If chosen as a 20th level shaman, critical hits against you become normal hits. > [!MANTRA]- The Tenacity of the Nature's Wrath > You gain two cantrips of your choosing from the Druid Spell List. > > _**Friend of Fauna.**_ > As a 6th level shaman, you can't be dismounted against your will if you're conscious, and attack rolls against your mount have disadvantage. Additionally, creatures you mount gain an additional 10 feet bonus to their walking speed. > > _**Guardian of Nature.**_ > As a 13th level shaman, you may use your reaction to give your mount advantage on a saving throw. Additionally, once per day, when a mount, [[Beasts|beast]] or [[Elementals|elemental]] within 30 feet of you can drop to 1 hit point instead of 0 when they take damage. > > _**Lasting Bond.**_ > If chosen as a 20th level shaman, you can touch one willing creature and form a magical bond between the two of you. While this bond lasts, whenever you are subjected to a spell or magical effect that restores hit points, the bonded creature also receives the benefits of the spell or effect. > > You can bond with a different creature whenever you finish a long rest, provided that you can touch the creature and the creature is willing. > [!MANTRA]- The Veil of the White Tiger > While walking or running, your steps leave no tracks, regardless of the surface you are moving across, and you have advantage on [[Dexterity]] ([[Stealth]]) checks made to hide. > > _**Fading Stripes.**_ > As a 6th level shaman, you can’t be targeted by [[Magic#Divination|Divination]] spells or perceived through magical scrying sensors unless you allow it. > > _**Of Light and Shadow.**_ > As a 13th level shaman, you consistently project an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are [[incapacitated]], [[restrained]], or otherwise unable to move. > > _**Vanish Completely.**_ > If chosen as a 20th level shaman, While walking or running, your steps make no sound, regardless of the surface you are moving across. Additionally you may cast the [[invisibility]] spell upon yourself at will needing no components nor consuming any spell slots. --- #### Spellcasting > ***Spellcasting Focus.*** You cast your shaman spells by channeling spiritual energy into mystic charms. From your material body, you can use [[Calligrapher's Supplies]] as a spellcasting focus, inscribing a charm that activates once the spell's casting time is met. While using your [[#Out of Body]] feature, your spirit can cast spells without a focus, though spells with a material component that has a gold value still require it. > > ***Cantrips.*** At 1st level, you know two cantrips of your choice from the [[#Shaman Spell List]]. You learn additional cantrips as shown in the Cantrips Known column of the [[#Spellcasting Table]]. Whenever you gain a level in this class, you can replace one cantrip you know with another from the list. > > ***Preparing and Casting Spells.*** The [[#Spellcasting Table]] shows how many spell slots you have. To cast a shaman spell of 1st level or higher, you expend a slot of the spell's level or higher; all expended slots return on a long rest. You prepare a number of spells from the [[#Shaman Spell List]] equal to your Wisdom modifier + half your shaman level (rounded down, minimum one). You can change your prepared spells after a long rest by meditating with your focus or inscribing charms, spending at least 1 minute per spell level. > > ***Spellcasting Ability.*** Wisdom is your spellcasting ability for shaman spells. **Spell save DC** = 8 + proficiency bonus + Wisdom modifier. **Spell attack modifier** = proficiency bonus + Wisdom modifier. > > ***Ritual Casting.*** You can cast a prepared shaman spell as a ritual if it has the ritual tag. | Level | Cantrips | 1st | 2nd | 3rd | 4th | 5th | | ----- | -------- | --- | --- | --- | --- | --- | | 1st | 2 | 2 | β€” | β€” | β€” | β€” | | 2nd | 2 | 2 | β€” | β€” | β€” | β€” | | 3rd | 2 | 3 | β€” | β€” | β€” | β€” | | 4th | 2 | 3 | β€” | β€” | β€” | β€” | | 5th | 2 | 4 | 2 | β€” | β€” | β€” | | 6th | 2 | 4 | 2 | β€” | β€” | β€” | | 7th | 2 | 4 | 3 | β€” | β€” | β€” | | 8th | 2 | 4 | 3 | β€” | β€” | β€” | | 9th | 2 | 4 | 3 | 2 | β€” | β€” | | 10th | 3 | 4 | 3 | 2 | β€” | β€” | | 11th | 3 | 4 | 3 | 3 | β€” | β€” | | 12th | 3 | 4 | 3 | 3 | β€” | β€” | | 13th | 3 | 4 | 3 | 3 | 1 | β€” | | 14th | 4 | 4 | 3 | 3 | 1 | β€” | | 15th | 4 | 4 | 3 | 3 | 2 | β€” | | 16th | 4 | 4 | 3 | 3 | 2 | β€” | | 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 | ##### Shaman Spell List ***Cantrips.*** - [[Blade Ward]] #mcl/list-column - [[Dancing Lights]] - [[Druidcraft]] - [[Emboss]] - [[Encode Thoughts]] - [[Friends]] - [[Graffiti]] - [[Guidance]] - [[Mage Hand]] - [[Message]] - [[Mind Sliver]] - [[Minor Illusion]] - [[Prestidigitation]] - [[Resistance]] - [[Retrieve]] - [[Spare the Dying]] - [[Stratagem]] - [[Thaumaturgy]] - [[True Strike]] --- ***1st-Level Spells.*** - [[Absorb Elements]] #mcl/list-column - [[Alarm]] - [[Animal Friendship]] - [[Cause Fear]] - [[Command]] - [[Comprehend Languages]] - [[Detect Evil and Good]] - [[Detect Magic]] - [[Detect Poison and Disease]] - [[Disguise Self]] - [[Expeditious Retreat]] - [[Feather Fall]] - [[Floating Disk]] - [[Healing Word]] - [[Heroism]] - [[Identify Curse]] - [[Identify Illness]] - [[Identify Object]] - [[Illusory Script]] - [[Jump]] - [[Longstrider]] - [[Mage Armor]] - [[Protection from Evil and Good]] - [[Purify Food and Drink]] - [[Sleep]] - [[Speak with Animals]] - [[Unseen Servant]] --- ***2nd-Level Spells.*** - [[Alter Self]] #mcl/list-column - [[Animal Messenger]] - [[Augury]] - [[Beast Sense]] - [[Blur]] - [[Darkvision]] - [[Detect Thoughts]] - [[Enhance Ability]] - [[Enlarge or Reduce]] - [[Enthrall]] - [[Find Steed]] - [[Find Traps]] - [[Gentle Repose]] - [[Grow]] - [[Invisibility]] - [[Lesser Restoration]] - [[Levitate]] - [[Locate Animals or Plants]] - [[Locate Object]] - [[Magic Aura]] - [[Magic Mouth]] - [[Mirror Image]] - [[Mischief Maker]] - [[Protection from Poison]] - [[Rope Trick]] - [[See Invisibility]] - [[Shrink]] - [[Skywrite]] - [[Sow Thoughts]] - [[Spider Climb]] - [[Suggestion]] - [[Warding Bond]] - [[Zone of Truth]] --- ***3rd-Level Spells.*** - [[Blink]] #mcl/list-column - [[Catnap]] - [[Clairvoyance]] - [[Dispel Magic]] - [[Fear]] - [[Feign Death]] - [[Glyph of Warding]] - [[Life Transference]] - [[Magic Circle]] - [[Major Image]] - [[Mass Healing Word]] - [[Nondetection]] - [[Protection from Energy]] - [[Remove Curse]] - [[Sending]] - [[Speak with Dead]] - [[Spirit Guardians]] - [[Spirit Shroud]] - [[Tongues]] --- ***4th-Level Spells.*** - [[Arcane Eye]] #mcl/list-column - [[Banishment]] - [[Death Ward]] - [[Channel Divination]] - [[Freedom of Movement]] - [[Guardian of Nature]] - [[Locate Creature]] - [[Spirit of Death]] --- ***5th-Level Spells.*** - [[Antilife Shell]] #mcl/list-column - [[Arcane Eye]] - [[Circle of Power]] - [[Commune]] - [[Commune with Nature]] - [[Contact Other Plane]] - [[Dispel Evil and Good]] - [[Dream]] - [[Far Step]] - [[Geas]] - [[Hallow]] - [[Legend Lore]] - [[Raise Dead]] - [[Scrying]] - [[Skill Empowerment]] - [[Telekinesis]] - [[Telepathic Bond]] --- ### Level 2 #### Out of Body > Starting at 2nd level, as a bonus action, you can project your spirit from your material body. You can do so twice, regaining expended uses on a long rest. Your shaman level determines the range and speed of your projection, as shown in the [[#Class Features|Class Feature Table]] β€” at 2nd level, your spirit can move up to 30 feet from your material body with a hovering speed of 15 feet. > > Your spirit can remain projected for a number of hours equal to half your shaman level (rounded down), after which it automatically returns to your material body unless you expend another use of this feature to continue projecting it. You can recall your spirit early with a bonus action, and it returns automatically if you drops to 0 hit points or die. Upon being reduced to 0 hit points, your spirit immediately returns to your material body and your material body falls [[unconscious]]. > > **While your spirit is projected:** > - You can't cast spells, speak, or carry material objects, though projecting doesn't break concentration or prevent you from taking actions tied to a spell you've already cast (such as [[Detect Thoughts]]). > - You retain the benefit of your other features and can use them if your spirit form is capable of doing so, but you can't use special [[senses]] such as [[tremorsense]]. > - You choose whether your equipment falls to the ground, or rests in your hands. No equipment besides mundane clothing travels with your spirit. > - Your spirit has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks, and 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 solid surfaces but can't end its turn inside one β€” if it does, it takes 1d10 force damage and is shunted 5 feet toward the nearest open space every 6 seconds it remains there. > > **Spiritual Strike.** > When attacking, your target must be within melee range of your spirit. Make a melee attack using your wisdom modifier and proficiency bonus to hit. The damage dealt by your spirit's unarmed strikes is 1d8 + your Wisdom modifier as force damage on a hit. --- ### Level 3 #### Mystic Talismans > At 3rd level, you learn to inscribe mystic talismans using your [[Calligrapher's Supplies]] β€” small tokens of paper, bark, or bone that hold a fragment of spiritual power that float near you once activated. You know two talisman formulae of your choice from the β€œ[[#Mystic Talisman Options|Mystic Talisman Options]]” list below. You learn one additional formula at 5th, 9th, 13th, and 17th level, and can replace a formula you know whenever you gain a level in this class. > > ***Crafting a Talisman.*** Whenever you finish a short or long rest, you can spend 10 minutes inscribing talismans, up to a number equal to your proficiency bonus, choosing a formula you know for each. A talisman activates the moment you finish inscribing it and can be held or worn by you or given to a willing creature. Talismans have an AC of 10 and 1 hit point. Its effect lasts for 8 hours, until it is destroyed, until you fall unconscious, until its bearer dismisses it (no action required), until you craft your talismans again, or until it is [[#Seal Talisman|sealed]]. You cannot create multiple talismans of the same kind. > > You can have a number of talismans active at once equal to your proficiency bonus. ##### Mystic Talisman Options > [!TALISMAN] Talisman of Bending Bamboo > You gain resistance to spells or effects which cause the [[Prone]] condition. > [!TALISMAN] Talisman of Charming Tanooki > The bearer gains proficiency in [[Charisma]] ([[Deception]]) checks. > [!TALISMAN] Talisman of Clear Sight > You gain resistance to spells or effects which cause the [[Blinded]] condition. > [!TALISMAN] Talisman of Cosmic Illumination > The bearer gains darkvision out to 60 feet. > > - _Prerequisite: [[Shaman#Discipline of the Dusk Warden|Discipline of the Dusk Warden]]_ > [!TALISMAN] Talisman of Eagle's Eye > You gain resistance to spells or effects which cause the [[Surprised]] condition. > [!TALISMAN] Talisman of Fox's Footing > The bearer gains proficiency in [[Dexterity]] ([[Stealth]]) checks. > [!TALISMAN] Talisman of Frog's Fortune > Once while the talisman is active, its bearer can reroll a d20 roll in which they roll a 1, 2, or a 3. Once used, the talisman then burns away. > [!TALISMAN] Talisman of Lotus' Purity > The bearer gains proficiency in [[Wisdom]] ([[Medicine]]) checks. > [!TALISMAN] Talisman of Mighty Carp > The bearer's gains a swim speed equal to their walking speed. > [!TALISMAN] Talisman of Oxen Endurance > The bearer's carrying capacity is doubled. > [!TALISMAN] Talisman of Pointed Vengeance > The bearer's opportunity attacks hit as a critical on 19s or 20s. > > - _Prerequisite: [[Shaman#Discipline of the Hex Weaver|Discipline of the Hex Weaver]]_ > [!TALISMAN] Talisman of the Hasty Hare > The bearer's walking speed increases by 5 feet. > [!TALISMAN] Talisman of the Iron Stomach > You gain resistance to spells or effects which cause the [[poisoned]] condition. > [!TALISMAN] Talisman of the Knowing Oak > The bearer gains proficiency in [[Intelligence]] ([[Nature]]) checks. > [!TALISMAN] Talisman of the Mischievous Monkey > The bearer's gains a climb speed equal to their walking speed. > [!TALISMAN] Talisman of the Royal Apothecary > The bearer treats any roll of a 1 or 2 as a 3 when rolling for hit points or healing. > > - _Prerequisite: [[Shaman#Discipline of the Shrine Dancer|Discipline of the Shrine Dancer]]_ > [!TALISMAN] Talisman of the Seeing Psion > The bearer gains proficiency in [[Wisdom]] ([[Insight]]) checks. > > - _Prerequisite: [[Shaman#Discipline of the Third Eye|Discipline of the Third Eye]]_ > [!TALISMAN] Talisman of the Steady Hand > Once while the talisman is active, its bearer can gain advantage on one attack roll, ability check, or saving throw. Once used, the talisman then burns away. > [!TALISMAN] Talisman of the Striking Stag > The bearer gains a +1 bonus to attack rolls and damage rolls. > [!TALISMAN] Talisman of the Swift and Agile Mantis > Once while the talisman is active, its bearer can add their proficiency bonus to their initiative. Once used, the talisman then burns away. > [!TALISMAN] Talisman of the Whimsical Wisp > You gain resistance to spells or effects which cause the [[Grappled]] or [[Restrained]] condition. > > - _Prerequisite: [[Shaman#Discipline of the Wandering Soul|Discipline of the Wandering Soul]]_ > [!TALISMAN] Talisman of Warding Hermit > The bearer gains a +1 bonus to Armor Class. --- #### Subclass: Shaman Discipline > At 3rd level, you devote yourself to a discipline of spiritual austerity. Your choice grants features at 3rd level and again at 5th, 9th, and 15th level. > > ***Discipline Spells.*** Each discipline grants spells at the shaman levels noted in its description. Once gained, a discipline spell is always prepared and doesn't count against the number of spells you can normally prepare. > > Here is a list of playable Shaman Disciplines: > - [[#Discipline of the Dusk Warden]] > - [[#Discipline of the Hex Weaver]] > - [[#Discipline of the Shrine Dancer]] > - [[#Discipline of the Third Eye]] > - [[#Discipline of the Wandering Soul]] --- ### 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 two ability scores of your choice by 1 each. You can't increase an ability score above 20 with this feature. > > Using the optional feats rule, you can forgo this feature to take a [[Codex#Feats|feat]] of your choice instead. --- ### Level 6 #### Esoteric Knowledge > At 6th level, 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 13th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. #### Commune with Spirits > Also at 6th level, once per long rest, when you use your [[#Out of Body]] feature you can cast [[Speak with Dead]] without expending a spell slot or requiring components. Only you can hear or communicate with the spirit summoned this way, and it recognizes that you speak to it from beyond your body. --- ### Level 7 #### Seal Talisman > Starting at 7th level, you can detonate a Mystic Talisman to violently release the spiritual energy bound within it. As a bonus action, you touch or point to an active talisman you crafted (worn by you or another creature) that you can see and seal it, ending its effect. Choose one of the one creature within 30 feet of the bearer and the talisman deals 2d6 + your Wisdom modifier of force damage to that creature. > > This damage increases to 3d6 at 11th level, 4d6 at 15th level, and 5d6 at 19th level. You can use this feature a number of times equal to your Wisdom modifier (minimum once) per long rest. %%> - ***Cleansing Burst.*** The bearer regains hit points equal to 2d6 + your Wisdom modifier.%% #### Striding Spirit > Your [[#Out of Body]] feature becomes more natural to you at 7th level. > - Your spirit can now move up to 60 feet from your material body. --- ### Level 10 #### Sprinting Spirit > Your [[#Out of Body]] feature grows more flexible at 10th level. > - Your spirit can now move up to 120 feet from your material body. > - Additionally, once on each of your turns when your spirit takes the Attack action, it can make one additional unarmed strike as a bonus action. --- ### Level 11 #### Spellbinding Scribe > At 11th level, you learn to inscribe the magical scripts needed to create spell scrolls. Whenever you finish a long rest, you can spend 10 minutes and your [[Calligrapher's Supplies]] to store a 1st- or 2nd-level spell from the [[#Shaman Spell List]] that has a casting time of 1 action into a scroll (you needn't have it prepared). > > A creature holding the scroll can take an action to read it aloud, producing the spell's effect using their spellcasting ability modifier; if the spell requires concentration, the reader must concentrate. You can create scrolls this way a number of times equal to your proficiency bonus per long rest. --- ### Level 14 #### Soaring Spirit > Your [[#Out of Body]] projection grows more lethal and more mobile at 14th level. > - Your spirit gains a flying speed equal to your walking speed and replaces your hover speed. > - Your spirit's unarmed strikes now deal 2d8 + your Wisdom modifier force damage. --- ### Level 18 #### Bounding Spirit > Your bond with your spirit loosens further at 18th level. > - Your spirit can now move up to 500 feet from your material body. > - As a bonus action, you can teleport your spirit up to 500 feet away from its current location to an unoccupied space you can see. The location cannot exceed 500 feet away from your physical body. --- ### Level 20 #### Spiritual Enlightenment > Once you reach 20th level, your Out of Body projection can move freely with no range limitation. Additionally, when your material body takes damage from an attack while you are out of body, you can route the damage to one of your active Mystic Talismans you bear instead, destroying the talisman instead of damaging you. --- ## Subclasses – Shaman Disciplines --- ### Discipline of the Dusk Warden Dusk Wardens carve their bodies into vessels for the sun, the moon, and the wheeling stars. Where other shamans seek stillness, the Dusk Warden turns austerity outward β€” punishing training, fasting vigils, and midnight meditation forge their minds and bodies into a weapon. They stand watch at the threshold between day and night, and they fight. | Shaman Level | Feature | | ------------ | ----------------------------------------- | | 3rd | [[#Martial Vigil]], [[#Celestial Stance]] | | 5th | [[#Secondary Strike]] | | 9th | [[#Umbral Step]] | | 15th | [[#Cosmic Visage]] | ##### Martial Vigil > When you choose this discipline at 3rd level, you gain resistance to radiant and necrotic damage (if you don't have resistance already). Additionally, when using [[#Out of Body]], your spirit's gains a +1 bonus to its AC. > > ***Discipline Spells.*** You always have certain spells prepared once you reach the shaman levels noted in the table below. These spells don't count against the number of spells you can prepare. > > | Shaman Level | Spells | > | ------------- | ------------------------------------------ | > | 3rd | [[Faerie Fire]], [[Guiding Bolt]] | > | 5th | [[Flaming Sphere]], [[Moonbeam]] | > | 9th | [[Daylight]], [[Crusader's Mantle]] | > | 15th | [[Dimension Door]], [[Dawn]] | ##### Celestial Stance > Also at 3rd level, as part of using [[#Out of Body]] as a bonus action, your physical body can enter one of the following stances. You remain in a stance for 1 minute or until you use a bonus action to enter a different one (no action required to end it early). Regardless of the stance chosen, your spirit sheds bright light in a 20-foot radius and dim light for an additional 20 feet. > > - ***Solar Stance.*** > Your spirit's attacks deal an extra 1d6 radiant damage on a hit. > > - ***Lunar Stance.*** > When a creature hits your spirit or material body with an attack, you can use your reaction to reduce the damage taken by 1d4 + your proficiency bonus. > > - ***Stellar Stance.*** > Your spirit's walking speed increases by 10 feet, and you may use the disengage action as a bonus action. > > You can use this feature a number of times equal to your proficiency bonus per long rest. ##### Secondary Strike > Beginning at 5th level, your spirit can attack twice, instead of once, whenever you take theΒ [[Attack]]Β action while out of body on your turn. ##### Umbral Step > Starting at 9th level, when a creature within 30 feet of you or your spirit that you can see is hit by an attack, you can use your reaction to teleport to an unoccupied space within 5 feet of the attacker and impose disadvantage on that attack roll, provided you declare this before the result is known. If the attack still hits, you can use your Lunar Stance's reaction (if available) against it even if you aren't currently in that stance. You reduce the damage delt to the targeted creature by 1d4 + your proficiency bonus. Switching stances in this way consumes a use of your Celestial Stance ability. > > You can use this feature a number of times equal to your Wisdom modifier (minimum once) per long rest. ##### Cosmic Visage > Starting at 15th level, you may choose to enhance one of your Celestial Stances with no additional action cost. In doing so, you call down the light of the cosmos, transforming your spirit for 1 minute. While transformed your spirit now sheds bright light up to a 30-foot radius and dim light for an additional 30 feet and your Celestial Stances gain the following enhancements: > > - ***Solar Stance.*** > Your spirit's attacks deal an extra 1d8 radiant damage on a hit instead of 1d6. > > **Solar Spirt Strike.** > Additionally, once per turn, when you hit a creature with an Spirit Strike, you can expend any number of spell slots to deal even more radiant damage to the target, equal to 2d8 for a 1st-level slot, plus 1d8 for each slot level higher than 1st, to a maximum of 6d8. > > - ***Lunar Stance.*** > When a creature hits your spirit or material body with an attack, you can use your reaction to reduce the damage taken by 1d8 + your proficiency bonus. > > **Lunar Protection.** > The first time you activate your Lunar Stance with Cosmic Visage, you gain the effects of the [[Mirror Image]] spell. > > - ***Stellar Stance.*** > Your spirit's walking speed increases by 15 feet instead of 10 feet, and you may now use the [[dash]], [[disengage]], or [[dodge]] action as a bonus action. > > **Stellar Flash.** > At the start of your turn, you may choose to shine brilliantly causing each creature within 15 feet of you to make Constitution saving throw against your spell save DC. On a failure, the creature is [[Blinded]] until the start of your next turn. > > Once you use this feature, you can't do so again until you finish a long rest. --- ### Discipline of the Hex Weaver Hex Weavers carry the grudges of restless spirits and press them into service. Their austerity is a slow accumulation of debts β€” favors owed to things that should not be bargained with β€” spent to mark the living for misfortune. | Shaman Level | Feature | | ------------ | ------------------------------------ | | 3rd | [[#Featherfoot]], [[#Pointing Bone]] | | 5th | [[#Withering Hex]] | | 9th | [[#Relentless Reckoning]] | | 15th | [[#Death Foretold]] | ##### Featherfoot > When you choose this discipline at 3rd level, you gain proficiency with Dexterity ([[Stealth]]) checks, [[Weaver's Tools]], and with [[dagger|daggers]] but only daggers made of bone. > > ***Discipline Spells.*** > > | Shaman Level | Spells | > | ------------- | -------------------------------------- | > | 3rd | [[Bane]], [[Ray of Sickness]] | > | 5th | [[Blindness or Deafness]], [[Silence]] | > | 9th | [[Bestow Curse]], [[Fear]] | > | 15th | [[Blight]], [[Insect Plague]] | > > **Featherfoot Slippers.** > Also at 3rd level, you learn how to use Weaver's Tools to make unique featherfoot slippers provided you have the proper materials (hair, fur, blood, and feathers). Like the pointing bone, these slippers have no monetary cost and can be replaced with 1 hour of work if lost or destroyed. > > While wearing featherfoot slippers, you leave no tracks and can't be tracked by nonmagical means. ##### Pointing Bone > Lastly at 3rd level, you carve a ritual bone called a pointing bone that functions mechanically as a dagger and serves as the focus for this feature (it has no monetary cost and can be replaced with 1 hour of work if lost or destroyed). The pointing bone travels with your spirit when using your Out of Body feature. You may only have one ritual bone at a time. > > **Bone Point Curse** > As an action, you can point the bone at one creature you can see within 60 feet and speak a brief, piercing chant from your material body. The target must succeed on a Wisdom saving throw against your spell save DC or become cursed for 1 minute. While cursed, the target has disadvantage on ability checks using an ability score you choose, and the first time each turn you hit it with an attack, it takes an extra 1d6 necrotic damage as the curse gnaws at its vitality. You can curse a new target this way as an action, forcing the new creature to make a Wisdom saving throw and ending the curse on the previous target. You can use this feature a number of times equal to your proficiency bonus per long rest. > > _**Blood-Anointed Bone.**_ Before the target makes its saving throw, you can draw your own blood and anoint the bone with it, taking 1d6 necrotic damage that can't be reduced in any way, to force the saving throw to be made with disadvantage. > > You can use this feature a number of times equal to your Wisdom modifier (minimum once) per long rest. ##### Wasting Hex > Starting at 5th level, when you curse a creature with [[#Pointing Bone|Bone Point Curse]] you can also choose to afflict it with one of the following conditions until the curse ends: [[Blinded|blindness]], [[Deafened|deafness]], or [[Silenced|silence]]. A creature can attempt to end the additional condition (but not the curse) early by succeeding on a Wisdom saving throw against your spell save DC at the end of each of its turns. > > Additionally, while a creature is blinded, deafened, or silenced by the curse, the 1d6 necrotic damage granted by Bone Point Curse increases to 2d6 necrotic damage. > > _**Blood-Anointed Bone.**_ Before the target makes its saving throw, you can draw your own blood and anoint the bone to augment the curse, taking 1d6 necrotic damage that can't be reduced in any way, to force the saving throw to be made with disadvantage. > > You can use this feature a number of times equal to your Wisdom modifier (minimum once) per long rest. ##### Relentless Reckoning > Starting at 9th level, as an action, you can force a creature cursed by your [[#Pointing Bone|Bone Point Curse]] to make a Constitution saving throw. On a failure, it takes 3d8 necrotic damage, its speed is halved, and it has disadvantage on attack rolls against you until the end of your next turn, its body sinking into the listless apathy the curse demands. On a success, it takes half damage and suffers no other effect. This damage increases to 4d8 at 11th level and 5d8 at 17th level. > > Alternatively, you may also choose to force a creature who is currently unaffected by your Bone Point Curse. If so, the creature makes the save as normal and, on a failure, suffers damage but receives no penalty to its speed or attack rolls. > > _**Blood-Anointed Bone.**_ Before the target makes its saving throw, you can draw your own blood and anoint the bone to augment the curse, taking 2d6 necrotic damage that can't be reduced in any way, to force the saving throw to be made with disadvantage. > > You can use this feature a number of times equal to half your Wisdom modifier rounded down (minimum of once) per long rest. ##### Death Foretold > Starting at 15th level, as an action, you can target a creature you have cursed with [[#Pointing Bone|Bone Point Curse]] within 60 feet. It must succeed on a Constitution saving throw or become gripped with mortal dread for 1 minute: it is [[Frightened]] by you, becomes [[Paralyzed]] until the end of your next turn, and rolls death saving throws with disadvantage. The creature also takes 4d10 necrotic damage at the start of each of its turns while paralyzed this way as its will to live falters. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. > > If the target dies while affected, your spirit returns to your material body, it gains the effects of the [[Invisibility]] spell and regains hit points equal to your shaman level. Your ritual bone then burns to ash in a flash of spent power. > > _**Blood-Anointed Bone.**_ Before the target makes its saving throw, you can draw your own blood and anoint the bone to augment the curse, taking 4d6 necrotic damage that can't be reduced in any way, to force the saving throw to be made with disadvantage. > > Once you use this feature, you can't do so again until you finish a long rest. --- ### Discipline of the Shrine Dancer A ceremonial ritualist who sweep the shrine steps and stand between the mundane and the sacred, Shrine Dancers turn their austerity into service. Fasting, ritual bathing, and endless small rites of cleansing become a consistent and welcome tradition shared with their companions. They are the gentlest Shaman discipline β€” and, when a companion is in danger, the most dangerous to stand against. | Shaman Level | Feature | | ------------ | --------------------------- | | 3rd | [[#Rite of Cleansing]] | | 5th | [[#Ward of Paper and Salt]] | | 9th | [[#Communal Rite]] | | 15th | [[#Rite of Rebirth]] | ##### Rite of Cleansing > When you choose this discipline at 3rd level, you gain proficiency with hand bells (or a similar ritual instrument), which you can use as a spellcasting focus for your shaman spells. This ritual instrument will travel with your spirit when using your Out of Body feature. > > ***Discipline Spells.*** > > | Shaman Level | Spells | > | ------------- | ---------------------------------------- | > | 3rd | [[Bless]], [[Cure Wounds]] | > | 5th | [[Aid]], [[Healing Spirit]] | > | 9th | [[Beacon of Hope]], [[Revivify]] | > | 15th | [[Aura of Purity]], [[Mass Cure Wounds]] | > > Also at 3rd level, as an action, your spirit can touch a creature while [[#Out of Body]] to restore 2d6 + your Wisdom modifier hit points or end one condition affecting it, chosen from [[Blinded|blindness]], [[Deafened|deafness]], or [[Poisoned|poison]]. You can use this feature a number of times equal to your proficiency bonus per long rest, regaining one expended use on a short rest. > > Upon reaching 11th level, you may use this feature to eliminate any condition, however, if the condition isn't blindness, deafness, or poison, you must expend two uses of this feature rather than one. If the condition is [[Petrified|petrification]], you must expend three uses. For [[exhaustion]], you may remove one level of exhaustion per use expended per creature. ##### Ward of Paper and Salt > Starting at 5th level, when a creature within 30 feet of you or your spirit that you can see makes a saving throw, you can use your reaction to add 1d10 + your Wisdom modifier to their save. You can use this feature a number of times equal to half your Wisdom modifier rounded down (a minimum of once) per long rest. ##### Communal Rite > Starting at 9th level, whenever you cast a spell of 1st level or higher that restores hit points to a creature, you can restore hit points to a second creature within 30 feet of the first, equal to half the amount restored to the original target. > > Additionally, you can lead a 10-minute purification rite for a number of creatures up to your wisdom modifier plus one (including yourself) during a short rest. Each participant gains temporary hit points equal to your Wisdom modifier + your shaman level, lasting until they're reduced to 0 or you finish this rite again. You can lead this rite once per short or long rest. ##### Rite of Rebirth > Starting at 15th level, when a creature within 30 feet of you drops to 0 hit points or dies from an instantaneous effect, you can use your reaction to ring your ritual instrument and call its spirit back. The creature returns to 0 hit points and immediately makes a death saving throw with advantage, or if it died outright (rather than being reduced to 0 hit points by damage), it returns to life with half its hit point maximum, provided its body has been dead no longer than 1 round and is largely intact. The creature's hit point maximum returns to normal after a long rest. > > Once you use this feature, you can't do so again until you finish a long rest. --- ### Discipline of the Third Eye Third Eye shamans turn their austerity to realms beyond, far past the edge of the material world. Long vigils spent near ruins, crypts, or desolate battlefields open a channel to worlds beyond the mundane only Third Eye Shamans can see. | Shaman Level | Feature | | ------------ | ---------------------------------- | | 3rd | [[#Sight Beyond]] | | 5th | [[#Meditative Mind]] | | 9th | [[#Ward Against the Otherworldly]] | | 15th | [[#Third Eye Open]] | ##### Sight Beyond > When you choose this discipline at 3rd level, you gain proficiency in the [[Perception]] and [[Insight]] skills if you don't already have them, and your spirit gains resistance to psychic damage while using [[#Out of Body]]. > > ***Discipline Spells.*** > > | Shaman Level | Spells | > | ------------- | ----------------------------------------------- | > | 3rd | [[Charm Person]], [[Dissonant Whispers]] | > | 5th | [[Mind Spike]], [[Hold Person]] | > | 9th | [[Intellect Fortress]], [[Hypnotic Pattern]] | > | 15th | [[Confusion]], [[Modify Memory]] | > > Also at 3rd level, while [[#Out of Body]], you can sense one weakness of a creature you can see within 30 feet of your spirit. The range of this sense increases to 60 feet at 11th level. ##### Meditative Mind > Starting at 5th level, you have advantage on saving throws against being [[charmed]] or [[frightened]]. Additionally, when you see an ally cast a spell of first level or higher to damage another creature (or creatures), you can expend your reaction to add 1d10 psychic damage to their spell's total damage. > > You can use this feature a number of times equal to your Wisdom modifier (minimum once) per long rest, regaining one expended use on a short rest. ##### Ward Against the Otherworldly > Starting at 9th level, your psionic medium abilities grow in strength. You develop an aura which grants your allies within 15 feet of your spirit resistance to psychic damage. Additionally, when a fiend or aberration creature within 30 feet of you targets you or an ally with an attack or harmful spell, you can use your reaction to force it to make a Wisdom saving throw against your spell save DC. On a failure, the attack or spell automatically misses or fails against that target and the attacker instead becomes [[frightened]] by their target. > > You can use this feature a number of times equal to your Wisdom modifier (minimum once) per long rest. ##### Third Eye Open > Starting at 15th level, once during this feature's duration as an action, you can tear open your sight to another realm for 10 minutes. While active, you have [[Blindsight]] out to 60 feet and can't be [[surprised]] and you can cast [[Scrying]], [[Locate Creature]], [[Locate Object]], [[Find Traps]], or [[Find the Path]] spell once without expending a spell slot and without the need for components. > > Also once once during this feature's duration, when you hit a creature with a [[#Out of Body|spiritual strike]], spell attack, or a creature fails a saving throw against one of your spells, you immediately learn all of the creatures weaknesses. The creature then takes an additional 3d10 psychic damage. > > Once you use this feature, you can't do so again until you finish a long rest. --- ### Discipline of the Wandering Soul Inspired by the gurus and devout, nomadic ascetics who leave home, family, and possessions behind to wander in search of liberation, the Wandering Soul treats the body itself as the last possession worth renouncing. Through fasting, stillness, and countless hours spent motionless in meditation, they loosen the cord between flesh and spirit until it barely binds them at all. Where other shamans project their spirit as utility, the Wandering Soul lives as much outside their body as within it. | Shaman Level | Feature | | ------------ | ------------------------------------------- | | 3rd | [[#Ascetic Trance]], [[#Meditative Ritual]] | | 5th | [[#Astral Extension]] | | 9th | [[#Spirit Resolve]] | | 15th | [[#Soul Ascendant]] | ##### Ascetic Trance > When you choose this discipline at 3rd level, you gain proficiency in the [[Survival]], [[Nature]], or [[Medicine]] skill if you don't already have it, and you roll with advantage against effects that cause exhaustion. > > ***Discipline Spells.*** You always have certain spells prepared once you reach the shaman levels noted below. These spells don't count against the number of spells you can prepare. > > | Shaman Level | Spells | > | ------------- | ------------------------------------------ | > | 3rd | [[Expeditious Retreat]], [[Feather Fall]] | > | 5th | [[Pass without Trace]], [[Misty Step]] | > | 9th | [[Haste]], [[Slow]] | > | 15th | [[Find Greater Steed]], [[Teleportation Circle]] | > > Also at 3rd level, you can use your [[Shaman#Out of Body|Out of Body]] feature three times instead of twice per long rest. Additionally, while your spirit is projected, your material body settles into a deep meditative trance rather than going inert: it remains aware of its surroundings and can't be [[surprised]], and it can still make saving throws and use reactions normally, though it can't move, take actions, or take bonus actions. ##### Meditative Ritual > Also at 3rd level, whenever you finish a short rest, you can spend 10 minutes in meditation to project your spirit without expending a use of your [[Shaman#Out of Body|Out of Body]] feature. You can do so once per short or long rest. ##### Astral Extension > Starting at 5th level, the range at which your spirit can move from your material body increases by 30 feet. This increase stacks with the increases you gain from [[Shaman#Striding Spirit|Striding Spirit]], [[Shaman#Sprinting Spirit|Sprinting Spirit]], [[Shaman#Soaring Spirit|Soaring Spirit]], and [[Shaman#Bounding Spirit|Bounding Spirit]]. > > Additionally, while your spirit is projected, [[#Out of Body|spiritual strikes]] do 2d8 force damage (instead of 1d8) and gain the reach property up to 10 feet. ##### Spiritual Resolve > Starting at 9th level, your spirit has resistance to force damage while projected, and it can't be [[Frightened]], or [[Charmed]], or forcibly moved, or forcibly returned to your material body by a spell or effect that doesn't target your material body directly. > > Additionally, once per long rest, when you use your [[Shaman#Out of Body|Out of Body]] feature, you can project your spirit to a location you have seen before, rather than from your current position, so long as that location is within your normal range of projection and provided it's on the same plane of existence as you. ##### Soul Ascendant > Starting at 15th level, your spirit is no longer bound by the hourly duration of your [[Shaman#Out of Body|Out of Body]] feature and can remain projected indefinitely until you recall it or your material body drops to 0 hit points or dies. > >***Spiritual Embrace.*** > Additionally, while your spirit is projected, you may choose to embrace one creature that is within melee range of your spirit. The creature must make a dexterity saving throw against your spell save DC. On a failure, the creature suffers 10d10 force damage, is knocked back 10 feet, falls [[prone]] and is [[stunned]] until the beginning of your next turn. Your spirit is then immediately shunted violently back into your material body and you receive half of the force damage dealt (which can't be reduced in any way). If the targe creature instead dies from this blast, you immediately heal an amount equal to the hit points it had remaining before taking force damage.