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Shaman

Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th
1st +2 Fetish, Spell Casting, Ritual Casting 2 2 2 — — — —
2nd +2 Bound Spirits 2 2 3 — — — —
3rd +2 Spirit Path 2 3 4 — — — —
4th +2 Ability Score Improvement 2 3 4 1 — —
5th +3 Spirit Form 3 4 4 2 — — —
6th +3 Spirit Path Feature 3 5 4 2 — —
7th +3 ─ 3 5 4 3 — — —
8th +3 Ability Score Improvement 3 6 4 3 — —
9th +4 ─ 3 7 4 3 2 — —
10th +4 Spirit Path Feature 3 7 4 3 2 — —
11th +4 Cleanse Spirit 3 8 4 3 3 — —
12th +4 Ability Score Improvement 4 8 4 3 3 1 —
13th +5 Fetish Mastery 4 9 4 3 3 1 —
14th +5 Ability Score Improvement 4 9 4 3 3 2 —
15th +5 Spirit Path Feature 4 10 4 3 3 2 —
16th +5 Ability Score Improvement 4 11 4 3 3 3 1
17th +6 Spirit of Revival 4 12 4 3 3 3 1
18th +6 Ancient Spirits of War 4 13 4 3 3 3 1
19th +6 Ability Score Improvement 4 14 4 3 3 3 2
20th +6 Spirit Path Feature 4 15 4 3 3 3 3

Spell casting
Class Features An event in your past, or in the life o f a parent or ancestor,
As a Shaman, you gain the following class features. left an indelible mark on you, infusing you with arcane
magic. This font of magic, whatever its origin, fuels your
Hit Points spells. See chapter 10 for the general rules of spellcasting
Hit Dice: 1d8 per shaman level and chapter 11 for the sorcerer spell list.
Hit Points at 1st Level: 8 + your Constituion modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constituion Cantrips
modifier per shaman level after 1st At 1st level, you know two cantrips of your choice from the
shaman spell list. You learn additional shaman cantrips of
Proficiencies your choice at higher levels, as shown in the Cantrips
Armor: Light armour, Shields Known column of the Shaman table.
Weapons: Simple weapons
Tools: Herbalists Kit
Spell Slots
Saving Throws: Strength, Wisdom The Shaman table shows how many spell slots you have to
Skills: Choose two from Animal Handling, Athletics, cast your spells of 1st level and higher. To cast one of these
Insight, Nature, Perception, and Survival shaman spells, you must expend a slot of the spell’s level or
higher. You regain all expended spell slots when you finish
Equipment a long rest. For example, if you know the 1st-level spell
You start with the following equipment, in addition to the burning hands and have a 1st-level and a 2nd-level spell slot
equipment granted by your background: available, you can cast burning hands using either slot.
• Any simple melee weapon
• (a) shield or (b) any simple weapon
• (a) leather armour
• An explorer’s pack and shaman focus

An AmbientRaven/UpsideDownIndividual
Spell casting homebrew
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Spells Known of 1st Level and Higher Rock Spirit. You know how to bind a rock spirit to your
You know two 1st-level spells of your choice from the weapon, harnessing its strength. When you enhance your
shaman spell list. The Spells Known column of the weapon with Rock Spirit your weapon gains 3 charges.
Shaman table shows when you learn more shaman spells When you hit a target with a weapon attack you may
of your choice. Each of these spells must be of a level for expend one charge to knock them back 10 feet. If the target
which you have spell slots. For instance, when you reach is large or larger they can attempt a Strength saving throw
4th level in this class, you can learn one new spell of 1st or against your spell casting DC. On a succesfull save they are
2nd level. not knocked back.
Additionally, when you gain a level in this class, you can Water Spirit. You know how to bind a water spirit to your
choose one of the shaman spells you know and replace it weapon, harnessing its unending resolve. When you
with another spell from the shaman spell list, which also enhance your weapon with Water Spirit, you deal 1d4
must be of a level for which you have spell slots. additional cold damage with your first successful spell
attack each turn.
Spell casting Ability
Wisdom is your spellcasting ability for your Shaman spells, Sea Spirit. You know how to bind a sea spirit to your
since your magic draws upon your link to ancestral and weapon, harnessing its crashing will. When you enhance
natural spirits. You use your Wisdom whenever a spell your weapon with Sea Spirit your weapon gains 3 charges.
refers to your spellcasting ability. In addition, you use your When you hit a target with a spell attack you may expend
Wisdom modifier when setting the saving throw DC for a one charge to knock them back 10 feet. If the target is large
Shaman spell you cast and when making an attack roll with or larger they can attempt a Strength saving throw against
one. your spell casting DC. On a succesfull save they are not
knocked back.
Spell save DC = 8 + your proficiency bonus + your Wisdom
modifier Magma Spirit. You know how to bind a magma spirit to
your weapon, harnessing its implaceable fury. When you
Spell attack modifier = your proficiency bonus + your
enhance your weapon with magma spirit, a target must
Wisdom modifier
make a constitution save or take an additional 1d8 fire
damage when struck by a weapon attack.
Spellcasting Focus
You can use a Shamanistic focus as a spellcasting focus for Flame Spirit. You know how to bind a flame spirit to your
your Shaman spells. weapon, harnessing its burning fury. When you enhance
your weapon with flame spirit your weapon attacks score a
Fetishes critical hit on a roll of 19 or 20.
Beginning at 1st level you gain the unique ability to place a Air Spirit. You know how to bind an air spirit to your
fetish as a bonus action. You may only have one fetish out at weapon, harnessing its ceasless power. When you enhance
any given time. If you already have an active fetish when your weapon with Air Spirit, a target must make a
placing a new one, the old one disappears. You start constitution save or take an additional 2d6 force damage.
knowing how to summon two fetishes of your choice, which
are detailed under “Fetishes” below. You may use this Storm Spirit. You know how to bind a storm spirit to your
ability a number of times per day equal to your wisdom weapon, harnessing its thunderous power. When you
modifier. You regain all uses of this ability after completing enhance your weapon with Storm Spirit your spell attacks
a long rest. score a critical hit on a roll of 19 or 20.
You learn two additional fetishes of your choice at 4th,
8th, 14th and 16th levels.

A Fetish is incorporeal and may only be affected by things


that can affect the ethereal plane. A Fetish has an armour
class of 10 and has hit points equal to your shaman level.

Bound Spirits
From second level your ability to bind spirits into your
weapon begins to manifest and grow. As a bonus action you
can imbue your weapon with an elemental effect. This
effect lasts for one minute or until you change to another
Bound Spirit. If you have more than one weapon, you may
enhance each weapon with a different Bound Spirit. At first
level you know the Earth or Water Spirit enhancement.
You may select additional Bound Spirit effects at 5th,
7th, 9th and 15th levels.

Earth Spirit. You know how to bind an earth spirit within


your weapon, harnessing its strength. When you enhance
your weapon with Earth Spirit, you deal 1d4 additional
bludgeoning damage with your first successful attack each
turn.

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Spirit Path
Starting at 3rd level you choose a Spirit Path to follow. You
select between the Fury, peace and Wrath spirit paths, all
detailed at the end of the class description. The Spirit path
grants you additional abilities 6th, 10th, 15th and 20th
levels.

Ability Score improvement


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.

Spirit Form
By 5th level you learn how to taken on the form of your
spirit animal in order to move at greater speeds. You can Spirit of Revival
spend one minute channelling the spirit to assume its form.
From 17th level spirits reside within your body, protecting
You assume the shape of an aquatic (if in the water) or land
you when you take dangerous amounts of damage.
animal of your choice. Despite the shape taken, your
Whenever damage reduces you to 0 hit points, you can
movement speed is 60 feet in this form. Your Spirit Form
make a Constitution saving throw (DC 5 + half the damage
has 1 hp and an AC of 10. You may exit Spirit Form as a
taken). On a success, you instead drop to 1 hit point. You
bonus action.
cannot use this feature if you are reduced to 0 hit points by
At 17th level you can take the spirit form of a flying
necrotic or radiant damage or by a critical hit. You may use
creature of medium size. In this form you gain a flying
this ability once, before requiring a long rest to use it again.
speed of 100 feet.

Cleanse Spirit Ancient Spirits of War


At 18th level you learn how to call ancient war spirits to fill
From 11th level you may call on the spirits to cleans
your companions with their power. You may select a
magical effects, poisons and diseases as an action. You may
number of friendly creatures equal to your wisdom
use this ability once, before requiring a short or long rest to
modifier that you can see. Each affected creature gains an
use it again.
additional turn at the end of their next turn, during this turn
When you use Cleanse Spirit you may choose one of the they gain advantage on attack rolls, ability checks and
following effects to take place. saving throws. You may use this ability once, before
requiring a long rest to use it again.
Choose one creature, object, or magical effect within 60
feet of you. Any spell of 3rd level or lower on the target
ends. For each spell of 4th level or higher on the target, Spirit Paths
make an ability check using your spellcasting ability. Spirit Path of Elements
The DC equals 10 + the spell’s level. On a successful
check, the spell ends. You may use this ability once, Spirits of Elements
before requiring a long rest to use it again. Beginning when you take this Spirit Path at third level,
Choose a one creature within 60 feet of you. They are elemental spirits inhabit your body. Fire burns in your eyes,
cleansed of any poisons that they are currently suffering lightning crackles through your hair and ice forms in your
from. footprints. Whenever you critically hit with a spell that
Choose a one creature within 60 feet of you. They are deals cold, fire, thunder or lightning damage the elemental
cleansed of any diseases that they are currently infected spirits in your body come surging forth, you may
with. immediately cast a cantrip that deals the same type of
damage as the spell that critically hit.
Fetish Mastery
By 13th level you master the use of Fetishes. You gain the Empowered Spells
ability to place two fetishes at once. If you place one fetish When you take this Spirit Path at third level you gain the
you may instead place a Fetish that gains its empowered ability empower your elemental spells. When you cast a
effect. spell that deals cold, fire, thunder or lightning damage you
can treat it as if the spell was cast one spell slot higher than
you used. This may not cause a spell to be cast at a spell
level higher than you can cast.

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Control the Elements At 20th level you become one with elemental spirits. As a
Beginning at 6th level, whenever you cast a spell that deals bonus action you bring the elemental spirits within your
cold, fire, thunder or lightning damage you may change the body to the fore. For the next minute your cantrips deal
element type to another of those element types before the maximum damage, and targets have disadvantage against
spell is cast. Additionally, you may add your Wisdom spells that deal cold, fire, thunder or lightning damage. You
modifier to the damage of any Shaman cantrip that deal may use this ability once per long rest.
cold, fire, thunder or lightning damage.
Flame shock only gains the Wisdom bonus to the initial Spirit Path of Peace
damage it deals. Spirits of Peace
Beginning when you take this Spirit Path at third level,
Elemental Warding peaceful spirits inhabit your body. Your face is calm, and
By 10th level your elemental affinity sits heavily upon your you generate a feeling of calm peace where ever stand.
person. You are unaffected by extreme heat and extreme When you cast a spell that causes a single friendly creature
cold temperatures. As a reaction you may grant yourself to regain hit points, you can choose for the spirits to come
resistance to cold, fire, thunder or lightning damage. You to empower the spell, causing it to not use a spell slot. You
can do this a number of times per day equal to your may use this ability once, before requiring a short or long
wisdom modifier, before requiring a long rest to use it rest to use it again.
again.
Empowered Spells
When you take this Spirit Path at third level you gain the
ability empower your healing spells. When you cast a spell
that causes a friedly creature to regain hit points you can
treat it as if the spell was cast one spell slot higher than you
used. This may not cause a spell to be cast at a spell level
higher than you can cast.

Peaceful Binding
From 6th level you learn the secret of how to bind two
additional spirits within your weapon when using the Spirit
Elementals ability.

Peace Spirit. You know how to bind a peace spirit to your


weapon. While your weapon is affected by the peace spirit
any creature who targets you with an attack or a harmful
spell must first make a Wisdom saving throw. On a failed
save, the creature must choose a new target or lose the
attack or spell. If you make an attack or cast a spell that
targets an enemy creature, this effect ends. This ability
doesn’t protect you from area effects, such as the explosion
of a fireball. If you attack or cast a spell that targets an
enemy creature you lose the effect of Spirit of Peace.

Soothing Spirit. You know how to bind a soothing spirit to


your weapon. While your weapon is affected by Soothing
spirit, spells you cast that cause a friendly creature to
regain hit points cause them to gain an additional 1d4 hit
points at the beginning of their next turn.
Rain of Elementals
From 15th level you have learned how to call elemental Healing Burst
spirits to come crashing down around you. You may use From 10th level you can release a healing burst centred on
your action to call down a rain of elementals. Select four yourself. As an action you may heal a number of hit points
points within your line of sight. A cold, fire or lightning equal to six times your shaman level divided between up to
elemental of your choice comes crashing down at each of 6 friendly creatures within 30 feet of you. You may use this
those locations. All creatures within 10 feet of the selected action once, before requiring a long rest to use it again.
location must make a dexterity save or take 4d6 damage of
a type equal to the element that damaged it. On a Healing Rain
successful save a creature takes half damage. The By 15th level you have learned how to invoke water spirits
elementals remain until the end of your next turn. Any to call down a healing rain. As an action you can cast
creature that ends their turn within 10 feet of an elemental Healing rain, creating a rain storm with a 30 ft radius
takes 3d6 damage equal to the elements type. You may us centred on a point of your choice. The rain continues for 1
this ability once, then require a long rest to use it again. minute, healing all friendly creatures within the area for
1d4 + your Wisdom modifier at the beginning of each of
Elemental Ascendance their turns.

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Peaceful Ascendance Weakening Blow
At 20th level you become one with the spirits of peace. As a Starting at 10th level the spirits within your body alter your
bonus action you bring the spirits within your body to the weapon, causing it to weaken the foes that it strikes. When
fore. For the next minute all healing spells and abilities you hit a creature with a melee weapon attack, they become
heal for their maximum amount. For example, instead of weakened to your elemental effects. Until the end of your
restoring 2d6 hit points to a creature, you restore 12. You next turn, an enemy struck by Weakening Blow takes
may use this ability once, before requiring a long rest to use additional damage equal to your Wisdom modifier from the
it again. first cold, fire, thunder or lightning damage caused by you.

Spirit Path of Conflict Called Conflict


Starting at 15th level, you can summon two spirits of
Spirits of Conflict conflict from within you as an action. They take their turns
Beginning when you take this Spirit Path at third level, immediately after yours, and last for 1 minute. The Spirits
warrior spirits of conflicts past inhabit your body. You walk will not attack you, even if mind-controlled or under a spell
with the grace of a fighter, spetral scars of past battles effect that would make them do so. If both Spirits are
appear on your skin, and your voice takes on an ethereal within 10 feet of you, your movement speed is increased to
commanding tone. The spirits in your body give you an 40 feet and cannot be reduced in any way.
innate knowledge of weapons and armour. You gain After using this feature, you must finish a long rest
proficiency with martial weapons and medium armour. In before you can use it again.
addition, you may select one of the following fighting styles
Battle Ascendance
Defense At 20th level you become one with the elemental spirits. As
While you are wearing armor, you gain a +1 bonus to AC. a bonus action you bring the spirits of conflict within your
body to the fore. For the next minute, whenever you
Dueling.
perform a weapon attack, you may attack one aditional time
When you are wielding a melee weapon in one hand and
with that weapon. You may use this ability once, before
no other weapons, you gain a +2 bonus to damage rolls
requiring a long rest to use it again.
with that weapon.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you
make with a melee weapon that you are wielding with two
Spirit of Conflict
Medium humanoid, neutral
hands, you can reroll the die and must use the new roll,
even if the new roll is a 1 or a 2. The weapon must have the Armor Class 14
two-handed or versatile property for you to gain this Hit Points 62 (9d8+27)
benefit. Speed 40ft.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add STR DEX CON INT WIS CHA
your ability modifier to the damage o f the second attack. 18 (+4) 12 (+1) 17 (+3) 10 (+0) 11 (+0) 10 (+0)

Elemental Burst Senses passive Perception 10


When you take this Spirit Path at third level you learn to Languages any langauge that you can speak
empower your weapon with elemental energy. When you Challenge 3 (700 XP)
hit a creature with a melee weapon attack, you can expend
one shaman spell slot to deal fire, cold, thunder or lightning Reckless. At the start of its turn, the spirit of
damage to the target in addition to the weapon’s damage. conflict can gain advantage on all melee weapon
The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 attack rolls during that turn, but attack rolls
for each spell level higher than 1st, to a maximum of 5d8. against it have advantage until the start of its next
turn.
Infused Strike
Starting at 6th level you can channel your lesser magic Actions
through your weapon. Once per turn as an action, you may
Multiattack. The Spirit of Conflict makes three
perform a single weapon attack. If the attack is successful
melee attacks: Two with its battleaxe and one
you can add the effects of one of your single target cantrips with its shortsword.
to the attack, including damage and any additional effects.
An attack roll for the spell is not needed as it hits if the Battleaxe. Melee Weapon Attack: +6 to hit, reach
weapon attack hits. If the spell requires the target to make 5 ft., one target. Hit: +6 (1d8+4) slashing
a save, they must do so as normal. This counts as taking the damage.
attack action for the purpose of dual wielding. Shortsword. Melee Weapon Attack: +6 to hit,
A cantrip that includes a weapon attack as part of its reach 5 ft., one target. Hit: +6 (1d6) slashing
action may not be used for this feature. damage.

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Friendly creatures within 10 feet of the Flame Blessed
Fetishes Fetish deal 1d4 additional fire damage with melee attacks.
Empowered. Friendly creatures deal 1d6 additional
damage with weapon attacks instead of 1d4.
Flash Fire Fetish
Prerequisite: 4th level
When a friendly creature is attacked by a creature within
30 feet of the Flash Fire Fetish that you can see, you can
use your reaction to impose disadvantage on the attack roll,
causing light to flare before the attacker’s eyes. An attacker
that can’t be blinded is immune to this feature. Once you
have used this to cause disadvantage on an attack, it
disappears.
Empowered. You can use this feature twice before the
Water Fetishes fetish disappears.
Healing Mist Fetish
At the end of your turn, the Healing Stream Fetish heals Strength of the Flame Fetish
one friendly target of your choice that is within 10 feet of it Prerequisite: 8th level
for an amount equal to half of your total shaman level, Physical abilities such as tripping, shocing or grappling
rounded down. used by friendly creatures within 10 feet of the Strength of
Empowered. You can add your wisdom modifier to the the Flame Fetish have their DC increased by 1.
amount healed. Empowered. Strength of the Flame Fetish increases the
DC by 2 for physical abilities.
Purifying Fetish
Prerequisite: 4th level Anger of Flame Fetish
At the end of your turn, friendly creatures within 10 feet Prerequisite: 14th level
of the Purifying Fetish can attempt to re-roll a save to When a friendly creature within 10 feet of the Anger of
cleanse themselves of a Disease or Poison they are under Flame fetish critically hits, they may immediately perform
the effect of. If the Poison or disease doesn’t allow for a re- another weapon attack that deals half damage
save, you may still roll another save to heal from the effect. Empowered. The extra attack deals full damage.
Empowered. Friendly creatures within 10 feet of the
fetish gain advantage on saves against poison and diseases. Fire Spirit Fetish
Prerequisite: 16th level
Healing Wave Fetish When you place this fetish, a bound fire spirit appears in
Prerequisite: 8th level an unoccupied space next to it which uses the statistics for
Friendly creatures within 10 feet of the fetish can add a Water Elemental on page 125 of the monster manual.
your wisdom modifier to Strength, Intelligence and The Fire Elemental moves of it's own free will, but may
Charisma saving throws. not move more than 60 feet away from the fetish. As a
Empowered. Friendly creatures within 10 feet of the Bonus Action on your turn, you can command the fire spirit
fetish can add your wisdom modifier to any saving throws to attack a creature within its range. When it does so it
they must make immediately moves in the most direct path to its target, and
performs a Multiattack attack action. The Elementals hit
Increased Flow Fetish points are equal to four times your shaman level. A Fire
Prerequisite: 14th level Elemental Fetish always counts as empowered. You may
Friendly creatures who receive healing from a spell of only summon this fetish once, before requiring a long rest
1st level or higher within 10 feet of the Increased Flow to cal it again.
Fetish gain additional hit points equal to the spell’s level.
Empowered. Friendly creatures gain additional hit points
equal to your Wisdom modifier + the spell’s level

Water Elemental Fetish


Prerequisite: 16th level
When you place this fetish, a bound water spirit appears
in an unoccupied space next to it which uses the statistics
for a Water Elemental on page 125 of the monster manual.
The Water Elemental moves of it's own free will, but may
not move more than 60 feet away from the fetish. As a
Bonus Action on your turn, you can command the water
spirit to attack a creature within its range. When it does so
it immediately moves in the most direct path to its target,
and performs a Multiattack or Whelm attack action. The
Elementals hit points are equal to four times your shaman
level. A Water Elemental Fetish always counts as
empowered. You may only summon this fetish once, before
requiring a long rest to cal it again.

Fire Fetishes
Flame Blessed Fetish
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Air Fetishes The ground for 10 feet around the Jagged Earth Fetish is
Booming Fetish considered difficult terrain. Any creature that ends it’s turn
At the end of your turn, the Booming Fetish may attempt in this difficult terrain takes 1D8 piercing damage. When
to strike a hostile creature with a bolt of lightning. One the Fetish dissapears, the earth surrounding the Fetish
Enemy of your choice within 30 feet of the fetish must returns to normal.
make a Dexterity Save equal to your spell casting DC or Empower. The range of Jagged Earth Fetish is increased
take 1d6 Lightning damage. to 20 feet.
Empowered. You can add your wisdom modifier to the Binding Fetish
damage. Prerequisite: 8th level
Storms Wrath Fetish As a Bonus action you can cause the earth to reach up,
Prerequisite: 4th level binding all creatures within 10 feet around the fetish. All
Friendly creatures within 10 feet of the Storms Wrath creatures within the area must make a Dexterity Save
fetish deal an additional 1d4 thunder damage with each equal to your spell casting DC or become grappled. A
ranged spell or weapon attack. grappled creature can spend its action attempting a
Empowered. Friendly creatures deal 1d6 additional strength check to break the earths hold. Once this fetish
thunder damage with each ranged spell or weapon attack has been used, it disappears.
instead of 1d4. Empowered. Binding Fetish is extended to 15 feet, and
you can choose for it to not affect creatures of your choice.
Absorbing Fetish
Prerequisite: 8th level Stoneskin Fetish
As a reaction to a friendly creature within 10 feet of the Prerequisite: 14th level
absorbing fetish being attacked by a spell that deals As a reaction to a friendly creature within 10 feet of the
damage, you may redirect the target of the spell to be the Stoneskin fetish being damaged by a weapon attack, you
Fetish instead. If the target is an area of effect spell, the may use your reaction to half the damage they receive. This
spell is centred over the Fetish. After the fetish has had one can be done after seing if the creature is hit, but before you
spell redirected at it, it disappears. know how much damage they recieve.
Empowered. Absorbing Fetish can have two spells Empowered. You can use your reaction to give themr
redirected to it before disappearing. esistance to piercing, slashing and bludgeoning damage
until the beginning of your next turn.
Strength of the Wind Fetish
Prerequisite: 16th level Earth Elemental Fetish
Spells cast by friendly creatures within 10 feet of the Prerequisite: 16th level
Strength of the Wind Fetish have their spell DC increased When you place this fetish, a bound earth spirit appears
by 1. in an unoccupied space next to it which uses the statistics
Empowered. Strength of the Wind Fetish increases spell for a Earth Elemental on page 124 of the monster manual.
DC by 2. The Earth Elemental moves of it's own free will, but may
not move more than 60 feet away from the fetish. As a
Air Elemental Fetish Bonus Action on your turn, you can command the earth
Prerequisite: 16th level spirit to attack a creature within its range. When it does so
When you place this fetish, a bound air spirit appears in it immediately moves in the most direct path to its target,
an unoccupied space next to it which uses the statistics for and performs a Multiattack attack action. The Elementals
a Water Elemental on page 124 of the monster manual. hit points are equal to five times your shaman level. A Earth
The Air Elemental moves of it's own free will, but may Elemental Fetish always counts as empowered. You may
not move more than 60 feet away from the fetish. As a only summon this fetish once, before requiring a long rest
Bonus Action on your turn, you can command the air to cal it again.
selemental to attack a creature within its range. When it
does so it immediately moves in the most direct path to its
target, and performs a Multiattack or Whirlwind attack
action. The Elementals hit points are equal to four times
your shaman level. An Air Elemental Fetish always counts
as empowered. You may only summon this fetish once,
before requiring a long rest to cal it again.

Earth Fetishes
Earth-tremor Fetish
As a Bonus action you can cause the earth to tremor for
15 feet around the totem, turning the ground into difficult
terrain. All creatures within the area must make a Strength
Save equal to your Spell DC or be knocked prone. Once
this fetish has been use it disappears.
Empowered. Creatures sized medium or smaller have
disadvantage on the save
Jagged Earth Fetish
Prerequisite: 4th level

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Maximilian’s earthen grasp ^
Shaman Spell list Pass without Trace
Spell Sources Pyrotechnics ^
^ = Elemental Evil player Companion Scorching Ray
^^ = Shaman unique spell detailed at the end of the entry Snilloc’s snowball swarm ^
^^^ = Sword Coast Adventure guide Warding wind ^
Wind buffet

Level 3
Shamans may cast some spells at lower levels
than other classes, this is intended and not an Call Lightning
oversite. Clairvoyance
Commune with nature
Erupting earth ^
Fireball
Cantrips Fly
Booming Blade^^^ Haste
Create bonfire ^ Lightning Bolt
Control flames ^ Meld into Stone
Dancing Light Melf’s minute meteors ^
Druidcraft Protection from Energy
Firebolt Sleet Storm
Flame Shock ^^ Spirit Guardians
Frostbite ^ Tidal wave ^
Greenflame Blade^^^ Water Breathing
Guidance Water Walking
Gust ^ Wall of water ^
Lightning Lash^^^ Wall of sand ^
Light
Magic stone ^ Level 4
Mold earth ^ Chain Heal
Resistance Chain Lightning
Shape water ^ Conjure Elemental
Shocking Grasp Dominate Beast
Thunderclap *^ Elemental bane ^
Ice Storm
Level 1 Stone Skin
Absorb elements ^ Stone Shape
Burning Hands Storm sphere ^
Chromatic Orb Wall of Fire
Cure Wounds Watery sphere ^
Detect Magic
Detect Poison and Disease Level 5
Earth tremor ^ Bones of the Earth ^
Elemental shield ^^ Cone of Cold
Fire Burst Control winds ^
Fog Cloud Destructive Smite
Healing Word Greater Restoration
Ice knife ^ Hold Monster
Purify Food and Drink Immolation *
Searing Smite Investiture of flame ^
Thunderous Smite Investiture of ice ^
Thunderwave Investiture of stone ^
Witchbolt Investiture of wind ^
Lava Burst ^^
Level 2 Maelstrom ^
Aganazzar’s scorcher ^ Move Earth
Barkskin Transmute rock ^^
Blur Wall of Stone
Branding Smite
Dust devil ^
Earthbind ^
Enhance Ability
Flame Blade
Hold Person
Lesser Restoration

An AmbientRaven/UpsideDownIndividual
homebrew
8
At higher levels: When you cast this spell using a spell
New Shaman Spells slot of 2nd level or higher, the spell deals 1d8 additional
damage for each slot above 1st.
Chain Heal
4th-level evocation
Flame Shock
Casting Time: 1 action Cantrip evocation
Range: 30 feet Casting Time: 1 action
Components: M, S, V (a vial of water with chain links Range: 60 feet
inside of it) Components: S, V
Duration: Instant Duration: 1 minute
You cause water to converge into a beam which
bounces between friendly creatures, healing their Angry fire spirits writhe over your target, reacting to
wounds. The primary target regains 4D8+Wisdom further elemental damage. The target must succeed on a
modifier hit points. The spell then bounces to another Dexterity saving throw or take 1d4 fire damage. The target
friendly creature within 15 feet healing them for 3d8. gains no benefit from cover for this saving throw. Until the
The spell may bounce two additional times, healing for spell ends, you deal an extra 1d4 fire damage to the target
1d8 less per creature it moves onto. A creature can only whenever you hit it with an attack that deals cold, fire,
receive the healing from this spell once per turn. Your thunder or lightning damage. A creature may attempt a
wisdom modifier is only added for the primary target constitution saving throw at the end of each of their turns
to shrug off the effects of Flame Shock.
The spell’s additional damage increases to 1d6 when you
reach 5th level, 1d8 at 11th level, and 1d10 at 17th level.

Lava Burst
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: M, S, V (a small chunk of rock from a
volcano with 1000 gp worth of diamonds embedded into
it)
Duration: Instant
You channel the fury of a volcanoes eruption into a
powerful burst. Make a ranged spell attack. On a hit, the
target takes 5d10 fire damage. If the target is under the
effect of flame shock, they instead take 10d10 fire
damage.
Credit: WoW TCG (couldn't find the artist)
Wind Buffet
Elemental Shield 2nd-level evocation
1-st level evocation Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: self Components: S, V
Components: S, V Duration: Instant
Duration: 1 minute, concentration A buffet of howling wind spirits screams past your
You form a protective shield around you, that lashes out targets ears, causing them to lose concentration. The target
at your attackers. When you cast this spell, select cold, fire, of wind buffet must make a concentration check against
thunder or lightning damage. When a creature attacks you, your spell save DC. On a failure they lose concentration on
you may use your reaction to cause them to take 1d8 their spells. On a success nothing happens.
damage of the chosen elements type, this damage is
received before rolling any concentration checks as a result
of received damage.
At higher levels: When you cast this spell using a spell
slot of 2nd level or higher, the spell deals 1d8 additional
damage for each slot above 1st.

Fire Burst
1st-level evocation
Casting Time: 1 action
Range: 120 feet
Components: M, S, V (a small chunk of scorched rock)
Duration: Instant You channel fire into a powerful burst.
Make a ranged spell attack. On a hit, the target takes 2d6
fire damage. If the target is under the effect of flame
shock, they take double damage.

An AmbientRaven/UpsideDownIndividual
homebrew
9
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An AmbientRaven/UpsideDownIndividual
homebrew

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