Shaman Homebrew Class 5e

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SHAMAN HOMEBREW CLASS 5e:

Shamans are those who can Interact with the realm of


spirits. They can travel to the other world and send others on
spiritual journeys.

Level Traits Proficiency Soul Wanders


bonus
1st Level Spiritual Totem, Spellcasting +2 -

2nd Level Shamanic Spirit +2 -

3rd Level Soul wander +2 2

4th Level Ability score increase +2 2

5th Level Shamanic Totem +3 2

6th Level Shamanic Spirit trait +3 2

7th Level - +3 3

8th Level Ability score increase +3 3

9th Level Shamanic Spirit trait +4 3

10th Level Shatter the barrier +4 3

11th Level - +4 4

12th Level Ability score increase +4 4

13th Level - +5 4

14th Level Realm of spirits +5 4

15th Level Energy Wave +5 5

16th Level Ability score increase +5 5

17th Level Shamanic spirit trait +6 5

18th Level Ability score increase +6 5

19th Level - +6 6

20th Level One with the Spirits +6 6


-Spellcasting-
Spell slots per spell level
LEVEL Cantrips 1 2 3 4 5 6 7 8 9
1st 2 2 - - - - - - - -
2nd 2 3 - - - - - - - -
3rd 2 4 2 - - - - - - -
4th 3 4 3 - - - - - - -
5th 3 4 3 2 - - - - - -
6th 3 4 3 3 - - - - - -
7th 3 4 3 3 1 - - - - -
8th 3 4 3 3 2 - - - - -
Shaman Level 9th 3 4 3 3 3 1 - - - -
10th 3 4 3 3 3 2 - - - -
11th 4 4 3 3 3 2 1 - - -
12th 4 4 3 3 3 2 1 - - -
13th 4 4 3 3 3 2 1 1 - -
14th 4 4 3 3 3 2 1 1 - -
15th 4 4 3 3 3 2 1 1 1 -
16th 4 4 3 3 3 2 1 1 1 -
17th 4 4 3 3 3 2 1 1 1 1
18th 4 4 3 3 3 3 1 1 1 1
19th 4 4 3 3 3 3 2 1 1 1
20th 4 4 3 3 3 3 2 2 1 1

CLASS FEATURES:
As a Shaman you gain the following class features.

HIT POINTS:
Hit Points at 1st Level:
Your hit points at 1st level is 8 + your constitution modifier.
Hit Points at Higher Levels:
Whenever you gain a level in this class you gain 5 (1d8) + your constitution modifier to your hit
point maximum.
Hit Dice:
Your hit dice are 1d8 per Shaman level.
PROFICIENCIES:
ARMOUR: Light armour
WEAPONS: Simple weapons
SAVING THROWS: You have proficiency in Wisdom and Charisma saving throws.

Tools: Herbalism kit


SKILLS: Choose two from: Animal Handling, Nature, Medicine, Insight, Survival, Deception,
Perception

EQUIPMENT:
-a) leather armor or b) hide armor (if proficient)
-a) an explorer’s pack or b) a dungeoneer’s pack
-a) a short bow and 20 arrows or b) any simple weapon
-a druidic focus and a dagger

Spellcasting: 1st level


Wisdom is your spellcasting ability for your spells. You can prepare spells equal to your wisdom
modifier + your shaman level. When you cast a spell as a ritual you don’t need to expend a spell
slot.
Your spell save DC is 8 + your proficiency bonus + your wisdom modifier.
Your spell attack bonus is your wisdom modifier + your proficiency bonus.
Your spellcasting focus is druidic focus. Because of your connection to the natural and spiritual
worlds, you use these totems to bridge the gap between these worlds.

Shamanic Totem: 1st Level


When you pick this class at level 1 you have been blessed by an ethereal spirit, granting you
magic abilities. You gain one of these options below depending on the type of spirit you were
blessed by. You gain a second totem at 5th level.
-Spider Climb: You gain a climbing speed equal to your walking speed.
-Keen Senses: You gain advantage on perception checks relying on sight, hearing and smell.
-Darkvision: You gain Darkvision out to 60 feet.
-Sea spirit: You gain a swimming speed equal to your walking speed. You also gain the ability to
breathe both air and water.
-Wings: You gain spectral wings. You gain a flying speed equal to your walking speed. You
cannot be wearing medium or heavy armour to gain these benefits.
-Sprint: Your walking speed increases by 10.
- Claws: Your unarmed strike deals 1d6 slashing damage and is treated as a finesse weapon.

Shamanic Spirit: 2nd level, 6th level, 9th level, 17th level
You choose one of the two subclass options. Spirit walker or witch doctor. Spirit walkers use
their magic to deepen their connections to the world of spirits. Witch doctors use the energy of
the spirits to destroy and sow chaos.

Soul Wander: 3rd level


You can now cross between the material world and the spirit world. As a bonus action on your
turn, you can step into the ethereal plane until the start of your next turn. You may maintain
your concentration on any spells still affecting the material plane but any spells you cast in the
ethereal plane fade if you are still concentrating on them when you return to the material
plane. If you re-enter the material plane inside a solid object, you take 2d10 force damage and
exit at the nearest possible space to where you entered. When you re-enter the material plane,
you enter a space within 10 feet of where you exited the material plane.

Ability Score Increase: 4th level, 8th level, 12th level, 16th level, 18th level
You can increase one of your ability scores by 2 to a maximum of 20. Alternatively, you can
increase 2 of your ability scores by 1 to a maximum of 20.

Ethereal Strike: 10th Level


Your connection to the spirit world has grown strong enough to breach the barrier between the
worlds with your spells. While in the ethereal plane, you can target creatures with spells and
make spell attacks. Any effects on these creatures, lasts until you re-enter the material plane.
Any spell attacks have advantage while attacking in this way. Any Strength or Dexterity saving
throws are also made with disadvantage while cast in this way. Once you use this trait, you
cannot use it until you finish a short or long rest.

Realm of Spirits: 14th level


You can target one creature you can see and force it to make a Charisma saving throw or be
banished to the ethereal plane for 1 minute or until you lose your concentration (as if you were
concentrating on a spell.) A willing creature can stay in the ethereal plane for as many minutes
equal to your wisdom score. A creature re-appears in the material plane in the same place it
entered. If it cannot it moves to the nearest possible unoccupied space. Once you use this
feature, you cannot use it until you finish a short or long rest.

Shatter the Barrier: 15th level


Starting at 15th level, you can channel the spiritual energy into a concentrated wave. You can
spend a spirit walk charge to cause a 10-foot sphere to shatter the ethereal barrier. All
creatures in the sphere must make a dexterity saving throw against your spell save DC.
Creatures that fail the saving throw take 12 (2d12) force damage as the other-worldly barrier is
shattered around them. All creatures that fail the save are also moved into the ethereal plane
until the start of their next turn. Any creature wearing lead-based armor automatically succeed
on the saving throw.

One with the Spirits: 20th level


As an action, while you are in the Ethereal plane, you can expend a spell slot to regain a spirit
walk. Alternatively, you can spend spirit walk uses to regain a spell slot whose level is equal to
the number of spirit walks used.

SHAMANIC SPIRIT OPTIONS:


You choose one of the two subclass options. Spirit walker or witch doctor. Spirit walkers use
their magic to deepen their connections to the world of spirits. Witch doctors use the energy of
the spirits to destroy and sow chaos.
SPIRIT WALKER:
Healing Ritual: 2nd level
When you finish the casting of a spell, you can cause one creature within 30 feet of you that
you can see to regain hit points equal to the level of the spell + your Shaman level. A creature
can only benefit from this feature once between a short or long rest.

Spiritual Journey: 6th level


When you use your soul walk trait, you can target a willing creature you can see instead of
yourself to experience the effects of the trait.

Escape of the Otherworld: 9th level


Whenever an attack would hit you, you can use your reaction to expend one use of your soul
walk uses and cause the attack to miss. Alternatively, you can target one willing creature you
can see to gain the effects of this ability.

Soul Sight: 17th level


When you touch a creature, you can force it to make a Wisdom saving throw against your spell
save DC. On a failure you know the creature’s type, alignment, intelligence, wisdom and
charisma scores. You also know the creature’s class and level if any. Fiends, fey and celestials
and undead automatically fail the saving throw. You can also see the true form of any shape
changers hidden by transmutation and illusion magic. A creature that has failed it’s saving
throw against this effect has disadvantage on saving throws against your spells and effects.

WITCH DOCTOR:
Grim Completion: 2nd level
When you complete the casting of a spell, you can target one creature you can see as a bonus
action. That creature takes necrotic damage equal to the level of the spell + your shaman level.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Bonus Proficiencies: 2nd level
Starting at 2nd level when you pick this subclass, you gain proficiency with medium armour,
shields and martial weapons. You also gain proficiency with poisoners kits.
Otherworldly Ceremony: 6th level
You can use an action to target one creature within 30 feet of you that you can see and expend
one use of your spirit walk trait. That creature must make a Charisma saving throw against your
spell save DC. On a fail, the creature has disadvantage on attack rolls against you. You also have
advantage on saving throws against that creature. That creature also gains disadvantage on one
type of saving throw of your choice. Once you use this trait, you can’t use it again until you
finish a short or long rest. You can make a second melee attack against an affected creature as
a bonus action.

Dark Curse: 9th level


Whenever you take damage, you can use your reaction to expend one use of your soul walk
uses to cause one creature you can see to suffer necrotic damage equal to your shaman level.

Cursed Strike: 17th level


When you hit with a weapon attack, you can expend one use of your spirit walk trait to lower
the target’s AC by 1 until the start of their next turn. Once a creature has been affected by this
trait, it can’t be affected by it again until the start of your next turn. When you hit an affected
creature with a weapon attack, you can deal an extra 4 (1d8) necrotic damage to the target.
You also can make a second attack against a cursed creature as a bonus action while it is
cursed.

SHAMAN SPELL LIST:


Cantrips:

-Acid splash

-Blade ward

-Guidance

-Mage hand

-Poison spray

-Produce flame

-Ray of frost

-Toll the dead


-True strike

1st Level:

-Alarm

-Armor of Agathys

-Bane

-Burning hands

-Comprehend languages

-Create or destroy water

-Cure wounds

-Detect magic

-Detect poison and disease

-Entangle

-Faerie fire

-Find familiar

-Fog cloud

-Healing word

-Hellish rebuke

-Identify

-Illusory script

-Purify food and drink

-Ray of sicknesses

-Sleep

-Silent image

-Speak with animals

-Sanctuary

-Shield of faith

-Tenser’s floating disk

-Thunderwave

-Witch bolt

2nd Level:

-Animal messenger
-Aid

-Augery

-Barkskin

-Beast sense

-Blindness/deafness

-Calm emotions

-Darkvision

-Detect thoughts

-Enhance ability

-Invisibility

-Hold person

-Lesser restoration

-Levitate

-Locate object

-Pass without a trace

-Phantasmal force

-See invisibility

-Silence

-Spiritual weapon

-Suggestion

-Web

3rd Level:

-Animate dead

-Bestow curse

-Blink

-Call lightning

-Clairvoyance

-Dispel magic

-Haste

-Fear

-Fly
-Glyph of warding

-Hypnotic pattern

-Lightning bolt

-Remove curse

-Revivify

-Speak with dead

-Slow

4th Level:

-Banishment

-Blight

-Conjure woodland beings

-Death ward

-Divination

-Dimension door

-Dominate beast

-Ice storm

-Greater invisibility

-Polymorph

-Stoneskin

-Wall of fire

5th Level:

-Antilife shell

-Dominate person

-Dispel evil and good

-Dream

-Gaes

-Greater restoration

-Hallow

-Hold monster

-Insect plague

-Mass cure wounds


-Raise dead

-Scrying
-Tree stride

6th Level:

-Eyebite

-Harm

-Heal

-Heroes’ feast

-Sunbeam

-Transport via plants

-True seeing

-Wall of thorns

7th Level:

-Etherealness

-Finger of death

-Fire storm

-Forcecage

-Regenerate

-Resurrection

8th Level:

-Dominate monster

-Earthquake

-Feeblemind

-Mind blank

-Sunburst

9th Level:

-Imprisonment

-Power word heal

-Power word kill

-Meteor swarm

-True polymorph

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