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Shaman

The highwaymen descend on a strangely dressed girl,


paying no thought to the odd-looking pole she stabs
into the ground as they surround her—until that
pole belches gouts of crimson flame, igniting their
cloaks and beards and searing their lungs when
they open their mouths to curse her.
Wreathed in the spirit of the cave winds, a dwarf
vaults the escarpment and barrels into a band
of orcs. Quick to gather himself, he swings
his warhammer in wide circles, buffeting his
startled enemy with a blasting wind, scattering
them in all directions.
A dust-covered party of adventurers stag-
ger from an ancient tomb, badly wounded
by a collapsed ceiling, but before they have a
chance to feel defeated, a gentle rain starts to
fall, washing away dust, vanishing bruises, mend-
ing bones, and restoring vigor.
Shamans are powerful spellcasters who call
upon their ancestors for divine knowledge and
upon the forces of nature to heal their allies
and punish their foes. Shamans act as sacred
intermediaries between the natural and the
supernatural world, using magic to cure
illness, foretell the future, and harness ele-
mental forces to help their tribes and clans
in troubled times. Shamans create their
own reality, having discovered the weave
after experiencing an inner awakening.

Ancestors and Elements


As the spiritual leaders of their tribes and clans,
shamans commune with the unseen spirits that walk
among us—their dead ancestors and other creatures that
inhabit the spirit world, both benevolent and malevolent.
Shamans also revere the spirits that dwell in all things—
trees and mountains, heirlooms and apples, waterfalls and
shooting stars. A powerful shaman can manipulate these
spirits to gain hidden knowledge and to access the secret
openings through which the inexhaustible elemental
energies of the cosmos pour into the world.
Adventuring shamans use their spiritual power to
restore health to injured allies, leap into the fray with
weapons enhanced with elemental energy, and devastate
enemies from afar with lightning strikes, earthquakes,
and lava bursts.

Totems
Shamans use totems to call forth the aid of powerful
spirits and to focus the four elements—air, earth, fire, and
water—to help themselves and their allies or to hinder
those who threaten them.

Version 1.0 1
THE SHAMAN
Proficiency Cantrips Spells Spell Spell Totems
Level Bonus Features Known Known Slots Level Crafted
1st +2 Totem Magic, Primordial, Spirit Guide 3 3 1 1st —
2nd +2 Totems 3 4 2 1st 2
3rd +2 Totemic Specialty 3 5 2 2nd 2
4th +2 Ability Score Improvement 4 6 2 2nd 2
5th +3 — 4 7 3 3rd 3
6th +3 Archetype feature 4 8 3 3rd 3
7th +3 Spirit Walk 4 9 3 4th 4
8th +3 Ability Score Improvement 4 10 3 4th 4
9th +4 — 4 11 3 5th 5
10th +4 Archetype feature 5 12 3 5th 5
11th +4 Spiritual Awakening (6th level) 5 12 4 5th 5
12th +4 Ability Score Improvement 5 13 4 5th 6
13th +5 Spiritual Awakening (7th level) 5 13 4 5th 6
14th +5 Archetype feature 5 14 4 5th 6
15th +5 Spiritual Awakening (8th level) 5 14 4 5th 7
16th +5 Ability Score Improvement 5 15 4 5th 7
17th +6 Spiritual Awakening (9th level) 5 15 5 5th 7
18th +6 Archetype feature 5 16 5 5th 8
19th +6 Ability Score Improvement 5 16 5 5th 8
20th +6 Totem Mastery 5 16 5 5th 8

Creating a Shaman Outlander background. Third, choose control flames and


guidance as your cantrips, and choose earth tremor, cure
When creating a shaman, think about where your char- wounds, and thunderous smite as your 1st-level spells.
acter comes from, his or her place in the world, and their
connection to the tribe or clan where they spent their
formative years. Talk with your GM about an appropriate
origin for your shaman. Were they instructed by an older
Class Features
As a shaman, you gain the following class features.
shaman? Did they come from a distant land, making
them an oddity in your campaign? Or is the campaign Hit Points
set in the wilds, where shamanic practices are common? Hit Dice: 1d8 per shaman level
Consider why your character walks with one foot in the Hit Points at 1st Level: 8 + your Constitution modifier
spirit world. Perhaps your character had a dramatic en- Hit Points at Higher Levels: 1d8 (or 5) + your
counter with a maleficent spirit and survived the experi- Constitution modifier per shaman level after 1st
ence, or was born during a blizzard or earthquake, which
was interpreted as a sign that becoming a shaman was Proficiencies
your character’s destiny. Armor: Light armor
What led your shaman to take up the adventuring life? Weapons: Simple weapons
Does the tribe or clan require their shaman to spend Tools: Woodcarver’s tools
time in the outside world before returning to lead them Saving Throws: Wisdom, Charisma
in spiritual matters? Did monsters or an invading horde Skills: Choose two from Animal Handling, Athletics,
drive your shaman out of their homeland? Or maybe your History, Insight, Medicine, Nature, and Survival
shaman was cast out from their people because of a crime
committed, a taboo violated, or a coup that removed Equipment
your shaman from a position of authority. Perhaps your You start with the following equipment, in addition to the
character was a runaway or orphan, befriended by a wan- equipment granted by your background:
dering shaman; or maybe their homeland was befouled • (a) a spear or (b) any simple melee weapon
by evil, and they took up an adventuring life in hopes of • (a) 4 javelins or (b) a shortbow and 20 arrows
returning one day to cleanse it. • (a) leather armor, an explorer’s pack, and a totemic
Quick Build focus
You can make a shaman quickly by following these sug- Alternatively, you can ignore the equipment here and in
gestions. First, Wisdom should be your highest attribute, your background, and buy 5d4 × 10 gp worth of equip-
followed by Strength or Constitution. Second, choose the ment from the equipment chapter in the core rules.

2
Primordial Spellcasting Flavor
You can speak, read, and write Primordial, the language Depending on the setting, your shaman’s magic
of the elemental planes. Primordial is a guttural language, might come from a variety of sources and, as such,
filled with harsh syllables and hard consonants. be interpreted differently in each.
For example, a shaman might call upon the den-
Spirit Guide izens of the elemental planes to fuel his spells. If a
Whenever you make a Charisma check when interacting
wall of flame is needed, invoking an elemental of fire
with spirits or elementals, your proficiency bonus is dou-
is the obvious choice. However, any shaman spell
bled if it applies to the check.
could have their magical origins tied to the ele-
Totem Magic ments. For example, the energy to cast cure wounds
might spring from the soothing waves of a water
As a medium of the elemental and spiritual realms, you elemental.
can cast shaman spells. See chapter 10 in your player’s Alternatively, a shaman might contact the spirits
handbook for the general rules on spellcasting and the of the dead—her ancestors or any willing spirit—for
end of this document for the shaman class spell list. help. As with the previous example, any shaman
Cantrips spell, not just the obvious ones like guidance and
You know three cantrips of your choice from the shaman cure wounds, could be driven by spirits. In this case,
spell list. You learn additional cantrips of your choice at casting wall of flame might require the shaman to
higher levels, as shown on the Cantrips Known column of invoke great-great-grandfather Cy’s fiery temper.
the Shaman table. Additionally, while totems are their own special
feature for this class, using the totemic object in the
Spell Slots description of the spellcasting of spells is certainly a
The Shaman table shows how many spell slots you have.
viable approach. The waves of fire from wall of flame
The table also shows what the level of those slots is; all
could emerge from the planting of a totem, while
of your spell slots are the same level. To cast one of your
cure wounds could be manifested as water bubbling
shaman spells of 1st level or higher, you must expend a
spell slot. You regain all of your spell slots when you finish out of a planted totem, into the shaman’s hands,
a short or long rest. which he then pours onto the target as a balm for
their wounds.
Spells Known of 1st Level and Higher The source and manifestation of your shaman’s
At 1st level, you know three 1st-level spells of your choice powers could be a mingling of these examples or
from the shaman spell list. something else entirely. Consult with your game
The Spells Known column of the Shaman table shows master to determine what works best within the
when you learn more shaman spells of your choice of 1st framework of the campaign.
level and higher. A spell you choose must be of a level no
higher than what’s shown in the table’s Spell Level column
for your level. A totem focus costs 1 gp and is made from your choice
Additionally, when you gain a level in this class, you can of a common metal, wood, stone, bone, coral, or glass.
choose one of the shaman spells you know and replace it The image depicted on your totem focus normally has
with another spell from the shaman spell list, which also personal significance and is tied to nature.
must be of a level equal to or lower than your spell slot
level. Shaman Totems
Spellcasting Ability On your path to becoming a shaman, you studied the
Wisdom is your spellcasting ability for your shaman craft of carving totems—wooden poles roughly 3 inches
spells, so use your Wisdom whenever a spell refers in diameter and about 3-feet tall. With painstaking effort,
to your spellcasting ability. In addition, you use your you learned to carve the entire length of your totems and
Wisdom modifier when setting the saving throw DC for were then taught how to imbue them with magic. After
a shaman spell you cast and when making an attack roll completion, the essence of the totem binds with your
with one. spirit, allowing you to call upon its power.
Starting at 2nd level, you can craft and bond with two
Spell save DC = 8 + your proficiency bonus + totems of your choice. Your totem options are detailed at
your Wisdom modifier the end of the class description. When you gain certain
Spell attack modifier = your proficiency bonus + shaman levels, you can craft and bond with additional
your Wisdom modifier totems of your choice as shown in the Totems Crafted
column of the Shaman table.
Spellcasting Focus Additionally, when you gain a level in this class, you
You can use a totem focus as a spellcasting focus for your can choose to break your spiritual bond with one of your
shaman spells in place of any material components that totems and replace it with another totem that you could
do not have a gold piece cost. make at that level.

3
Using Your Totems Totemic Mastery
As an action, you can plant a totem at a point within 5
At 20th level, you are a master of planting and using your
feet of you, and in doing so summon its spiritual essence.
totems. Any totem that requires you to finish a short or
This essence is considered neither a creature nor an ob-
long rest before you can plant it again can now be planted
ject, though it has the spectral appearance of the totem it
at will, and any totem that requires you to finish a long
represents.
rest before you can plant it again can now be planted after
When you plant a totem, it triggers its magical effect,
you finish a short or long rest. In addition, you can now
as detailed in the totem’s description. A creature can
plant your totems as a bonus action.
only benefit from one totem of the same kind at a time.
If a totem makes an attack roll, the attack bonus is equal
to your shaman spell attack bonus. If a totem requires a
creature to make a saving throw, the DC is equal to your
Totemic Specialties
spell save DC. Every shaman’s path eventually comes to a fork in the
You can dismiss a totem you’ve planted as either an road where they must choose how their magic develops
action or a bonus action, ending its effect. If you fall going forward.
unconscious, all totems that you have planted are auto-
matically dismissed. Unless otherwise noted in the totem Totemic Enhancement
description, totems last up to 1 minute before they are Warriors at heart, the shaman of Totemic Enhancement
dismissed automatically, and once you plant a totem, you chooses to specialize in magic that bolsters their own and
must dismiss it and finish a short or long rest before you their allies’ ability to deal damage in melee combat.
can plant it again.
Bonus Proficiencies
Totemic Specialty When you choose this specialty at 3rd level, you gain
At 3rd level, an inner awakening reveals the shamanic proficiency with medium armor, shields, and martial
path you must take. Choose one of the following spe- weapons.
cialties: Totemic Enhancement, Totemic Elementalism,
or Totemic Restoration. Your choice grants you features Fighting Style
at 3rd level and again at 6th, 10th, 14th, and 18th levels. Also at 3rd level, you adopt a particular style of fighting as
These specialties are detailed below. your specialty. Choose one of the following options from
among those available to the fighter class: Dueling, Great
Ability Score Improvement Weapon Fighting, or Two-Weapon Fighting. You can’t
take a Fighting Style option more than once.
When you reach 4th level, and again at 8th, 12th, 16th,
and 19th level, you can increase one ability score of your Extra Attack
choice by 2, or you can increase two ability scores of your Starting at 6th level, you can attack twice, instead of once,
choice by 1. As normal, you can’t increase an ability score whenever you take the Attack action on your turn.
above 20 using this feature.
Enhancement Totem Boost
Spirit Walk At 10th level, your understanding of totemic magic has
increased. Your totems now have additional effects if they
At 7th level, you can cast commune without expending possess an Enhancement Boost.
a spell slot. Instead of contacting a deity, you briefly step
into the Ethereal Plane, where you can query a dead an- Spirit Beast
cestor, a different spirit, or an elemental. Starting at 14th level, you gain the services of a pair of
Once you use this feature, you can’t use it again until spectral animals. These creatures can take the form of
you finish a short or long rest. any beast that the shaman finds most fitting. As a bonus
action, you can summon the beasts to the material realm
Spiritual Awakening and command them to pursue and distract a creature
of your choice that you can see within 30 feet of you.
Starting at 11th level, you are more attuned to the ele-
You and your allies have advantage on melee attack rolls
mental and spiritual nature of the universe. Choose one
against the creature until the start of your next turn, after
6th-level spell from the shaman spell list as this Spiritual
which the beasts return to the spirit realm until you use
Awakening. When you gain a level in this class, you can
this feature again.
choose one of your awakened spells and replace it with
You can use this feature a number of times equal to your
another spell of the same level.
Wisdom modifier (a minimum of once). You regain all
You can cast your awakened spell once without expend-
expended uses when you finish a long rest.
ing a spell slot. You must finish a long rest before you can
do so again. Maelstrom Strikes
At higher levels, you gain more shaman spells of your At 18th level, you have learned to harness the essence of
choice that can be cast in this way: one 7th level spell storms with your weapons. When you damage a hostile
at 13th level, one 8th level spell at 15th level, and one creature with a melee weapon attack on your turn, you
9th-level spell at 17th level. You regain all uses of your can use a bonus action to cause you and your totems to
Spiritual Awakening when you finish a long rest. burst with electrical power.
4
When you do this, each hostile creature within 15 feet of action to cause each hostile creature within 15 feet of one
you or one of your totems must make a Dexterity saving of your totems to take 1d4 acid damage, 1d4 cold damage,
throw against your spell save DC, taking 8d6 points of 1d4 fire damage, 1d4 lightning damage, and 1d4 thunder
lightning damage on a failed save, or half as much dam- damage. This damage counts as a totem effect for the pur-
age on a successful one. In addition, when you damage poses of your Elemental Augmentation feature.
a creature in this way, you and all allies within 15 feet of Once you use this feature, you can’t use it again until
you or one of your totems gain temporary hit points equal you finish a long rest.
to the damage dealt to one of the creatures, whichever
took the most damage. Totemic Restoration
Once you use this feature, you can’t use it again until Shamans of Totemic Restoration choose this specialty be-
you finish a short or long rest. cause they are gentle souls that wish to ease the aches and
pains of those around them, using their magic to mend
Totemic Elementalism bones or remove sickness.
Heeding the call of nature’s destructive wrath, shamans of
the Elemental Totem focus their magic into totems and Bonus Proficiencies
into casting combat spells that harness the elements of air, Beginning at 3rd level, you gain proficiency with medium
earth, fire, or water. armor and shields, as well as the herbalism kit. If you are
already proficient with the herbalism kit, you gain profi-
Elemental Attunement ciency in your choice of one type of Artisan’s Tools.
Beginning when you choose this specialty at 3rd level,
whenever one of your totems deals acid, cold, fire, light- Healing Wave
ning, or thunder damage, add your Wisdom modifier to Also starting at 3rd level, whenever one of your totems
that damage. restores hit points to a creature, the creature regains
In addition, choose one of the following damage types: additional hit points equal to your Wisdom modifier
acid, cold, fire, lightning, or thunder. You gain resistance (minimum 1).
to damage of the chosen type. Restorative Amplification
Elemental Amplification Starting at 6th level, any totem related to your specialty
Starting at 6th level, any totem related to your specialty that has a Restoration Boost now has a radius of 30 feet if
that has an Elemental Boost now has a radius of 30 feet if its normal radius was 15 feet.
its normal radius was 15 feet. Totemic Restoration Boost
Elemental Totem Boost At 10th level, your understanding of totemic magic has
At 10th level, your understanding of totemic magic has increased. Your totems now have additional effects if they
increased. Your totems now have additional effects if they possess a Restoration Boost.
possess an Elemental Boost. Soul Anchor
Elemental Augmentation Starting at 14th level, your training and knowledge has
Starting at 14th level, whenever one of your totems deals lead to insights into the spirit realm and how to remain
acid, cold, fire, lightning, or thunder damage you can connected to life, granting you advantage on death saving
apply the following effects to your targets. This feature throws made on your turn.
cannot inflict multiple instances of the same effect. For In addition, instead of making a death saving throw on
example, a creature whose AC is reduced by acid damage your turn, you can choose to regain half your maximum
can’t have their AC reduced further by this feature. hit points. Once you use this feature in this way, you must
finish a long rest before you can do so again.
Damage Type Effect
Rain Dance
Acid The target’s AC is reduced by 2 until the At 18th level, as a bonus action on your turn, you can be-
start of your next turn gin a ritual of complex dance steps and ululating sounds
Cold The target’s speed is reduced by 10 feet to summon a restorative rain cloud that lasts for 1 minute.
until the end of its next turn The cloud forms at a point you can see 20 feet directly
Fire The target takes an extra 1d6 fire damage above you in a 30-foot radius. A light rain fills the cylin-
Lightning The target can’t take reactions until the der, and the area is lightly obscured to hostile creatures.
start of your next turn This feature does nothing if you can’t see a point in the air
Thunder The target is pushed up to 5 feet away from where the rain cloud could appear.
the totem and is deafened until the end of On each of your turns until the dance ends, you can use
their next turn. your action to channel the rain’s healing energy, causing
you and each friendly creature in the rain to regain hit
Elemental Overload points equal to 3d8 + your Wisdom modifier. You can
At 18th level, you have mastered the elemental magic maintain the dance while taking other actions. This fea-
present in the world. As a bonus action, you can summon ture has no effect on undead or constructs.
an aura of elemental chaos around your totems that lasts Once you use this feature, you must finish a long rest
for one minute. While the aura persists, you can use your before you can use it again.
5
Restoration Boost: Surging Waters. When you or an
Shaman Totems ally take acid, cold, fire, lightning, or thunder damage,
If a totem has prerequisites, you must meet them to craft you can use your reaction to change the type of resistance
and use it. You can craft and imbue a totem at the same granted by the totem to match the incoming damage type.
time that you meet its prerequisites.
Starting at 10th level, some totems have additional Farcasting Totem
effects known as Totemic Boosts. There are three types of When you plant this totem, you can either infuse it with
Totemic Boosts, one for each totemic specialty: Enhance- a shaman cantrip that you know or spend a shaman spell
ment Boosts, Elemental Boosts, and Restoration Boosts. slot to infuse it with a shaman spell that you know.
While planted, you can cast the infused spell as though
Eagle Eye Totem you were in the totem’s space, though you must use your
Prerequisite: 7th Level own senses. If the spell has a range of touch, you can cast
When you plant this totem, it becomes invisible. As an ac- it on a target that you can see within 15 feet of the totem.
tion, you can see from the perspective of the totem until If the spell has a range of self, you can choose a willing
the start of your next turn. During this time, you are blind creature that you can see within 15 feet of the totem and
with regard to your own senses. The totem has truesight treat it as if it were the caster. If the spell requires concen-
to a distance of 15 feet and darkvision to a distance of 120 tration, you must maintain concentration for it.
feet. This totem lasts up to 1 hour. The totem is dismissed
This totem lasts up to 8 hours. Once you plant this to- early when you cast the infused spell, unless the spell is a
tem, you can’t plant it again until you finish a long rest. cantrip.
Enhancement Boost: All-Seeing Eye. The totem has Elemental Boost: Quickened Spell. If the infused spell
truesight to a distance of 120 feet. In addition, while using has a casting time of 1 action, you can instead cast it as a
the totem, you can see up to 1 mile away with no diffi- bonus action.
culty and can discern even fine details as though looking Grace of Air Totem
at something no more than 100 feet away. Additionally, Prerequisite: 7th level
dim light doesn’t impose disadvantage on your Wisdom
(Perception) checks. While within 15 feet of this totem, you and your allies
have a +2 bonus to ranged attack rolls.
Earthbind Totem Once you plant this totem, you can’t plant it again until
While this totem is planted, the ground underneath it you finish a long rest.
becomes a churning quagmire and is treated as difficult Elemental Boost: Buffeting Winds. When you or an ally
terrain for hostile creatures. within 15 feet of the totem hits with a ranged attack, the
Once you plant this totem, you can’t plant it again until target can be pushed up to 10 feet away.
you finish a short or long rest. Restoration Boost: Warding Winds. Ranged attacks
Elemental Boost: Hungering Earth. When you plant made against you and your allies within 15 feet of the
this totem, each hostile creature within 15 feet of the totem have disadvantage.
totem must succeed on a Strength saving throw or be
restrained. A creature restrained by the terrain can use its Grounding Totem
action to make a Strength check against your spell save Prerequisite: 7th level
DC. On a success, it frees itself.. When you plant this totem, the next spell cast on you or
any ally within 15 feet of the totem is subject to counter-
Elemental Blast Totem spell cast as a 3rd level spell. If you are within 15 feet of
When you plant this totem, choose one type of damage: this totem when it triggers, you can use your reaction to
acid, cold, fire, lightning, or thunder. As a bonus action spend a shaman spell slot of 4th or 5th level to increase
on your turn, you can cause it to spit a bolt of elemental the level at which counterspell is cast.
energy at a hostile creature you can see within 15 feet of Once you plant this totem, you can’t plant it again until
the totem. Make a ranged spell attack against the target. you finish a long rest.
On a hit, the target takes 1d8 damage of the chosen type.
At Higher Levels. This totem’s damage increases by Guidance Totem
1d8 when you reach 5th level (2d8), and again when you When you plant this totem, you summon a wise and
reach 11th level (3d8), and 17th level (4d8). knowledgeable spirit. You and friendly creatures within
Elemental Boost: Malleable Blasts. This totem’s damage 15 feet of the totem have advantage on Intelligence and
ignores damage resistance. In addition, whenever you use Wisdom checks as they converse with the spirit to receive
the totem to attack, you can change the damage to a dif- guidance and counsel.
ferent type: acid, cold, fire, lightning, or thunder damage. Once you plant this totem, you must finish a long rest
before you can plant it again.
Elemental Resistance Totem Restoration Boost: Foresight. The spirit also gives guid-
Prerequisite: 7th level ance to you and each creature of your choice within 15
When you plant this totem, choose one of the following feet of the totem about a future occurrence. Once, when
damage types: acid, cold, fire, lightning, or thunder. While the creature makes an ability check before they finish a
within 15 feet of this totem, you and your allies have resis- long rest, they can choose to gain advantage on that roll.
tance to damage of the chosen type. They must choose to do so before making the roll.

6
Guardian Totem Lightning Rod Totem
When a creature you can see attacks a target other than Prerequisite: 7th level
you within 15 feet of this totem, you can use your reac- Once per turn, when a hostile creature within 15 feet of
tion to impose disadvantage on the attack roll using a the totem is hit with a weapon attack, it takes an extra 1d6
spectral shield of force. lightning damage.
Once you plant this totem, you can’t plant it again until Once you plant this totem, you must finish a long rest
you finish a short or long rest. before you can plant it again.
Enhancement Boost: Guardian Spirit. When you use At Higher Levels. This totem’s damage increases by 1d6
your reaction in this way, the target gains half cover from when you reach 11th level (2d6), and again when you
the shield until the start of their next turn. reach 17th level (3d6).
Healing Stream Totem Elemental Boost: Shock Seeker. When a creature takes
You can use a bonus action to cause a creature of your the lightning damage caused by this totem, they have dis-
choice within 15 feet of this totem to regain 1 hit point. advantage on Dexterity saving throws against your spells
Once you plant this totem, you must finish a long rest until the start of their next turn.
before you can plant it again. Enhancement Boost: Malleable Strikes. When you plant
At Higher Levels. This totem’s healing increases to 1d4 this totem, you can choose to change the type of damage
when you reach 5th level, and again by 1d4 when you from lightning to one of the following types instead: acid,
reach 11th (2d4), and 17th level (3d4). cold, fire, or thunder damage.
Restoration Boost: Shielding Swells. If a creature is al- Resolution Totem
ready at maximum hit points when healed by this totem, While within 15 feet of the totem, you and your allies
they gain temporary hit points instead. have advantage on saving throws made against charm,
Healing Tide Totem fear, or sleep effects from spells or abilities.
Prerequisite: 12th Level Restoration Boost: Cleansing Waves. While within 30
feet of the totem, you can use a bonus action on your turn
When you plant this totem, you and each friendly crea- to remove one of the following temporary conditions
ture within 15 feet of it regain 3d8 hit points. from another creature within 30 feet of the totem: blind-
Once you plant this totem, you must finish a long rest ed, charmed, deafened, frightened, poisoned, or stunned.
before you can plant it again.
At Higher Levels. This totem’s healing increases by 1d8
when you reach 17th level (4d8).
Restoration Boost: Cloudburst. Any creature healed by
this totem can choose to immediately expend a number
of Hit Dice up to your Wisdom modifier (minimum 1)
and restore hit points just as they would after finishing a
short rest.
Hungering Spirit Totem
In exchange for power, you and your allies can feed some
of your life essence to the spirits conjured by this totem.
When you or an ally start their turn within 15 feet of this
totem, they can choose to expend a number of Hit Dice
up to your proficiency bonus. Until the totem is dis-
missed, attacks they make deal extra damage equal to the
number of Hit Dice spent.
Once you plant this totem, you must finish a long rest
before you can plant it again.
Enhancement Boost: Bloodlust. When you or an ally
hit with an attack while within 15 feet of this totem,
you (or they) can choose to expend a Hit Die. Roll
the Hit Die and add it to the damage roll. Once a
creature does this, it must finish a short or long rest
before it can do so again.

7
Sanctuary Totem Tempest Totem
Prerequisite: 7th level Prerequisite: 12th level
While this totem is planted, all creatures and objects When you plant this totem, you can change the weath-
within 15 feet of the totem are invisible to creatures fur- er conditions within 1 mile of the totem, changing the
ther than 15 feet away from the totem. The effect ends for precipitation, temperature, or wind by one stage as if with
1 minute if a creature within 15 feet of the totem makes the control weather spell. This totem lasts 1 hour. When
an attack or casts a spell. the totem is dismissed, the weather gradually returns to
This totem lasts for up to 8 hours. Once you plant this normal.
totem, you must finish a long rest before you can plant it Once you plant this totem, you must finish a long rest
again. before you can plant it again.
Restoration Boost: Cave of Respite. You and friendly Elemental Boost: Storm Speaker. You can change the
creatures that finish a short or long rest while within 15 weather within 2 miles of the totem and may alter the
feet of this totem gain temporary hit points equal to half precipitation, temperature, or wind by up to two stages,
your shaman level plus your Wisdom modifier. A creature instead of one.
doesn’t receive this benefit if they spend more than 10
minutes outside the effect of this totem during the rest. Tower Totem
When you plant this totem on a surface, a spectral tower
Skyfury Totem rises from it. The tower is 15-feet wide on each side and
Prerequisite: 7th level rises to a height of your choice up to 30 feet, lifting the
Your attacks, and the attacks of friendly creatures score a totem and anything in its space. The tower stops rising
critical hit on a roll of 19 or 20 while within 15 feet of this before it reaches 30 feet if it or something on it touches
totem. If an affected creature normally scores a critical hit another surface.
on a roll of 19 or 20, then they score a critical hit on a roll Though the tower is magical in nature, it takes on the
of 18–20; if they normally score a critical hit on a roll of appearance and feel of the surface it was placed upon and
18–20, then they score a critical hit on a roll of 17–20. requires a successful DC 10 Strength (Athletics) check
Once you plant this totem, you can’t plant it again until to climb. When the totem is dismissed, the tower lowers
you finish a long rest. back to the surface until it disappears.
Elemental Boost: Seismic Strikes. When a creature Enhancement Boost: Sky Scraper. When you plant the
under the effects of this totem scores a critical hit with totem, you can make the tower rise up to 60-feet high. In
a ranged attack, they can roll one additional damage die addition, you can use an action to change the height of
when determining the extra damage for the critical hit. the tower to be between 1 and 60 feet.
Enhancement Boost: Thundering Blows. When a Elemental Boost: Lightning Bound. A hostile creature
creature under the effects of this totem scores a critical hit that begins climbing the side of the tower or ends its turn
with a melee attack, they can roll one additional damage there must each make a Constitution saving throw, taking
die when determining the extra damage for the critical 3d8 points of lightning damage on a failed save, or half
hit. as much on a successful one. If a creature that fails this
saving throw had to make a Strength (Athletics) check to
Stoneskin Totem climb the tower, it must make a DC 10 Strength (Athlet-
When you plant this totem, choose one type of damage: ics) check or fall.
bludgeoning, piercing, or slashing. You and your allies
have resistance to damage of the chosen type dealt by
nonmagical weapons while within 15 feet of this totem.
Enhancement Boost: Earthen Shield. You and your
allies have resistance to all bludgeoning, piercing, and
slashing damage dealt by nonmagical weapons while
within 15 feet of this totem.
Stunning Surge Totem
Prerequisite: 7th level
When you plant this totem in the ground, all creatures
within 15 feet must make a Constitution saving throw or
become stunned until the end of their next turn.
Once you plant this totem, you must finish a short or
long rest before you can plant it again.
Enhancement Boost: Static Charge. While within 15
feet of the totem, you can use your action to repeat
the effect as if you had planted the totem again.
A creature that has been stunned by this totem
before has advantage on the saving throw.

8
Tranquility Totem Volcanic Totem
While within 15 feet of this totem, a creature can finish Prerequisite: 7th level
a short rest in 30 minutes or a long rest in 4 hours. In When you plant this totem, it begins glowing with malev-
addition, creatures that need sleep only require half the olent orange light. As an action, you can cause it to erupt
usual amount. A creature doesn’t receive these benefits in an explosion of fire. Each creature within 15 feet of the
if it spends more than 10 minutes outside of the totem’s totem must make a Dexterity saving throw, taking 8d6
radius during the short or long rest. points of fire damage on a failed save or half as much on a
Once you plant this totem, you must finish a long rest successful one. The totem is dismissed when you do this.
before you can plant it again. Once you plant this totem, you must finish a long rest
Enhancement Boost: Mountainous Endurance. Each before you can plant it again.
creature that finishes a long rest under the effect of this At Higher Levels. This totem’s damage increases by 1d6
totem has advantage on Constitution checks made to when you reach 11th level (9d6), and again when you
avoid exhaustion from traveling for more than 8 hours in reach 17th level (10d6).
a day. This benefit lasts until it finish a long rest. In addi- Elemental Boost: Lava Bed. After you use your action
tion, each creature can travel at a fast pace without taking to cause the totem to erupt, the area within 15 feet of
a penalty on passive Wisdom (Perception) scores. the totem becomes difficult terrain until the totem is
Restoration Boost: Restful Regrowth. Each creature dismissed. Any creature that enters the area or ends its
that finishes a short rest under the effect of this totem and turn there takes 1d6 fire damage. A creature can take this
spends one or more Hit Dice regains additional hit points damage only once per turn.
as if they had spent one additional Hit Die. Each creature
that finishes a long rest under the effect of this totem re- Voodoo Totem
gains additional Hit Dice equal to your Wisdom modifier. When you plant this totem, choose an ability. Creatures of
Additionally, each creature that finishes a long rest under your choice within 15 feet of this totem have disadvantage
the effect of this totem reduces their exhaustion level by 2, on ability checks made with the chosen ability.
rather than 1. Enhancement Boost: Grave Strikes. Once per turn,
when a friendly creature within 15 feet of the totem hits
Traversal Totem a hostile creature within 15 feet of the totem, the hostile
When you plant this totem, you can create a stretch of creature takes an extra 1d6 necrotic damage. This damage
special terrain that begins from where you planted the to- increases to 2d6 at 17th level.
tem, extending up to 30 feet long and 5 feet wide, shaped Restoration Boost: Rip Tide. Once per turn, when a
in any way you choose. This terrain might manifest itself friendly creature within 15 feet of the totem hits a hostile
in the form of vines growing up a wall, tree roots forming creature within 15 feet of the totem, the friendly creature
a bridge, lily pads or ice floating on water, a path of clouds regain 1d6 hit points. This healing increases to 2d6 at
floating in the air, or some other phenomenon of your 17th level.
choice. It acts as a solid surface that can be walked and
climbed on, though any creature can freely pass through Windfury Totem
it if they choose to. The terrain disappears when the totem Prerequisite: 12th level
is dismissed.. While within 15 feet of this totem, you and your allies
Elemental Boost: Earth Shaper. The stretch of terrain gain a +2 bonus to AC and may make one additional
can be up to 60 feet long. weapon attack whenever taking the Attack action.
Enhancement Boost: Zephyr Steps. You and your allies Once you plant this totem, you must finish a long rest
have advantage on Dexterity (Acrobatics) checks while before you can plant it again.
on the special terrain. In addition, climbing the terrain Enhancement Boost: Static Frenzy. Creatures under the
doesn’t cost you or your allies extra movement. effect of this totem have advantage on Dexterity saving
throws. In addition, their speed is doubled until the end
of their turn.

Multiclassing as a Shaman
To multiclass as a shaman, you must have a Wisdom
score of at least 13. If you are multiclassing into shaman
from another class, you gain proficiency with woodcarv-
er’s tools.
If you have both the Spellcasting class feature and the
Totem Magic class feature from the shaman class, you can
use the spell slots you gain from the Totem Magic feature
to cast spells you know or have prepared from classes
with the Spellcasting class feature, and you can use the
spell slots you gain from the Spellcasting
class feature to cast shaman spells you
know.

9
Shaman Spells
C antrips 2nd level Revivify Immolation
Acid Splash Acumen’s Scorcher* Sleet Storm Maelstrom
Booming Blade Augury Speak with Dead Planar Binding
Control Flames Continual Flame Spirit Guardians Raise Dead
Frostbite Dust Devil Tidal Wave Scrying
Guidance Earthbind Wall of Sand Transmute Rock
Gust Enhance Ability Wall of Water Wall of Stone
Lightning Lure Find Steed Water Breathing
Water Walk 6th level
Magic Stone Find Traps
Bones of the Earth
Message Flaming Sphere Wind Wall
Chain Lightning
Mold Earth Gentle Repose
4th level Find the Path
Resistance Lesser Restoration
Conjure Minor Investiture of Flame
Shape Water Locate Animals or Plants
Elementals Investiture of Ice
Spare the Dying Locate Object
Conjure Woodland Investiture of Stone
Thunderclap Morden’s Acid Arrow*
Beings Investiture of Wind
Morden’s Earthen Grasp*
1st level Scorching Ray
Control Water Move Earth
Absorb Elements Death Ward Ophela’s Freezing
See Invisibility
Alarm Elemental Bane Sphere*
Skywrite
Bane Fire Shield Primordial Ward
Sahrothun’s Snowball
Bless Ice Storm Wall of Ice
Swarm*
Chromatic Orb Locate Creature Wind Walk
Spike Growth
Create or Destroy Water Stone Shape
Warding Wind 7th level
Cure Wounds Stoneskin
Etherealness
Detect Evil and Good 3rd level Storm Sphere
Fire Storm
Detect Poison and Bestow Curse Vitriolic Sphere
Plane Shift
Disease Call Lightning Wall of Fire
Regenerate
Dissonant Whispers Clairvoyance Watery Sphere
Resurrection
Earth Tremor Elemental Weapon 5th level Whirlwind
False Life Erupting Earth Awaken
Find Familiar Haste Commune 8th level
Healing Word Lightning Bolt Conjure Elemental Control Weather
Ice Knife Morden’s Minute Contact Other Plane Earthquake
Identify Meteors* Control Winds Incendiary Cloud
Protection from Evil and Magic Circle Dispel Evil and Good Tsunami
Good Meld into Stone Greater Restoration
Searing Smite Protection from Energy 9th level
Hallow Astral Projection
Thunderous Smite Remove Curse
Thunderwave Foresight
Unseen Servant Meteor Swarm
Witch Bolt Storm of Vengeance

*Renamed spell.

10
Credits
DAWNFORGED SHAMAN
Design
Andrew Armstrong
Additional Design
Alexander Yount and Caleb Willden
Editing & Layout
Jack Elmy
Illustrations
Jon Pintar and William Harvey
Webmaster
BWH Design
Marketing
Yanick Goossens
Special thanks to all the DawnforgedCast patrons whose patience and support allowed this to be created in the first place, and to
Blizzard Entertainment for the initial inspiration for bringing the earth, wind, and fire to 5E.
The DawnforgedCast logo and all content herein are copyright DawnforgedCast, LLC. DawnforgedCast is not formally associated
with any other publishing house(s), and the use of any popularized or system-specific terms does not imply affiliation with or
endorsement by said publishing house(s).
Copyright © 2017 by DawnforgedCast, LLC. All rights reserved. No part of this publication may be reproduced, distributed, or
transmitted in any form without the expressed written permission of DawnforgedCast, LLC.

DawnforgedCast, LLC
www.youtube.com/DawnforgedCast
www.dawnforgedcast.org
[email protected]
11
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