DND 5e Shaman Class I
DND 5e Shaman Class I
DND 5e Shaman Class I
Shaman
Homebrew class for 5e
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Shaman
Shamans are the bridge between the mortal world, and the
world of spirits. The spirits beyond the sight of more
mundane people take many forms - guardian spirits of
animals, plants, or natural features; souls of ancestors, or
heroic figures of the past; or elemental forces underpinning
creation. No matter the form these forces take, shamans
share a deeper, more intimate link to them than others.
A Unique Perspective
As magic users who spend much of their life actively in
communion with otherworldly spirits and entities, shamans
can, at times, behave stragely to the sensibilities of others.
The concerns and desires of the mortal world and spirit
world are often strongly separate, sometimes in conflict, and
this puts the shaman in a difficult position between them.
Creating a Shaman
When you create your shaman, consider how they came to be
who they are. How did they come to become attuned to the
spirit world all around them? Were they chosen and trained
to become sensitive to these forces, or was their connection
an innate ability?
In tribal society, those called to the life of a shaman are
often of any walk of life, prior to their taking the shaman's
path, though they are almost always quite young when
chosen for the role. Because of this, exposure to ethereal
spirits very often so early in their development can change
the shaman's perspective on the very nature of life, death, and
their place in society. Consider what your perspective on your
culture and other cultures might be, in this context.
Quick Build
You can make a shaman quickly by following these
suggestions. First, Wisdom should be your highest ability
score, followed by Dexterity or Constitution. Second, choose
the Uthgardt Tribe Member background.
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Shaman
Proficiency Cantrips Spells
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Spellcasting, ritual casting, spiritual
1st +2 3 2 2 — — — — — — — —
bond, spirit boon
2nd +2 Shamanic rite, rite feature 3 3 3 — — — — — — — —
3rd +2 ─ 3 4 4 2 — — — — — — —
4th +2 Ability score improvement 4 5 4 3 — — — — — — —
5th +3 Spirit boon 4 6 4 3 2 — — — — — —
6th +3 Rite feature 4 7 4 3 3 — — — — — —
7th +3 ─ 4 8 4 3 3 1 — — — — —
8th +3 Ability score improvement 4 9 4 3 3 2 — — — — —
9th +4 Otherworldly knowledge, spirit boon 4 10 4 3 3 3 1 — — — —
10th +4 Rite feature 5 11 4 3 3 3 2 — — — —
11th +4 ─ 5 12 4 3 3 3 2 1 — — —
12th +4 Ability score improvement 5 12 4 3 3 3 2 1 — — —
13th +5 ─ 5 13 4 3 3 3 2 1 1 — —
14th +5 Spirit boon 5 13 4 3 3 3 2 1 1 — —
15th +5 ─ 5 14 4 3 3 3 2 1 1 1 —
16th +5 Ability score improvement 5 14 4 3 3 3 2 1 1 1 —
17th +6 Rite feature 5 15 4 3 3 3 2 1 1 1 1
18th +6 Spirit boon 5 15 4 3 3 3 3 1 1 1 1
19th +6 Ability score improvement 5 15 4 3 3 3 3 2 1 1 1
20th +6 Ghostwalker 5 15 4 3 3 3 3 2 2 1 1
As a shaman, you gain the following class features (a) a shortbow and 20 arrows or (b) any simple weapon
(a) a quarterstaff or (b) any simple weapon
Hit Points (a) a dungeoneer's pack or (b) an explorer's pack
Hit Dice: 1d8 per shaman level Leather armor and a dagger
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Spellcasting
modifier per shaman level after 1st
As a conduit for the powers of the spiritual world, you can
Proficiencies cast shaman spells. See chapter 10 of the Player's Handbook
Armor: Light armor for the general rules of spellcasting and the end of this
Weapons: Simple weapons document for the shaman spell list.
Tools: Choose one of: leatherworker's tools, weaver's tools,
or a musical instrument of your choice. Cantrips
At 1st level, you know three cantrips of your choice from the
Saving Throws: Charisma, Wisdom shaman spell list. You learn additional shaman cantrips of
Skills: Choose two from acrobatics, animal handling, arcana,
your choice at higher levels, as shown in the Cantrips Known
insight, medicine, nature, religion, stealth column of the Shaman table.
Equipment
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Spells Known of 1st Level and Higher Spellcasting Focus
You know two 1st-level spells of your choice from the shaman You can use an arcane focus as a spellcasting focus for your
spell list. shaman spells.
The Spells Known column of the Shaman table shows
when you learn more shaman spells of your choice. Each of Spiritual Bond
these spells must be of a level for which you have spell slots,
At 1st level, you learn the Find Familiar spell. You may cast
as shown on the table. For instance, when you reach 3rd level
this spell as a ritual once for free and regain the use of this
in this class, you can learn one new spell of 1st or 2nd level.
ability at the end of a long rest. As a shaman, Find Familiar
Additionally, when you gain a level in this class, you can
only takes you 10 minutes to cast, rather than 1 hour. You can
choose one of the shaman spells you know and replace it dismiss and summon your familiar from it's pocket
with another spell from the shaman spell list, which also
dimension as a bonus action, rather than an action.
must be of a level for which you have spell slots.
Ritual Casting
You can cast a shaman spell as a ritual if that spell has the
ritual tag and you know the spell.
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Greater Familiar
Medium beast, unaligned
Actions
Attack. Natural Weapon: + (familiar's Strength + your
Wisdom modifiers) to hit, reach 5ft., one target. Hit
1d6 + familiar's Strength modifier
Choose 1 additional feature from the following list:
Amphibious. Your Companion gains a swimming speed
equal to it's movement speed, and the ability to breathe
underwater.
Blindsight. Your Companion gains a Blindsight of 10
feet.
Keen Senses. Your companion can add twice their
proficiency in the Perception skill.
Pack Tactics. Your Companion has advantage on an
Attack roll against a creature if at least one of the your
Companion's allies is within 5 feet of the creature and
the ally isn't Incapacitated.
Flying. Your Companion's size is Small, and it gains a
flying speed equal to its movement speed.
Spiderclimb. Your companion can climb difficult
surfaces, including upside down on ceilings, without
needing to make an ability check, and ignores
movement restrictions caused by webbing.
Sneaky. Your companion gains proficiency in the Stealth
and Deception skills.
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While your familiar is manifested, you can attack twice,
Spirit Boons rather than once, whenever you take the Attack action on
your turn.
Spirit Sight
Requirements: none Life Tether
Requirements: level 9
You can cast See Invisibility once without using a spell slot,
and regain use of this ability at the end of a long rest. While You can cast the Revivify spell once without expending a spell
your familiar is manifested, you can see in normal and slot, and with no material components. You regain the use of
magical darkness to a range of 60 feet. this ability when you complete a long rest.
Both you and your familiar have advantage on all saving If your familiar takes damage that would kill it, you can spend
throws, while that familiar is manifested. a hit die; your familiar drops to 1 hit point instead of dying.
You can cast Speak with Dead once without using a spell slot, While your familiar is manifested, you can cast Guidance a
and regain use of this ability at the end of a long rest. number of times equal to your proficiency bonus. You regain
all uses of this ability at the end of a long rest.
Blessing of the Jaguar
Requirements: Rite of the Warden Predator's Instinct
Requirements: 9th level
While your familiar is manifested, you can shroud your hands
in spectral claws or talons, which you can use to make You may use your bonus action, rather than your action, to
unarmed strikes. If you hit with them, you deal slashing command your familiar to attack on its turn.
damage equal to 1d6 + your Wisdom modifier, instead of the
bludgeoning damage normal for an unarmed strike. These Keeper of the Veil
natural weapons can be summoned and dismissed as a free Requirements: 9th level
action on your turn.
As an action on your turn, you can force a creature
Breath of the North Wind summoned with a spell or magic item to make a Charisma
Requirements: Rite of the Warden or Rite of the Elements saving throw, or be returned to the location it was summoned
from. You can use this ability once, and regain use when you
You may add your Wisdom modifier as cold damage to your complete a short rest.
cantrips. While your familiar is manifested, both you and your
familiar have resistance to cold damage. Spectral Smite
Requirements: 5th level
Soul of the Elk
Requirements: Rite of the Warden Once per turn when you hit a creature with a melee weapon
attack, you can expend a shaman spell slot to deal an extra
While your familiar is manifested, your movement speed 1d6 necrotic damage to the target, plus another 1d6 per level
increases by 10 feet. of the spell slot.
While your familiar is manifested, you have advantage on Your familiar's damage increases from 1d6 to 1d8.
perception checks.
Stalking Hunter
Ancestral Knowledge Requirements: 5th level, Rite of the Warden
Requirements: Rite of the Ancestors
While your familiar is manifested, both you and your familiar
You gain proficiency in a skill of your choice, or expertise in a have advantage on Stealth checks in natural settings.
skill that you are already proficient in, while your familiar is
manifested. Each time you summon your familiar with the
find familiar spell you may choose a different skill.
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Martial Versatility
Shamanic Rites Whenever you reach a level in this class that grants the
Ability Score Improvement feature, you can replace a fighting
Rite of the Ancestors style you know with another fighting style available to
The fate of the tribe is bound inextricably with those who rangers. This replacement represents a shift of focus in your
came before. Generations of hunters, farmers, warriors, martial practice.
seers, and mystics all passing their knowledge and
experience to those who follow. As a shaman attuned to the Possession
ancestors, their knowledge is your knowledge, and your duty At 6th level, you are able to allow an ancestral spirit to
to use it for the betterment of your people - in whatever form possess your body for 1 minute. You must have a summoned
that takes. familiar to use this ability, and when you use the possession
Ancestral Shamans serve as a conduit for the voices of feature your familiar vanishes as though dismissed. You still
great figures and the wisdom of the long-dead. Not only does gain the benefits of spirit boons that require a manifested
this lend them great wisdom, lifetimes of battle experience familiar. The spirit of the familiar infuses your body, granting
makes them fearsome warriors. you additional abilities. You can end this ability on your turn
as a free action, and your familiar reappears as though
Expanded Spells summoned again.
Choose a skill; while you are possessed you add your
Shaman Spells Wisdom modifier to any checks with that skill, in addition to
Shaman Level Spells any other modifier (including Wisdom) affecting the skill
check.
1st Heroism, Longstrider
You gain +2 to your AC. When you roll damage from an
3rd Warding Bond, Blur attack or spell, roll your damage dice twice and take the
5th Haste, Crusader's Mantle higher roll.
You may use this ability a number of times equal to your
7th Death Ward, Stoneskin proficiency bonus, and regain all uses at the end of a long
9th Far Step, Steel Wind Strike rest.
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Rite of the Elements Cataclysmic Spirit
At 17th level, the spirits of primordial forces of creation
Before the gods, before the spirits of trees, and rivers, and
suffuse your being. As an action, you can unleash the the
animals, there were primordial spirits of the elements. Often
ferocity of the raw elements through your body for 1 minute.
indifferent to the struggles of mortals, you have a rare gift to
The area in a 15 foot radius around you becomes difficult
connect with these ancient forces and harness their power.
terrain, as the ground roils and churns wildly and the wind
Elemental power is the foundation of creation itself, but is
twists in a furious cyclone with you in the eye. Any creature
just as easily a force of apocalyptic destruction. The choice of
that enters the area or starts its turn there takes 2d8 magical
how their power is directed is in your hands - to create or
bludgeoning damage and must make a Constitution save or
destroy.
have its speed reduced by half. To any attackers outside the
area, you are considered to have three-quarters cover.
Expanded Spells
You can use this ability a number of times equal to your
Shaman Spells Wisdom modifier and regain all uses at the end of a long rest.
Shaman Level Spells
1st Burning Hands, Ice Knife
3rd Flaming Sphere, Dust Devil
5th Erupting Earth, Sleet Storm
7th Control Water, Storm Sphere
9th Conjure Elemental, Flame Strike
Primal Infusion
When you cast a spell that deals fire, cold, lightning, thunder,
or acid damage, you gain resistance to one of those same
types of damage of your choice until the start of your next
turn.
Elemental Bond
At 3rd level, your familiar takes the form of an elemental -
though at a much-diminished scale. In addition to its other
abilities, it gains resistance to one element of your choice:
fire, cold, thunder, lightning, or acid. Each time you summon
your familiar you can choose a different resistance.
Empowered Element
When you finish a long rest, choose a damage type from fire,
cold, thunder, lightning, or acid. When casting spells using the
chosen element you either have advantage on the spell attack
roll, or the target has disadvantage on the saving throw,
depending on the spell used. As well, any damage dice for
spells of the chosen element are increased by one size (ie. a
d6 damage die would become a d8)
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Expanded Spells
Shaman Spells
Shaman
Level Spells
1st Beast Bond, Snare
3rd Animal Messenger, Pass Without Trace
5th Conjure Animals, Speak With Plants
Grasping Vine, Summon Woodland
7th
Creatures
9th Tree Stride, Awaken
Nature's Warden
You learn the Druidcraft cantrip, and the Druidic language.
You and your familiar can move through non-magical difficult
terrain with no penalty. As well, you can command your
familiar with a bonus action, rather than an action.
Windborne Step
Starting at 6th level, as part of your bonus action to dismiss
your familiar, you can teleport yourself to the space it
occupied, as long as it is within 60 feet. You can use this
ability a number of times equal to your Wisdom modifier, and
regain all uses when you complete a short or long rest.
Boundless Vitality
At 10th level, you can create an aura of natural energy in a 60
foot radius. While this aura is present, when you cast a spell
of 1st level or higher you can choose a number of creatures
up to the level of the spell cast. Each creature chosen may
gain 1d10 + your wisdom modifier temporary hit points.
In addition, while it is within your aura, your familiar gains
+2 to its AC, and adds your wisdom modifier to its attacks.
This aura lasts 1 minute, and you may activate it a number
of times equal to your proficiency bonus, regaining all uses at
the end of a long rest.
Rite of the Warden
Predatory Guardian
The natural world is absolutely filled with spirits. Every At 10th level, your familiar's attacks count as magical for the
natural feature - every grove of trees, river, mountain, or
purpose of overcoming resistance and immunity to
desert oasis - and every animal is guided by a protective nonmagical attacks and damage.
spirit. And you are inextricably bound to them, empowered by
them and able to direct their energies to here they are Avatar of the Wild
needed. Starting at 17th level, when you activate your Boundless
Constant spiritual contact with the natural world is a Vitality aura, you and your familiar gain additional benefits.
daunting experience, and more than a few shamans have All attacks against you and your familiar have disadvantage.
been driven to madness by the deluge of voices. For those When either you or your familiar takes damage while you’re
who can withstand the barrage of otherworldly voices within 60 feet of each other, you can use your reaction to give
demands, their influence can grant the shaman great power yourself or your familiar resistance to that instance of
to rival the mightiest wizards and clerics. damage.
Some confuse the Warden for druids and, indeed, they do
bear striking similarities. However, where the druids
commune with divine forces that direct nature's energies, the
shaman connects with the multitudes of natural spirits
directly.
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Spell List
Cantrips (0 Level) 2nd Level 4th Level 7th Level
Primal Savagery Animal Messenger Banishment Etherealness
Control Flames Augury Blight Regenerate
Create Bonfire Continual Flame Dimension Door Symbol
Poison Spray Darkvision Divination Mirage Arcane
Infestation Enhance Ability Sickening Radiance Finger of Death
Mold Earth Flame Blade Charm Monster Power Word: Pain
Guidance Gust of Wind Freedom of Movement
Resistance Heat Metal Guardian of Nature
8th Level
Thorn Whip Hold Person Locate Creature Horrid Wilting
Shape Water Locate Animals or Plants Death Ward Control Weather
Dancing Lights Misty Step Aura of Life Maze
Chill Touch Moonbeam Vitriolic Sphere Power Word: Stun
Toll the Dead Protection from Poison Feeblemind
Spare the Dying Spike Growth 5th Level Incendiary Cloud
Cloud of Daggers Contagion
1st Level Commune with Nature
9th Level
Gentle Repose
Absorb Elements Magic Mouth Dawn Power Word: Heal
Bane Ray of Enfeeblement Dominate Person Astral Projection
Bless Enervation Foresight
Web
Cause Fear Geas Shapechange
False Life 3rd Level Greater Restoration Imprisonment
Hex Animate Dead Insect Plague Power Word: Kill
Ray of Sickness Bestow Curse Planar Binding Weird
Sleep Fear Reincarnate
Charm Person Feign Death Scrying
Faerie Fire Speak with Dead Wrath of Nature
Goodberry Spirit Shroud
Detect Poison and Disease Tongues
6th Level
Silent Image Thunderstep Eyebite
Mage Armor Call Lightning Magic Jar
Fog Cloud Revivify Soul Cage
Entangle Summon Fey Trueseeing
Detect Magic Glyph of Warding Sunbeam
Animal Friendship Magic Circle Bones of the Earth
Spirit Guardians Wall of Thorns
Dispel Magic Heroes' Feast
Forbiddance
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Art Credits
Cover - Romain Leguay
page 5 - Matt Forsyth
page 10 - Player's Handbook 5th edition
page 11 - pearl-of-light
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