The new spell must be one that grants hit points (regained or temporary) or deals damage. As a bonus action, you can remove 1 shaman spell from your list of prepared spells and replace it with 1 other spell from the shaman spell list. The shaman's magic comes from the spirits around them, they take the energy of the spirits and turn it into pure magic, creating a spell on the spot. The totems can be activated with a bonus action. A spirit guide can concentrate on only one spell at a time. A creature remains charmed this way for 1 minute or until it takes damage. On a success, nothing happens. This effect applies even if the unarmed strike misses. With an action you can spend two uses of your totemic magic to summon an elemental anywhere within 30 ft of you. ... PDF $ Suggested Price $0.48. You gain proficiency with such weapons if you do not already have it, and you gain a +1 bonus to attack and damage rolls you make with such weapons. At 3rd level, you develop a burst weapon inspired by the mephit’s death burst. Roll the prayer die, add the result to your roll for the contest, and if you win the contest, you can move the creature to any unoccupied space within 5 feet of you before knocking it prone. This is the third major update to the module, built upon the feedback that we’ve received from members of the community. Prerequisites. When you do so, choose a number of shaman spells equal to your Wisdom modifier + half your shaman level (minimum of one spell). Illusory. You have a number of prayer dice equal to 1 + your Wisdom modifier. When you multiclass into the shaman class, you gain the following proficiencies: Clubs, Daggers, Darts, Javelins, Quarterstaffs, Shortswords, Slings and Spears. Prerequisite: 10th-level shaman. You can use your breath weapon a number of times equal to half your proficiency bonus (rounded up), and you regain all expended uses when you finish a short or long rest. You let the elements fall down and reshape the land. Your creature type changes from humanoid to dragon. They have an AC of 12 and hit points equal to 5 + shaman level. As a bonus action, you can choose one friendly creature you can see within 30 feet of you, and grant it either the benefit of your Draconic Adaptation feature or your Draconic Resistance feature. When you reach 11th level, you gain temporary hit points equal to your shaman level when you become possessed. You can use a shamanic focus (found on the table below) as a spellcasting focus for your shaman spells. As an action you allow your connection to the ethereal plane guide your senses to these creatures. The gentle quiet of a forest or a distant mountainside may help foster deeper meditation and communion with the spirits, though on the other hand, a shaman capable of connecting with the nature in a city has the advantage of being surrounded by a great number of spirits. At 6th level, your time spent channeling the spirit of the dragon changes your body and grants you a draconic adaptation. The armed creature must have fewer than half its hit points to gain this benefit. Class Features. When you make an unarmed strike on a creature, you can expend one prayer die to channel the shining spirit of the meteorite. Starting at 18th level, whenever you roll for initiative and have no prayer dice remaining, you regain one expended prayer die. As both a spiritual creature and a natural creature, you can use either a holy symbol or a druidic focus as a spellcasting focus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful one. A shaman may prepare and cast any spell on the shaman spell list (see Chapter 7: Magic and Spells), provided he can cast spells of that level. When you gain a new totem in this class you can choose a totem you know and replace it with another totem of the same level. You gain additional features from your shamanistic ascension at levels 6, 10, and 14. Or, you might become a shaman from the totem of spirits, and strengthen your bond to them. The cube persists for 1 minute or until your concentration on it ends (as if concentrating on a spell). Once you transform this way, you cannot do so again until you finish a short or long rest. A creature frightened this way considers you an insurmountable threat, and it must move as far away from you as possible as quickly as possible. You can also change your totems for others of the same level at the end of your long rests. Blessing of Diversion. (Optional Rule: the Shaman must have collected the spirit of the animal you wish to channel. If you already have a creature type other than humanoid, you can remain that type or change to elemental. To pass judgment on the ones who destroy nature? Prerequisite: 6th-level Journey of the Living Weapon shaman. Its spellcasting ability is Wisdom (spell save DC 13, +4 to hit with spell attacks). The shaman's magic comes from the spirits around them, they take the energy of the spirits and turn it into pure magic, creating a spell on the spot. If you already have resistance to that type of damage, you can gain resistance to one other damage type of your choice from the ones listed in your Breath Weapon feature. The Shaman (d20) PDF. Any shaman who journeys to become a totem of the dragon stares at dragons in awe, not in fear. Prerequisite: 3rd-level Journey of the Living Weapon shaman. Choose one simple or martial melee weapon. Shrieking Burst. Think about this and also about how was your training and why you went through it. Your AC becomes 10 + your Dexterity modifier + your Charisma modifier. The Shaman is a hybrid class, able to specialize in offensive spellcasting, melee damage dealing, or healing. These totemic journeys reflect some of the most commonly followed paths among shamans. The goblin shaman has the following cleric and druid spells prepared: Wisdom is your spellcasting ability for your shaman spells, since the power of your magic comes from your connection with the spirits. At 11th level, you take it upon yourself as a protector of nature to dispense cosmic justice. Roll the prayer die, and add the result to the attack roll. Armament of the Swirling Zephyr. 786. Shamans are passionate followers of a path that often lies at an oblique angle to the pursuits of other people. Wisdom is your spellcasting ability for your shaman spells, as your magic comes from aligning your soul with the spirits of nature. At 20th level, you fully embody the elemental spirit. At 20th level, your body becomes as ghostly as the spirits on which you wage war, and you learn to fight fire with fire. When you channel you do not gain lair actions or legendary resistances. When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. Shamans that follow the ascension of the Totem of Elements are deeply connected to nature, and use their totems to create a variety of elemental effects. What do you use your powers for? As an action, you can spawn your burst weapon centered on a point you can see within 100 feet of you. As a bonus action, you can expend one use of your Elemental Burst feature and instead focus on a friendly creature you can see within 5 feet of you, wrapping it in one of the elemental armaments listed below and making it “the armed creature”. When you or a creature you can see within 30 feet of you is hit by a melee attack, you can expend one prayer die and suggest an act of retaliation to the spirits of nature. Red: Bad, useless options, or options which are extremely situational. If you have a medium that connects a spirit to its original existence (like bear claws for a bear spirit), you can use it to draw out more power from it. Shamans connect with the dead ancestors and the unborn children who dwell amongst us, through meditation, rituals and study. At 7th level, your body begins to assimilate some of nature's defenses. (poison) A creature that fails the save cannot regain hit points until the start of its next turn. You can wield a shield and still gain this benefit. Sure-footed. Preview the printable PDF and save it for later or print it directly from your browser. Blessings. On your turn, you can use your action to expend a prayer die and summon the roaring spirit of the lion. On a failed saving throw the spirits torment the target's mind, causing the spell to deal double damage, or last twice as long, your choice if the spell has a duration and causes damage. Roll the prayer die, and add the result to the total for the check. You regain all expended prayer dice when you finish a short or long rest. Your spirit gains a more physical form, the aura around you becoming denser. Most of them have little interest in dealing with other peoples and less interest in spending time on the ground. This could be thick fur that begins to cover your entire body, overlapping scales that begin to replace your skin, a layer of blubber that accumulates primarily over your weak spots, or any similar bestial quality. They are each 1ft tall and are considered tiny for size. 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. Weapon and Armor Proficiency: A spirit shaman is proficient with the club, dagger, dart, hand axe, javelin, longspear, quarterstaff, shortspear, spear, sling, shortbow, throwing axe, and with light armor and shields. The creature must succeed on a Wisdom saving throw against your spell save DC or take psychic damage equal to the prayer die result and be unable to make opportunity attacks until the end of your next turn. The ground within the cube becomes difficult terrain. Your spirit's senses overlap yours, so you lose any senses you possess that your spirit doesn't posses with exception to your ethereal sight. This pool has a number of points in it equal to five times your shaman level, and you regain all points spent from the pool when you finish a long rest. You regain all expended spell slots when you finish a long rest. All shamans revere nature and revere the spirits responsible for nature even more. Blessing of Ancestral Wisdom. You forgo making any attack (but still use your reaction), roll the prayer die, then one friendly creature of your choice within a number of feet of you equal to ten times the result can immediately make a ranged weapon attack against the hostile creature. You start with the following equipment, in addition to the equipment granted by your background: Starting at 1st level, you have a pool of healing power that you draw upon by channeling the spirits of nature. While you are within range of at least 2 of your totems, any damage you deal that causes cold, fire, lightning or thunder gains 1 additional dice of damage. Or were you the one to find the shaman and ask to be trained? Roll the prayer die, and the creature is revived with a number of hit points equal to the result. The type of damage and the additional effect are detailed in the description of the elemental burst you choose to spawn. Sign in An elf concentrates in its meditation, the spirits around her come forth, to protect her against preying beasts. The few possessions they do carry often include small items that have special significance. You start with the following equipment, in addition to the equipment granted by your background: At 1st level, you gain the ability to cast spells. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your Shaman level + 1 (minimum of one spell). Casting the spell does not remove it from your list of prepared spells. by Pibb247. Your creature type changes from humanoid to fey. The goblin shaman makes two attacks with its goat staff. You can be possessed by the spirit of a beast with a CR of no more than half your shaman level (rounded down). You are immune to the effects of slippery ice. Blessing of the Lion. A half-elf holds one of his shamanic foci, his enemies laugh, thinking this is an easy kill, when suddenly from the focus comes a bolt of lightning, fulminating the unsuspected enemy. Prerequisite: 10th-level Journey of the Living Weapon shaman. You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell prepared. 1. At 2nd level, you can use your action to enter a trance and allow a beastly spirit to possess your body, giving you the abilities of the spirit. If you hit, roll the prayer die instead of damage, and if the creature’s hit points are equal to or lower than the result + your shaman level, the creature immediately dies. The goblin shaman is a 5th level spellcaster. the support of a shaman. When you or a friendly creature you can see within 30 feet of you makes a ranged attack, you can expend one prayer die to summon the scouting spirit of the eagle. A creature remains frightened this way for 1 minute or until it takes damage. If you already have a flying speed, you can keep whichever flying speed is greater. Also note that many colored items are also links to the Paizo SRD. While a hostile creature is inside the cube you create with your Elemental Bursts feature, it loses any resistance and immunity it has to the damage type dealt by that elemental burst. You can use this ability a number of times equal to your Wisdom modifier. (piercing) A creature that fails the save allows any attack against it to score as a critical hit on a roll of 19 or 20 until the start of its next turn. It stays with you for 1 hour, but if you fall unconscious, and isn't stabilized for 4 rounds it dissipates and disappear. You gain immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons. Aerodynamic. In addition, each time you gain a level in the shaman class, you can replace one shaman cantrip you know with a different one. At 4th, 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. If you command it to make an attack or cast a spell, you also choose the target(s) for that attack or spell. At level 10 you pick a level 3 totem. The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman spells, you must expend a slot of the spell's level or higher. At 6th level, you determine your favorite tool to use in your endeavors to corral unruly spirits. While travelling through swamps, forests and deserts a young human receives directions from the spirits. It is incapacitated, its speed becomes 0, and attacks against it have advantage. When you use your totemic call, all totems you have are called down in simultaneously, i.e. Blessing of Shifting Sand. Share Share on Facebook Tweet Tweet on Twitter Pin it Pin on Pinterest +1 +1 on Google Plus. You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. You don't gain its hit points, AC, or any special types of movement (like flight). A free pdf of the Monster Manual for D&D 5E. at 10th level, summoning your totem(s) brings down 3 totems around you. While you are possessed, the following rules apply: Note: changes in Dex or Con do not effect your AC or HP and only apply for the sake of checks, saves, and attacks. You get +2 AC, the ability to rely only on WIS instead of DEX/STR, and a … At 2nd level, by acting with reverence to the spirits of nature, you learn to work in tandem with those spirits to create miracles. On a failed save, a creature takes your burst weapon’s damage and suffers an additional effect. Amphibious. The shaman table shows how many spell slots you have to cast your spells of 1st level and higher. As normal, you can't increase an ability score above 20 using this feature. Were you found by a master shaman in the past and they decided to train you? A dazed creature can only take an action or a bonus action on its turn, not both, and it cannot take reactions. If you fall unconscious your elemental protects you as best as it can. If the target is a creature that is grappled or pinned by you, roll two additional damage dice instead. While the creature retains this benefit, you lose access to it. You can move stealthily at a normal pace. These hit points last until the end of the possession. The creature remains unconscious for 10 minutes, until it regains at least 1 hit point, or until another creature safely awakens it with a successful DC 10 Wisdom (Medicine) check. (Expertise allows you to double your proficiency bonus for ability checks you make using that skill.). The shaman can choose the spirit guide to concentrate on any subsequent spells cast. When you choose the shamanistic ascension of the Totem of Spirits, you wish to deepen your connection to the spirits around you, surround yourself in their presence, and count on them to help you. A sudden change like that is very taxing, you gain 1 level of exhaustion after your possession ends if you used this feature during it. You can summon these totems to help you in battle with a bonus action. This damage die increases by two sides when you reach 10th (1d6) and 20th level (1d8). To qualify for multiclassing into the shaman class, you must meet these prerequisites: 13 Wisdom, Proficiencies. At 20th level, you can control any creature whose Challenge Rating is 3 or lower. Once you use this feature, you cannot do so again until you finish a long rest. You can also gain some benefits after communing with nature for 1 minute. Starting at 17th level you can, once every long rest, with your strong spiritual power, create a number of totems equal to your wisdom Modifier + 2. You can use your Spirit Possession with a bonus action, rather than your action. If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.I will use the color coding scheme which has become common among Pathfinder build handbooks. Spellcasting through shamanism is an "interesting" thing to see. When you use your action to make an attack from your possessing spirit it appears as a spectral apparition of the attack, and while you deal the damage type and dice of the attack, you still use your weapon on the attack, so, if you use a ranged weapon, like a bow, you can still make any attack from your spirit, like a bite attack. You can make a shaman quickly by following these suggestions. The shaman can act normally while his spirit guide concentrates on the spell. As a shaman, you gain the following class features. However, not all shamans take the same path in life. As a totem of elements, at 3rd level, you learn to channel the spirits of the elements into totems. You learn one additional shaman cantrip of your choice at 10th and 14th level. The DM gives tells you if the creature is: weak (CR 0 to 1), average (CR 2 to 4), strong (CR 5 to 9), powerful (CR 10 to 15), fearsome (CR 15 to 20), terrifying (CR 21 to 26), monstrous (CR 27 to 30). Charmed. You can see up to 60 ft into the Ethereal Plane while in the Material Plane, and vice versa. Chapter 1: Races. But all of that hard work tends to truly pay off, since often the spirits tend to gravitate towards the shaman, granting them assistance. Armor: Light armor, medium armor, shields The creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. When you do, you can alter your voice in any fashion, and the sound appears to originate from a point of your choice that you can see instead of from you. The elemental can't have a CR higher than 5. Your creature type changes from humanoid to giant. Dungeons and Dragons 5e D&D - Spells, Tools, Spell cards, Spellbooks, PDF, Print D & D-Spells ... Filter and sort the spells based on class, level, casting time, ritual, concentration. Around Your Allies. Sirocco Burst. Saved by Matt Feist. Blessing of Repulsion. These blessings are presented in alphabetical order. You know three blessings of your choice. You use your Wisdom whenever a spell refers to your spellcasting ability. (cold) A creature that fails the save suffers disadvantage on its attack rolls until the start of its next turn. You can only expend one prayer die per turn, unless otherwise stated in the blessing’s description. At 6th level, you gain a climbing speed and swimming speed equal to your walking speed. Each time you gain a level in the shaman class, you can replace one blessing you know with a different one. Any shaman who journeys to become a totem of the ghost hones its protection of nature on the spiritual level. Roll the prayer die, and the pool for your Healing Touch feature regains a number of points equal to the result. Roll the prayer die, and deal force damage to the attacker equal to the result. The goblin shaman can disengage or hide as a bonus action on each of its turns. Jan 21, 2019 - A free pdf of the Monster Manual for D&D 5E. Your familiar is a spirit, which means it can see 60 ft into the Ethereal Plane while in the Material Plane and vice versa, it can pass through other creatures and objects (it takes 1d10 force damage if it ends its turn on an occupied space), it doesn't have a walking speed, instead, it has a flight speed of 40 ft and it can hover (familiars that already have flight speeds keep their value, but lose their walking speed like the others) and it can become invisible with an action. Roll the prayer die, add the result to the attack roll, and if the attack hits, the creature loses any part of its AC that is provided by its Dexterity modifier until the end of your next turn. A personal totem of this sort might be associated with a barbarian’s spirit animal, or might actually be the totem object for t… ... Shaman DnD 5e Homebrew DRAFT 2 PDF.pdf Report ; Share. NOTE: dear god don't use this. The 1 base damage of your unarmed strike is replaced with 1d4. You can use this blessing before or after the check is made but before you learn the outcome of the check. You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list below. (Alignment restrictions mean that casting some spells may have unpleasant consequences.) But the act of casting a spell is as spontaneous as a sorcerer's magic. DRACONOMICON™ Andy Collins, Skip Williams, James Wyatt U.S., CANADA, ASIA, PACIFIC, & LATIN AMERICA Wizards of the Coast, Inc. P.O. The lion centered on a successful one. ) to lose, it gains vulnerability to that damage type.! Choose one totem between the Living weapon shaman are extremely situational the 2nd level, you to... 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