Great Spirits Shaman (5e Class)

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Shaman (Great Spirits Variant)[edit]

This is a Shaman imagined as the hand of the Great Elemental Spirits, very similar to World of Warcraft's version of Shaman. While the base idea did come from the World of Warcraft Shaman, and specifically a lot of inspiration from the Original Warcraft Shaman Class (Props to Saviordd1), it has been not only reworked but re imagined for D&D. This currently is a work in progress, and also my first class created for this wiki, I am open to feedback in the discussion page!


Thunder echoes as a diminutive Halfling, now larger than life, stands on a hill throwing elemental blasts into a fray. A Lizardfolk rushes forward, the wind as a shield around them, fire in their eyes and encompassing their axe. A kindly Tortle walks beside a half defeated regiment of soldiers, with a sigh and a wave of their hands the soldiers feel reinvigorated, stronger, healthier, ready for anything.

Shamans, more so than many classes, come in many different shapes and sizes. The call of the Great Spirits reaches far, calling forth warriors, wizards, and healers alike. The Great Elemental Spirits passively balance the world and are represented by their elements, Air, rational, always flowing, always progressing things forward; Earth, stable, practical, always there, protecting; Fire, impassioned, creative, full of will, the catalyst of life and its destroyer; and finally Water, mysterious, intuitive, creeping forward, penetrating all. A Shaman makes a bargain with one or more of them, the Shaman helps maintain the balance of the world, the Great Spirit gives them power.

Creating a Shaman[edit]

Dwarf Shaman by xoco

Quick Build

You can make a Shaman quickly by following these suggestions. First, Wisdom or Strength should be your highest ability score, followed by Dexterity. Second, choose the Hermit background. Third, choose <!-elaborate on equipment choices->

Shaman Class Features[edit]

Class Features

As a Shaman you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shaman level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Shaman level after 1st


Armor: Light Armor
Weapons: Melee Simple Weapons
Tools: Choose one Artisan Tool or Gaming set
Saving Throws: Wisdom, Constitution


You start with the following equipment, in addition to the equipment granted by your background:

Table: The Shaman

Level Proficiency
Features Elemental Spirit Cantrips Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Spell Casting, Servant of the Spirits, Elemental Spirit, Shield of the Elements 2 2 2
2nd +2 Shamanistic Calling, Totems 3 2 3
3rd +2 5 2 4 2
4th +2 Ability Score Improvement 6 3 4 3
5th +3 Calling Feature 8 3 4 3 2
6th +3 Totem Enhancement 9 3 4 3 3
7th +3 11 3 4 3 3 1
8th +3 Ability Score Improvement 12 3 4 3 3 2
9th +4 14 3 4 3 3 3 1
10th +4 Calling Feature 16 4 4 3 3 3 2
11th +4 18 4 4 3 3 3 2 1
12th +4 Ability Score Improvement 20 4 4 3 3 3 2 1
13th +5 23 4 4 3 3 3 2 1 1
14th +5 Calling Feature 25 4 4 3 3 3 2 1 1
15th +5 28 4 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 30 4 4 3 3 3 2 1 1 1
17th +6 Elemental Dedication 33 4 4 3 3 3 2 1 1 1 1
18th +6 Calling Feature 35 4 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 38 4 4 3 3 3 3 2 1 1 1
20th +6 Encompassing Spirit 40 4 4 3 3 3 3 2 2 1 1

Spell Casting[edit]

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast, choosing from the Shaman Spell List. When you do so, choose a number of spells equal to your Wisdom modifier + your Shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.

You can also change your list of prepared spells when you finish a long rest.

Servant of the Spirits[edit]

A Shaman is granted power by the Great Spirits, and must serve them as they can in return. Once per long rest you may speak with the Great Spirits. They may answer back through a feeling, or more directly, speaking to you, or even sending an Elemental to you. The Great Spirits may at times find it fitting to seek out the Shaman, to make requests, pass information, or give warnings. If the Great Spirits task a Shaman with a request they may find it fitting to reward them for success or punish them for failure. The Shaman knows the language Primordial, the common language of the Elements, and may also learn one additional language from Aquan (Water), Auran (Air), Ignan (Fire), or Terran (Earth)

Elemental Spirit[edit]

A Shaman is granted Elemental Spirit, allowing them to tap directly into the elements, empowering a talented Shaman can create a variety of effects. No more than Half (Rounded up) of a Shamans Max Elemental Spirit can be used on a single effect. At the end of a long rest a Shaman's Elemental Power is reset to the cap for their level, regardless of what it was previously at.

Shield of the Elements[edit]

The Shaman may use Elemental Spirit to summon the elements around them, forming a shield. The shield may be called forth with a bonus action, and stays on the Shaman for an hour, unless dismissed as a bonus action. The Shaman may only have only one shield active at a time. The Shield grows stronger with more Elemental Spirit used to summon it, a Tier 1 shield costs 1 Elemental Spirit, a Tier 2 costs 4 Elemental Spirit, and a Tier 3 costs 8 Elemental Spirit. The available Shields of the Elements are listed at the bottom.

Shamanistic Calling[edit]

At second level, you chose a Shamanistic Calling. Choose between Elemental, Enhancement, or Sage, all of which are detailed at the end of the class description. Your choice grants you features at Level 2 and again at Levels 5, 10, 14, and 18.


A Shaman can use their power to create powerful Totems, granting boons to themselves and their allies. The Shaman may use a Bonus Action to expend 2 Elemental Spirit to summon forth a totem to an area the Shaman can see within 30ft, which stands stationary for 1 minute or until dismissed as a bonus action or destroyed. When the totem is placed the Shaman may name targets up to half their Wisdom Mod (min of 1) to receive the totems power. Totems are considered objects (as per PHB, pg 185) that are small in size and considered to have the Prone Status Effect. Totems are a very personal connection to the Great Spirits, they commonly appear as logs of wood, carved with runes, but each Shamans totems may appear differently, for instance a Shaman with a strong connection to the earth may have theirs appear to be made from rock, a more tribal Shaman may have tribal symbols or pictures of animals on them. No matter what the totem looks like or its design, it does not affect its size, armor, HP, or resistances, it is purely ascetic. A totems armor is equal to the Shamans spell save DC, and its HP is equal to 5+ the Shamans Level. The Shaman may move one of their totems as a bonus action. At the bottom is a list of all Elemental Totems.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Totem Enhancement[edit]

At level 6 when a Shaman summons a totem they can spend additional Elemental Spirit to enhance the totem, providing additional effects, defenses, or increasing its power. At the bottom their is a list of Totem Enhancements that gives the costs and effects of all the enhancements. More than one enhancement can be applied at the same time, but the total cost of all enhancements and totem can not exceed half of the Shamans total Elemental Spirit (rounded up).

Elemental Dedication[edit]

At level 17 the Shaman has embraced the Great Spirits fully, and get the opportunity to dedicate themselves more directly to one. The Shaman chooses a Great Spirit to dedicate themselves to, receiving a boon from them. Shamans and Elementals dedicated or of the same element can sense their connection. The boons granted by the Great Spirits follow:

Air- Gain profecency in Dex saving throws

Earth- Gain resistance to poison



Encompassing Spirit[edit]

At 20th Level a Shaman can call forth the Great Spirits to manifest through them. The Spirit that answers depends on the Shamans Dedication.





Shamanistic Callings[edit]

The Connection between a Shaman and the Great Spirits is a very personal one, every Shaman must follow their own Calling. The Callings are seperated out into three groups, Enhancement, fierce fighters that use the powers granted by the Great Spirits to empower their own personal prowess, Sage, solid, good natured individuals that utilize the powers of the Great Spirits to heal, guard, and guide others, and finally Elemental, individuals that have dived deep into the powers of the Great Spirits, becoming a direct conduit for them.


Some beg for the Great Spirits power, some plead or whisper, but a Shaman that answers the calling of Enhancement ROARS. These fierce warriors were fighters well before they knew the embrace of the Spirits, and they serve in the way they know best. Enhancements Shamans feel the closest connection to the Great Spirits of Fire and Earth, and they use this connection to empower their combat abilities.

Fighting Spirit

Upon choosing the Calling of Enhancement the Shaman gains proficiency in Medium Armor and Martial Melee Weapons.

Elemental Enhancement

Begining at level 2 an Enhancement Shaman may enhance their attacks with the elements. As a bonus action the Shaman may expend a spell slot to summon an elemental power to their hands for one minute. The Shaman may choose the element the call forward, choosing between acid, cold, fire, lightning, poison, or thunder. Any weapon or unarmed attacks the Shaman makes deals 1d4 additional damage of the elements type, additional spell levels over one increase this damage by 1d4 per level. The Shaman may use a bonus action to change the element they are calling forth.

At level 10 the bonus damage becomes 1d6 per spell level. At level 16 the bonus damage becomes 2d4 per spell level.

Fire and Brimstone

Begining at level 5 an Enhancement Shaman gains access to two abilities, Molten Blow and Lava Shield. A Shaman may expend a spell slot to cast Molten Blow as a bonus action to make a weapon attack, if the attack hits the enemy takes 1d8 additional bludgeoning damage and has disadvantage on their next attack, additional damage goes up by 1d8 per spell slot over 1. A Shaman may expend a spell slot to cast Lava Shield as a reaction. The Shaman calls forth a wave of lava encircling them, increasing their AC by 4 until the end of their next turn, the Shaman gains advantage on their next attack until the end of the Shamans next turn. Every spell level over 1 increases the AC gained by 1 per spell slot level.

Fan the Flames

Begining at level 10 when you roll for initiative and have less than 4 Elemental Spirit points remaining, you regain 4 Elemental Spirit. This increases to 8 remaining and 8 gained at level 16.

Armor of the Elements

Begining at level 14 you gain a spell, two forms, Fire and Earth

Embodiment of the Spirits

Dedication to Dedications



Bonus Spells, support






Dedication piece


Water Shield

Add wisdom mod to elemental spell, ignore resistance, All?

Elemental Shock

At Level 5 an Elemental Shaman gains access to special spells, Elemental Shocks. *Cliffnote:1 ES tier 1, 4 ES tier 2, bonus damage and range, 8 ES tier 3, Further Bonus and range.

  • Fire Shock- deals 2d6 Fire damage and sets the Flamekissed status until the end of your next turn
  • Flamekissed- Fire deals 1d6 extra damage, Thunder damage sets Frightened, Lightning damage sets Poisoned
  • Water Shock- deals 2d6 Cold damage and sets the Wet status until the end of your next turn
  • Wet- Lightning deals 1d6 extra damage, Cold damage sets Restrained, Fire damage sets Blind
  • Air Shock- deals 2d6 Thunder damage and sets the Windswept Status until the end of your next turn
  • Windswept- Cold deals 1d6 extra damage, Fire damage sets Charmed, Thunder damage sets prone

Call of the Great Spirits

Advanced Elemental Shock
  • Earth Shock-deals 4d6 Bludgeoning damage, sets Grounded condition
  • Grounded- Thunder deals 1d6 extra damage, Lightning damage sets Incapacitated, Cold sets Petrified
  • Elemental Fury- deals 2d6 Fire, 2d6 Thunder, 2d6 Lightning, 2d6 Cold, sets Overwhelmed Status
  • Overwhelmed- Damage sets Paralyzed


Something something dark side, combo with Dedication

Shields of the Elements[edit]

Wind Shield

Tier 1- The Shamans base movement speed increases by 15ft

Tier 2- The Shamans base movement speed increases by 30ft

Tier 3- In Addition to the Tier 2 benifits, when a Shaman makes an attack against a target, regardless if it hits or not, that target can not make Attacks of Oppurtunity against the Shaman for the rest of the Shamans turn.

Earth Shield

Tier 1- The Shamans AC increases by 1

Tier 2- The Shamans AC increases by 4

Tier 3- In addition to the Tier 2 benifits, when the Shaman is targeted by an attack they may use their reaction to add their proficiency bonus to their AC for that attack. They may do this after the attack roll is made.

Fire Shield

Tier 1- The Shamans add 1d4 to saving throws and 2 to initiative

Tier 2- The Shamans add 2d4 to saving throws and 4 to initiative

Tier 3- In Addition to the Tier 2 benifits, when the Shaman kills an enemy or crits, they may take another attack as a bonus action.

Elemental Totems[edit]

Fire- The Shaman and named targets have a crit range of 19-20 and deal 1d6 additional weapon or spell damage on a crit

Enhanced- The Shaman and named targets have a crit range of 18-20 and deal 3d6 additional weapon or spell damage on a crit


Earth- The area in range of the totem is considered difficult terrain, creatures that enter the area or start their turn in the area must make a dex or take 1d6 piercing damage. The shaman and named targets are immune to these effects.

Enhanced- The area in range of the totem is considered difficult terrain, creatures that enter the area or start their turn in the area must make a dex or take 5d6 piercing damage, target takes half damage on a save. The shaman and named targets are immune to these effects.


Wind- The Shaman or a named target gain a +3 bonus to attack rolls and spell attack

Enhanced- The Shaman or a named target gain a +10 bonus to attack rolls and spell attack


Water- At the start of turn for the Shaman or a named target gain 5 temporary HP

Enhanced- At the start of turn for the Shaman or a named target gain 15 temporary HP


Totem Enhancements[edit]

The following enhancements can be applied to a Shamans totems at the point of casting. As many enhancements can applied as the Shaman desires, but the total cost of totem and enhancements can not exceed half (rounded up) of the Shamans total Elemental Spirit.

Enhanced Totem: Spend 2 additional points, the totem gains its Enhanced effect.

Ultimate Totem: The totem must be affected by Enhanced Totem to benifit from Ultimate Totem. Spend 4 additional points, the totem gains its Ultimate effect in addition to its Enhanced effect.

Quickened Totem: At the cost of 1 additional point per additional totem, the Shaman may place more than 1 totem in the same bonus action. Additional enhancements are applied to totems individually, and the total cost of each individual totem and its associated enhancements can not exceed half (rounded up) of the Shamans total Elemental Spirit, the cost of the quickened effect applies to each individual totem, not the first totem placed.

Shaded Totem: Spend 2 points and gain the following effect: Three copies of the totem appear. Each time a creature attacks the totem, roll a d20 to see if it hits one of the copies instead. Rolling 6 or higher if you have all three, 8 or higher if only two, or 11 or higher if only one is left will result in the copy getting hit instead of the totem. A copy's armor class is equal to your spell save dc and any successful hit will destroy it.

You may dismiss the copies as an action. The spell ends early if all three copies are destroyed.

An opponent is immune to the effects of this spell if it can't see, relies on other senses to perceive the world, or if it can see through illusions.

Strengthed Totem: Spend 2 additional points, the totem gains double hp and 5 armor.

Blinking Totem:

Shielded Totem: Spend 2 additional points, the totem gains resistance to all damage and can not be affected by area of effects spells.

Shaman Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.


Chill Touch, Control Flames, Create Bonfire, Fire Bolt, Frostbite, Gust, Lightning Lure, Mold Earth, Produce Flame, Ray of Frost, Shape Water, Shocking Grasp, Thaumaturgy, Thunder Strike

1st Level

Absorb Elements, Burning Hands, Chaos Bolt, Chromatic Orb, Create or Destroy Water, Cure Wounds, Earth Tremor, Feather Fall, Fog Cloud, Grease, Healing Word, Ice Knife, Thunderwave, Witch Bolt, Zephyr Strike

2nd Level

Aganazzar's Scorcher, Aid, Continual Flame, Dragon's Breath, Dust Devil, Earthbind, Flaming Sphere, Gust of Wind, Healing Spirit, Heat Metal, Lesser Restoration, Maximilian's Earthen Grasp, Misty Step, Prayer of Healing, Pyrotechnics, Scorching Ray, Shatter, Silence, Snilloc's Snowball Swarm, Warding Wind

3rd Level

Call Lightning, Elemental Weapon, Erupting Earth, Fireball, Fly, Gaseous Form, Glyph of Warding, Lightning Bolt, Mass Healing Word, Meld into Stone, Melf's Minute Meteors, Sleet Storm, Thunder Step, Tidal Wave, Tiny Servant, Wall of Sand, Wall of Water, Water Breathing, Water Walk, Wind Wall

4th Level

Aura of Life, Conjure Minor Elementals, Control Water, Elemental Bane, Fire Shield, Ice Storm, Stone Shape, Stoneskin, Storm Sphere, Wall of Fire, Watery Sphere

5th Level

Cone of Cold, Conjure Elemental, Control Winds, Flame Strike, Greater Restoration, Immolation, Maelstrom, Mass Cure Wounds, Transmute Rock, Wall of Stone,

6th Level

Bones of the Earth, Chain Lightning, Flesh to Stone, Heal, Investiture of Flame, Investiture of Ice, Investiture of Stone, Investiture of Wind, Move Earth, Otiluke's Freezing Sphere, Primordial Ward, Wall of Ice, Wind Walk

7th Level

Delayed Blast Fireball, Fire Storm, Whirlwind

8th Level

Control Weather, Earthquake, Incendiary Cloud, Tsunami

9th Level

Mass Heal, Meteor Swarm, Power Word Heal, Prismatic Wall, Storm of Vengeance

Unearthed Arcana Subclasses[edit]

These subclasses are additional subclasses available to this class.

Mystic Shaman[edit]

The Wise Warrior

Upon choosing the Calling of Enhancement the Shaman gains proficiency in Medium Armor and Martial Melee Weapons. In Addition to this, the Shaman may also use their Wisdom modifier, instead of their Strength or Dexterity modifiers, for damage and attack rolls, when making attacks.

Bonus Spells, self enhancement

Mist Shaman[edit]

Bonus Spells, mist and fog based primarily,

Storm Shaman[edit]

Summoning Shaman[edit]

Bonus Spells, group enhancement and summons

Call of the Great Spirits

Once per long rest cast Summon Elemental as an action, special cast does not require concentration


Prerequisites. To qualify for multiclassing into the Shaman class, you must meet these prerequisites: Wisdom 13

Proficiencies. When you multiclass into the Shaman class, you gain the following proficiencies: Light Armor, Simple Melee Weapons

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