Base Class: Sorcerer
A shaman is a sorcerer who can ritually cast spells through dance and song. They can employ a variety of totems to aid them. The shaman can choose their spells from the sorcerer OR druid spell lists when they level. The shaman also has access to a unique metamagic in chain casting.
Chained Spell - Meta Magic
When you cast a damaging spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell as if it was cast from the target of the previous spell (1 sorcery point if the spell is a cantrip). You can extend this chain as far as you want but you must be able to see the new target. Each extension past the first doubles the sorcery point cost for the next chain. A target can only be selected once per chain. If a link in the chain misses its target, then the chain must end.
To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level and deal damage. For example, magic missile and scorching ray aren’t eligible, but ray of frost and chromatic orb are.
Ritual Casting
You can cast a sorcerer spell you know as a ritual if that spell has the ritual tag.
Primal Magic
Your link to the primal forces allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list OR the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.
Dance casting
All shamans must dance for somatic components and chant for verbal components to cast their sorcerer spells. As these dances and chants are wildly different based on the caster, anyone trying to make an arcana check to obtain information on the spell a shaman is casting is made at disadvantage. Any shaman who is grappled, held, immobilized, prevented from moving, or can not dance for any reason can not cast spells with somatic components unless they use the subtle spell metamagic.
Totem Summoning
Beginning at 6th level a shaman can magically create a totem to aid them. The totems created must be created within 30 feet of the material the totem is based on and within 40 feet of the shaman.
Totem List:
- Air Totem (Blindsight)
- This totem grants the shaman 30ft of blindsight vision from its position
- As a bonus action you may make the Totem move up to 15ft
- Vine Totem (Grapple enemies)
- Any enemy who starts their turn within this totems range (30ft) must make a Strength saving throw or be grappled
- The ground within a 30ft radius of the totem is considered rough terrain for any enemies
- Fire Totem (damage)
- The ground within a 30ft radius of the totem is on fire and any creature standing in this range when the totem is summoned takes 1d10 fire damage
- Any creature who starts their turn in this fire takes 1d10 fire damage
- As a bonus action you can cause your totem to explode. Each creature in a 30-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
- Water Totem (dispel)
- As a bonus action you may make your totem spray cleansing waters on up to 1 creature within a 30ft radius. Choose one creature, or object within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
- Blood Totem (must be freshly spilt blood) (hold concentration)
- When casting a concentration spell you may choose to have this totem maintain concentration on that spell for you.
Totems last until destroyed, dispelled, or until the shaman takes a short rest. (totems do not become dispelled if the caster goes unconscious due to damage until an hour has passed).
A totem will always act in a way that its caster would want and as such its turn will be taken in conjunction with the shaman. A shaman can create a totem ONCE per short rest. At 14th level this increases to TWICE per short rest. Totems weigh about 50 pounds and can be carried. If in contact with the fire totem the target takes 1d10 of fire damage per round.
Totems have 10 AC. They have 4 health per sorcerer level.
Chant Casting
At 14th level the shaman can choose one sorcerer spell they know to be castable as if it had the ritual tag. The Shaman can choose a second spell at 18th level.
The spells must be of 6th level or lower.
The spells must be chanted loudly when being ritual cast in this way.
Spell
Choose a spell to be castable as if it had the ritual tag.
Spell
Choose a spell to be castable as though it had the ritual tag
Spell Choice
At 18th level the shaman can choose one of the following spells to learn as a sorcerer spell:
Astral Projection or True Polymorph
Astral Projection
True Polymorph
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