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[[Arquivo:{{#setmainimage:Classes-xama-udyr.png}}|centro|class=shadeUp]]
Este artigo está em conformidade com a '''versão 0.94''' do [https://runarcana.org Runarcana RPG]
{{#description2:Shamans connect with Great Spirits by becoming an extension of their will in exchange for benefits, while others negotiate with several of these entities in pursuit of their individual goals.}}
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[[Categoria:0.94]]
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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.
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.


<span id="Espíritos_Animais"></span>
= Animal Spirits =
= Animal Spirits =


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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.
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.


<span id="Grandes_Espíritos"></span>
= Great Spirits =
= Great Spirits =


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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?
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?


<span id="Construção_Rápida"></span>
== Quick Build ==
== 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.
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.


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{| class="purple shadeCenter" style="width:75%; margin:10px auto; text-align:center; vertical-align:middle;"
{| class="wikitable" style="width:75%; margin:10px auto; text-align:center; vertical-align:middle; background-color:#F8F9FA;"
|+ The Shaman
|- style="font-weight:bold; background-color:#B4A7D6;"
! Level
! colspan="7" | O Xamã
! style="text-align:left; min-width:210px;" | Characteristics
|- style="font-weight:bold;"
! Known Cantrips
| Nível
! Spells Known
| style="text-align:left; min-width:210px;" | Características
! Maximum Spell Level
| Truques Conhecidos
! Ki Points
| Magias Conhecidas
! Vel
| Nível Máximo de Magia
|-  
| Pontos de Ki
| Vel
|- style="background-color:#d9d2e9;"
| 1
| 1
| style="text-align:left;" | Conjuração, Invocação Espiritual, Chamado
| style="text-align:left;" | Spellcasting, Totem, Call
| 2
| 2
| -
| -
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|-
|-
| 2
| 2
| style="text-align:left;" | Emanação Espiritual
| style="text-align:left;" | Spiritual Allies
| 2
| 2
| 3
| 3
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| 3
| 3
| 1
| 1
|- style="background-color:#d9d2e9;"
|-  
| 3
| 3
| style="text-align:left;" | Característica de Chamado
| style="text-align:left;" | Call Feature
| 3
| 3
| 4
| 4
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|-
|-
| 4
| 4
| style="text-align:left;" | Aprimoramento, Barreira Espiritual
| style="text-align:left;" | Enhancement, Ethereal Barrier
| 3
| 3
| 5
| 5
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| 5
| 5
| 2
| 2
|- style="background-color:#d9d2e9;"
|-  
| 5
| 5
| style="text-align:left;" | Ataque Extra
| style="text-align:left;" | Extra Attack
| 3
| 3
| 6
| 6
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|-
|-
| 6
| 6
| style="text-align:left;" | Característica de Chamado
| style="text-align:left;" | Call Feature
| 3
| 3
| 6
| 6
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| 8
| 8
| 3
| 3
|- style="background-color:#d9d2e9;"
|-  
| 7
| 7
| style="text-align:left;" | Canalização Espiritual
| style="text-align:left;" | Spirit Channeling
| 4
| 4
| 7
| 7
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|-
|-
| 8
| 8
| style="text-align:left;" | Aprimoramento
| style="text-align:left;" | Enhancement
| 4
| 4
| 8
| 8
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| 10
| 10
| 4
| 4
|- style="background-color:#d9d2e9;"
|-  
| 9
| 9
| style="text-align:left;" | Evasão
| style="text-align:left;" | Evasion
| 4
| 4
| 9
| 9
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| 12
| 12
| 5
| 5
|- style="background-color:#d9d2e9;"
|-  
| 11
| 11
| style="text-align:left;" | Característica de Chamado
| style="text-align:left;" | Call Feature
| 4
| 4
| 10
| 10
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|-
|-
| 12
| 12
| style="text-align:left;" | Aprimoramento
| style="text-align:left;" | Enhancement
| 4
| 4
| 10
| 10
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| 14
| 14
| 6
| 6
|- style="background-color:#d9d2e9;"
|-  
| 13
| 13
| style="text-align:left;" | Unidade Feral
| style="text-align:left;" | Feral Unity
| 5
| 5
| 11
| 11
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|-
|-
| 14
| 14
| style="text-align:left;" | Plenitude Espiritual
| style="text-align:left;" | Spiritual Fullness
| 5
| 5
| 12
| 12
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| 17
| 17
| 7
| 7
|- style="background-color:#d9d2e9;"
|-  
| 15
| 15
| style="text-align:left;" | Característica de Chamado
| style="text-align:left;" | Call Feature
| 5
| 5
| 12
| 12
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|-
|-
| 16
| 16
| style="text-align:left;" | Aprimoramento
| style="text-align:left;" | Enhancement
| 5
| 5
| 13
| 13
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| 19
| 19
| 8
| 8
|- style="background-color:#d9d2e9;"
|-  
| 17
| 17
| style="text-align:left;" | Característica de Chamado
| style="text-align:left;" | Call Feature
| 5
| 5
| 14
| 14
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| 22
| 22
| 9
| 9
|- style="background-color:#d9d2e9;"
|-  
| 19
| 19
| style="text-align:left;" | Aprimoramento
| style="text-align:left;" | Enhancement
| 5
| 5
| 15
| 15
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|-
|-
| 20
| 20
| style="text-align:left;" | Característica de Chamado
| style="text-align:left;" | Call Feature
| 5
| 5
| 16
| 16
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| 10
| 10
|}
|}
</div>


= Class Features =
= Class Features =
As a Shaman, you gain the following class features.
As a Shaman, you gain the following class features.


<span id="Pontos_de_Vida"></span>
== Hit Points ==
== Hit Points ==


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


<span id="Proficiências"></span>
== Proficiency ==
== Proficiency ==


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


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'''Saving Throws''': Constitution and Wisdom
'''Salvaguardas''': Constituição e Sabedoria
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'''Skills''': Choose three between Acrobatics, Athletics, Stealth, Intimidation, Insight, Medicine, Nature, Perception, Persuasion, Religion and Survival
'''Perícias''': Escolha três entre Acrobacia, Atletismo, Furtividade, Intimidação, Intuição, Medicina, Natureza, Percepção, Persuasão, Religião e Sobrevivência
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<span id="Equipamento"></span>
== Equipamento ==
== Equipment ==
</div>


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You start with the following equipment, in addition to the equipment granted by your Past:
Você começa com o seguinte equipamento, além do equipamento concedido pelo seu Passado:
</div>


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* ''(a)'' a simple weapon or ''(b)'' a component bag or ''(c)'' a light armor (if you're proficient)
* ''(a)'' uma arma simples ou ''(b)'' uma bolsa de componentes ou ''(c)'' uma armadura leve (se proficiente)
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* ''(a)'' a simple weapon or ''(b)'' a shortbow and a quiver with 20 arrows
* ''(a)'' uma arma simples ou ''(b)'' um arco curto e uma aljava com 20 flechas
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* ''(a)'' adventurer set or ''(b)'' dungeon explorer set
* ''(a)'' conjunto de aventureiro ou ''(b)'' conjunto de explorador de masmorras
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<span id="Conjuração"></span>
== Conjuração ==
== Spellcasting ==
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The Shaman is a channel of energies from the spiritual realm, often acting as a bridge between the two worlds through this capacity. This gives him the ability to cast spells. See Chapter 10 for general spellcasting rules and the list of Shaman spells.
O Xamã é um canalizador de energias do reino espiritual, atuando muitas vezes como uma ponte entre os dois mundos através dessa capacidade. Isso dá a ele a capacidade de conjuração de magias. Veja o Capítulo 10 para as regras gerais de conjuração e para a lista de magias de Xamã.
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===Spells List===
===Listas de Magias===
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.
Você recebe acesso à lista de magias de Xamã. Através de algumas Heranças, Aprimoramentos ou até mesmo através de aprendizado, você pode aprender novos Mistérios de Magia, lhe concedendo listas de magias adicionais.
</div>


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You cannot use another Class's spell list to learn or replace a spell when you level up in that Class.
Você não pode utilizar uma lista de magias de outra Classe para aprender ou substituir uma magia ao subir de nível nessa Classe.
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===Cantrips===
===Truques===
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.
Você conhece dois truques, à sua escolha, das listas de magias que você possui acesso. Você aprende truques adicionais dessas listas, à sua escolha, em níveis mais altos, como mostrado na coluna Truques Conhecidos da tabela O Xamã.
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===Ki===
===Ki===
Diferente de outros conjuradores que utilizam a energia conhecida como Mana, como combustível para suas conjurações, o Xamã utiliza sua própria energia vital, o Ki. A tabela O Xamã, mostra a quantidade de pontos de Ki que você possui disponível para realizar suas conjurações. Para conjurar uma magia, você deve gastar uma quantidade de pontos de Ki correspondente ao nível da magia como explicado no Capítulo 10: Magia. Você recupera todos os seus pontos de Ki ao completar um descanso longo ou pleno.
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.
</div>


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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.
Por exemplo, se você quiser conjurar a magia de 1° nível onda trovejante você deverá gastar 1 ponto de Ki para conjurá-la, mas caso deseje conjurá-la como uma magia de nível superior, ao invés do 1 ponto, você deverá gastar uma quantidade de pontos de Ki correspondente ao nível desejado, como 2 pontos de Ki para conjurá-la como uma magia de 2º nível ou 3 para conjurá-la no 3º nível.
</div>


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===Preparing and Casting Spells===
===Preparando e Conjurando Magias===
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.
Você prepara sua lista de magias disponíveis selecionando-as das listas de magias que você possui acesso. Você seleciona um número de magias igual ao seu modificador de Sabedoria + metade do seu nível de Xamã (mínimo de 1). Essas magias devem ser igual ou menor que o seu Nível Máximo de Magia.
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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.
Por exemplo, se você é um Xamã de 5º nível, com Sabedoria 16, sua lista de magias preparadas pode incluir 5 magias, combinando magias de 1º e 2º nível, em qualquer ordem.
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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.
Ao conjurar a magia, você não a retira de sua lista de magias preparadas, podendo conjurá-la novamente se tiver pontos de Ki suficientes. Você pode modificar a sua lista de magias preparadas quando termina um descanso longo. Preparar uma nova lista de magias de Xamã requer tempo gasto em oração e meditação: no mínimo 1 minuto por nível de magia, para cada magia preparada.
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===Level 1 and Higher Spells Known===
===Magias Conhecidas de 1º Nível e Superiores===
At 2nd level, you learn three 1st-level spells of your choice from the spell lists you have access to.
No 2º nível, você aprende três magias de 1º nível, à sua escolha, das listas de magias que você possui acesso.
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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.
A coluna Magias Conhecidas na tabela O Xamã mostra quando você aprende mais magias dessas listas, à sua escolha. Cada uma dessas magias deve ser de um nível igual ou menor que o seu Nível Máximo de Magia, como mostrado na tabela. Por exemplo, quando você alcança o 5º nível nesta Classe, você pode aprender uma nova magia de 1º ou 2º nível.
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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.
Além disso, quando você adquire um nível nesta Classe, você pode escolher uma magia que você conheça e substituí-la por outra magia de uma lista de magia que você possua acesso, que também deve ser igual ou menor que seu Nível Máximo de Magia.
</div>


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===Ritualist===
===Conjuração de Ritual===
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 [[Rituais/en|Chapter 10 - Magic: Rituals.]]
Você pode conjurar qualquer magia de Xamã que você conheça, e esteja preparada, como um ritual caso a mesma possua o descritor Ritual na descrição da magia
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===Spell Attribute===
===Atributo de Conjuração===
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.
Sabedoria é seu atributo para conjuração de magias de Xamã, já que sua magia vem da sua sintonia com o reino espiritual. Você usa sua Sabedoria sempre que uma magia se refere ao seu atributo de conjuração. Além disso, você usa o seu modificador de Sabedoria para definir a CD das salvaguardas para as magias de Xamã que você conjura e quando você realiza uma jogada de ataque com uma magia.
</div>


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<div style='text-align: center;'>'''''DC for your spells'''''  = 8 + your proficiency bonus + your Wisdom modifier</div>
<div style='text-align: center;'>'''''CD para suas magias'''''  = 8 + seu bônus de proficiência + seu modificador de Sabedoria</div>
</div>


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<div style='text-align: center;'>'''''Spell Attack Modifier'''''  = your proficiency bonus + your Wisdom modifier</div>
<div style='text-align: center;'>''''' Modificador de ataque de magia'''''  = seu bônus de proficiência + seu modificador de Sabedoria</div>
</div>


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==Totem==
==Totem==
Um Xamã é uma âncora entre entre os reinos material e espiritual, recebendo o dom de se conectar aos espíritos animais e encontrando seu Grande Espírito guia. Não existem regras para a relação de cada Grande Espírito com seus Xamãs, alguns os guiam através de visões e palavras, outros os desafiam para que eles se provem a cada momento enquanto alguns poucos apenas aguardam que a mente do Xamã vacile para que eles possam caminhar na carne.
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.
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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.
No 1º nível você se conecta a um Grande Espírito, sua conexão com esse Grande Espírito pode existir desde sua infância, talvez tenha se iniciado com uma experiência transcendental ou até mesmo acompanhe você antes mesmo do seu nascimento. Esse Grande Espírito é representado por um Totem que você carrega consigo e confere a você um benefício enquanto ele estiver com você. O totem geralmente é um objeto pequeno, talvez uma garra de um animal que você carregue em um cordão, um tambor com a pele desse animal que você carrega nas costas ou mesmo um crânio que você usa como ombreira.
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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.  
Seus olhos são capazes de ver além, enxergando o reino espiritual, permitindo que você canalize as emanações do mesmo. Você se torna capaz de ver e se comunicar com espíritos, conseguindo enxergar até 60 pés no reino Espiritual enquanto no reino Material.
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Additionally, you receive a Spirit Invocation and receive it again at levels 2, 4, 8, 10, 12, 16, 18, and 20. All Spirit Invocations are described in [[Invocações/en|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.  
Adicionalmente, você recebe uma Invocação Espiritual e recebe novamente nos níveis 2, 4, 8, 10, 12, 16, 18 e 20. Todas as Invocações Espirituais estão descritas no [[Invocações e Grandes Espíritos|Capítulo 5: Personalização - Invocações e Grandes Espíritos]]. Caso você tenha um professor, você pode aprender Sutras gerais aos quais você preencha os pré-requisitos no lugar de Invocações Espirituais.
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===Vel===
===Vel===
Os Vel-Sutras, ou simplesmente Vel, são formas aplicadas de Sutras adicionais que são assimilados pelo corpo e espírito do praticante. O nível do Vel refere-se a quantos “pontos” de Vel ele ocupa para ser mantido, além disso eles têm requerimentos que devem ser preenchidos para serem utilizados. Um personagem que encontre algum Vel e não tenha os pré-requisitos, não é capaz de assimilá-lo. A coluna “Vel" se refere à capacidade adicional que pode ser aprendida durante a campanha, para mais informações sobre Vel, consulte o Capítulo 5: Personalização - Sutras.
The Vel-Sutras, or simply Vel, are applied forms of additional Sutras that are assimilated by the body and spirit of the practitioner. Vel level refers to how many Vel “points” it takes to be maintained, in addition they have requirements that must be fulfilled to be used. The "Vel" column refers to the additional ability that can be learned during the campaign, for more information on Vel, see Chapter 5: Customization - Sutras.
</div>


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==Calling==
==Chamado==
A Shaman's path is formed from his interactions with the Spiritual world. you must choose one of the Callings you answered from the Channeler's Calling, Summoner's Calling, or Shapeshifter's Calling. Your calling grants you features at 1st level and again at 3rd, 6th, 11th, 15th, 17th, and 20th level.
O caminho de um Xamã se forma a partir das interações do mesmo com o mundo Espiritual. Você deve escolher um dos Chamados ao qual você atendeu entre o Chamado do Canalizador, o Chamado do Invocador ou o Chamado do Metamorfo. Seu chamado concede a você características no 1º nível e novamente no 3º, , 11º, 15º, 17º e 20º nível.
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==Spiritual Allies==
==Aliados Espirituais==
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.
No nível 2, você se conecta a um aliado espiritual animal que irá lhe ensinar a canalizar energia espiritual através de uma postura. Seus ataques corpo a corpo são revestidos de energia espiritual, passando a causar 1d6 de dano adicional. Esse dano aumenta para 1d8 no 8º nível, 1d10 no 12º e 1d12 no 17º. Utilizando uma ação bônus e 1 ponto de Ki, você pode entrar em uma postura. Ao entrar em uma postura, você recebe os benefícios da mesma até que decida abandonar essa postura ou troque para outra.
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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.
Cada postura ao ser ativada gera um efeito persistente que dura por 1 minuto e não pode se acumular com ele mesmo caso a postura seja ativada novamente pela duração do efeito persistente. No final desse minuto, você pode gastar 1 ponto de Ki para reativar o efeito persistente. Escolha uma postura entre as seguintes:
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Each stance can be taught by several spirits, with each of them having some more common spirits to teach in their description.
*'''''Permanência'''''.  A postura da permanência aumenta sua CA em +2. Ao ativar a postura da Permanência , você recebe pontos de vida temporária igual a seu nível de Xamã + seu bônus de proficiência. Além disso, você recebe resistência a danos elementais como efeito persistente. Animais relacionados: Tartaruga, Javali.
*'''''Agilidade'''''. A postura da Agilidade aumenta seu deslocamento em metade do seu bônus de proficiência vezes 5 pés. Ao ativar a postura da Agilidade você recebe vantagem no seu próximo ataque. Além disso, você recebe proficiência em Salvaguardas de Destreza como efeito persistente. Animais relacionados: Guepardo, Urso
*'''''Domínio'''''. A postura do Domínio lhe dá proficiência em intimidação (caso já possua proficiência você possui vantagem em testes com essa habilidade). Ao ativar a postura do Domínio você emite um rugido amedrontador (inimigos a até 60 pés de você que possam ouví-lo devem realizar uma salvaguarda de Sabedoria CD igual à sua CD de resistência de Ki, caso falhem os alvos ficam Amedrontados por 1 minuto). Além disso, aliados que possam vê-lo ou ouvi-lo recebem +1 em suas jogadas de ataque. Animais relacionados: Leão, Tigre
*'''''Impacto'''''.  A postura do Impacto lhe dá resistência a um tipo de dano físico não mágico (escolha entre Cortante, Contundente ou Perfurante ao entrar na postura). Ao ativar postura do Impacto seu próximo ataque possui vantagem e o alvo deve realizar uma salvaguarda de Constituição CD igual à sua CD de resistência de Ki, caso falhe o alvo fica Atordoado até o começo de seu próximo turno. Além disso, sua velocidade aumenta em 10 pés como efeito persistente. Animais relacionados: Urso
*'''''Ferocidade'''''. A postura da Ferocidade lhe dá garras cortantes que aumentam o dano de seus ataques desarmados. Ao ativar a postura da Ferocidade, você pode causar 1 ataque extra nesse turno. Além disso, seus ataques utilizando suas garras recebem 1d4 de dano cortante adicional como efeito persistente. Animais relacionados: Tigre
*'''''Engenhosidade'''''. A postura da Engenhosidade lhe dá proficiência em Atletismo (caso já possua proficiência você possui vantagem em testes com essa habilidade). Ao ativar a postura da engenhosidade seu próximo ataque desarmado, caso acerte, tem seu dado de dano aumentado em 1 categoria. Além disso, sua velocidade de escalada se torna 30 pés por 1 minuto como efeito persistente. Animais relacionados: Macaco, Aranha
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'''Permanence'''. The posture of permanence gives the Shaman solidity to preserve his existence. Related animals: Turtle, Wild Boar.
Ao alcançar os níveis 6, 15 e 17 nessa classe, você pode ter um Espírito Animal adicional.
*'''''Continuous''''': Increases your AC by +2.
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*'''''Temporary''''': You gain a total of temporary hit point equal to your Shaman level + your proficiency bonus
*'''''Persistent''''': You gain resistance to elemental damage.


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'''Agility'''. The Agility stance allows the Shaman to overcome some of his body's speed limits. Related animals: Cheetah, Bear
==Aprimoramento==
*'''''Continuous''''': Increases your speed by half your proficiency bonus times 5 feet.
Quando você atinge o 4º nível e novamente no 8º, 12º, 16º e 19º nível, você pode aumentar um valor de Atributo, à sua escolha, em 2 ou você pode aumentar dois valores de Atributo, à sua escolha, em 1. Como padrão, você não pode elevar um valor de Atributo acima de 20 com essa característica. Alternativamente você pode escolher um dos Aprimoramentos Gerais do [[Aprimoramento|Capítulo 5: Personalização - Aprimoramentos.]]
*'''''Temporary''''': When activating the Agility stance you gain an advantage on your next attack.
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*'''''Persistent''''': You gain proficiency in Dexterity Saving Throws.


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'''Dominance'''. The Dominance stance grants the Shaman tools to preserve and consolidate his space. Related animals: Lion, Tiger
==Barreira Etérea==
*'''''Continuous''''': You gain Proficiency in Intimidation (if you already have proficiency, you have advantage on tests with this skill).
Começando no 4º nível, você percebe com facilidade quando energias espirituais são direcionadas contra você, conseguindo se proteger de forma efetiva. Ao ser alvo de uma magia, ataque ou estar na área de um efeito que cause dano espiritual, você pode utilizar sua reação e 1 ponto de Ki para ficar imune a danos espirituais até o final da rodada.
*'''''Temporary''''': When you activate the Dominance stance you emit a frightening roar (enemies within 60 feet of you who can hear you must make a Wisdom saving throw DC equal to your Ki resistance DC, if they fail, the targets are Frightened for 1 minute).
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*'''''Persistent''''': Allies who can see or hear you get +1 to their attack rolls.


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'''Impact'''. The Impact stance channels spiritual energy giving additional solidity to the Shaman's body. Related animals: Bear
Alternativamente, você pode utilizar sua reação e 2 pontos de Ki para que um aliado que você possa ver a até 5 pés multiplicado pelo seu bônus de proficiência de distância de você sob essas mesmas condições para que ele se torne resistente a danos espirituais até o final da rodada. Você pode estender essa barreira a outros alvos nessa área, gastando 1 ponto de Ki para cada alvo adicional.
*'''''Continuous''''': You gain resistance to one type of non-magical physical damage (choose between Bludgeoning, Piercing or Slashing when entering the stance).
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*'''''Temporary''''': When activating the Impact stance, your next attack has advantage and the target must perform a Constitution save with DC equal to your Ki resistance DC, if it fails, the target is Stunned until the start of your next turn.
*'''''Persistent''''': Your speed increases by 10 feet as a persistent effect.  


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'''Ferocity'''. The Ferocity stance is expressed aggressively, increasing the Shaman's own ferocity. Related animals: Tiger
==Ataque Extra==
*'''''Continuous''''': Your unarmed attacks can deal slashing or piercing damage in addition to bludgeoning damage. You choose which type the moment you activate the stance.
A partir do 5º nível, você pode atacar duas vezes, ao invés de uma, sempre que você realizar a ação de Ataque no seu turno.
*'''''Temporary''''': When activating the Ferocity stance, you can make 1 extra attack this turn.
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*'''''Persistent''''': your attacks using your claws deal an additional 1d4 slashing damage as a persistent effect.


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'''Resourcefulness'''. The Resourcefulness posture grants versatility and creativity to solve problems. Related animals: Monkey, Spider
==Canalização Espiritual==
*'''''Continuous''''': Proficiency in Athletics (if you already have proficiency, you have an advantage in tests with this skill).
A partir do 7º nível, você se torna capaz de canalizar o poder do Grande Espírito ao qual você se conectou. Você sabe que alguns desses grandes espíritos são tão poderosos quanto perigosos. A simples canalização deles é um risco para o Xamã pois a quantidade de energia espiritual que percorre seu corpo pode vir a anular sua identidade permanentemente.
*'''''Temporary''''': When activating the Resourcefulness stance, your next unarmed attack, if successful, has its damage dice increased by 1 category.
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*'''''Persistent''''': Your climbing speed becomes 30 feet for 1 minute as a persistent effect.


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==Enhancement==
Utilizando uma ação você pode tentar canalizar a energia de um Grande Espírito com o qual você tenha conexão por até 1 hora, o que pode resultar em grandes feitos ou na destruição da sua mente ou de seu corpo.
When you reach the 4th level and again at the 8th, 12th, 16th, and 19th levels, you can increase one ability score of your choice by 2 or you can increase two ability scores of your choice by 1. By default, you cannot raise an ability score above 20 with this trait. Alternatively, you can choose one of the General Enhancements in [[Aprimoramento/en|Chapter 5: Customization - Enhancements.]]
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==Ethereal Barrier==
Quando você canaliza um Grande Espírito, você deve escolher entre tentar convencê-lo, através de um teste de Carisma, ou forçar a canalização, gastando 9 pontos de Ki e uma ação bônus. Ao forçar a canalização, você deve realizar uma salvaguarda de acordo com a tabela Dificuldade dos Grandes Espíritos. Para mais detalhes, confira a descrição dos Grandes Espíritos no [[Invocações e Grandes Espíritos#Grandes Espíritos|Capítulo 5: Personalização - Invocações e Grandes Espíritos]]. Alguns efeitos podem reduzir o custo em Ki de Canalização, mas esse custo não pode ser menor do que 2 pontos de Ki.
Starting at 4th level, you can easily sense when spiritual energies are directed against you, and you can effectively protect yourself. When you are the target of a spell, attack, or are in the area of an effect that deals spiritual damage, you can spend your reaction and 1 Ki point to become immune to spiritual damage until the end of the round.  
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Alternatively, you can use your reaction and 2 Ki points to have an ally you can see within 5 feet of you multiplied by your proficiency bonus away from you under those same conditions to make them resistant to spiritual damage until the end of the round. You can extend this barrier to other targets in that area, spending 1 Ki point for each additional target.
Adicionalmente, em posse de seu totem, você ignora quaisquer componentes materiais de uma magia, invocação ou sutra, desde que que não sejam consumíveis.
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==Extra Attack==
==Evasão==
Starting at 5th level, you can attacl twice instead of once when using the Attack action during your turn.
A partir do 9º nível, você pode esquivar-se agilmente de certos efeitos em área, como o sopro elétrico de um dragão das nuvens ou uma magia ''[[Tempestade Glacial|tempestade glacial]]''. Quando você for alvo de um efeito que exige uma salvaguarda de Destreza para sofrer metade do dano, você não sofre dano algum se passar, e somente metade do dano se falhar.
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==Spirit Channeling==
==Unidade Feral==
Starting at 7th level, you become able to channel the power of the Great Spirit you've connected to. You know some of those great spirits are as powerful as they are dangerous. Simply channeling them is a risk for the Shaman, as the amount of spiritual energy coursing through his body can permanently nullify his identity.
A partir do 13º nível, seu organismo responde de forma mais eficiente a certos impulsos da energia espiritual. Utilizando uma ação bônus e 1 ponto de Ki, você é capaz de terminar uma Condição em si mesmo: Amedrontado, Atordoado, Enfeitiçado, Enfraquecido, Envenenado, Intoxicado. Você pode utilizar essa característica um número de vezes igual a metade do seu modificador de Sabedoria por descanso pleno.
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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.
==Plenitude Espiritual==
A partir do 14º nível, quando você assume uma postura de um aliado espiritual, você consegue emanar os benefícios da mesma para seus aliados. Ao assumir uma postura, um número de aliados igual a metade do seu bônus de Proficiência, que estejam a até 30 pés de você, recebem o efeito persistente dessa postura por um número de rodadas igual ao seu bônus de Proficiência.
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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 [[Grandes Espíritos/en|Chapter 5: Customization - Great Spirits]]. Some effects may reduce the Ki cost of Channeling, but this cost cannot be less than 2 Ki points.
=Chamados=
Todo Xamã é um Andarilho Espiritual, alguém que transita entre os mundos e manipula as energias espirituais através da canalização, da invocação ou mesmo da metamorfose da mesma. Cada chamado se especializa em utilizar essas energias através de seu corpo, seja para fortalecê-lo, para direcionar sua vontade sobre a realidade ou para transitar entre as formas.
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Additionally, while in possession of your totem, you ignore any material components of a spell, invocation, or sutra, as long as they are not consumables.
==Chamado do Canalizador==
Vivendo no limiar entre o mundo espiritual e material, existem pessoas capazes de canalizar a energia espiritual para fortalecer seus corpos, eles são os Canalizadores, pessoas que desenvolvem uma capacidade quase natural em lidar com os espíritos animais, tendo muita dificuldade em entender como direcionar esses impulsos sem o apoio de um instrutor, muitas vezes são tomados por loucos ou possuídos.
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==Evasion==
===Espírito de Batalha===
Starting at 9th level, you can nimbly dodge certain area effects, such as a cloud dragon's lightning breath or a ''[[Tempestade Glacial/en|Glacial Storm]]'' spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage on a successful save, and only half damage on a failed one.
Ao escolher esse chamado no 1º nível, sua iniciação como Canalizador o leva a utilizar a força espiritual para potencializar seu próprio corpo. Você recebe as seguintes características:
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==Feral Unit==
*'''''Ataque Desarmado.''''' Ao invés de causar 1 + seu modificador de Força em seus ataques desarmados, você causa 1d4 + seu modificador de Força. Ataques feitos com armas naturais, como garras, mordidas ou chifradas, passam a funcionar como ataques desarmados. Caso o dano de sua arma natural seja maior que o de seu ataque desarmado, você deverá utilizar o dano de sua arma natural. Alternativamente, você pode utilizar seu modificador de Sabedoria para suas jogadas de ataque para ataques desarmados.
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.
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==Spiritual Fullness==
*'''''Defesa sem Armadura.''''' Quando você não estiver vestindo qualquer armadura, sua CA será 10 + seu modificador de Destreza + seu modificador de Sabedoria.
Starting at 14th level, when you assume a stance of a spirit ally, you can bestow its benefits on your allies. When you assume a stance, a number of allies equal to half your Proficiency bonus who are within 30 feet of you gain that stance's persistent effect for a number of rounds equal to your Proficiency bonus.
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=Call=
*'''''Vigor Espiritual.''''' Você adiciona seu bônus de proficiência em seus pontos de vida máximos agora e sempre que subir de nível nessa classe.
Every Shaman is a Spiritual Walker, someone who transits between worlds and manipulates spiritual energies through channeling, invocation or even metamorphosis. Each calling specializes in using these energies through your body, either to empower you, to direct your will upon reality, or to transition between forms.
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==Channeler’s Calling==
===Punho Espiritual===
Living on the threshold between the spiritual and material world, there are people capable of channeling spiritual energy to strengthen their bodies, they are the Channelers, people who develop an almost natural ability to deal with animal spirits, having a lot of difficulty in understanding how to direct these impulses without the support of an instructor are often taken for madness or possessed.
A partir do 3º nível, você direciona sua força espiritual através de gestos precisos e impactantes. Ao realizar um ataque desarmado contra um alvo, com o gasto de 1 ponto de Ki, você pode conjurar uma magia que tenha o alcance de toque e tenha tempo de conjuração de 1 ação ou ação bônus como parte da mesma ação no mesmo alvo. Você só pode conjurar uma magia dessa maneira uma vez por rodada. Adicionalmente, você adiciona seu modificador de Sabedoria ao dano de seus ataques desarmados.
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===Battle Spirit===
===Aprimoramento do Espírito Aliado===
When you choose this calling at 1st level, your initiation as a Channeler causes you to draw on spiritual force to empower your own body. You get the following traits:
No 6º nível, utilizar a força dos seus aliados espirituais faz com que você receba algumas características adicionais. Escolha um de seus Espíritos Aliados para que ele receba um aprimoramento:
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*'''''Unarmed Strike.''''' Instead of dealing 1 + your Strength modifier on your unarmed strikes, you deal 1d4 + your Strength modifier. Attacks made with natural weapons, such as claws, bites, or gores, now function as unarmed attacks. If your natural weapon damage is greater than your unarmed strike, you must use your natural weapon damage. Alternatively, you can use your Wisdom modifier to your attack rolls for unarmed strikes.
*'''''Permanência'''''. Ao ativar a postura da Permanência, os pontos de vida temporários recebidos são dobrados.
*'''''Agilidade'''''. Ao ativar a postura da Agilidade, você remove 1 nível de Exaustão em si mesmo.
*'''''Domínio'''''. Ao ativar a postura do Domínio, criaturas possuem desvantagem contra seu Rugido.
*'''''Impacto'''''. Ao ativar a postura do Impacto, o seu primeiro golpe tem o dado de dano aumentado em uma categoria.
*'''''Ferocidade'''''. Ao ativar a postura da Ferocidade, o dano de suas garras se tornam 1d8.
*'''''Engenhosidade'''''. Ao ativar a postura da Engenhsosidade, seu bônus de proficiência utilizando a perícia Atletismo é dobrado.
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*'''''Unarmored Defense.''''' When you are not wearing any armor, your AC is 10 + your Dexterity modifier + your Wisdom modifier.
Ao alcançar os níveis 15 e 17 nessa classe, você pode escolher um aprimoramento adicional para outro de seus Espíritos Aliados.
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*'''''Spiritual Vigor.''''' You add half of your proficiency bonus to your hit point maximum now and whenever you level up in this class.
===Ataque Extra Aprimorado===
A partir do nível 11, o número de ataques de sua característica Ataque Extra aumenta para três e para quatro quando alcançar o 20º nível de Xamã.
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===Spiritual Fist===
===Favorito dos Espíritos===
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 personal, 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.
A partir do 15º nível, você criou um vínculo com os espíritos, eles te conhecem e estão mais dispostos a ajudar. Você possui vantagem em testes de Carisma para convencer um Grande Espírito a te ajudar. Adicionalmente, ao lidar com um Grande Espírito com sucesso, sua próxima interação com ele tem seu CD reduzido em um valor igual a metade de seu modificador de Sabedoria ou Carisma, o que for maior.
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===Spirit Allies Enhancement===
===Égide Espiritual===
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:
No nível 17, você aprende a utilizar de forma ainda mais ampla a sua barreira etérea. Ao utilizar sua Barreira Etérea em si mesmo, você recebe pelo próximo minuto resistência a danos espirituais e imunidade às condições Amedrontado e Enfeitiçado.
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*'''''Abidance'''''. When you activate the Stand stance, the temporary hit points you gain are doubled.
===Ascensão Espiritual===
*'''''Agility'''''. When you activate the Agility stance, you do not make an attack of opportunity until the end of your turn.
Ao atingir o 20º nível, a quantidade de energia espiritual que você consegue canalizar para seu corpo o torna próximo do que foram os Vastayashai’rei no passado. Ao utilizar qualquer quantidade de pontos de Ki, você recupera a mesma quantidade em d8  de pontos de vida. Adicionalmente, ao falhar em lidar com um Grande Espírito, você pode receber 1 nível de Exaustão ao invés de receber o efeito de falha desse Grande Espírito.
*'''''Dominance'''''. When you activate the Dominance stance, creatures have disadvantage against your Roar.
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*'''''Impact'''''. When you activate the Impact stance, your first strike has its damage die increased by one category.
*'''''Ferocity'''''. When you activate the Ferocity stance, your claw damage becomes 1d8.
*'''''Resourcefulness'''''. 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.


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Upon reaching levels 15 and 17 in this class, you can choose an additional enhancement for another of your Spirit Allies.
==Chamado do Invocador==
Cada alma vivente é uma represa mantendo as energias materiais e espirituais cada uma em seu respectivo reino. O Chamado do Invocador é aquele que aprende a manipular esses fluxos dando vazão para a energia que lhe é mais favorável e reproduzindo assim, mudanças no mundo espiritual e material.
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===Improved Extra Attack===
===Espírito Conjurador===
Starting at 11th level, the number of attacks from your Extra Attack trait increases to three, and to four when you reach 20th level as a Shaman. Additionally, your unarmed strikes now deal magical physical damage.
Ao escolher esse chamado no 1º nível, sua iniciação como Invocador o leva a estudar a força espiritual para manipulá-la expressando sua vontade na realidade. Você recebe as seguintes características:
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===Spirit's Favored===
*'''''Familiar.''''' Você pode conjurar a magia convocar familiar a vontade sem gastar pontos de Ki e ignorando componentes materiais, porém, o familiar invocado sempre será o mesmo, não podendo alterar de forma. Adicionalmente, você pode utilizar 1 ponto de Ki para conceder a esse familiar 30 pés de um deslocamento à sua escolha pela próxima hora.
Starting at 15th level, you have created a bond with spirits, they know you and are more willing to help. You have advantage on Charisma checks to convince a Great Spirit to help you and when dealing with a Great Spirit successfully, your next interaction with it has its DC reduced by an amount equal to half your Wisdom or Charisma modifier, whichever is greater. Additionally, your unarmed attacks have their margin and critical strike multiplier increased by 1.
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===Spiritual Tempering===
*'''''Armadura Espiritual.''''' Você pode conjurar a magia ''[[Armadura Arcana|armadura arcana]]'' em você sem gastar pontos de Ki e ignorando componentes materiais.
{| class="purple shadeSide" style="text-align:center; vertical-align:middle; margin 0 0 20px 20px; float:right; margin: auto;"
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|+ Spiritual Tempering
!| Expenditure
! Ki
! Mana
|-
| 1
| 1d4
| 2d4
|-
| 2
| 1d6
| 2d6
|-
| 3
| 1d8
| 2d8
|}
At 17th level, your unarmed strikes are capable of affecting not only the body, but also the spirit of your targets. By spending up to 3 Ki points, your next unarmed strike removes an amount of mana or Ki from your target based on the Spiritual Tempering table. If the target has both of these features, you choose which one to remove. Additionally, your critical unarmed strikes also cause 1 point of exhaustion to 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 Calling==
Each living soul is a dam keeping material and spiritual energies each in its respective realm. The Summoner's  Call 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.
 
===Spirit Caster===
By choosing this calling at 1st level, your initiation as a summoner leads you to study spiritual force in order to manipulate it to express your will in reality. You receive the following features:
 
*'''''Familiar.''''' You can cast the summon familiar spell at will without spending ki points and ignoring material components, however, the invoked familiar will always be the same and cannot change form. Additionally, you can spend 1 Ki point to grant that familiar 30 feet of speed of your choice for the next hour.
 
*'''''Spiritual Armor.''''' You can cast ''[[Armadura Arcana/en|Arcane Armor]]'' on yourself without spending Ki points and ignoring material components.


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*'''''Mystic Control.''''' When you use the eldritch blast cantrip, you can move the creature hit 10 feet toward you or in a straight line away from you.
*'''''Controle Místico.''''' Quando você utiliza o truque rajada mística, você pode mover a criatura atingida em 10 pés na sua direção ou em uma linha reta na direção oposta
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===Summoning Path===
===Caminho da Invocação===
Starting at 3rd level, your attunement with spirits gives you even wider access to their powers, and you become a full-fledged spellcaster. You have one additional cantrip from the lists you have access to, you now add your Wisdom modifier to your Ki total, and you can prepare a number of spells equal to your Wisdom modifier + your Shaman level.
A partir do 3º nível, sua harmonia com os espíritos faz com que o acesso a seus poderes seja ainda mais amplo, você se torna um conjurador completo. Você possui um truque adicional das listas que você possui acesso, você passa a adicionar seu modificador de Sabedoria ao seu total de Ki e você pode preparar um número de magias igual ao seu modificador de Sabedoria + seu nível de Xamã.
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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.
Você recebe acesso às magias de mistérios que possua e adicionalmente, conforme você sobe de nível nessa classe, seu nível máximo de magia aumenta, quando isso acontece, você recebe uma nova magia conhecida de nível máximo igual ao seu novo nível máximo de magia. Ao alcançar o 6º nível, você pode conjurar magias de 3º nível, magias de 4º nível no 8º, magias de 5º nível no 10º, magias de 6º nível no 12º, magias de 7º nível no 14º, magias de 8º nível no 16º e magias de 9º nível no 18º.
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===Spirit Allies Enhancement===
===Aprimoramento do Espírito Aliado===
At 6th level, drawing on the strength of your animal spirits causes you to gain some additional traits. Choose one of your Animal Spirits to give it an upgrade:
No 6º nível, utilizar a força dos seus espíritos animais faz com que você receba algumas características adicionais. Escolha um de seus Espíritos Animais para que ele receba um aprimoramento:
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*'''''Abidance''''. Stand. When you activate the Stand stance, you regain hit points equal to twice your Wisdom modifier.
*'''''Permanência'''''. Ao ativar a postura da Permanência, você recupera pontos de vida iguais a duas vezes seu modificador de Sabedoria.
*'''''Agility'''''. When you activate the Agility stance, the next spell you cast ignores up to half cover.
*'''''Agilidade'''''. Ao ativar a postura da Agilidade, a próxima magia que você conjurar ignora até meia cobertura.
*'''''Dominance'''''. When you activate the Dominance stance, for the duration, you have advantage on attack rolls against a target if at least one of its allies is within 5 feet of the creature and that ally is not incapacitated.
*'''''Domínio'''''. Ao ativar a postura do Domínio, criaturas que falhem na salvaguarda devem usar suas ações para fugir de você da melhor maneira que puderem.
*'''''Impact'''''. When you activate the Impact stance, your next spell that deals damage deals half your proficiency bonus in additional damage only once per target.
*'''''Impacto'''''. Ao ativar a postura do Impacto, o seu próximo ataque tem o dado de dano aumentado em uma categoria.
*'''''Ferocity'''''. When you activate the Ferocity stance, you can cast a cantrip as part of your next attack action. *'''''Resourcefulness'''''. When activating the Ingenuity stance, creatures have disadvantage on their next spell save.
*'''''Ferocidade'''''. Ao ativar a postura da Ferocidade, você pode conjurar um truque como parte da ação de seu próximo ataque.
*'''''Engenhosidade'''''. Ao ativar a postura da Engenhosidade, criaturas possuem desvantagem na salvaguarda de sua próxima magia.
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===Spectral Paths===
===Linhas Espectrais===
Starting at 11th level, you know secrets that allow you to use spiritual shortcuts by manipulating the spectral paths of magic. You can cast a spell you know of up to one level below your maximum spell level without expending ki points. You can use this feature a number of times equal to half your proficiency bonus per full rest.
A partir do 11º nível, você conhece segredos que permitem a você utilizar atalhos espirituais manipulando as linhas espectrais da magia. Você pode conjurar uma magia que você conheça de até um nível abaixo de seu nível máximo de magia sem gastar pontos de Ki. Você pode usar essa característica um número de vezes igual a metade de seu bônus de proficiência.
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===Spiritual Domain===
===Domínio Espiritual===
At level 15, your self-awareness and your knowledge of the spirit world are matched with your understanding, broadening even to dealing with Great Spirits making forcing the channeling of a Great Spirit less costly for you. On a failed Charisma check, you don't need to use a bonus action, add half your Proficiency bonus to the saving throw to channel this Great Spirit, and reduce the required Ki cost by the same amount.
No nível 15, seu autoconhecimento e seu conhecimento do mundo espiritual são equiparados com sua compreensão se ampliando até mesmo para lidar com os Grandes Espíritos fazendo com que forçar a canalização de um Grande Espírito seja menos custoso para você. Ao falhar no teste de Carisma, você não precisa utilizar uma ação bônus, adiciona metade do seu bônus de Proficiência na salvaguarda para canalizar esse Grande Espírito e reduz o custo em Ki necessário na mesma quantidade.
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===Possession===
===Possessão===
At level 17, the various spirits that accompany you protect you from death with the utmost determination, being able to momentarily take over your body to preserve it. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead, and until the end of your next turn, all damage you take is reduced to 0, you can't take actions, you regain hit points equal to your Shaman level and gain 1 level of Exhaustion. This effect only triggers once per full rest.
No nível 17, os diversos espíritos que o acompanham protegem você da morte com seu máximo afinco, sendo capazes de tomar momentaneamente o seu corpo para preservá-lo. Ao receber dano que o reduziria a 0 pontos de vida, você fica com 1 ponto de vida ao invés disso e, até o fim de seu próximo turno, todo dano que você receber é reduzido a 0, você não pode realizar ações, recupera pontos de vida iguais ao seu nível de Xamã e recebe 1 nível de Exaustão. Esse efeito só se ativa uma vez por descanso pleno.
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===Spectral Will===
===Vontade Espectral===
Upon reaching 20th level, your will has a strength approaching that of the Great Spirits, causing you to be recognized by them. Using an action and 6 Ki points, you summon a powerful spirit capable of granting you one small wish. You can order one of the following options:
Ao atingir o 20º nível, sua vontade possui uma força próxima à dos Grandes Espíritos, fazendo com que você seja reconhecido por eles. Utilizando uma ação e 6 pontos de Ki, você convoca um espírito poderoso capaz de lhe conceder um pequeno desejo. Você pode pedir uma das seguintes opções:
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* The spirit casts a spell from the Shaman list of up to 6th level;
* O espírito conjura uma magia da lista de Xamã de até 6º nível;
* The spirit summons a non-magical object of up to 5,000 gp. The object cannot be larger than you and disappears after 5 minutes;
* O espírito invoca um objeto de até 5.000 PO, que não seja mágico. O objeto não pode ser maior do que você e desaparece após 5 minutos;
* The spirit shows you the shortest path to your deepest desire;
* O espírito lhe indica o caminho mais curto para seu desejo mais profundo;
* The spirit recovers all damage taken in the last round from up to 3 creatures it can see of your choice;
* O espírito recupera todo o dano recebido na última rodada de até 3 criaturas que ele possa ver à sua escolha;
* The spirit copies the last action of a creature of your choice to a target or area you designate.
* O espírito copia a última ação de uma criatura à sua escolha em um alvo ou área que você indique.
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Additionally, if a creature that was the target of a spell you cast in the past 3 rounds is reduced to 0 hit points, you regain 1 Ki point. If you did, you regain the Ki points you spent on your last cast.
Adicionalmente, caso uma criatura que tenha sido alvo de uma magia conjurada por você nas últimas 3 rodadas tenha seus pontos de vida reduzidos a 0, você recupera 1 ponto de Ki. Caso você tenha feito isso, você recupera os pontos de Ki gastos em sua última conjuração.
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==Shapeshifter's Calling==
==Chamado do Metamorfo==
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 Call, knowing the forms and transcending them through the manipulation of spiritual energy.
A existência é um estado permanente de mudança e transição. A única constante é que não há uma constante, pois tudo muda o tempo todo. Essa é a verdade espiritual que ressoou em sua vida em forma de um Chamado, conhecendo as formas e transcendendo-as através da manipulação da energia espiritual.
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<span id="Espírito_Metamórfico"></span>
===Espírito Metamórfico===
===Metamorphic Spirit===
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By choosing this calling at 1st level, your initiation as a shapeshifter leads you to understand how to utilize the impermanence of forms. You receive the following features:
Ao escolher esse chamado no 1º nível, sua iniciação como Metamorfo o leva a compreender como utilizar a impermanência das formas. Você recebe as seguintes características:
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*'''''Communion.''''' You learn the Sylvan language and become a friendly figure to all beasts that see you, and you can convince them to help you as you would any other NPC. You gain proficiency with Animal Handling and Survival.
*'''''Comunhão.''''' Você aprende o idioma Silvestre e se torna uma figura amigável a todas as feras que o veem, podendo convencê-las a te auxiliar como faria com qualquer outro PNJ. Você recebe proficiência com Lidar com Animais e Sobrevivência.
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*'''''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.
*'''''Propriocepção.''''' Usar armaduras auxilia você a retomar sua forma original, não diluindo sua identidade em meio às metamorfoses. Você recebe proficiência com armaduras leves e médias, broquéis e escudos leves.
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*'''''Shapeshifter.''''' You can manipulate spirit energy to alter your body as specified in Wild Shape.
*'''''Metamorfo.''''' Você é capaz de manipular a energia espiritual para alterar seu corpo conforme especificado em Forma Selvagem.
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===Feral Form===
===Forma Selvagem===
{| class="purple shadeSide" style="margin: 0 0 20px 20px; float:right;"
{| class="wikitable" style="text-align:center; vertical-align:middle; background-color:#F8F9FA; margin: auto auto 10px 10px; float:right;"
|+ Feral Form
|- style="font-weight:bold; background-color:#B4A7D6;"
! style="text-align:center;" | Level
! colspan="4" | Formas de Fera
! Form
|- style="font-weight:bold;"
! Aspect
| Nível
|-  
| ND Máx.
| style="text-align:center;" | 1
| style="text-align:left;" | Limitações
| Terrestrial Form
| Exemplo
| 1
|- style="background-color:#d9d2e9;"
| 1º
| 1/2
| style="text-align:left;" | Sem deslocamento de voo<br />ou natação
| Lobo Atroz
|-
|-
| 5º
| style="text-align:center;" | 5
| 3
| Aquatic Form
| style="text-align:left;" | Sem deslocamento de voo
| 2 - 1
| Crocodilo
|-
|- style="background-color:#d9d2e9;"
| style="text-align:center;" | 9
|
| Flying Form
| 6
| 2 - 2 -1
| style="text-align:left;" | -
| Águia Gigante
|-
|-
| 13º
| style="text-align:center;" | 13
| 9
| Hibrid Form
| style="text-align:left;" | -
| 2 - 2 - 2
| Garreroz
|-
|- style="background-color:#d9d2e9;"
| style="text-align:center;" | 17
| 17º
| Superior Form
| 12
| 3 - 3 -3
| style="text-align:left;" | -
| Rapinante
|}
|}
Também no nível 1, você pode manipular a energia espiritual para alterar seu corpo. Utilizando uma ação bônus, você pode assumir magicamente a forma de uma fera que você já tenha visto antes. Você pode utilizar essa característica um número de vezes igual ao seu bônus de proficiência por descanso longo ou pleno.
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.
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When you receive this trait, you gain the Terrestrial [[Formas Ferais/en|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.
*'''''Conjuration'''''. You can cast spells in hybrid forms except spells that consume a material components.


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'''''Superior 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:
Seu nível de Xamã determina as feras em que você pode se transformar, como mostrado na tabela Formas de Fera. No 1° nível, por exemplo, você pode se transformar em qualquer fera de ND 1/2 ou inferior e que não possua deslocamento de voo ou natação.
*'''''Attribute Increase'''''. The benefits granted by the Aspect are doubled.
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*'''''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.
*'''''Conjuration'''''. You can cast spells in superior forms.
*'''''Natural Defense'''''. You gain Damage Reduction equal to your proficiency bonus/ true damage.


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You can remain in feral 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.
Você pode continuar na forma de fera por um número de horas igual à metade do seu nível de Xamã (mínimo de 1). Ao final desta duração, você retorna para sua forma original, a não ser que você use essa característica novamente. Você pode utilizar uma ação bônus para reverter a sua forma original prematuramente. Você reverte automaticamente se ficar Inconsciente, for reduzido a 0 pontos de vida ou morrer.
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While transformed, the following rules apply:
Enquanto estiver transformado, as seguintes regras se aplicam:
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* You keep your personality, Intelligence, Wisdom, and Charisma scores, all of your skill proficiencies and saving throws, and you gain the creature's proficiencies.
* Suas estatísticas de jogo são substituídas pelas estatísticas da fera, mas você mantém seu alinhamento, personalidade, valores de Inteligência, Sabedoria e Carisma, todas as suas proficiências em perícias e salvaguardas, além de receber as proficiências da criatura. Se a criatura possuir a mesma proficiência que você e o bônus no bloco de estatística dela for maior que o seu, você usará o bônus da criatura no lugar do seu. Se a criatura possuir qualquer ação lendária ou de covil, você não pode usá-las.
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* When you transform, you keep your hit points and hit dice. If you drop to 0 hit points you will have to save against death as you normally would, dying in feral form means death for your character.
* Quando você se transforma, você assume os pontos de vida e Dados de Vida da criatura. Quando você reverte a sua forma original, você retorna ao número de pontos de vida que tinha antes de se transformar. Porém, se você reverter como resultado de ter caído a 0 pontos de vida, todo o dano excedente será transferido para a sua forma original. Por exemplo, se você sofrer 10 pontos de dano na forma feral e tiver apenas 1 ponto de vida restante, você reverte a sua forma original e sofre 9 de dano. Contanto que o dano excedente não reduza você a 0 pontos de vida, você não cairá Inconsciente.
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* 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.
* Você não pode conjurar magias e sua capacidade de fala ou de realizar qualquer ação que requeira mãos são limitadas pelas capacidades da forma da fera que você assumiu. No entanto, transformar-se não interrompe sua concentração em uma magia que você já tenha conjurado, nem previne você de realizar ações que são parte da conjuração, como convocar relâmpagos que você já tenha conjurado.
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* 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.
* Você mantém os benefícios de todas as características de Classe, Origem ou outras fontes, e pode usá-las caso a nova forma seja fisicamente capaz de fazê-lo. No entanto, você não pode usar qualquer dos seus sentidos especiais, como visão no escuro, a não ser que a sua nova forma também tenha esse sentido.
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* 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.
* Você pode escolher se o seu equipamento cai no chão aos seus pés, é assimilado a sua nova forma ou é usado por ela. Equipamentos vestidos e carregados funcionam normalmente, mas o Mestre decide qual equipamento é viável para a nova forma vestir ou usar, baseado na forma e tamanho da criatura. O seu equipamento não muda de forma ou tamanho para se adaptar à nova forma e, qualquer equipamento que a nova forma não possa vestir deve, ou cair no chão ou se fundir a ela. Equipamentos fundidos não terão efeito até você deixar a forma.
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===Feral Tactics===
* Você mantém todas as suas runas, não recebendo quaisquer runas que a criatura transformada receba.
At 3rd level, you learn to use the tactics of the beast more effectively. Your attacks that deal slashing damage now deal 1 bleed or 1d4 on a critical hit. The critical damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.
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===Spirit Allies Enhancement===
===Táticas Ferais===
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:
No 3º nível você aprende a utilizar as táticas das feras de forma mais efetiva. Seus ataques que causem dano cortante passam a causar 1d4 de sangramento. Esse valor aumenta para 1d6 no nível 7, para 1d8 no nível 11 e 1d10 no nível 15.
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*'''''Abidance'''''. When you activate the Abidance stance, for the duration, you can breathe air and water.
===Aprimoramento do Espírito Aliado===
*'''''Agility'''''. When you activate the Agility stance, for the duration, you ignore difficult terrain.
No 6º nível, utilizar a força dos seus espíritos animais faz com que você receba algumas características adicionais. Escolha um de seus Espíritos Animais para que ele receba um aprimoramento:
*'''''Dominance'''''. When you activate the Dominance stance, for the duration, you have advantage on attack rolls against a target if at least one of its allies is within 5 feet of the creature and the ally is not incapacitated.
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*'''''Impact'''''. When you activate the Impact stance, for the duration, your size category increases by 1 under the effect of the enlarge/reduce spell without the need for concentration.
*'''''Ferocity'''''. When you activate the Ferocity stance, for the duration, your attacks that deal slashing damage deal 1 point of Bleeding.
*'''''Resourcefulness''''. When you activate Ingenuity stance, for the duration, you gain 20 feet of climbing speed.


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In addition, while in Wild Shape, you can cast spells normally, ignoring any verbal and somatic components.
*'''''Permanência'''''. Ao ativar a postura da Permanência, pela duração, você pode respirar ar e água.
*'''''Agilidade'''''. Ao ativar a postura da Agilidade, pela duração, você não provoca ataques de oportunidade.
*'''''Domínio'''''. Ao ativar a postura do Domínio, pela duração, você tem vantagem em jogadas de ataque contra um alvo, se pelo menos um dos aliados dele estiver a 5 pés da criatura e o aliado não estiver incapacitado.
*'''''Impacto'''''. Ao ativar a postura do Impacto, pela duração, sua categoria de tamanho aumenta em 1 sob o efeito da magia aumentar/reduzir sem necessidade de concentração.
*'''''Ferocidade'''''. Ao ativar a postura da Ferocidade, pela duração, seus ataques que causam dano cortante causam 1 ponto de Sangramento.
*'''''Engenhosidade'''''. Ao ativar a postura da Engenhosidade, pela duração, você recebe 20 pés de deslocamento de escalada e metade do seu bônus de Proficiência  como Redução de Dano.
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===A Thousand Forms===
Além disso, enquanto estiver em sua Forma Selvagem, você pode conjurar magias normalmente, ignorando quaisquer componentes verbais e somáticos.
At 11th level, you learn to channel spirits to alter your physical form in subtle ways. You learn the spell ''[[Alterar-se/en|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.
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<span id="Irradiação_Espiritual"></span>
===Irradiação Espiritual===
===Spiritual Irradiation===
No 11º nível, a quantidade de energia espiritual que você canaliza é tão grande que você é capaz de irradiá-la para seus aliados. Utilizando uma ação, você pode irradiar uma aura de energia espiritual num raio de 20 pés de você. Você e aliados nessa aura recebem os seguintes benefícios pelo próximo minuto:
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At 15th level, the amount of spiritual energy you channel is so great that you are able to radiate it to your allies.  
* Ao ser alvo de um ataque, você pode usar sua reação para tomar uma forma intangível até o início de seu próximo turno, podendo atravessar objetos sólidos e não podendo ser alvo de ataques ou estar sob efeito da área de um.
* Ao utilizar uma ação de Ataque, você pode realizar 1 único ataque adicional nesse turno.
* Utilizando uma ação bônus, você pode se teleportar para o Reino Espiritual, retornando no início de seu próximo turno para o espaço que você estava ou o espaço desocupado mais próximo.
* Seus ataques corpo a corpo tem sua margem de crítico reduzida em 1.
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As an action, you radiate a pulse of spiritual energy in a 20-foot radius of you. Choose a number of allies who are in this aura equal to half your proficiency bonus. You and each of those allies can use one of the irradiation's effects within the next minute, ending the irradiation on the person who used it.
Você pode utilizar essa característica um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso pleno.
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* 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.
===Mil Formas===
* When using the Attack action, you can make 1 additional attack this turn.
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You can use this feature a number of times equal to your proficiency bonus for a full rest.
No nível 15, você aprende a canalizar os espíritos para alterar sua forma física de formas mais sutis. Você aprende a magia ''[[Alterar-se|alterar-se]]'', ela não conta para o máximo de magias que você conhece e você pode conjurá-la sem gastar pontos de Ki. Adicionalmente, você tem vantagem em qualquer Salvaguarda que tente mudar sua forma sem o seu consentimento.
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===Planar Stability===
===Estabilidade Planar===
Starting at 17th level, you achieve full balance with spiritual energy and your understanding. You learn the''[[Aumentar/_Reduzir/en|Enlarge/Reduce]]'' spell, it doesn't count towards the maximum spells you know, and you can cast it on yourself without spending Ki points anumber of times equal to your Wisdom modifier (minimum of 1) per full rest. While maintaining this spell's concentration this way, you can cast the spell ''[[Alterar-se/en|alter self]]'' and share the concentrations. By doingg this, when you make a Constitution saving throw to maintain concentration on those spells and fail, both spell end.
A partir do 17º nível, você alcança um equilíbrio pleno com a energia espiritual e sua compreensão. Você aprende a magia ''[[Aumentar/_Reduzir|aumentar/ reduzir]]'', ela não conta para o máximo de magias que você conhece e você pode conjurá-la em si mesmo sem gastar pontos de Ki um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso pleno. Enquanto estiver mantendo a concentração dessa magia desta maneira, você pode conjurar a magia ''[[Alterar-se|alterar-se]]'' e compartilhar as concentrações. Ao fazer isso, quando fizer uma salvaguarda de Constituição para manter a concentração nessas magias e falhar, ambas são encerradas.
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Additionally, if you are engaged in combat against creatures that are outside their native Realm, you have advantage on your attacks against those creatures and regain 1 Ki point and 1d8 hit points when you hit them with an attack. You also cannot be surprised by these creatures.
Adicionalmente, caso você esteja em combate contra criaturas que estão fora de seu Reino nativo, você possui vantagem em seus ataques contra essas criaturas e recupera 1 ponto de Ki e 1d8 pontos de vida ao atingi-las com um ataque. Você também não pode ser surpreendido por essas criaturas.
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In addition, you add your Wisdom modifier to the damage of your attacks and spells against creatures not native to the Material Realm.
Além disso, você adiciona seu modificador de Sabedoria ao dano de seus ataques e magias contra criaturas não nativas do Reino Material.
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===Unstoppable===
===Irrefreável===
At 20th level, spiritual energy flows directly through you, granting you an unparalleled ability to shift forms. You can cast the ''[[Metamorfose/en|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.
No 20° nível, a energia espiritual flui diretamente através de você, concedendo uma capacidade inigualável de mudar as formas. Você pode conjurar a magia ''[[metamorfose]]'' sem gastar pontos de Ki um número de vezes igual ao seu modificador de Sabedoria (mínimo de 1) por descanso pleno. Ao conjurar essa magia desta maneira, o CD para resistir aos efeitos dessa magia aumenta em +2 e, caso tenha que realizar uma salvaguarda para manter concentração, você pode adicionar seu modificador de Sabedoria à jogada.
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Additionally, you can use your Wild Shape an unlimited number of times.
Adicionalmente, você pode usar sua Forma Selvagem um número ilimitado de vezes.
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Edição atual tal como às 20h38min de 15 de novembro de 2024

This article complies with version 0.95 of Runarcana RPG

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 Vel
1 Spellcasting, Totem, Call 2 - - 2 1
2 Spiritual Allies 2 3 1 3 1
3 Call Feature 3 4 1 4 2
4 Enhancement, Ethereal Barrier 3 5 1 5 2
5 Extra Attack 3 6 2 7 3
6 Call Feature 3 6 2 8 3
7 Spirit Channeling 4 7 2 9 4
8 Enhancement 4 8 2 10 4
9 Evasion 4 9 3 11 5
10 - 4 9 3 12 5
11 Call Feature 4 10 3 13 6
12 Enhancement 4 10 3 14 6
13 Feral Unity 5 11 4 15 7
14 Spiritual Fullness 5 12 4 17 7
15 Call Feature 5 12 4 18 8
16 Enhancement 5 13 4 19 8
17 Call Feature 5 14 5 21 9
18 - 5 15 5 22 9
19 Enhancement 5 15 5 24 10
20 Call Feature 5 16 5 25 10

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

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.

Additionally, you receive a Spirit Invocation and receive it again at levels 2, 4, 8, 10, 12, 16, 18, 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.

Vel

The Vel-Sutras, or simply Vel, are applied forms of additional Sutras that are assimilated by the body and spirit of the practitioner. Vel level refers to how many Vel “points” it takes to be maintained, in addition they have requirements that must be fulfilled to be used. The "Vel" column refers to the additional ability that can be learned during the campaign, for more information on Vel, see Chapter 5: Customization - Sutras.

Calling

A Shaman's path is formed from his interactions with the Spiritual world. you must choose one of the Callings you answered from the Channeler's Calling, Summoner's Calling, or Shapeshifter's Calling. Your calling grants you features at 1st level and again at 3rd, 6th, 11th, 15th, 17th, 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 total of temporary hit point 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 Saving Throws.

Dominance. The Dominance stance grants the Shaman tools to preserve and consolidate his 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 you activate the Dominance stance you emit a frightening roar (enemies within 60 feet of you who can hear you must make a Wisdom saving throw DC equal to your Ki resistance DC, if they fail, the targets are 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 Bludgeoning, Piercing or Slashing when entering the stance).
  • Temporary: When activating the Impact stance, your next attack has advantage and the target must perform a Constitution save with DC equal to your Ki resistance DC, if it fails, the target is Stunned until the start 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 bludgeoning damage. You choose which type the moment you activate the stance.
  • Temporary: When activating the Ferocity stance, you can make 1 extra attack this turn.
  • Persistent: your attacks using your claws deal an additional 1d4 slashing damage as a persistent effect.

Resourcefulness. The Resourcefulness 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 Resourcefulness stance, your next unarmed attack, if successful, has its damage dice increased by 1 category.
  • Persistent: Your climbing speed becomes 30 feet for 1 minute as a persistent effect.

Enhancement

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

Ethereal Barrier

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

Alternatively, you can use your reaction and 2 Ki points to have an ally you can see within 5 feet of you multiplied by your proficiency bonus away from you under those same conditions to make them resistant to spiritual damage until the end of the round. You can extend this barrier to other targets in that area, spending 1 Ki point for each additional target.

Extra Attack

Starting at 5th level, you can attacl twice instead of once when using the Attack action during your turn.

Spirit Channeling

Starting at 7th level, you become able to channel the power of the Great Spirit you've connected to. You know some of those great spirits are as powerful as they are dangerous. Simply channeling them is a risk for the Shaman, as the amount of spiritual energy coursing through his body can 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, while in possession of your totem, you ignore any material components of a spell, invocation, or sutra, as long as they are not consumables.

Evasion

Starting at 9th level, you can nimbly dodge certain area effects, such as a cloud dragon's lightning breath or a Glacial Storm spell. When you are targeted by an effect that requires a Dexterity saving throw to take half damage, you take no damage on a successful save, and only half damage on a failed one.

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.

Spiritual Fullness

Starting at 14th level, when you assume a stance of a spirit ally, you can bestow its benefits on your allies. When you assume a stance, a number of allies equal to half your Proficiency bonus who are within 30 feet of you gain that stance's persistent effect for a number of rounds equal to your Proficiency bonus.

Call

Every Shaman is a Spiritual Walker, someone who transits between worlds and manipulates spiritual energies through channeling, invocation or even metamorphosis. Each calling specializes in using these energies through your body, either to empower you, to direct your will upon reality, or to transition between forms.

Channeler’s Calling

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

Battle Spirit

When you choose this calling at 1st level, your initiation as a Channeler causes you to draw on spiritual force to empower your own body. You get the following traits:

  • Unarmed Strike. Instead of dealing 1 + your Strength modifier on your unarmed strikes, you deal 1d4 + your Strength modifier. Attacks made with natural weapons, such as claws, bites, or gores, now function as unarmed attacks. If your natural weapon damage is greater than your unarmed strike, you must use your natural weapon damage. Alternatively, you can use your Wisdom modifier to 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 personal, 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.

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:

  • Abidance. When you activate the Stand stance, the temporary hit points you gain are doubled.
  • Agility. When you activate the Agility stance, you do not make an attack of opportunity until the end of your turn.
  • Dominance. When you activate the Dominance stance, creatures have disadvantage against your Roar.
  • Impact. When you activate the Impact stance, your first strike has its damage die increased by one category.
  • Ferocity. When you activate the Ferocity stance, your claw damage becomes 1d8.
  • Resourcefulness. 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.

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

Improved Extra Attack

Starting at 11th level, the number of attacks from your Extra Attack trait increases to three, and to four when you reach 20th level as a Shaman. Additionally, your unarmed strikes now deal magical physical damage.

Spirit's Favored

Starting at 15th level, you have created a bond with spirits, they know you and are more willing to help. You have advantage on Charisma checks to convince a Great Spirit to help you and when dealing with a Great Spirit successfully, your next interaction with it has its DC reduced by an amount equal to half your Wisdom or Charisma modifier, whichever is greater. Additionally, your unarmed attacks have their margin and critical strike multiplier increased by 1.

Spiritual Tempering

Spiritual Tempering
Expenditure Ki Mana
1 1d4 2d4
2 1d6 2d6
3 1d8 2d8

At 17th level, your unarmed strikes are capable of affecting not only the body, but also the spirit of your targets. By spending up to 3 Ki points, your next unarmed strike removes an amount of mana or Ki from your target based on the Spiritual Tempering table. If the target has both of these features, you choose which one to remove. Additionally, your critical unarmed strikes also cause 1 point of exhaustion to 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 Calling

Each living soul is a dam keeping material and spiritual energies each in its respective realm. The Summoner's Call 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.

Spirit Caster

By choosing this calling at 1st level, your initiation as a summoner leads you to study spiritual force in order to manipulate it to express your will in reality. You receive the following features:

  • Familiar. You can cast the summon familiar spell at will without spending ki points and ignoring material components, however, the invoked familiar will always be the same and cannot change form. Additionally, you can spend 1 Ki point to grant that familiar 30 feet of speed 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 eldritch blast cantrip, you can move the creature hit 10 feet toward you or in a straight line away from you.

Summoning Path

Starting at 3rd level, your attunement with spirits gives you even wider access to their powers, and you become a full-fledged spellcaster. You have one additional cantrip from the lists you have access to, you now 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.

Spirit Allies Enhancement

At 6th level, drawing on the strength of your animal spirits causes you to gain some additional traits. Choose one of your Animal Spirits to give it an upgrade:

  • Abidance'. Stand. When you activate the Stand stance, you regain hit points equal to twice your Wisdom modifier.
  • Agility. When you activate the Agility stance, the next spell you cast ignores up to half cover.
  • Dominance. When you activate the Dominance stance, for the duration, you have advantage on attack rolls against a target if at least one of its allies is within 5 feet of the creature and that ally is not incapacitated.
  • Impact. When you activate the Impact stance, your next spell that deals damage deals half your proficiency bonus in additional damage only once per target.
  • Ferocity. When you activate the Ferocity stance, you can cast a cantrip as part of your next attack action. *Resourcefulness. When activating the Ingenuity stance, creatures have disadvantage on their next spell save.

Spectral Paths

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

Spiritual Domain

At level 15, your self-awareness and your knowledge of the spirit world are matched with your understanding, broadening even to dealing with Great Spirits making forcing the channeling of a Great Spirit less costly for you. On a failed Charisma check, you don't need to use a bonus action, add half your Proficiency bonus to the saving throw to channel this Great Spirit, and reduce the required Ki cost by the same amount.

Possession

At level 17, the various spirits that accompany you protect you from death with the utmost determination, being able to momentarily take over your body to preserve it. When you take damage that would reduce you to 0 hit points, you drop to 1 hit point instead, and until the end of your next turn, all damage you take is reduced to 0, you can't take actions, you regain hit points equal to your Shaman level and gain 1 level of Exhaustion. This effect only triggers once per full rest.

Spectral Will

Upon reaching 20th level, your will has a strength approaching that of the Great Spirits, causing you to be recognized by them. Using an action and 6 Ki points, you summon a powerful spirit capable of granting you one 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 a non-magical object of up to 5,000 gp. The object cannot be larger than you and disappears after 5 minutes;
  • The spirit shows you the shortest path to your deepest desire;
  • The spirit recovers all damage taken in the last round from up to 3 creatures it can see of your choice;
  • The spirit copies the last action of a creature of your choice to a target or area you designate.

Additionally, if a creature that was the target of a spell you cast in the past 3 rounds is reduced to 0 hit points, you regain 1 Ki point. If you did, you regain the Ki points you spent on your last cast.

Shapeshifter's Calling

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 Call, knowing the forms and transcending them through the manipulation of spiritual energy.

Metamorphic Spirit

By choosing this calling 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 beasts that see you, and you can 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.

Feral Form

Feral Form
Level Form Aspect
1 Terrestrial Form 1
5 Aquatic Form 2 - 1
9 Flying Form 2 - 2 -1
13 Hibrid 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.
  • Conjuration. You can cast spells in hybrid forms except spells that consume a material components.

Superior 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.
  • Conjuration. You can cast spells in superior forms.
  • Natural Defense. You gain Damage Reduction equal to your proficiency bonus/ true damage.

You can remain in feral 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 save against death as you normally would, dying in feral form means death for your character.
  • 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 deal 1 bleed or 1d4 on a critical hit. The critical damage increases to 1d6 at 7th level, 1d8 at 11th level, and 1d10 at 15th level.

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:

  • Abidance. When you activate the Abidance 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 the Dominance stance, for the duration, you have advantage on attack rolls against a target if at least one of its allies is within 5 feet of the creature and the ally is not incapacitated.
  • Impact. When you activate the Impact stance, for the duration, your size category increases by 1 under the effect of the enlarge/reduce spell without the need for concentration.
  • Ferocity. When you activate the Ferocity stance, for the duration, your attacks that deal slashing damage deal 1 point of Bleeding.
  • Resourcefulness'. When you activate Ingenuity stance, for the duration, you gain 20 feet of climbing speed.

In addition, while in Wild Shape, you can cast spells normally, ignoring any verbal and somatic components.

A Thousand Forms

At 11th 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 Irradiation

At 15th level, the amount of spiritual energy you channel is so great that you are able to radiate it to your allies.

As an action, you radiate a pulse of spiritual energy in a 20-foot radius of you. Choose a number of allies who are in this aura equal to half your proficiency bonus. You and each of those allies can use one of the irradiation's effects within the next minute, ending the irradiation on the person who used it.

  • 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.

You can use this feature a number of times equal to your proficiency bonus for a full rest.

Planar Stability

Starting at 17th level, you achieve full balance with spiritual energy and your understanding. You learn theEnlarge/Reduce spell, it doesn't count towards the maximum spells you know, and you can cast it on yourself without spending Ki points anumber of times equal to your Wisdom modifier (minimum of 1) per full rest. While maintaining this spell's concentration this way, you can cast the spell alter self and share the concentrations. By doingg this, when you make a Constitution saving throw to maintain concentration on those spells and fail, both spell end.

Additionally, if you are engaged in combat against creatures that are outside their native Realm, you have advantage on your attacks against those creatures and regain 1 Ki point and 1d8 hit points when you hit them with an attack. You also cannot be surprised by these creatures.

In addition, you add your Wisdom modifier to the damage of your attacks and spells against creatures not native to the Material Realm.

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.