Shaman

A Shaman is in touch with the spirits of nature. These spirits guide and empower them, granting insight and supernatural abilities. Through rituals and communion with the spirit world, a Shaman learns to channel spiritual forces, forming bonds with other souls or calling upon the primal spirits of nature to answer their will.

Rather than relying purely on arcane study, Shamans draw their power from the spirit realm, acting as intermediaries between the mortal world and the unseen forces that shape it. A Shaman is:

  • A Spirit Channeler. You commune with spirits of nature and the astral plane, allowing their power to flow through you. Their guidance strengthens your magic and protects you from hostile spiritual forces.
  • A Master of Nature Spirits. Through spiritual bonds, you may link yourself to other souls or call forth loyal spirit companions that fight and act alongside you.
Key Stats
WIL
INT
Hit Die
d6
HP
10
Saves
DEX
WIL+
Armor
Cloth, Leather, Shields
Weapons
Staves, Wands
Gear:Cheap Hides, Staff, Strange Plant
LVL 1
Basic Spellcasting.

You know Wind and Radiant cantrips.

Shaman Aspect.

Choose a Shaman Aspect and one of its feature.

LVL 2
Mana and Unlock Tier 1 Spells.

You unlock tier 1 Wind and Radiant spells and gain a mana pool equal to (KEY×3)+LVL, recharges on a Safe Rest.

Essence Blessings.

Define the tasks you are the most fond of, whenever you make a check for it, add +2 to the result.

Your blessings also protect you from spiritual energies. You reduce Radiant and Necrotic damage by your LVL.

LVL 3
Subclass.

Choose a Subclass.

Spirit Teaching.

Choose a Spirit Teaching.

LVL 4
Key Stat Increase.

+1 WIL or INT.

Tier 2 Spells.

You may now cast tier 2 spells and upcast spells at tier 2.

Utility Spell.

Learn a Utility Spell from each spell school you know.

LVL 5
Secondary Stat Increase.

+1 STR or DEX.

Upgraded Cantrips.

Your cantrips grow stronger.

Aspect Feature.

Choose a 2nd Shaman Aspect feature.

LVL 6
Tier 3 Spells.

You may now cast tier 3 spells and upcast spells at tier 3.

Nature Advice.

(1/Safe Rest) You may communicate with nature for a few minutes.

LVL 7
Subclass.

Gain your Subclass feature.

Utility Spell.

Learn a 2nd Utility Spell from each spell school you know.

LVL 8
Key Stat Increase.

+1 WIL or INT.

Tier 4 Spells.

You may now cast tier 4 spells and upcast spells at tier 4.

LVL 9
Secondary Stat Increase.

+1 STR or DEX.

Spirit Teaching.

Choose a 2nd Spirit Teaching.

LVL 10
Upgraded Cantrips.

Your cantrips grow stronger.

Tier 5 Spells.

You may now cast tier 5 spells and upcast spells at tier 5.

Aspect Feature.

Choose a 3rd Shaman Aspect feature.

LVL 11
Subclass.

Gain your Subclass feature.

LVL 12
Key Stat Increase.

+1 WIL or INT.

Tier 6 Spells.

You may now cast tier 6 spells and upcast spells at tier 6.

LVL 13
Secondary Stat Increase.

+1 STR or DEX.

Nature Protection.

You may add your WIL to your STR, DEX and INT saving throws.

LVL 14
Tier 7 Spells.

You may now cast tier 7 spells and upcast spells at tier 7.

True Life.

(1/Safe Rest) When you would drop to 0 HP, you may set your HP to KEY+LVL instead.

LVL 15
Subclass.

Gain your Subclass feature.

Upgraded Cantrips.

Your cantrips grow stronger.

Aspect Feature.

Choose a 4th Shaman Aspect feature.

LVL 16
Key Stat Increase.

+1 WIL or INT.

Tier 8 Spells.

You may now cast tier 8 spells and upcast spells at tier 8.

LVL 17
Secondary Stat Increase.

+1 STR or DEX.

Spirit Teaching.

Choose a 3rd Spirit Teaching.

LVL 18
Tier 9 Spells.

You may now cast tier 9 spells and upcast spells at tier 9.

Sixth Sense.

You gain Truesight out to a range of 60 feet. (1/Safe Rest) You can detect magic. You do not benefit this feature if you are in an area of magical visual hazard like magical fog.

LVL 19
Epic Boon.

Choose an Epic Boon (see pg. 23 of the GM's Guide).

LVL 20
Any Stat Increase.

+1 to any 2 of your stats (STR, DEX, INT, WIL).

Upgraded Cantrips.

Your cantrips grow stronger.

Aspect Feature.

Choose a 5th Shaman Aspect feature.

Spirit Teaching

Your contact with the astral plane grows stronger, the souls start to work to your favor, teaching you their art.

Spirit Weapon.

After a 1-hour ritual, you may attune to a weapon, making it your Spirit Weapon. You become proficient with it if you weren’t already. While attuned, you may use WIL instead of STR or DEX for its damage rolls. It counts as magical if it wasn’t already.

Spirit Armor.

You may use WIL instead of DEX for armor bonus.

Spirit Castings.

You may add WIL to the damage of spells you cast.

Shaman Aspect - Alliance

A shaman of alliance focus on the bond between a shaman and their loyal companion, a mystical, unbreakable, spiritual connection that strengthens both you and your companion. The aspect of alliance also empowers the bond between alies as the spirits will protect and tend for their wounds and well being.

Spirit Summon.

Action: Summon a nature spirit within Reach 1. Maximum KEY minions summoned this way.
Action: (1/Turn) Command all your minions to Move 6 toward a chosen target, then attack (Reach 1, 1d6 each).
These minions follow the normal minion rules: 1 HP, no damage bonus, no crits. They disappear outside of combat.

True Bond.

(1/Rest) Free action: An ally gains 1 action and KEY Temp HP.

Moral Support.

When an ally makes a skill check, you may use a reaction to encourage them, granting +2 to the roll.

Soul Binding.

When you or an ally takes damage, you or that ally may use a Reaction to split the total damage between you. The ally must not follow the minion rules.

Mind Binding.

You may perceive through a summon’s senses while it is within shouting range.

Bondcasting.

(1/Encounter) You may cast a spell originating from an allie.

Sharing is Caring.

On touch, you and an allie may exchange Mana.

Bond of Peace.

You learn Bond of Peace (Radiant Utility Spell).

Shaman Aspect - Ferocity

A shaman of ferocity is a force to be reckoned. Shamans of this Aspect have their physiology changed by the wild spirits, granting the feral shaman beast-like capabilities and a vicious fighting style, easily exceeding the physical prowess of a regular creature, being the union of the best qualities of various creatures into themselves.

Beast Endurance.

Your Hit Die max increases by KEY.

Beast Speech.

(1/Safe Rest) You may speak with animals for 1 minute.

Canine Senses.

Advantage on Perception checks relying on hearing or smell.

Feline Quickness.

+2 Speed while wearing Leather armor or lighter.

Feral Claws.

Gain claws (natural weapons, Dual Wielding). (Dual Wielding: You may gain advantage on an attack with those claws, 1/round).

  • Action: 1d4+LVL.
Friend of Beasts.

Beasts will not attack you until you first harm them.

Tough Skinned.

Gain Armor equal to your STR.

Arcane Alterations.

When making a weapon attack, you may spend up to KEY mana for +1d8 damage per mana spent.

Shaman Aspect - Mistery

A shaman of Mistery focuses on the secrets of the astral plane, being powerful diviners, taking direct advice from spirits. The Aspect of Mistery uses the guidance of spirits to understand the fundamental truths of the world, learning from the experience of the fallen, while also being masterful at revealing and conceling information.

Mind Fortress.

Take half psychic damage.
You are immune to effects that sense emotions or read thoughts (such as Charmed, Frightened, Taunted).

Bend Destiny.

Reaction: (1/Turn) Spend 1 Mana to reroll an attack or saving throw made by you or a creature you see.

Lingering Presence — Sight.

(1/Safe Rest) In a calm situation, you may mentally see a previously visited location for 1 minute.

Lingering Presence — Sound.

(1/Safe Rest) In a calm situation, you may mentally hear a previously visited location for 1 minute.

Dream Vision.

(1/Safe Rest) Touch a sleeping creature to learn information from its dreams.

Scrying.

(1/Safe Rest) You may see and hear a chosen creature. Make an Insight check (DC 12-20) based on familiarity and connection. A target that know may choose to fail the save.
On failure, you cannot attempt again on that creature until Safe Rest.

Magical Slumber.

(1/Safe Rest) Touch a calm creature to place it in magical sleep for 1 minute. You may spend 1 Mana to extend it by 30 minutes.
On a failed WIL Save, the creature forgets your identity, recalling only a shadowy presence.

Ancestral Wisdom.

During a Field Rest (or Safe Rest), if you sleep you may seek guidance from nearby deceased spirits. Their guidance depends on location and number of spirits.

Shaman Aspect - Weave

The shaman of weave is a master spellcaster, the spirits guiding them are directly linked to the nature of magic, granting the shaman knowledge of the weave. Maybe the spirit guiding them are the left vestiges of the origin of magic, granting knowledge over the bending of the weave.

Arcanist.

Gain Advantage on Arcana checks.

Secret Spell.

Choose one spell from the Secret Spells list (see pg. 20 of the GM's Guide).

Magic Loan.

Add a Cantrip from a spell school you do not know.

  • During a Field Rest (or Safe Rest), you may replace it with another.
Magic is Life.

During a Field Rest (or Safe Rest), gain Temp HP equal to your maximum Mana.
Whenever you regain Mana, gain the same amount as Temp HP.

Magic Loan 2.

Add a Tier spell you are able to cast from a spell school you do not know.

  • During a Field Rest (or Safe Rest), you may replace it with another.
High Magic.

You may upcast spells one additional Tier.

Unleash the Weave.

Action: (1/Turn) Roll on the Chaos Table.

Where's the Chaos Table? It's a secret for the GM only! Suffice it to say, rolling a 1 is really bad, but rolling a 20 is AWESOME—but if you’re sure you want to spoil it, you can find it on the back inside cover of the GM's Guide. Let chaos reign!

Guiding Weave.

Your Cantrips never miss.