Shaman

The bridge between worlds
A spellcasting character class with six class options.
by Michael Wolf

Shaman
Speaking words that cause the fire before her to roar
upwards with sudden life, a tall human woman thrusts an
intricate wooden carving into the flames. Though her hand
remains whole, the carving she holds burns to ash that
slips between her fingers.

After examining a child that will not wake, a wizened
dwarf leans back in his chair and falls asleep. After a few
minutes, the dwarf awakens, along with the child.

Roaring the name of an ancient warrior, a female halforc
charges forward, swinging a mace that glows with an
eerie, spectral light.

Shamans serve as intermediaries between the mortal
world and the realms of spirits, called by the spirits to
speak for them among mortals. These spirits come in a
variety of forms, ranging from elemental nature spirits to
the souls of fallen ancestors, and often take on animalistic
shapes. While most shamans revere the spirits for which
they speak, they rarely worship them outright. More often,
a shaman negotiates with the spirits, being granted power
both as a means to fulfill the spirits’ needs and as a
reward for doing so.

Speakers for Spirits
Though a shaman usually awakens in response to a
specific spirit’s call, she is thereafter bound to the type of
spirit that called her, not the individual spirit itself. As
such, relationships between a shaman and the various
spirits she encounters tend to be less absolute in their
tone than that between a cleric and his god or a warlock
and his patron. A shaman traveling to a new land must
acquaint herself with entirely new spirits and persuade
them to grant her some of their power. While holding to
the spirits’ obeisances is the easiest way to make these
negotiations run smoothly, some spirits may require that
a shaman perform some task with the power that they
provide.

The powers bestowed upon a shaman by the spirits
can range from minor alterations to her being (such as
an extended lifespan or ability to understand languages)
to ancient, powerful forms of magic. Some shamans are
gifted with spiritual strength that allows them to fight as
warriors of the spirits for which they speak, while others
gain insight into the future and hidden truths of the
world. While many of the spells available to a shaman
are determined by her calling, all shamans share an
understanding of certain forms of natural magic.

Heed the Call
Though many may pay homage to spirits in their daily
lives, the spiritual center of a community is not
necessarily a shaman. It takes more than an
understanding of rituals and traditions to truly speak for
the spirits, and those best capable of serving a mortal
community are no more likely to be called by the spirits
than anyone else. Instead, it is more common for such
individuals to be the ones to whom a shaman speaks,
representing the spiritual needs of the mortals in the
same way that the shaman represents the desires and
needs of the spirits.

While a paladin or warlock makes a conscious decision
to swear himself to greater powers, one cannot simply
choose to walk the path of a shaman. That choice
belongs as much to the spirits as to the shaman herself,
and there is no set pattern that spirits follow as a whole.
Individual spirits, however, may show some consistency
in their selections, such as always calling members of a
specific bloodline or those who have completed a series of
trials. Other spirits can be unpredictable, calling
shamans seemingly at random or according to some
unknown, inscrutable purpose. Sometimes, spirits that
have previously shown great consistency in their
selections may call a shaman that breaks their usual
conventions, usually in response to unusual or changing
circumstances.

Every shaman experiences the call differently. One
might suddenly possess memories of people and events
long since past, or begin to hear voices in the wind. The
shaman may find herself speaking with bizarre creatures
in her dreams, or suddenly understanding the leaps and
crackles of flames as though they were a language of
their own. Initially, the signs of the call are subtle,
growing stronger as time passes until the shaman finally
makes contact with the spirits that have called her and
agrees to speak for them.

Once a shaman has answered the call, she is forever
marked as a speaker of the type of spirit that called her,
and can call upon and be called by any such spirits.
While the individual spirit that first issued the call may
have a specific task in mind for the shaman, she is
under no obligation to serve that spirit’s interests, and
can negotiate her terms or seek other spirits of the same
type to grant her power. Deals between spirits and
shamans are most often temporary arrangements,
though shamans that are attached to a single location
will often negotiate with the local spirits to receive power
constantly in exchange for regular service. Many
shamans, however, feel more loyalty to the type of spirit
they speak for than any individual spirit, and may
wander in search of spirits that need their aid. Others
may find themselves sent to strange lands on quests
given to them by spirits with unusual needs. Spirits will
usually grant power to these wandering shamans even if
they do not currently require a speaker, understanding
that they may someday have to rely on the good will of a
wanderer.

For more detail about spirits and their bond with a shaman read: The nature of spirits

Creating a Shaman
As you create a shaman, the most important question to
consider is the type of spirit to which your character is
called and which of the obeisances your character is
closest to. You should also think about where your
character comes from and his or her place in the world.
Did you come from a land where shamanic ways are
common, perhaps receiving training from an elder
shaman? Or were you raised in a region that had
forgotten the ways of shamanism, making you an oddity
in the area of the campaign? Do you take your spiritual
responsibilities seriously, viewing your interactions with
the spirit and mortal worlds as an important part of who
you are? Or do you consider spirits to be little more than
a convenient avenue to power?
How did you experience your call to serve as a
shaman? Did you suffer a traumatic event, after which
the fire spoke to you of its healing power? Did another
shaman help you interpret the visions that you had been
having and decide to train you? Or did you simply gain a
slow understanding of the world around you,
culminating in the realization that every part of the world
had a spirit, and that you could commune with them?
Once you’ve chosen a calling and settled on the
experience of being called, consider your shaman’s
relationship to the spirits she speaks for and work with
your DM to determine how big a part your calling will
play in your adventuring career. The requests of the
spirits you encounter might drive you into adventures, or
they might consist entirely of small favors you can do
between adventures. Since you will probably deal with a
multitude of different spirits in the course of your
adventures, it may well be the case that some spirits will
ask only minor tasks of you, while others may send you
on larger quests.

Quick Build
You can make a shaman quickly by following these
suggestions. First, Charisma should be your highest
ability score, followed by Constitution. Second, choose
the outlander background.

Class Features
As a shaman, you gain the following class features.
Hit Points
Hit Dice: 1d8 per shaman level
Hit Points at 1st level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per shaman level after 1st.

Proficiencies
Armor: Light armor, shields
Weapons: Clubs, daggers, javelins, maces, quarterstaffs, scimitars,
sickles, slings, spears
Tools: Herbalism kit
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Animal Handling, Arcana, Insight,
Medicine, Nature, Perception, Persuasion, Religion, and
Survival

Starting equipment
You gain the following equipment next to the equipment granted by your background
• (a) a wooden shield or (b) any simple weapon
• (a) a scimitar or (b) any simple melee weapon
• Leather armor, an explorer’s pack, and a shamanic focus

The Shaman
Lvl Profb Cantrips Known Spirit Points Maximum Spell Level InvocationsKnown features
01st +2 1 1 1st — Shamanic Calling, Spirit Magic
02nd +2 1 2 1st 1 Shamanic Invocations
03rd +2 1 3 2nd 1 Spiritual Gift
04th +2 2 4 2nd 1 Ability Score Improvement
05th +3 2 5 3rd 2
06th +3 2 6 3rd 2 Shamanic Calling feature
07th +3 2 7 4th 3
08th +3 2 8 4th 3 Ability Score Improvement
09th +4 2 9 5th 4
10th +4 3 10 5th 4 Shamanic Calling feature
11th +4 3 11 5th 4 Hidden Lore (6th level)
12th +4 3 12 5th 5 Ability Score Improvement
13th +5 3 13 5th 5 Hidden Lore (7th level)
14th +5 3 14 5th 5 Shamanic Calling feature
15th +5 3 15 5th 6 Hidden Lore (8th level)
16th +5 3 16 5th 6 Ability Score Improvement
17th +6 3 17 5th 6 Hidden Lore (9th level)
18th +6 3 18 5th 7 Timeless Body
19th +6 3 19 5th 7 Ability Score Improvement
20th +6 3 20 5th 7 Spiritual Master

Shamanic Calling
At 1st level, you have felt the call of the spirits guiding
you towards a shamanic path. You have become a
Speaker of the Ancestors, a Speaker of Dreams, a
Speaker of Flames, a Speaker of Stones, a Speaker of
Waters, or a Speaker of Winds, each of which is detailed
at the end of the class description. Your choice grants
you calling spells and other features when you choose it
at 1st level, and additional benefits at 6th, 10th, and
14th level.

Calling Spells
Each shamanic calling has a list of spells—its calling
spells—that you gain at the shaman levels noted in the
calling description. Once you gain a calling spell, you
always have it prepared, and it doesn’t count against the
number of spells you can prepare each day.
If you have a calling spell that doesn’t appear on the
shaman spell list, the spell is nonetheless a shaman spell
for you.

Spirit Magic
Drawing on the power of spirits, as directed by your
calling, you can cast spells to shape the world around
you. See chapter 10 of the Player’s Handbook for the
general rules of spellcasting and the section at the end of
the class description for the shaman spell list.
Spells From Other Sources
To make full use of the shaman, you will need a copy of the
Elemental Evil Player’s Companion as well as the Player’s
Handbook. Spells originally printed in the Elemental Evil
Player’s Companion are marked with EE in any spell lists in
which they appear. This material also introduces new spells
available to shamans, which are marked with Sh in any spell
lists. These spells can be found at the end of this document.

Cantrips
You know one cantrip of your choice from the shaman
spell list. You learn additional shaman cantrips of your
choice at higher levels, as shown in the Cantrips Known
column of the Shaman table.

Spirit Points
Rather than spell slots, you use spirit points to cast your
spells. These points represent your reservoir of spiritual
energy. The Shaman table shows how many spirit points
you have. To cast one of your shaman spells of 1st level
or higher, you must expend a number of spirit points
equal to the level of the spell that you are casting. You
can increase a spell’s level in this way, but cannot exceed
the level shown in the Maximum Spell Level column of
the Shaman table. You regain all expended spirit points
when you finish a short or long rest.
For example, when you are 5th level, you have 5 spirit
points. You can cast one 3rd-level spell and one 2ndlevel
spell, two 2nd-level spells and one 1st-level spell,
five 1st-level spells, and so on.

Preparing Spells
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 Charisma modifier (minimum of one spell).
The spells must be of a level equal to or lower than the
level shown in the Maximum Spell Level column of the
Shaman table.
You can change your list of prepared spells when you
finish a long rest. Preparing a new list of shaman spells
requires time spent in meditation and communion with
spirits: at least 1 minute per spell level for each spell on
your list.

Spellcasting Ability
Charisma is your spellcasting ability for your shaman
spells, so you use your Charisma whenever a spell refers
to your spellcasting ability. In addition, you use your
Charisma modifier when setting the saving throw DC of a
shaman spell you cast and when making an attack.
Spell save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell attack modifier = your proficiency bonus + your
Charisma modifier

Spellcasting Focus
You can use a spiritual totem as a spellcasting focus for
your shaman spells.

Shamanic Invocations
In your dealings with spirits, you have been granted
shamanic invocations, fragments of ancient knowledge
that imbue you with powerful abilities and magic.
At 2nd level, you gain one shamanic invocation of your
choice. Your invocation options are detailed at the end of
the class description. When you gain certain shaman
levels, you gain additional invocations of your choice, as
shown in the Invocations Known column of the Shaman
table.
Additionally, when you gain a level in this class, you
can choose one of the invocations you know and replace
it with another invocation that you could learn at that
level.

Spiritual Gift
At 3rd level, the spirits to which you are called bestow a
gift upon you as a mark of your calling. You gain one of
the following features of your choice.

Gift of Savagery
You can use your action to create a spirit weapon in your
empty hand. You can choose the shape that this weapon
takes each time you create it, from a wooden mace to a
set of ghostly claws, but this shape only affects whether
the weapon deals bludgeoning, slashing, or piercing
damage. Regardless of its appearance, your spirit
weapon is a melee weapon that deals 1d8 points of
damage, and you are proficient in its use. This weapon
does not have any weapon properties such as finesse or
two-handed, but is treated as magical for the purpose of
overcoming resistance and immunity to nonmagical
attacks and damage. However, the weapon is not
otherwise magical, and it can be targeted normally by
spells like magic weapon and elemental weapon.
Your spirit weapon disappears if it is more than 5 feet
away from you for 1 minute or more. It also disappears if
you use this feature again, if you dismiss the weapon (no
action required), or you die.

Gift of Sight
When you finish a long rest, roll two d20s and record the
numbers rolled. You can replace any attack roll, saving
throw, or ability check made by you or a creature that
you can see with one of these foretelling rolls. You must
choose to do so before the roll, and you can replace a roll
in this way only once per turn.
Each foretelling roll can be used only once. When you
finish a long rest, you lose any unused foretelling rolls.

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.

Hidden Lore
At 11th level, the spirits bestow upon you a piece of
hidden lore. Choose one 6th-level spell from the shaman
spell list as this hidden lore.
You can cast your hidden lore spell once without
expending spirit points. You must finish a long rest
before you can do so again.
At higher levels, you gain more shaman spells of your
choice that can be cast in this way: one 7th-level spell at
13th level, one 8th-level spell at 15th level, and one 9thlevel
spell at 17th level. You regain all uses of your
Hidden Lore when you finish a long rest.

Timeless Body
Starting at 18th level, the primal magic that you wield
causes you to age more slowly. For every 10 years that
pass, your body ages only 1 year.

Spiritual Master
At 20th level, you can entreat nearby spirits to aid you in
dire circumstances as an action, calling upon them to
grant you access to all the magic available to a shaman.
For 1 minute, you can cast any spell of 5th level or lower
from the shaman spell list as if you had prepared it.
Once you use this feature, you can’t use it again until
you finish a long rest.

Shamanic Callings
The spirits that call shamans are not extraplanar beings,
but local, worldly spirits. However, unlike a warlock, a
shaman is not bound to a single entity. While she may
initially work with one specific spirit, once she has
accepted the call, she will likely meet and deal with many
different spirits of her calling.
All spirits, even those that commune with shamans of
the same calling, are very different beings, and a shaman
will encounter a variety of different attitudes as she
pursues her calling. Shamans of the same calling may
bring news to one another of particularly notable spirits,
or may issue warnings against dealing with more
capricious or malicious ones.
Some shamans prefer to commune with and draw power
from a specific spirit or group of spirits, rather than
calling upon local spirits. By carrying a talisman or token
from a spirit—a branch burned by the flames of a specific
fire spirit, the bone from the body of a specific ancestral
spirit’s body, and so on—a shaman can commune with
that spirit from a distance, allowing her to call upon its
power even in strange lands.

Obeisance
Every shamanic calling has several obeisances through
which a shaman can honor the spirits for which she
speaks. A shaman who has heard the call of the spirits
usually already displays the values associated with at
least one of that calling’s obeisances, or else has some
hidden potential that the spirits are aware of.
While spirits can be fickle, they are rarely strict. A
shaman need not act in accordance with all of the
obeisances of her calling in order to call upon the spirits.
Many shamans only display the values of one or two of
their calling’s obeisances. However, a shaman whose
actions and values stand in opposition to all of the
obeisances of her calling may encounter difficulties in
dealing with the spirits.
A shaman who stands against obeisance might have to
spend a full night in communion with local spirits to gain
their trust, or she might go on a vision quest, led by the
spirits, in order to gain understanding of one of her
calling’s obeisances and accept it as a part of her.
However, a shaman who stands against obeisance and,
for whatever reason, does not want to work to gain the
trust of spirits or accept one of her obeisances can also
search for another option. As all spirits are different
individuals, it is possible to find a spirit that does not
adhere to the standards of the rest of its kind and does
not require the usual obeisance. By carrying a talisman
or token of such a spirit, a shaman that stands against
obeisance can continue to wield spiritual power.

Shamanic callings

Shamanic Invocations
If a shamanic invocation has prerequisites, you must meet
them to learn it. You can learn the invocation at the same
time that you meet its prerequisites.

Ascendant Step
Prerequisite: 9th level
You can cast levitate on yourself at will, without
expending spirit points or material components.

Battle Frenzy
Prerequisite: 12th level, Gift of Savagery feature
When you use the Attack action on your turn with your
spirit weapon, you can make one attack with the same
weapon as a bonus action.

Call of Elements
Prerequisite: 9th level, Speaker of Flames, Stones, Waters,
or Winds
You can cast conjure elemental once, without expending
spirit points, but only to conjure an elemental of the
element to which you are called. You can’t do so again
until you finish a long rest.

Elemental Empowerment
Prerequisite: 7th level, Gift of Savagery feature
When you cast elemental weapon on your spirit weapon,
you can choose to cast it with a casting time of 1 bonus
action. In addition, you can maintain concentration on
an elemental weapon spell that you have cast on your
spirit weapon until you take a long or short rest, and you
can spend 1 spirit point whenever you take damage to
avoid breaking your concentration on elemental weapon.

Entreat the Spirits
Prerequisite: 9th level
You can cast commune with nature, but only as a ritual.
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Fauna Shaman
Prerequisite: 5th level
You can cast animal friendship and beast sense, but only
as rituals.

Force of Will
You can add your Charisma modifier to the damage you
deal with any shaman cantrip. In addition, whenever you
hit a creature with a shaman cantrip that deals damage,
you can spend 1 spirit point to add your shaman level to
the damage roll.

Glimpse the Path
Prerequisite: 5th level, Gift of Sight feature
You can cast augury, but only as a ritual.

Keeper of Lore
You can read all writing.

Mask of Beasts
Prerequisite: 9th level
You can cast polymorph on yourself once, without
expending spirit points. You can’t do so again until you
finish a long rest.

Mask of Many Faces
You can cast disguise self at will, without expending
spirit points.

Master of Myriad Forms
Prerequisite: 15th level
You can cast alter self at will, without expending spirit
points.

Pierce the Shadows
Prerequisite: Gift of Sight feature
You can see normally in darkness, both magical and
nonmagical, to a distance of 120 feet.

Rally the Ancestors
Prerequisite: 9th level, Speaker of Ancestors
You can cast animate dead once, without expending
spirit points. You can’t do so again until you finish a long
rest.

Rewrite the Past
Prerequisite: 12th level, Speaker of Dreams
You can cast modify memory once, without expending
spirit points. You can’t do so again until you finish a long
rest.

Rite of Cleansing
You can cast purify food and drink, but only as a ritual.

River’s Secrets
Prerequisite: 5th level
You can cast water breathing and water walk, but only
as rituals.

Savage Magic
Prerequisite: 5th level, Gift of Savagery feature
Whenever you would make a melee or ranged spell attack
as a part of a shaman spell that you cast, you can spend
1 spirit point to instead make a single attack with your
spirit weapon. If the attack hits, it deals its normal
damage to the target in addition to the spell’s effects.

See the Unwritten
Prerequisite: 12th level, Gift of Sight feature
You roll three d20s for your Gift of Sight, rather than
two.

Seeker of Visions
Prerequisite: 7th level, Gift of Sight feature
You can cast divination, but only as a ritual.

Sight Beyond Sight
Prerequisite: 15th level, Gift of Sight feature
You can see the true form of any shapechanger or
creature concealed by illusion or transmutation magic
while the creature is within 30 feet of you and within line
of sight.

Sky Shaping
Prerequisite: 5th level
You can cast skywrite, but only as a ritual.

Smoker Teller
As an action, you can seize control of the smoke from a
fire or other source within 10 feet of you and form it into
an image that lasts for as long as you maintain
concentration on this effect. Initially, the image can be
no larger than a 5-foot cube. Though it can be as
detailed as you like, the image is also clearly made of
smoke, and no creature will mistake it for the real thing.
While you maintain concentration on this effect, you
can use your action to draw further smoke from the
source, increasing the possible size of the image by 5
feet, to a maximum of a 20-foot cube. You can also use
your action to change the appearance of the object or
make it appear to move, though it must remain centered
on the source of the smoke. When changing the image’s
appearance, you can change the color of some of the
smoke, though fine detail is impossible.
The smoke image lightly obscures the area within it.
After you end your concentration, the smoke persists for
1 minute or until a strong wind disperses it.

Soul Reading
Prerequisite: 5th level
You can cast detect thoughts at will, without expending
spirit points.
Speaker of All
Prerequisite: 12th level
You understand all spoken languages. Moreover, any
creature that can understand a language can
understand what you say.

Spirit Sight
Prerequisite: Gift of Sight feature
You can cast detect magic at will, without expending
spirit points.

Spirit Warrior
Prerequisite: Gift of Savagery feature
When you finish a short or long rest, you may spend a
number of spirit points up to your maximum spell level.
For each spirit point spent this way, your hit point
maximum and current hit points increase by 5. This
effect lasts until you take another short or long rest.
Stand Firm
Prerequisite: Gift of Savagery feature
While you are not wearing any armor, your Armor Class
equals 13 + your Constitution modifier. You can use a
shield and still gain this benefit.

Tongue of Beasts
You can cast speak with animals at will, without
expending spirit points.

Tongue of Wild Spaces
Prerequisite: 5th level
You can cast speak with plants at will, without
expending spirit points.

Twilight Shepherd
Prerequisite: 9th level
You can cast reincarnate once using spirit points. You
can’t do so again until you finish a long rest.

Unfiltered Perceptions
Prerequisite: 7th level
You cannot be blinded or deafened unless you are seeing
or hearing through another source. In addition, you can
sense the presence of invisible creatures or objects
within 10 feet of you that are within line of sight, though
you cannot see them.

Unrestrained Savagery
Prerequisite: 5th level, Gift of Savagery feature
You can attack with your spirit weapon twice, instead of
once, whenever you take the Attack action on your turn.
Voice of the Forgotten
Prerequisite: 7th level
You can cast speak with dead at will, without expending
spirit points.
Walker of the World
Prerequisite: 7th level
Your movement speed increases by 10 feet while you are
not wearing armor. In addition, you always know which
way is north and, while underground, always know your
depth below the surface.

Shaman Spells
Cantrips (0 Level)
Create BonfireEE
Druidcraft
Guidance
Mending
Message
Resistance
Vicious Mockery
1st Level
Absorb ElementsEE
Beast BondEE
Charm Person
Command
Cure Wounds
Detect Poison and Disease
Dissonant Whispers
Entangle
Faerie Fire
Fog Cloud
Heroism
Hex
Protection from Evil and
Good
2nd Level
Barkskin
Darkness
Enhance Ability
Hold Person
Misty Step
Moonbeam
Pass Without Trace
Protection from Poison
Spider Climb
Spike Growth
Warding Bond
3rd Level
Clairvoyance
Daylight
Dispel Magic
Elemental Weapon
Gaseous Form
Magic Circle
Plant Growth
Protection from Energy
Remove Curse
Spirit Guardians*
4th Level
Dominate Beast
Elemental BaneEE
Fire Shield
Hallucinatory Terrain
Stoneskin
5th Level
Hold Monster
Scrying
Telekinesis
Tree Stride
6th Level
Bones of the Earth
Chain Lightning
Find the Path
Heroes’ Feast
Mass Suggestion
Move Earth
Sunbeam
Transport via Plants
True Seeing
Wall of Ice
Wind Walk
7th Level
Etherealness
Mirage Arcane
Plane Shift
Regenerate
Reverse Gravity
WhirlwindEE
8th Level
Animal Shapes
Antipathy/Sympathy
Control Weather
Earthquake
9th Level
Astral Projection
Foresight
Shapechange
True Resurrection

  • Rather than appearing angelic, fey, or fiendish, the guardians appear as spirits associated with the shaman’s calling.

Equipment
The following information supplements the Starting
Wealth by Class table and the list of adventuring gear
found in chapter 5 of the Player’s Handbook.
Starting Wealth. A shaman that chooses to purchase
her own starting equipment receives funds of 2d4 x 10 gp.
Spiritual Totem. A spiritual totem is a sacred object or
symbol that serves as an emblem of a shamanic calling. It
might be a preserved plant of a kind that is sacred to local
spirits, an animal pelt treated according to an ancient
ritual, a rune or symbol tattooed on the body or carved
into a shield, or a fetish crafted with spiritual guidance. A
shaman can use a spiritual totem as a spellcasting focus,
as described in chapter 10 of the Player’s Handbook. To
use the totem in this way, the caster must hold it in hand,
wear it visibly, or bear it on a shield.

Multiclassing
The following information supplements the multiclassing
rules found in chapter 6 of the Player’s Handbook.
Prerequisites
The shamanic call can occur at any point in a character’s
life, even if they have already begun to pursue another
path. However, while spirits can be fickle, they rarely call
the weak-willed and a new shaman needs to have a
certain amount of confidence and diplomacy in order to
keep up with the moods and demands of the spirits.

Multiclassing Prerequisites
Class Ability Score Minimum
Shaman Charisma 13
Proficiencies
One who is unexpectedly called to the life of the shaman
is able to pick up some of the basic proficiencies granted
by the class, but does not develop all of the skills
available to one who began their journey as a shaman.

Multiclassing Proficiencies
Class Proficiencies Gained
Shaman Light armor, shields

Class Features
When you gain your first level in shaman—or your first
level in a non-shaman class, if you started out as a
shaman—you get the class’s features for that level. Two
features, however, have additional rules when you’re
multiclassing: Shamanic Invocations and Spirit Magic.

Shamanic Invocations
While the spirits served by a shaman and the patrons
served by a warlock are wildly different beings, the gifts
they bestow are not dissimilar. One who walks both
paths can reap unusual benefits. If you already have the
Eldritch Invocations class feature and gain a level in a
class that grants the Shamanic Invocations class feature,
or vice-versa, use the rules below.
Invocations Known. You determine what invocations
you know by choosing from both lists of invocations as
you see fit, rather than choosing invocations for each
class individually. Whenever you learn a new invocation,
you can choose either an Eldritch Invocation or a
Shamanic Invocation, as appropriate to the class from
which you gained the invocation.
You determine the number of invocations you know by
adding together all your levels in the shaman and
warlock classes. Use this total level to determine your
invocations known by consulting the class table of your
original class.
Whenever you gain a level in a class that grants the
Eldritch Invocations or Shamanic Invocations class
features, you may choose one of the invocations you
know and replace it with another invocation you could
learn at that level from that class. The new invocation
that you learn does not have to be of the same type,
allowing you to replace an Eldritch Invocation with a
Shamanic Invocation, and vice-versa.
Prerequisites. Normally, an invocation with a level
prerequisite requires you to have that level in the class in
order to learn the invocation, regardless of your
character level. However, if you have levels in multiple
classes that grant invocations, you determine your level
for the purpose of such prerequisites by adding half of
your levels (rounded down) in other invocation-using
classes to your level in the class that granted the
invocation. For example, a fighter 6/warlock 2 cannot
learn an Eldritch Invocation with a prerequisite of 5th
level, as he is only a 2nd level warlock. However, a
shaman 6/warlock 2 can, as her six shaman levels are
treated as three additional warlock levels.

Spirit Magic
If you have both the Spirit Magic class feature and the
Spellcasting or Pact Magic class feature from another
class, you can use your spirit points to cast spells you
know or have prepared from classes with the Spellcasting
or Pact Magic class features, and you can use the spell
slots you gain from the Spellcasting or Pact Magic class
features to cast shaman spells you have prepared.
Casting spells from other classes with spirit points works
in the same way as casting shaman spells, and you
cannot cast a spell using spirit points if its level is higher
than your Maximum Spell Level.
You can also use spirit points to power class features
from other classes that require you to expend one or
more spell slots, such as the paladin’s Divine Smite
ability. When you expend spirit points in this way, the
expended points count as a single spell slot with a level
equal to the total number of expended points. You
cannot expend a number of spirit points greater than
your Maximum Spell Level on a single use of such a
class feature.

Spell Descriptions
The following information supplements the spell
descriptions found in chapter 11 of the Player’s Handbook.

Lashing Wind
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
You release a blast of howling wind from your hands that
slash at a creature in range. Make a ranged spell attack
against the target. If the attack hits, the creature takes
1d6 slashing damage, and if the creature is Large or
smaller, you push the creature up to 5 feet away from
you.
This spell’s damage increases by 1d6 when you reach
5th level (2d6), 11th level (3d6), and 17th level (4d6).

Touch of Madness
Enchantment cantrip
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
Maddening whispers and babbling nonsense rush into
the mind of a creature you try to touch. Make a melee
spell attack against the target. If the attack hits, the
creature takes 1d4 psychic damage, and the creature
has disadvantage on the next attack roll it makes before
the end of its next turn.
This spell’s damage increases by 1d4 when you reach
5th level (2d4), 11th level (3d4), and 17th level (4d4).
Magic Items
The following information supplements the list of magic
items found in chapter 7 of the Dungeon Master’s Guide.
Mask of Elemental Savagery
Wondrous item, uncommon (1), rare (2), or very rare (+3)
(requires attunement by a shaman with the Gift of
Savagery feature)
While wearing this mask, you gain a bonus to your
Maximum Spell Level when casting elemental weapon on
your spirit weapon, and the spirit point cost of the spell
is reduced by the same amount. The bonus is
determined by the mask’s rarity.

Variant: Magic Weapons as Spirit Weapons
As everything that exists has its own spirit, it is entirely possible
for a shaman to commune with the spirit of a magic weapon and
bargain with it as she would with any other spirit. In some
cases, such a spirit may be willing to bond with a shaman who
has been granted the Gift of Savagery, allowing her to wield it as
her spirit weapon.
Whether or not a shaman can commune with the spirit of a
specific weapon is up to the DM’s discretion. It may be that the
spirit of a weapon does not fall within the shaman’s calling,
making it impossible to commune with effectively. However, if
the shaman and the spirit are capable of communicating, and
the spirit consents to the bond, the shaman can transform the
magic weapon into her spirit weapon by performing a special
ritual while she holds the weapon. She must perform the ritual
over the course of 1 hour, which can be done during a short
rest. The shaman can then dismiss the weapon, sending it to
the spirit world, and it appears whenever she creates her spirit
weapon thereafter. A shaman cannot make an artifact or a
sentient weapon into her spirit weapon in this way. The weapon
ceases being her spirit weapon if she dies, if she performs the 1-
hour ritual on a different weapon, if she uses a 1-hour ritual to
break her bond to it, or if the spirit of the weapon chooses to
break its bond to the shaman. The weapon appears at the
shaman’s feet if it is in the spirit world when the bond breaks.
Unlike most spirit weapons, a magic item that has been made
into a spirit weapon is fully magical, and is an invalid target for
spells such as elemental weapon.
Because her right to wield a magic weapon as her spirit
weapon is predicated on a bargain, rather than simple
attunement to the item, a magic item that is made into a spirit
weapon is considered a sentient magic item, using the rules as
described on page 214 and 216 of the Dungeon Master’s Guide.
The DM determines the abilities, senses, alignment, and other
characteristics of the magic weapon, though it can only
communicate with the shaman unless it gains the ability to
communicate through some other means. Moreover, in addition
to the usual effects of a conflict, a magic item that has been
made into a spirit weapon can choose to break its bond with the
shaman at any time should she refuse to comply with its
wishes.

Classes

Shaman

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