Shaman (5e Subclass)

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School of Shamanism[edit]

You use your knowledge of Wizardry to connect with the dead ancestors and the unborn children who live among us. Shamans are magic users that gain their powers through spirits. They are the bridge that connects the material world and the ethereal world. They can cast spells or use the very spirits to help them in and out of combat, so much, that being surrounded by spirits is a common occurrence for them.

Spirit Seeking

Beginning at 2nd level, you can see and speak with spirits. You can see up to 60 ft into the Ethereal Plane while in the Material Plane, and vice versa. You can also gain some benefits after communing with nature for 1 minute.

  • When you forage alone, you find twice as much as you normally would.
  • You can move stealthily at a normal pace.
  • You are aware of recent events in the region, like storms, landslides, etc.
Spirit Magic

Beginning at 2nd level, your link to the Spirits allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn a Wizard cantrip or a Wizard spell of 1st level or higher, you can choose the new spell from the druid spell list or the Wizard spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a Wizard spell for you.

Spirit Totem

At 6th level you learn to channel the spirits of the elements into a totem. You can summon this totem to help you in battle with a action, and can be dismissed as a bonus action. The totem last for 1 minute or until you dismiss them.

The totem appear in a point of your choosing within melee range. It is 1ft tall, and are considered tiny for size. They have an AC of 12 and hit points equal to 5 + your wizard level. You can choose to summon one 1st level totem from the totem list (below).

Improved Spirit Totem

At 10th level you can choose to summon a totem from the 1st level totem list or the 2nd level totem list.

Spirit Totem List

At 14th level you can choose to summon a totem from the 1st level totem list, the 2nd level totem list or the 3rd level totem list.

Totem List

First Level Totems

  • Fire Totem: Flames burn around your weapons. While within 60 ft of your totem you add 1d4 fire damage to your weapon attacks. This damage increases to 1d6 at 7th level, 1d8 at 11th and 1d10 at 15th level.
  • Earth Totem: Earth and rocks cling to your skin, like a new skin. You gain temporary hit points equal to your shaman level at the start of your turns while within 60 ft of your totem. After 11th level you add your Wisdom modifier to the temporary hit points. These temporary hit points don't stack with each other, if your shaman is at 12th level and has a Wisdom score of 16, uses this feature, they would gain 15 hit points, if they lose 12 hit points, on their next turn they would only regain 12 more hit points, to go back to 15.
  • Water Totem: You body feels more fluid. You gain a +1 to your AC while within 60 ft of your totem.
  • Air Totem: The air around you picks up speed. While within 60 ft of your totem, ranged nonmagical attacks have disadvantage against you.

Second Level Totems

  • Ash Totem: Ash covers your enemies eyes. Choose a single target within 60 ft of your totem when you summon it. The target must make a Constitution saving throw against your spell DC. On a failure they become blinded for the totem's duration. The target can make a save at the end of each of it's turns to end the effect. On a success they have disadvantage on Perception checks that rely

on sight.

  • Magma Totem: Your totem blasts your enemies with burning hot magma. The closest enemy to your totem, within 60 ft, must make a dexterity saving throw at the start of your turns. On a failure they take 2d6 fire damage, or half damage on a success.
  • Ooze Totem: As ectoplasm sprouts around your enemies armors, their defenses become open. Choose a target when you summon your totem, that's within 60 ft of it. This creature has their AC reduces by 1 for the totem's duration.
  • Ice Totem: Icy cold winds run through a creature. Choose a target within 60 ft of your totem when you summon it. This creature must make a Constitution saving throw, on a failure they become stunned until the end of your next turn. A creature automatically succeeds in this save if it has immunity against cold damage, and has advantage in it if it has resistance.

Third Level Totems

  • Fiery Heart Totem: The fire burns in your heart, and the flames give you strength. You can’t be charmed or frightened while this totem is active and within 60 ft of you.
  • Stone Mind Totem: The stoic stubbornness of stone and earth fills your mind and body, strengthening your will. You can choose to have resistance to bludgeoning, piercing or slashing damage. As long as you are within 60 ft of this totem.
  • Aerial Spirit Totem: The spirits of the wind enters your mind, showing you the opportune times to strike and to move. You do not provoke opportunity attacks, and you can use your reaction to make an attack any time another creature makes an attack against a target other than you. You must be within 60 ft of this totem.
  • Fluid Body Totem: The spirits of water flow in waves across your body and keep you fluid. You can't be grappled or restrained. And you have advantage against effect that paralyze or petrify creatures. As long as you are within 60 ft of this totem.

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