Shaman

. . | Hit Die ||d8 (8 HP at level 1, 5 each level thereafter) | | --- | | Proficiencies ||One-handed melee weapons, shields, light and medium armor | | Saving Throws ||Con, Wis | | Skills ||At level 1, choose two from: TBD |

. .

Level Abilities
1 #Totemic Weapon, #Spells
2 #Template, #Totem Spirit
3 #Spiritwalking
4 Ability score improvement
5 #Elements Unleashed
6 #TemplateAdvancement
7 -
8 Ability score improvement
9 -
10 #TemplateAdvancement
11 -
12 Ability score improvement
13 -
14 #TemplateAdvancement
15 #Greater Felicity
16 Ability score improvement
17 -
18 #TemplateAdvancement
19 -
20 Ability score improvement

Shaman

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Special Abilities

Totemic Weapon

You may bind a totemic spirit to your weapon or shield. It is a free action to bind a spirit into one or both held weapons and shields, replacing any currently bound spirits.

Weapon Effects

Greater effects (higher level?):

Shield Effects

Totemic Spirit

At will, as a bonus action, you may place a totemic spirit within short range, replacing any that was already active. The spirit cannot move from that position, but can act in other ways.

Spiritwalking

As a concentration action, you may separate your spirit from your body. Your spirit enters the Ethereal Plane while your body remains in the mortal world. You may use this ability to explore the spirit world, traveling much faster there than you could easily do in the mortal realm. You might also use it to commune with spiritual beings, or even do battle in the spirit realm.

In spirit form, you cannot affect the mortal world, nor can anyone see you without the magical ability to see ethereal creatures. You can see the mortal world, however, and some magical effects from the mortal world might affect you.

If you die, or enter the "dying" state, your spirit automatically separates from your body. You are free to use your magic to resurrect or heal your own body, or to possess another body that lacks a spirit. The shock of this automatic separation is not easy to endure; when it occurs, you cannot use the ability again for 6 hours. Were you to die twice within 6 hours, your second death would weaken your spirit, as normal for a mortal, and you would lack the strength to raise yourself or travel freely in the spirit world.

At 20th level and beyond, when in spirit form, you may choose to manifest as a ghostly, incorporeal being. This allows you to affect the mortal world. It also makes you more powerful than your foes can possibly imagine.

Elements Unleashed

Shapeshift into an elemental badass! Rules TBD.

Spells

You are able to cast spells.

;Spell List: The list of spells you can potentially learn is given below in the #Shaman Spell List.

;Spell Knowledge: You know all spells on the #Shaman Spell List.

;Spell Preparation: You must prepare spells in order to cast them (except for rituals). Preparing spells is an action requiring TBD. To change your prepared spells, you must first take a long rest.

;Spell Slots: Standard full-caster allocation. See 5e SRD.

Shaman Spell List

Schools:

Shaman Cantrips

;Special:

;Air:

;Earth:

;Fire:

;Spirit:

;Water:

1st-level Shaman Spells

;Air:

;Earth:

;Fire:

;Spirit:

;Water:

2nd-level Shaman Spells

;Air:

;Earth:

;Fire:

;Spirit:

;Water:

3rd-level Shaman Spells

;Air:

;Earth:

;Fire:

Templates

List: