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Shaman

๏ปฟShamans stand as spiritual leaders with unparalleled connections to the spirit world, making them invaluable healers and protectors. Their deep understanding of nature and the spirit realm allows them to commune with powerful spirits, heal the sick, ward off evil, and safeguard their communities. As wise and respected figures, shamans are often consulted for their profound knowledge and insight, making them central to the well-being and guidance of their people.


In the spirit world, shamans can call upon the aid of nature spirits, ancestors, and elemental forces. This connection empowers them to perform powerful spells, gain secret knowledge, and heal their allies. Whether seeking wisdom or strength, shamans can access the spirit realm to bolster their abilities and aid their comrades. Their spiritual prowess enables them to manipulate the elements and call forth spirits to assist in various quests and challenges.


Moreover, shamans are not just spiritual guides but also formidable warriors. Their powers extend to enhancing their combat abilities and those of their allies. By creating illusions, summoning spirits, and wielding elemental magic, shamans bring a unique and powerful presence to any battle. Their extensive knowledge of herbalism further complements their spiritual gifts, allowing them to craft potent remedies and potions to heal and empower their allies. Playing a shaman offers a rich, multifaceted experience that blends spiritual wisdom, elemental magic, and combat prowess, making it a compelling choice for any adventurer.

Shaman Proficiencies

Proficiencies

  • Max Hit Points: 10
  • Hit Points Per Level: 6
  • Saving Throws: Cognitive
  • Weapons: Caster, Simple, Gun, & Ranged
  • Armor: Robes, Light, Medium, Ring, Cloak, Bracers, Shield
  • Skills & Feat: You gain 6 levels of skill proficiencies, and 1 feat.
  • Spellcasting Focus: Caster, Simple, Gun, & Ranged

Spellcasting Stats

  • Spellcasting Modifier (SM): Wisdom (CHA, INT, or WIS)
  • Spellcasting DC (SD): 8 + Proficiency Modifier (PM) + Spellcasting Modifier (SM)
  • Spell List: Support

Fighting Stats

  • Fighting Modifier (FM): Strength (DEX or STR)
  • Fighting DC (FD): 8 + Proficiency Modifier (PM) + Fighting Modifier (FM)

Tier 1 Shaman Features

Tier 1 is the features you will receive from levels 1-5

Totem Call

At 1st level, (Recharge 6) At the start of your turn place a magical totem at a point you can see within 30 feet of you.


๏ปฟWhen an ally rolls 3d6 within 15 feet of the totem they can reroll 1d6 and keep the higher number.


The totem lasts until the start of your next turn.

Aura of Power

At 2nd level, spells and attacks while standing near a totem deal 1 additional damage die.

Ability Score Increase or Feat

At 4th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Skill Proficiency

At 5th level, you can choose between the following:


Ability Score Increase: 

Increase an ability score by 2, or two ability scores by 1.


Skill Increase:

You gain proficiency 1 levels of proficiency in 3 skills.

Tier 2 Shaman Features

Amplify Elements

At 7th level, When you hit a creature with an attack or spell you reduce their resistance to all Elemental damage by 1.

Siphon Pain

At 9th level, You can remove one level of exhaustion from an ally and give it to yourself instead.

Ability Score Increase or Feat

At 10th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Tier 3 Shaman Features

Ethereal Walk

At 12th level, As an action, you can temporarily shift into the spirit world, becoming intangible and invisible to enemies. This ethereal state grants you the ability to move through obstacles, avoid attacks, and scout the battlefield undetected. While in the ethereal state you cannot interact with the mortal realm, you can bring allies with you. For each ally you bring, you take Ethereal damage equal to 20% of your current hit points.


Your allies must remain within 30 feet of you while in the ethereal state. If you or any of your allies end your turn inside a creature or an object, you are immediately shunted to the nearest unoccupied space in the mortal world and take (PM)d10 Force damage.


This feature lasts for up to 10 rounds or until you choose to end it as a bonus action. 

Healing Rain๏ปฟ

At 14th level, (Recharge 6) As an action, you can heal all allies within 60 feet of you, that you can see a burst of healing, healing them for (PM)d12 + SM, granting excess healing as temporary hit points up to your Shaman level.

Ability Score Increase or Feat

At 15th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Tier 4 Shaman Features

Totemic Overload

At 17th level, (Recharge 6) You can overload a totem, each creature within 20 feet of the totem must make a Reflex saving throw or take 10d12 + SM Nature damage. Your totem disappears and must be resummoned. You can use an action, bonus action, or reaction to overload your totem.

Ability Score Increase or Feat

At 19th level, you can choose between the following:


Ability Score Increase:

Increase an ability score by 2, or two ability scores by 1.


Feat:

Choose one feat from the list of feats.

Totemic Might

At 20th level, You can summon up to 4 totems and the range is increased to a point within 120 feet of you. Multiple totems do not affect the same creature more than once.

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