Shaman Homebrew Class 5e
Shaman Homebrew Class 5e
Shaman Homebrew Class 5e
7th Level - +3 3
11th Level - +4 4
13th Level - +5 4
19th Level - +6 6
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.
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
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.
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.
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.
-Acid splash
-Blade ward
-Guidance
-Mage hand
-Poison spray
-Produce flame
-Ray of frost
1st Level:
-Alarm
-Armor of Agathys
-Bane
-Burning hands
-Comprehend languages
-Cure wounds
-Detect magic
-Entangle
-Faerie fire
-Find familiar
-Fog cloud
-Healing word
-Hellish rebuke
-Identify
-Illusory script
-Ray of sicknesses
-Sleep
-Silent image
-Sanctuary
-Shield of faith
-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
-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
-Slow
4th Level:
-Banishment
-Blight
-Death ward
-Divination
-Dimension door
-Dominate beast
-Ice storm
-Greater invisibility
-Polymorph
-Stoneskin
-Wall of fire
5th Level:
-Antilife shell
-Dominate person
-Dream
-Gaes
-Greater restoration
-Hallow
-Hold monster
-Insect plague
-Scrying
-Tree stride
6th Level:
-Eyebite
-Harm
-Heal
-Heroes’ feast
-Sunbeam
-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
-Meteor swarm
-True polymorph