Shaman, Spirit (3.5e Class)

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Spirit Shaman, Variant[edit]

Spirit Shamans are analogous to clerics, however, rather than worshiping one or more discrete gods in a pantheon, they venerate many different spirits, typically associated with nature or ancestors. While they typically hail from tribal and technologically primitive cultures, it is not a requirement of the class, and there are spirit shamans who hail from urbanized lifestyles. Spirit Shamans are usually loyal to their clan, family, city or tribe, and may be willing to tarnish their moral uprightness in order to achieve their greater goals. Good spirit shamans are usually concerned with virtues like honor, respect and gratitude, Evil spirit shamans usually want to use the spirits for scaring innocent people.

Making a spirit shaman[edit]

Spirit Shamans can fill much the same role as a cleric or druid in most parties, and combine some elements of both classes. They can cast divine spells as well as clerics can, while having many of the benefits of druidry.

Abilities: Wisdom is needed for spellcasting. Charisma determinate the DC. like Wizard and Sorcerer, Spirit Shaman will benefit from high Dexterity and Constitution scores.

Races: Most commonly Humans and primitive races like the bofro, Half-Orcs and Orcs.

Alignment: Any, Usually one step from the spirit that the shaman allied.

Starting Gold: 1d4×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and multiplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Starting Age: Complex.

Table: The Spirit Shaman

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spells per Day1
Fort Ref Will 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Find Spirit 3 1+1
2nd +1 +3 +0 +3 See the Spirit World 4 2+1
3rd +2 +3 +1 +3 Speak With the Spirit World 4 2+1 1+1
4th +3 +4 +1 +4 Spirit Protection 5 3+1 2+1
5th +3 +4 +1 +4 Bind Spirit 5 3+1 2+1 1+1
6th +4 +5 +2 +5 5 3+1 3+1 2+1
7th +5 +5 +2 +5 6 4+1 3+1 2+1 1+1
8th +6/+1 +6 +2 +6 6 4+1 3+1 3+1 2+1
9th +6/+1 +6 +3 +6 Advanced See the Spirit World 6 4+1 4+1 3+1 2+1 1+1
10th +7/+2 +7 +3 +7 6 4+1 4+1 3+1 3+1 2+1
11th +8/+3 +7 +3 +7 6 5+1 4+1 4+1 3+1 2+1 1+1
12th +9/+4 +8 +4 +8 6 5+1 4+1 4+1 3+1 3+1 2+1
13th +9/+4 +8 +4 +8 Spirit Travel 6 5+1 5+1 4+1 4+1 3+1 2+1 1+1
14th +10/+5 +9 +4 +9 6 5+1 5+1 4+1 4+1 3+1 3+1 2+1
15th +11/+6/+1 +9 +5 +9 Bring Companions 6 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
16th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
17th +12/+7/+2 +10 +5 +10 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 6 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 6 5+1 5+1 5+1 5+1 5+1 4+1 4+1 4+1 4+1
  1. In addition to the stated number of spells per day for 1st-through 9th-level spells, a spirit shaman gets a domain spell for each spell level, starting at 1st. The "+1" in the entries on this table represents that spell. Domain spells are in addition to any bonus spells the shaman may receive for having a high Wisdom score.

Class Skills (2 + Int modifier per level, ×4 at 1st level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (religion) (Int), Knowledge (nature) (Int), Knowledge (the planes) (Int), Profession (Wis), Spellcraft (Int).
Domains and Class Skills
Animal DomainKnowledge (zoology) (Int)
Plant DomainKnowledge (botany) (Int)

Class Features[edit]

All of the following are class features of the spirit shaman.

Weapon and Armor Proficiency: Spirit Shamans are proficient with all simple weapons and light armor.

Spirit Respect: Spirit Shamans are spiritually marked so that spirits know they are reasonable and respectful beings. As a result, they receive a +2 Class Bonus to Diplomacy, Bluff and Gather Information checks involving spirits, ghosts and similar beings.

Spells: A spirit shaman casts divine spells, which are drawn from the cleric spell list, but may replace this list with the Druid spell list. If the shaman does this, it must be done at 1st level, and the shaman can no longer choose spells from the cleric spell list. The spirit shaman's alignment may restrict him from casting certain spells opposed to his moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells, below. A shaman need not prepare his spells in advance.

To prepare or cast a spell, a spirit shaman must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a spirit shaman's spell is 10 + the spell level + the shaman's Charisma modifier.

Like other spellcasters, a spirit shaman can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Spirit Shaman. In addition, he receives bonus spells per day if he has a high Wisdom score. A shaman also gets one domain spell of each spell level he can cast, starting at 1st level. When a shaman prepares a spell in a domain spell slot, it must come from one of his two domains, which must be chosen from among the following:

Animal, Plant, Weather, Water, Fire, Earth, Air or Travel.

Chaotic, Evil, Good, and Lawful Spells: A Spirit shaman can’t cast spells of an alignment opposed to his own or his spirit’s (if he has). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Find Spirit: A spirit shaman may, in lieu of a spell slot in his daily allotment, choose to instead Find a Spirit. This requires a Concentration Check (DC 15). Success indicates that the shaman has found a spirit appropriate to his religion. He must then make a Diplomacy Check (DC 15 and up at DM's discretion) to ask the spirit to do something. This can be any effect that would be appropriate for a spell of that level, but it needn't be a named spell. If the Diplomacy Check succeeds, the spirit will ask for some sort of payment, typically in the form of a later favor.

See the Spirit World: Starting at second level, a spirit shaman may see the spirit world (either her ancestors, elementals or natural spirits, as befitting her). This does not grant any ability to interact with them. This does not help see beings that are magically hidden.

Speak With the Spirit World: Starting at third level, a spirit shaman may speak with the spirit world (either her ancestors, elementals or natural spirits, as befitting her). This requires d10 rounds minus Wisdom modifier (minimum one) of concentration. Use of this power may only gain information, which is always vague or riddle-like.

Spirit Protection: Starting at fourth level, a spirit shaman receives a +4 bonus to all attacks (magical, psionic, physical) launched by spirits of their chosen type as well as corporeal counterparts. For example, an animal-spirit shaman receives the bonus to animal spirits, animal ghosts and living animals, while an ancestor-spirit shaman receives the bonus to any form of ghost.

Bind Spirit: Starting at fifth level and once per level thereafter, a spirit shaman may bind up to three spirits in any combination of up to three objects. Each spirit can accomplish any of the following:

  • +6 to any Skill
  • +3 Initiative
  • +2 to hit (+4 to a targeted category like "evil creatures", +8 to very specific target like "goblins")
  • +2 to damage
  • +3 to one saving throw category
  • Three spell levels of clerical spells that the creator is able to cast
  • +2 to AC (+4 to specific type of attack, e.g. cold)

The spirit shaman must agree to a significant cost or limitation on the object that is ongoing, for example, that the object must be ritualistically cleaned weekly. If this is ever abandoned for any reason, the spirits depart the object permanently.

Advanced See the Spirit World: Starting at ninth level, a spirit shaman may see the spirit world (either her ancestors, elementals or natural spirits, as befitting her) with True Sight. This does not help to see anything other than the spirits of the type she venerates.

Spirit Travel: Starting at thirteenth level, a spirit shaman may (one time per week for every five levels of the caster) travel into the appropriate spirit world for as long as he wishes. There, he may seek favor, including spirits who can perform magic far more powerful than the spirit shaman can do himself. Both activating this power and returning to the physical world require a Concentration check (DC 20). Failure means the shaman loses a point of Constitution permanently and may not try again until he can use the power again.

Bring Companions: Starting at fifteenth level, a spirit shaman may bring people with him to the Spirit World, a total of 1 person + her Wisdom modifier.


A spirit shaman who grossly violates the way that required by his spirit loses all spells and magical abilities. He cannot thereafter gain levels as a shaman of that spirit until he changing his required alignment/way back.

Epic Shamans[edit]

Table: The Epic Spirit Shaman

Hit Die: d8

Level Special
23rd Bonus feat
26th Bonus feat
29th Bonus feat

2 + Int modifier skill points per level.

Spells: The spirit shaman’s caster level is equal to his or her class level. The spirit shaman’s number of spells per day does not increase after 20th level

Bonus Feats: The epic spirit shaman gains a bonus feat (selected from the list of epic cleric bonus feats) every three levels after 20th.

Human spirit shaman Starting Package[edit]

Weapons: None.

Skill Selection: Pick a number of skills equal to 2 + Int modifier.

Skill Ranks Ability Armor
Survival 4 Wis
Hide 4 Dex -1
Spot 4 Wis
Swim 4 Str -1
Move Silently 4 Dex -1
Heal 4 Wis
Intimidate 4 Cha
Climb 4 Str -1
Jump 4 Str -1
Listen 4 Wis
Sense Motive 2 Wis
Use Rope 2 Dex

Feat: <-1st-level feat selection->.

Gear: Basic survival equipment and spiritually important items only.

Gold: 2 gp.

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