Shaman

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The spirits called to the girl once more. It was the fifth time that night alone and normally she didn't know what else to do to calm them down, she knew since she was a child that her essence was cursed to be in both realms at the same time. At least that's how she would have behaved in the past. At that moment when the spirits once more began to speak, she simply turned her gaze towards them, not only as a person who looks towards them in the material realm without seeing them, but with the fixed and determined gaze of one who was able to perceive them and interact directly with them.

Her voice sounded harsh, but it was necessary, some spirits like to test limits and this was the ideal moment to let them know that the limit had been crossed and from that moment on they would be acting at their own risk. Her lips parted in a slightly mischievous smile and that was enough for the spirits to go silent. She still had a few hours to sleep before the Winter's Claw war meeting, where they would decide how to act in the next invasion, alongside her mentor Udyr and her warmother Sejuani.

The Shaman is a person who has lived since his birth, or perhaps even before him, with the reality that the material realm and the spiritual realm are intrinsically intertwined. A tangle of reality lines distorts here and there and the shaman is able to see this. While other people often go through this without realizing it, the Shaman not only glimpses the spiritual realm but also the energy that runs through it, learning to channel it through his will to his ends.

Scattered across Runeterra, some Shamans connect with specific Great Spirits, becoming an extension of their will in exchange for benefits, while others negotiate with multiple such entities in pursuit of their individual goals. There is no rule on how to deal with these powers, only on how to protect yourself so as not to have your own conscience and identity diluted in this process.

In each region, shamans emerge and end up molding themselves to local beliefs and concepts, understanding reality with a double perception of worldly and material life, while being able to directly glimpse the spiritual world. Usually they are considered crazy or cursed by such a condition, but those who manage to persevere and maintain the unity of their being end up conquering enormous powers by manipulating the flow of energy that transits between the two worlds.

Animal Spirits

Each region of Runeterra is controlled or protected by certain animal spirits, often under the command of a Great Spirit who directs how things should happen in their domain. Whether they are linked to order or chaos, to the good of the material and spiritual world in balance, or to the primacy of one of the two without any importance being attributed to the bodies scattered in either of them.

Animal spirits are as varied in their personality as they are in their form, there is no rule of thumb on how to deal with them as some may consider arrogance a virtue of those overconfident in themselves, while others may consider humility the best trait a material being can have. present before a spiritual power.

Great Spirits

The Great Spirits walk in the material world through those who use the spiritual forces derived from them, no matter which region the shaman who honors them passes through. There are stories that some of these Great Spirits chose remote places, far from all civilization, so that they could have their peaceful existence and far from all the paraphernalia that civilization brings with it. But rumors about other Great Spirits who not only like crowds, but love to see buildings and material wonders, spread among shamans.

As with most spiritual matters, there is no absolute rule for dealing with Great Spirits or their domains. One thing is for sure, knowing them and knowing how to deal with each one of them can be the secret of a long, powerful and prosperous life or the recipe for having your consciousness and individuality completely diluted in the immense masses of spiritual energy that these entities become.

Creating a Shaman

When creating a Shaman, think primarily of your connection to spirits. Are you able to see them from childhood? Have you ever been considered crazy and left out for being able to communicate with animals? Do you consider your abilities a blessing or a curse?

Remember that a Shaman's connection with animal spirits is undeniable, leaving some characteristic traits in his appearance. How has your connection changed you? Do you have big, deep eyes like an owl? Or are your nails elongated, like a lynx's claws?

Quick Build

You can build a Shaman quickly by following these suggestions. First, your highest ability score should be Wisdom, followed by Constitution. Second, choose the Wanderer or Outsider past.

The Shaman
Level Characteristics Known Cantrips Spells Known Maximum Spell Level Ki Points
1 Spellcasting, Totem, Path 2 - - 2
2 Spiritual Allies, Invocation 2 3 1 3
3 Path Trait 3 4 1 4
4 Enhancement, Spiritual Barrier 3 5 1 5
5 Invocation 3 6 2 7
6 Path Trait 3 6 2 8
7 Spiritual Channeling 4 7 2 9
8 Enhancement 4 8 2 10
9 Invocation, Path Trait 4 9 3 11
10 - 4 9 3 12
11 - 4 10 3 13
12 Enhancement, Path Trait 4 10 3 14
13 Feral Unity 5 11 4 15
14 Invocation 5 12 4 17
15 Path Trait 5 12 4 18
16 Enhancement 5 13 4 19
17 - 5 14 5 21
18 Path Trait 5 15 5 22
19 Enhancement 5 15 5 24
20 Invocation, Path Trait 5 16 5 25

Class Features

As a Shaman, you gain the following class features.

Hit Points

Hit Dice: 1d8 per Shaman level

Hit Points at 1st level: 8 + your Constitution modifier

Hit Ponts at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shaman level beyond 1st

Proficiency

Armor: None

Weapons: Simple Weapons

Crafts: Apothecary and choose one between: Craftwork: Sculptor, Collector: Leatherworker, Cook, Brewer or Fashionista

Saving Throws: Constitution and Wisdom

Skills: Choose three between Acrobatics, Athletics, Stealth, Intimidation, Insight, Medicine, Nature, Perception, Persuasion, Religion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your Past:

  • (a) a simple weapon or (b) a component bag or (c) a light armor (if you're proficient)
  • (a) a simple weapon or (b) a shortbow and a quiver with 20 arrows
  • (a) adventurer set or (b) dungeon explorer set

Spellcasting

The Shaman is a channeler of energies from the spiritual realm, often acting as a bridge between the two worlds through this ability. This gives him the ability to cast spells. See Chapter 10 for general spellcasting rules and the Shaman spell list.

Spells List

You gain access to the Shaman spell list. Through some Heritages, Enhancements, or even through apprenticeship, you can learn new Spell Mysteries, granting you additional spell lists.

You cannot use another Class's spell list to learn or replace a spell when you level up in that Class.

Cantrips

You know two cantrips of your choice from the spell lists you have access to. You learn additional cantrips from these lists of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table.

Ki

Unlike other spellcasters who use energy known as Mana as fuel for their spells, the Shaman uses his own vital energy, Ki. The Shaman table shows the amount of Ki points you have available to perform your spells. To cast a spell, you must spend an amount of Ki points corresponding to the spell's level as explained in Chapter 10: Magic. You regain all your Ki points when you complete a long or full rest.

For example, if you want to cast the 1st-level spell Thunderwave you must spend 1 ki point to cast it, but if you want to cast it as a higher-level spell instead of the 1 point you must spend a ki point. amount of Ki points corresponding to the desired level, such as 2 Ki points to cast it as a 2nd-level spell or 3 to cast it at 3rd level.

Preparing and Casting Spells

You prepare your list of available spells by selecting from the lists of spells you have access to. You select a number of spells equal to your Wisdom modifier + half your shaman level (minimum of 1). These spells must be equal to or less than your Maximum Spell Level.

For example, if you are a 5th-level Shaman with a Wisdom of 16, your list of prepared spells can include 5 spells, combining 1st- and 2nd-level spells, in any order.

When you cast the spell, you don't remove it from your list of prepared spells, you can cast it again if you have enough Ki points. You can modify your list of prepared spells when you finish a long rest. Preparing a new list of Shaman spells requires time spent in prayer and meditation: at least 1 minute per spell level, for each spell prepared.

Level 1 and Higher Spells Known

At 2nd level, you learn three 1st-level spells of your choice from the spell lists you have access to.

The Spells Known column on the Shaman table shows when you learn more spells from these lists, of your choice. from those lists, at your choice. Each of these spells must be of a level equal to or lower than your Maximum Spell Level, as shown on the table. For example, when you reach 5th level in this Class, you can learn one new 1st-level or 2nd-level spell.

In addition, when you gain a level in this Class, you can choose a spell you know and replace it with another spell from a spell list you have access to, which must also be equal to or less than your Maximum Spell Level.

Ritualist

You gain the Ritualist trait, allowing you to cast any Shaman spell you know and have prepared as a ritual if it has the Ritual descriptor in the spell description. You now use Wisdom as an attribute for the Nature skill for matters involving magic and the spirit world. See more information in Chapter 10 - Magic: Rituals.

Spell Attribute

Wisdom is your Shaman spellcasting attribute, as your magic comes from your attunement to the spirit realm. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the save DC for shaman spells you cast and when you make an attack roll with one.

DC for your spells = 8 + your proficiency bonus + your Wisdom modifier
Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Totem

A Shaman is an anchor between the material and spiritual realms, being given the gift of connecting to animal spirits and finding their Great Spirit guide. There are no rules for the relationship of each Great Spirit with their Shamans, some guide them through visions and words, others challenge them to prove themselves at every moment while a few just wait for the Shaman's mind to falter so they can walk in the flesh.

At the 1st level you connect to a Great Spirit, your connection with this Great Spirit can exist since your childhood, perhaps it started with a transcendental experience or even accompanied you even before your birth. This Great Spirit is represented by a Totem you carry with you, and it grants you a benefit while it is with you. The totem is usually a small object, perhaps an animal's claw that you carry on a string, a drum with that animal's skin that you carry on your back, or even a skull that you wear as a shoulder pad.

Your eyes are able to see beyond, seeing the spiritual realm, allowing you to channel its emanations. You become able to see and communicate with spirits, being able to see up to 60 feet in the Spirit realm while in the Material realm.

Path

A Shaman's path is formed from his interactions with the Spiritual world. You must choose one of the Paths you have attended to between the Path of the Channeler, the Path of the Summoner, the Path of the Shapeshifter, or the Path of the Propagator. Your Path grants you features at 1st level and again at 3rd, 6th, 9th, 12th, 15th, 18th, and 20th level.

Spiritual Allies

At level 2, you connect with an animal spirit ally who will teach you how to channel spirit energy through a stance. Your melee attacks are imbued with spiritual energy, dealing half of your proficiency bonus as additional damage and you can choose one of the stances, gaining a new one at the 6th, 15th and 17th levels of this class.

Using a bonus action and 1 Ki point, you can enter a stance you possess. Each stance has three effects, a Continuous effect, which you receive when activating the stance and remains until you abandon or activate another, a Temporary effect with the duration described on the skill, and a persistent effect that lasts for 1 minute and does not stack with itself if the stance is activated again for the duration of the persistent effect.

Each stance can be taught by several spirits, with each of them having some more common spirits to teach in their description.

Permanence. The posture of permanence gives the Shaman solidity to preserve his existence. Related animals: Turtle, Wild Boar.

  • Continuous: Increases your AC by +2.
  • Temporary: You gain a temporary hit point total equal to your Shaman level + your proficiency bonus
  • Persistent: You gain resistance to elemental damage.

Agility. The Agility stance allows the Shaman to overcome some of his body's speed limits. Related animals: Cheetah, Bear

  • Continuous: Increases your speed by half your proficiency bonus times 5 feet.
  • Temporary: When activating the Agility stance you gain an advantage on your next attack.
  • Persistent: You gain proficiency in Dexterity Savings.

Dominance. The Dominion stance grants the Shaman tools to preserve and consolidate their space. Related animals: Lion, Tiger

  • Continuous: You gain Proficiency in intimidation (if you already have proficiency, you have advantage on tests with this skill).
  • Temporary: When activating the Dominion stance you emit a frightening roar (enemies within 60 feet of you who can hear you must perform a Wisdom saving throw DC equal to your Ki resistance DC, if they fail the targets become Frightened for 1 minute).
  • Persistent: Allies who can see or hear you get +1 to their attack rolls.

Impact. The Impact stance channels spiritual energy giving additional solidity to the Shaman's body. Related animals: Bear

  • Continuous: You gain resistance to one type of non-magical physical damage (choose between Slashing, Blunt, or Piercing when entering the stance).
  • Temporary: When activating Impact stance, your next attack has advantage and the target must perform a Constitution save CD equal to your Ki resistance CD, if it fails, the target is Stunned until the beginning of your next turn.
  • Persistent: Your speed increases by 10 feet as a persistent effect.

Ferocity. The Ferocity stance is expressed aggressively, increasing the Shaman's own ferocity. Related animals: Tiger

  • Continuous: Your unarmed attacks can deal slashing or piercing damage in addition to bashing damage. You choose which type the moment you activate the pose.
  • Temporary: When activating the Ferocity stance, you can deal 1 extra attack this turn.
  • Persistent: your attacks using your claws take an additional 1d4 slashing damage as a persistent effect

Ingenuity. The Ingenuity posture grants versatility and creativity to solve problems. Related animals: Monkey, Spider

  • Continuous: proficiency in Athletics (if you already have proficiency, you have an advantage in tests with this skill).
  • Temporary: When activating the ingenuity stance, your next unarmed attack, if successful, has its damage dice increased by 1 category.
  • Persistent: Additionally, your climbing speed becomes 30 feet for 1 minute as a persistent effect.

Spirit Invocations

Also at level 2, you receive a Spirit Invocation, receiven na additional invocation at levels 5, 9, 14 and 20. All Spirit Invocations are described in Chapter 5: Customization - Invocations. If you have a teacher, you can learn general Sutras that you meet the prerequisites for in place of Spirit Invocations.

Enhancement

When you reach 4th level and again at 8th, 12th, 16th, and 19th level, you can increase one Attribute score of your choice by 2, or you can increase two Attribute scores of your choice by 1. By default, you cannot raise an Attribute score above 20 with this feature. Alternatively you can choose one of the General Enhancements from Chapter 5: Customization - Enhancements.

Ethereal Barrier

Starting at 4th level, you easily notice when spiritual energies are directed against you, being able to protect yourself effectively. When you are the target of a spell, attack or are in the area of ​​an effect that causes spiritual damage, you can use your reaction and 1 Ki point to be immune to spiritual damage until the end of the round.

Spiritual Channeling

Starting at 7th level, you become able to channel the power of the Great Spirit you have connected to. You know that some of these great spirits are as powerful as they are dangerous. Simply channeling them is a risk for the Shaman as the amount of spiritual energy that runs through his body could permanently nullify his identity.

Using an action, you can attempt to channel the energy of a Great Spirit you are connected to for up to 1 hour, which can result in great deeds or the destruction of your mind or body.

When you channel a Great Spirit, you must choose between trying to convince it, via a Charisma check, or forcing the channel, spending 9 Ki points and a bonus action. When forcing the channel, you must make a saving throw according to the Great Spirits Difficulty table. For more details, see the description of Great Spirits in Chapter 5: Customization - Great Spirits. Some effects may reduce the Ki cost of Channeling, but this cost cannot be less than 2 Ki points.

Additionally, in possession of your totem, you ignore any material components of a spell, invocation, or sutra, as long as they are not consumable.

Feral Unit

Starting at 13th level, your system responds more efficiently to certain impulses of spiritual energy. Using a bonus action and 1 Ki point, you are able to end a Condition on yourself: Frightened, Stunned, Charmed, Weakened, Poisoned, Intoxicated. You can use this feature a number of times equal to half your Wisdom modifier per full rest.

Paths

Every Shaman is a Spiritual Wanderer, someone who moves between worlds and manipulates spiritual energies through channeling, invocation or even metamorphosis. Each path specializes in using these energies through your body, whether to strengthen it, to direct your will over reality or to move between forms.

Channeler's Path

Living on the threshold between the spiritual and material world, there are people capable of channeling spiritual energy to strengthen their bodies, they are Channelers, people who develop an almost natural ability to deal with animal spirits, having great difficulty understanding how to direct these impulses without the support of an instructor, they are often taken for crazy or possessed.

Battle Spirit

When you choose this path at 1st level, your initiation as a Channeler leads you to use spiritual force to enhance your own body. You receive the following features:

  • Unarmed Strike. Instead of dealing 1 + your Strength modifier on your unarmed attacks, you deal 1d4 + your Strength modifier. Attacks made with natural weapons, such as claws, bites or gores, now function as unarmed attacks. If the damage from your natural weapon is greater than that of your unarmed attack, you must use the damage from your natural weapon. Alternatively, you can use your Wisdom modifier for your attack rolls for unarmed strikes.
  • Unarmored Defense. When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Wisdom modifier.
  • Spiritual Vigor. You add half of your proficiency bonus to your hit point maximum now and whenever you level up in this class.

Spiritual Fist

From the 3rd level onwards, you direct your spiritual strength through precise and impactful gestures. When you make an unarmed strike against a target, by spending 1 ki point, you can cast a spell (spending the ki points for it) that has a range of touch or self, has an attack roll, and has a casting time of 1 action or a bonus action as part of the same action on the same target. You can only cast a spell in this manner once per round. Additionally, you add your Wisdom modifier to the damage of your unarmed strikes.

Allied Spirit Enhancement

At 6th level, using the strength of your spiritual allies gives you some additional characteristics. Choose one of your Spirit Allies to receive an upgrade:

  • Permanence. When activating the Permanence stance, the temporary hit points received are doubled.
  • Agility. When you activate the Agility stance, you do not cause an attack of opportunity until the end of the turn.
  • Dominance. When activating the Dominance stance, creatures have disadvantage against your Roar.
  • Impact. When activating the Impact stance, your first strike has the damage die increased by one category.
  • Ferocity. When activating the Ferocity stance, the damage from its claws becomes 1d8.
  • Ingenuity. When you activate the Ingenuity stance, your proficiency bonus using the Athletics skill is doubled and you receive half your Proficiency bonus as Damage Reduction.

When you reach levels 15 and 17 in this class, you can choose an additional enhancement for another of your Spirit Allies.

Improved Extra Attack

Starting at 9th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. From level 13 onwards, the number of attacks drops to three and your unarmed attacks start to deal magical physical damage.

Ethereal Force

At 12th level, you learn to channel spiritual energy in your body to make your blows capable of damaging both the body and spirit of your enemies. With a bonus action and 5 ki points, you can charge your body with spiritual energy for 1 minute, causing your unarmed attacks to deal half your proficiency bonus in energy damage. If you successfully channel a great spirit, this damage becomes runic for the duration.

Spiritual Domain

Starting at 15th level, your ability to channel the energy of spirits through your body strengthens and even extends to dealing with Great Spirits, making forcing the channeling of a Great Spirit less costly for you. When you fail the Charisma check, you do not need to use a bonus action to attempt to force the channel and you add half your Proficiency bonus to the saving throw to channel this Great Spirit. Additionally, your unarmed attacks have their range and critical multiplier increased by 1.

Protective Possession

At level 18, your ability to channel spirits physically allows them to protect you, momentarily taking over your body to preserve it. When you take damage that would reduce you to 0 hit points, you are left with 1 hit point instead, and until the end of your next turn, all damage you take is reduced to 0, you cannot take actions, you regain hit points equal to your Shaman level, and you gain 1 level of Exhaustion. This effect only activates once per full rest. Additionally, your critical unarmed attacks also cause 1 point of exhaustion on the target.

Spiritual Ascension

Upon reaching 20th level, the amount of spiritual energy you can channel into your body brings you closer to what Vastayashai'rei were in the past. By spending any number of Ki points, you regain the same amount of d8 hit points. Additionally, when failing to deal with a Great Spirit, you may gain 1 level of Exhaustion instead of taking that Great Spirit's failure effect.

Summoner's Path

Each living soul is a dam keeping material and spiritual energies each in its respective realm. The Summoner's Path is the one who learns to manipulate these flows giving vent to the energy that is most favorable to him and thus reproducing changes in the spiritual and material world.

Conjurer Spirit

When choosing this path at 1st level, your initiation as a Summoner leads you to study spiritual force to manipulate it by expressing your will in reality. You receive the following features:

  • Familiar. You can cast the spell Summon Familiar at will without spending Ki points and ignoring material components, however, the summoned familiar will always be the same and cannot change its form. Additionally, you can spend 1 Ki point to give this familiar 30 feet of movement of your choice for the next hour.
  • Spiritual Armor. You can cast Arcane Armor on yourself without spending Ki points and ignoring material components.
  • Mystic Control. When you use the cantrip Eldritch Blast, you can move the creature you hit 10 feet toward you or in a straight line in the opposite direction

Path of Summoning

From the 3rd level onwards, your harmony with the spirits makes access to your powers even broader, you become a complete conjurer. You have an additional trick from the lists you have access to, you add your Wisdom modifier to your Ki total and you can prepare a number of spells equal to your Wisdom modifier + your Shaman level.

You gain access to the spelss from mysteries you possess, and additionally, as you level up in this class, your maximum spell level increases, when you do, you gain one new spell known of a maximum level equal to your new maximum spell level. Upon reaching 6th level, you can cast 3rd-level spells, 4th-level spells at 8th, 5th-level spells at 10th, 6th-level spells at 12th, 7th-level spells at 14th, 8th-level spells at 16th, and from 9th level to 18th.

Allied Spirit Enhancement

At 6th level, using the strength of your animal spirits gives you some additional characteristics. Choose one of your Animal Spirits to receive an upgrade:

  • Permanence. When you activate the Permanence stance, you regain hit points equal to twice your Wisdom modifier.
  • Agility. When activating the Agility stance, the next spell you cast ignores up to half cover.
  • Dominance. When activating the Dominance stance, creatures that fail the saving throw must use their actions to flee from you as best they can.
  • Impact. When activating Blast stance, your next damaging spell will deal half of your additional damage dice proficiency bonus only once per target.
  • Ferocity. When you activate the Ferocity stance, you can cast a cantrip as part of the action of your next attack.
  • Ingenuity. When activating the Ingenuity stance, creatures have disadvantage on the save of your next spell.

Spectral Pathlines

Starting at 11th level, you know secrets that allow you to take spiritual shortcuts by manipulating the spectral pathlines of magic. You can cast a spell you know of up to one level below your maximum spell level without spending Ki points. You can use this feature a number of times equal to half your proficiency bonus oer full rest.

Ethereal Fluidity

At 12th level, you become able to use spiritual energy to temporarily enhance your spells. With a bonus action and 5 ki points, you can surround yourself with spiritual energy, allowing you to use the following abilities for the next minute:

  • You can cast the Eldritch Blast cantrip. If you already know this cantrip, you can cast it as a bonus action.
  • Your ranged cantrips that have hit rolls deal the extra damage from the Spirit Allies trait. Damage is applied only once per spell attack roll.
  • When you make an attack roll with a spell and miss, you can use your reaction and spend 3 Ki points to make a new roll. You must keep the new result to decide whether the spell was successful or not.

Favored by the Spirits

At level 15, your self-knowledge and your knowledge of the spiritual world are equated with your understanding expanding even to deal with Great Spirits making forcing the channeling of a Great Spirit less costly for you. When you fail the Charisma check, you do not need to use a bonus action, you add half your Proficiency bonus to the saving throw to channel this Great Spirit and reduce the required Ki cost by the same amount.

Spiritual Caster

At level 18, your connection with spirits allows you to use their assistance both as a conjurer and as a ritualist. When you cast a spell from the shaman list that has a casting time of an action, you can spend a number of Ki points equal to half the spell's casting level (minimum 1) to cast it as a bonus action. Additionally, when performing a Ritual connected to spirits or nature as the main Ritualist, its Rebound decreases by 1.

Spectral Will

When you reach the 20th level, your will has a strength close to that of the Great Spirits, making you recognized by them. Using an action and 6 Ki points, you summon a powerful spirit capable of granting you a small wish. You can order one of the following options:

  • The spirit casts a spell from the Shaman list of up to 6th level;
  • The spirit summons an object worth up to 5,000 gp that is not magical. The object cannot be bigger than you and disappears after 5 minutes;
  • The spirit shows you the shortest path to your deepest desire;
  • The spirit recovers all damage received in the last round from up to 3 creatures it can see of its choice;
  • The spirit copies the last action of a creature of your choice in a target or area you indicate.

Additionally, if a creature that has been the target of a spell cast by you in the last 3 rounds has its hit points reduced to 0, you recover 1 Ki point. After this effect, you recover the Ki points spent in your last cast.

Shapeshifter's Path

Existence is a permanent state of change and transition. The only constant is that there isn't a constant, as everything changes all the time. This is the spiritual truth that resonated in your life in the form of a Path, knowing the forms and transcending them through the manipulation of spiritual energy.

Metamorphic Spirit

When you choose this path at 1st level, your initiation as a Shapeshifter leads you to understand how to utilize the impermanence of forms. You receive the following features:

  • Communion. You learn the Sylvan language and become a friendly figure to all the beasts that see you, being able to convince them to help you as you would any other NPC. You gain proficiency with Animal Handling and Survival.
  • Proprioception. Wearing armor helps you to regain your original form, not diluting your identity in the midst of metamorphoses. You gain proficiency with light and medium armor, bucklers, and light shields.
  • Shapeshifter. You can manipulate spirit energy to alter your body as specified in Wild Shape.

Wild Shape

Wild Shape
Level Form Aspects
1 Terrestrial Form 1
5 Aquatic Form 2 - 1
9 Winged Form 2 - 2 -1
13 Hybrid Form 2 - 2 - 2
17 Superior Form 3 - 3 -3

Also at level 1, you can manipulate spiritual energy to alter your body. As a bonus action, you can magically assume the form of a beast. You can use this feature a number of times equal to your proficiency bonus per full rest.

When you receive this trait, you gain the Terrestrial Feral Form and can choose 1 terrestrial feral aspect. At 5th level, you gain Aquatic Feral Form, you can choose a second Terrestrial feral aspect and an Aquatic feral aspect. When you reach 9th level, you receive the Flying Feral Form, you can choose a second aquatic aspect and a winged aspect. When you reach 13th level, you can choose a second flying aspect. When you reach 17th level, you can choose a third terrestrial, aquatic, or flying aspect.

When assuming a feral form you receive 10 + your Shaman level in temporary hit points that last for 2 rounds or until consumed.

Hybrid Form. Upon reaching 13th level, once per long rest, when assuming a form, you can choose to assume a Hybrid form with any form you possess. The hybrid form grants you some additional benefits:

  • Attribute Increase. The benefits granted by the Aspect are doubled.
  • Extra Attack*. You can make one additional attack as part of your attack action.
  • Functional hands. You can hold weapons and shields normally.
  • Spellcasting. You can cast spells in hybrid forms except spells that consume a material component.

Higher Form. Upon reaching 17th level, once per full rest, when assuming a form, you can choose to assume a higher version of that form. The Superior form grants you some additional benefits:

  • Attribute Increase. The benefits granted by the Aspect are doubled.
  • Extra Attack*. You can make two additional attacks as part of your attack action.
  • Feral Attack. Your natural weapons, or unarmed attack, now cause magical damage.
  • Spellcasting. You can cast spells in higher forms.
  • Natural Defense. You gain Damage Reduction equal to your proficiency bonus.

You can remain in beast form for a number of hours equal to half your Shaman level (minimum 1). At the end of this duration, you return to your original form, unless you use this feature again. You can use a bonus action to prematurely revert to your original form. You automatically revert if you are knocked Unconscious, reduced to 0 hit points, or die.

While transformed, the following rules apply:

  • You keep your personality, Intelligence, Wisdom, and Charisma scores, all of your skill proficiencies and saving throws, and you gain the creature's proficiencies.
  • When you transform, you keep your hit points and hit dice. If you drop to 0 hit points you will have to make a death saving throw as you normally would; dying in feral form means your character's death.
  • You cannot cast spells, and your ability to speak or perform any action that requires hands is limited by the capabilities of the beast form you have assumed. However, transforming doesn't interrupt your concentration on a spell you've already cast, nor does it prevent you from taking actions that are part of the spellcasting, such as summoning lightning you've already cast.
  • You retain the benefits of all features from Class, Origin, or other sources, and can use them if the new form is physically capable of doing so. However, you cannot use any of your special senses unless your new form also has those senses.
  • You can choose whether your equipment drops to the ground at your feet, merges into your new form, or is used by it. Worn and carried equipment works as normal, but the Master decides what equipment is viable for the new form to wear or use, based on the creature's shape and size. Your equipment does not change shape or size to adapt to the new form, and any equipment the new form cannot wear must either fall to the ground or merge with it. Merged equipment will have no effect until you leave the form.

Feral Tactics

At 3rd level, you learn to use the tactics of the beast more effectively. Your attacks that deal slashing damage now give the target 1 point of Bleeding or 1d4 on a critical hit. The critical damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.

Allied Spirit Enhancement

At 6th level, using the strength of your animal spirits gives you some additional characteristics. Choose one of your Animal Spirits to receive an upgrade:

  • Permanence. When you activate the Permanence stance, for the duration, you can breathe air and water.
  • Agility. When you activate the Agility stance, for the duration you ignore difficult terrain.
  • Dominance. When you activate Dominance Stance, for the duration you have advantage on attack rolls against a target if at least one of your allies is within 5 feet of the creature and the ally is not incapacitated.
  • Impact. When activating the Impact stance, for the duration, your size category increases by 1 under the effect of the spell Enlarge/Reduce without the need for concentration.
  • Ferocity. When activating the Ferocity stance, for the duration, your attacks that deal slashing damage inflict 1 point of Bleed.
  • Ingenuity. When you activate the Ingenuity stance, for the duration you gain 20 feet of climbing speed.

Additionally, while in your Feral Form, you can cast spells normally, ignoring any verbal and somatic components.

A Thousand Forms

At 9th level, you learn to channel spirits to alter your physical form in subtle ways. You learn the spell Alter Self; it does not count toward your maximum spell knowledge and you can cast it without spending Ki points. Additionally, you have advantage on any saving throw that attempts to change your form without your consent.

Spiritual Self-Manipulation

At 12th level, your ability to manipulate your own form through spiritual energy allows you to quickly transition between a non-physical form and enhance your ability during combat. With a bonus action and 5 ki points, you can flow spiritual energy through your body for 1 minute, for the duration, you are able to freely utilize the effects below:

  • Using a bonus action or with a reaction when targeted by an attack, you take on an intangible form until the start of your next turn, being able to pass through solid objects and not being able to be targeted by attacks or be under the effect of an area of ​​attack.
  • When using the Attack action, you can make 1 additional attack this turn.

Spiritual Malleability

From the 15th level onwards, the malleability of your body makes you more adept at dealing with the possible negative effects of dealing with Great Spirits. When attempting to force Channel a Great Spirit, you may consume one use of your Feral Form to reduce the cost by an amount equal to half your proficiency bonus. Additionally, if the channeling fails, the duration of the failure effect is reduced by 1 day.

Planar Stability

At level 18, you achieve full balance with spiritual energy and your understanding. You learn the spell Enlarge/Reduce, it does not count towards the maximum spells you know and you can cast it on yourself without spending Ki points a number of times equal to your proficiency bonus for full rest. While maintaining the concentration of this spell in this way, you can cast the Alter Self spell and share the concentrations. By doing this, when you make a Constitution saving throw to maintain concentration on these spells and fail, they both end.

Unstoppable

At 20th level, spiritual energy flows directly through you, granting you an unparalleled ability to shift forms. You can cast the Metamorphosis spell without spending Ki points a number of times equal to your Wisdom modifier (minimum of 1) per full rest. When you cast this spell this way, the DC to resist this spell's effects increases by +2, and if you have to make a saving throw to maintain concentration, you can add your Wisdom modifier to the roll.

Additionally, you can use your Wild Shape an unlimited number of times.

Propagator Path

Communicate with the spirits intimately, learning to express yourself in a unique way, bringing manifestations of spiritual energy around you, being felt even by those who do not have the same ability to see the spirits as Shamans.

Propagating Spirit

When you choose this Path at 1st level, you manifest your spiritual energy around yourself, generating auras that permeate the material world.

  • Ethereal Voice. You are even more skilled than other shamans at communicating with spirits. You learn the Spiritual language.
  • Visible Energy. When activating an aura, the energy that surrounds your body obscures the vision of your enemies. While an aura remains active, you receive the effects of half cover.
  • Mystic. You may manifest spiritual energy in the form of an Ethereal Aura, as specified by the Aura.

Ethereal Aura

Also at level 1, you can externalize your spiritual energy to affect your allies. Using a bonus action and 1 ki point, you begin to emanate an aura with a radius equal to 5 times your foot proficiency bonus. You choose a number of allied creatures within the area equal to or less than your proficiency bonus, these allies receive benefits based on your Shaman level and subclass abilities. Your aura lasts up to 1 minute, and you can use it a number of times equal to your full rest proficiency bonus.

When receiving this characteristic, you can choose a type of aura between Destruction, Healing, Protection or Correction, receiving an additional type at Shaman levels 6 and 11, being able to choose which effect will be activated when activating the aura. From the 16th level of Shaman, your aura can maintain the effect of 2 types of aura active simultaneously.

  • Aura of Destruction. You and your chosen allies deal half your proficiency bonus to energy damage as bonus damage on successful melee attacks. On a critical hit, the damage dealt is multiplied according to the multiplier of the attack used.
  • Aura of Healing. You and your chosen allies regain half of your proficiency bonus at the end of each round.
  • Aura of Protection. You and your chosen allies receive RD to simple and spiritual damage equal to your proficiency bonus.
  • Aura of Correction. Within the area, you and your chosen allies deal damage equal to the stat modifier you used to make the roll if you miss with a melee attack in the area.

Aura effects only affect your chosen allies while they are within range of your aura.

Shared Stance

At 3rd level, you become able to use your Ethereal Aura to share the abilities granted by your spiritual ally. When activating a stance while Ethereal Aura is active, you can spend 1 additional Ki point to cause allies affected by your Ethereal Aura to receive the stance's Ongoing benefit until the start of your next turn. Starting at 9th level, the effect starts to last for a number of rounds equal to your proficiency bonus (or until the end of the aura effect, if it ends earlier). Starting at 15th level, the effect lasts until the end of the Ethereal Aura's duration.

Additionally, you are able to cast spells that do no damage and have a range of Touch on allies affected by your Ethereal Aura, however the spell cast has its cost in Ki points increased by 2 (this additional cost cannot be reduced).

Spirit Allies Enhancement

At 6th level, drawing on the strength of your spirit allies causes you to gain some additional traits. Choose one of your Spirit Allies to have it receive an enhancement:

  • Permanence. When activating the Permanence stance, the AC value increased by the stance becomes 3.
  • Agility. When activating the Agility stance, for the duration, you become able to use the Dodge action as a bonus action at the cost of 1 ki point.
  • Dominance. When activating the Dominance stance, for the duration, you have advantage on saves against the Frightened condition.
  • Impact. When activating the Impact stance, your next melee attack that deals Bludgeoning or Crushing damage has that damage increase by one on the damage scale.
  • Ferocity. When you activate the Ferocity stance, your next claw attack deals 1d4 Exposure to the type of damage dealt to the creature hit, lasting until the end of your next turn.
  • Ingenuity. When you activate the Ingenuity stance, you gain half your Proficiency bonus as Damage Reduction to physical damage.

Additionally, Shared Stances also receive the chosen Enhancement effect.

Shamanic Guidance

Starting at 9th level, animal spirits' connection to the mundane world around them deepens. When you activate a stance, you (and all targets affected by your Ethereal Aura) gain a 1d4 bonus that can be used on a Saving Throw until the start of your next turn.

Additionally, you can use your reaction and 2 Ki points to grant the benefits of Ethereal Barrier to an ally you can see within range of your Ethereal Aura. You can extend this barrier to other targets in this area, spending 1 Ki point for each additional target. The maximum number of targets this effect can simultaneously affect is equal to your Wisdom modifier.

Blessed Ethereal Aura

At 12th level, you become able to channel large amounts of spiritual energy to protect yourself and your allies more effectively and potently.

With a bonus action and 5 ki points, you activate a special version of your Ethereal Aura, with some additional effects lasting 1 minute:

  • The area of ​​his Ethereal Aura is covered in dim light, emanating from an additional 5 feet around it.
  • You become able to cast spells that do no damage and have Personal range on allies affected by your Ethereal Aura at the cost of only 1 additional Ki point when casting the spell.
  • You and affected allies have advantage on saves against damage you can see the source of.

Collective Mentality

From the 15th level onwards, the presence and constant interaction with allies and the frequent manifestation of the spiritual made you more adept at convincing the Great Spirits to grant part of their powers to you. You add your proficiency bonus to Charisma checks to convince a Great Spirit to help you, and if your Ethereal Aura is active when trying to force the Channeling of a Great Spirit, you reduce the cost in Ki points by 1 for each ally affected by your Aura. Additionally, upon succeeding on the Charisma test, your next test with the same spirit will be made with advantage.

Enhanced Ethereal Emanation

At level 18, your ability to manifest spiritual energy is exponentially enhanced within your Ethereal Aura. You choose a type of Ethereal Aura as your specialization, and you can spend 3 additional Ki points when activating the chosen aura to generate an additional effect:

  • Destructive Emanation. When activating Aura of Destruction, enemies in the area must make a Constitution saving throw with a DC equal to your Ki save DC, taking 6d10 Runic damage on a failure or half that damage on a success. Additionally, the extra damage granted by the aura becomes magical.
  • Healing Emanation. When you activate Aura of Healing, you and affected allies recover hit points equal to twice your Wisdom modifier (minimum 2). Additionally, when casting a healing spell on an ally affected by the aura, the healing dice are increased by one category.
  • Protective Emanation. When you activate Aura of Protection, you and affected allies gain your Shaman level in temporary hit points that last until the aura ends or until you are consumed, whichever comes first. Additionally, allies affected by this aura also receive the benefits of Visible Energy.
  • Corrective Emanation. When you activate Aura of Correction, you and affected allies add 1d6 to your next attack roll or saving throw. Additionally, you and allies affected by the aura can use a reaction when you fail a saving throw to roll it again, you must keep the new result.

Unity of Spirit

Upon reaching 20th level, your spiritual connection with your allies deepens, causing your spirit to touch them as if they were part of you. The range of your Ethereal Aura becomes a 40-foot radius around you, and while an Ethereal Aura is active, your spells with a Touch range have their range increased to half the range of your aura at no additional Ki cost.

Additionally, the cost to cast non-damaging spells with Touch range on allies affected by your Ethereal Aura is reduced by 1, and when you cast a single-target spell on one of those allies, you become able to affect an additional number of allies, increasing the cost of the spell by 1 per additional target affected.

Additionally, you can use your Ethereal Aura an unlimited number of times.