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Shaman Class Details

“The world is a web of energy, and we shaman are the weavers.”


Health and Mana

Health Die. 1d6
Hit Points at 1st level. 6 + Constitution Ability Score
Hit Points at Higher levels. 1d6 (or average roll, 4) + Con Mod per level after 1st.
Mana Die. 1d10
Mana Points at 1st level. 10 + Intelligence Ability Score
Mana Points at Higher levels. 1d10 (or average roll, 6) + Int Mod per level after 1st.

Proficiency

Skill Groups. Mysticism, Perception, and Wilderness.
Primary Defense. Fortitude
Offense. One Weapon Type
Spell Focus. Orbs, Staves, Wands
Armor. Light

Spellcasting

The Shaman learns 3 + Intelligence Modifier (minimum +1)  spells at 1st level and learns an additional spell in the Shaman Spell List every even Shaman level gained.


Drumming Communion

The Shaman drums to embolden your allies demoralize their enemies. Drumming can be used as a Standard Action, Sustained as a Minor Action, and is considered an Aura Area of Effect for all who can hear it within a 90 ft radius targeting enemies’ Will. Creatures who are Defeaned are unaffected by Drumming. At 1st level the Shaman chooses two drumming patterns, learning another pattern at 5th, 11th, and 17th level;

  • Heartbreak Beat. A beat that disheartens your enemies yielding a -2 to their Fortitude and when being healed the Shaman may negate the amount of healing to the opponent equal to their Wisdom modifier.
  • Echoes. A drumming that reverberates, yielding Disadvantage on attacks against allies that leave them Blinded or Defeaned. The Shaman may target the Will of a number of enemies up to their Wisdom Modifier and upon a hit the targets are Frightened until the end of their next turn.
  • Healing House. The Shaman’s drumming grants all allies who hear the drumming temporary Hit Points equal to their Wisdom Modifier.
  • Lethargic Lo-Fi. All enemies suffer a -2 Reflex and lose 5 ft of movement speed.
  • Trance Trap. Enemies suffer a -2 Will and when an opponent Sustains a spell the Shaman may use their Reaction to leave the target Dizzied.
  • Relentless Rock. The Shaman rallies allies to better their martial powers. Combat Maneuvers made by allies have Advantage while enemies’ Combat Maneuvers yield Disadvantage.
  • Blissful Bossa Nova. The Shaman and all allies have Advantage on applying the Charmed, Enraged, Deranged Conditions and all attempts to apply the those Conditions to allies yield Disadvantage.

Spirit Bonding

At 3rd level the Shaman uses their Standard Action to reach out into the Aether, Linking their souls with a number of creatures equal to the Shaman’s Wisdom Modifier and up to 90 ft away. Those who are Linked with the Shaman are able to be targeted by the Shaman for different effects. The Shaman starts knowing two Bonding techniques and can Link an additional target and learn an additional Bonding technique at 7th and 13th levels

  • Spirit Shift. The Shaman and a Linked target swap places with each other.
  • Spirit Transference. The Shaman transfers a Condition from a Linked target to themselves, or vice versa.
  • Curse. The Shaman bestows a curse upon the Linked enemy, and all the enemy’s attacks targeting a Defense of the Shaman’s choice yield Disadvantage.
  • Hex. The Shaman hexes the Linked enemy, yielding 1d4 damage to all attacks against it.
  • Blood Tribute. The Shaman applies Lacerated to Linked enemies who are Bloodied, dealing damage equal to ½ the Shaman’s level + Wisdom Modifier at the beginning of the targets’ turn.
  • Spirit Mending. When the Shaman heals a marked creature, the Shaman restores half of the amount healed in Mana Points.

Life Drain

At 9th level the Shaman uses their Standard Action making a spell attack targeting the Fortitude of all opponents within a 30 ft radius. Upon a hit the targets take damage equal to half the Shaman’s level + Wisdom Modifier Psychic damage and the Shaman is able to restore the damage in Hit Points and Mana Points. This may only be used once per long rest.
At 15th level the Shaman and all allies in the 30 ft radius restore HP and MP.


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