As the title states I would like input on my custom Shaman Class. Will post the three Subclasses if requested. They are Path of Elements, Path of The Withered Veil, and Path of Primal Harmony.
Shaman
A lone figure stands at the edge of a cliff, arms raised as a storm rages above. Lightning splits the sky. The wind tears at their clothes. And yet, they remain unmoved—eyes closed, whispering to something unseen.
Behind them, a ring of totems and stones pulses faintly, resonating with power as the spirits of the land answer the call.
Guardians of Balance, Voices of the Spirits
Shamans are spiritual intermediaries who walk the line between the mortal world and the elemental forces that shape it. They are not merely nature-worshippers or hermits—they are tested survivors, chosen by the spirits themselves. Through ritual trials of fire, stone, wind, and tide, a shaman earns their place as one who communes with the powers that sleep beneath the surface of the world.
To become a shaman is to submit one’s body and soul to the unforgiving forces of nature. The process is often dangerous—even fatal—yet those who endure emerge forever changed. Bound to spirits of storm, river, flame, and earth, they carry within them a living covenant, one that grants them the ability to call forth elemental power, commune with ghosts and echoes of the past, and protect the harmony between civilization and the natural order.
Shamans are often found in isolated tribes, wandering cultures, and ancient traditions that hold the old ways close. While they may be misunderstood by modern scholars or urban spellcasters, few deny the potency of their magic or the strength of their will.
Elemental Trials and the Spirit Pact
Unlike other spellcasters who study arcane formulae or draw divine power from faith alone, shamans earn their power through endurance and direct communion. During their Rite of Awakening, a potential shaman must survive a ritual designed by elemental spirits themselves. These tests push the candidate’s body to the brink—requiring not cleverness, but fortitude, will, and respect for the spirits’ power.
Only when one has proven they can withstand nature’s fury—rather than control or dominate it—do the spirits accept them. The pact formed in this moment becomes the foundation of their magic.
For this reason, a shaman’s spellcasting is tied not to intellect, charisma, or pure willpower, but to their constitution—their inner strength and bodily resilience. The stronger their body, the more spiritual energy they can anchor and call forth.
Primal Magic and Totem Power
Shamans wield a unique form of magic that blends natural, elemental, and spiritual power. While they may heal, ward, or curse like druids or clerics, their methods are deeply personal—each spell shaped through ancestral wisdom and guidance from unseen beings. Their totem weapon acts as a spiritual conduit, carrying the mark of their pact and anchoring the shaman’s power in the material world.
They do not command spirits—they invite, bargain, and harmonize with them. As a result, many shaman spells have side effects that reflect this spiritual interplay: gusts of wind, flickering lights, murmuring voices, or sudden silence.
Communal and Individual Paths
Though many shamans come from clan-based or tribal communities, the call to walk the spirit path is a personal one. Some leave their people to answer a greater imbalance in the world; others are exiled, wandering as spiritual mercenaries or guides to those lost in supernatural storms.
In battle, a shaman is as much a protector as a warrior-seer. Their power surges when they are close to death, as the spirits rally to protect their chosen. And when needed, they strike with totem in hand—invoking elemental fury, one blow at a time.
Creating a Shaman
When creating a shaman, think about your character’s relationship with the natural and spirit world. Did they survive their Rite alone on a mountain? Were they chosen after years of service to their people? Was their initiation a fluke—or were they the only one to return?
Also consider:
• What kind of spirits do you commune with most?
• Do you fear or respect your spiritual allies?
• What part of the world shaped your Rite?
• What form your totem weapon takes, and what natural material composes it
• Shamans are a melee battlefield control type class, not a ranged spellcaster.
Whether you are a wandering hermit, a spiritual advisor, or a vengeance-seeking elemental vessel, a shaman always carries the weight of their pact—and the strength of body to bear it.
Class Features
As a shaman, you are a spiritual medium and a vessel for the forces of nature. Your connection to the elemental and ancestral spirits grants you unique powers and magical insight.
You gain the following class features.
Hit Points
• Hit Dice: 1d10 per shaman level
• Hit Points at 1st Level: 10 + your Constitution modifier
• Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per shaman level after 1st
Proficiencies
• Armor: Light armor, medium armor, shields
• Weapons: Simple weapons, one martial weapon of your choice
• Tools: Herbalism kit
• Saving Throws: Constitution, Wisdom
• Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a totem weapon of your choice (based on weapon proficiency) and a shield (unless totem weapon is 2 handed)
• (a) a healer’s kit or (b) an herbalism kit
• (a) leather armor or (b) hide armor
• An explorer’s pack and a ritual bundle (contains incense, bones, feathers, and symbolic stones)
Spellcasting
You are a conduit of spiritual and elemental energy. Unlike arcane casters who channel spells through intellect or force of will, you rely on your endurance, presence, and connection to the spirits.
Spellcasting Ability
Constitution is your spellcasting ability for your shaman spells, representing your capacity to withstand the trials of nature and contain spiritual power within your body. You use your Constitution whenever a spell refers to your spellcasting ability. You also use your Constitution modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.
• Spell save DC = 8 + your proficiency bonus + your Constitution modifier
• Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellcasting Focus
You can use your Totem Weapon as a spellcasting focus for your shaman spells.
Preparing and Casting Spells
You prepare the list of shaman spells that are available for you to cast. To do so, choose a number of shaman spells equal to your Constitution modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Note: “CON + X” refers to your Constitution modifier plus your shaman level, determining how many shaman spells you can prepare.
Class Features
The following features are gained at the indicated shaman levels:
Spiritual Conduit (Level 1)
You can sense the presence of spirits and spiritual forces within 30 feet of you, even if they are invisible or on another plane. You also learn to speak Spirit Tongue and Primordial.
Totem Weapon (Level 1)
You designate one weapon you are proficient in as your Totem Weapon for life, which acts as your spellcasting focus. You chose the weapon type and the natural components used to create it, and It becomes magical for the purpose of overcoming resistance to nonmagical attacks at level 3. Damage scales with level.
Shaman level one handed two handed
1-4 1d4 1d6
5-10 1d6 1d8
11-15 1d8 1d10
16-20 1d10 1d12
Spirit Channeling (Level 2)
You gain the ability to call on ancestral or elemental spirits to assist you. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. When you activate this feature, choose one of the following effects:
• Guiding Voice: A creature within 30 feet adds 1d4 to an ability check.
• Ward Spirit: You or a creature within 30 feet gains temporary hit points equal to your shaman level + your Constitution modifier.
• Spirit Step: You do not provoke opportunity attacks until the end of your turn.
These effects improve as you level up.
Spirit Sense (Level 3)
You gain advantage on Wisdom (Perception) and (Insight) checks made to detect illusions, curses, spirits, and mental influence. You can spend 1 minute focusing to detect the presence of spiritual or planar creatures within 60 feet, even through walls.
Ancestral Ward (Level 5)
You are guarded by a protective spirit. While you are concentrating on a spell , you gain +1 AC. Once per short rest, when you or an ally within 30 feet takes damage, you can reduce it by 1d8 + your Constitution modifier.
Spirit Boon (Level 6)
You gain one of the following passive spiritual blessings:
• Resilient Spirit: Advantage on saving throws against being frightened or charmed.
• Mystic Sight: See invisible creatures and objects within 10 feet.
• Spiritual Endurance: When below half HP and not incapacitated, regain 1d4 HP at the start of your turn.
Additional scaling and improvements to core features occur at levels 10, 14, and 18, and are detailed in the “High-Level Shaman Abilities” section.
High-Level Shaman Abilities
As a shaman gains experience, their connection to the spirit world deepens, their endurance strengthens, and the elemental powers within them begin to surge with greater intensity. The following improvements apply to your core shaman features as you reach higher levels.
Spirit Channeling Improvements
Your mastery of ancestral energy grants you greater flexibility and power when calling on spiritual forces.
• Level 10:
o You may choose two Spirit Channeling effects when you activate the feature.
o Guiding Voice now grants 1d6 instead of 1d4.
o Ward Spirit grants additional temp HP equal to your proficiency bonus.
o Spirit Step now also allows you to move through difficult terrain without penalty until the end of your turn.
• Level 14:
o You may target two creatures with a single Spirit Channeling effect, if applicable.
o You gain a new effect option:
➤ Spirit Breaker – Force a creature you can see within 60 feet to make a Wisdom saving throw. On a failure, it takes 2d6 force damage and has disadvantage on its next attack roll. On a success, it takes half damage and suffers no other effects.
• Level 18:
o You may choose any number of effects when you use Spirit Channeling (up to the number of remaining uses).
o Guiding Voice increases to 1d8, and Spirit Breaker increases to 3d6 damage.
Spirit Sense Improvements
Your awareness of spiritual and planar phenomena expands dramatically.
• Level 10:
o Your passive detection radius increases to 60 feet.
o You can discern a creature's spiritual alignment (e.g., blessed, cursed, hostile, or neutral) with a successful Wisdom (Insight) check.
• Level 14:
o You can use Spirit Sense as a bonus action a number of times equal to your proficiency bonus per long rest.
o You can now see into the Ethereal Plane within 30 feet.
• Level 18:
o You are permanently aware of all incorporeal, ethereal, or invisible creatures within 120 feet, even through obstacles.
o You cannot be surprised by spirits or creatures native to other planes.
Ancestral Ward Improvements
Your spiritual guardian becomes a constant, active presence in battle.
• Level 10:
o Your damage reduction increases to 2d8 + your Constitution modifier.
o Your AC bonus becomes +2 while you are concentrating on a shaman spell.
• Level 14:
o You may use Ancestral Ward twice per short rest.
o You may now reduce any damage type, including spell and elemental damage.
• Level 18:
o Damage reduction increases to 3d8 + your Constitution modifier.
o When an ally within 30 feet is targeted by an attack or spell, you may use your reaction to teleport 10 feet to a space adjacent to them, intercept the attack, and apply the reduction to yourself.
Spirit Boon Improvements
Your spiritual bond matures into a full blessing from the forces that guide you.
• Level 10:
o Your current Spirit Boon improves:
Mystic Sight: Range increases to 30 feet.
Spiritual Endurance: Healing improves to 1d6 HP.
Resilient Spirit: Once per long rest, reroll a failed Wisdom saving throw.
• Level 14:
o Choose a second Spirit Boon.
• Level 18:
o You gain the final remaining Spirit Boon. All three boons are now active simultaneously.
Elder Shamans
At 18th level, shamans stand as paragons of balance between the mortal and spiritual realms. Few ever reach such understanding or endurance, and those who do often become legends—living totems, sought out for wisdom, protection, or guidance during times of great upheaval. The spirits themselves may speak through them without warning, and even the elements hesitate to challenge their will.
Shaman Spell List
Shamans call upon the raw forces of nature and the spirits that dwell within the world around them. Their spells focus on commanding the elements, enhancing physical ability, and communing with the natural world. The following spells are available to all shamans.
It looks like this is just a Druid but without the animal shapes and super duper tanky. I don't really get how the flavour would fit with this being a super-tanky character? Why would a Shaman be standing up on the front lines next to the Fighter and Barbarian?
"each spell shaped through ancestral wisdom and guidance from unseen beings." -> This does not sound like a low Wisdom character, yet you could easily build a Shaman with a 8 or lower Wisdom score.
The "totem weapon" feature is largely irrelevant, you should just give them access to Shillelagh it does essentially the same thing. On that note... why would this character ever use their Totem weapon? They have proficiency in all martial weapons, so they could deal 2d6 damage from level 1 with a Greatsword, Why would they use their totem weapon that deals only 1d6 damage?
Hey thanks for the input, even though I do think you glossed over some facts. For instance Shamans do have access to Shillelagh, something you said I should give them.
Also, they want to be up front mainly BECAUSE they are tanks, and the spells they are given do not include long range damage realy. Why would you want to be on the back line and only throw out buffs and de buffs? (That was my thinking at least.)
I thought of using wisdom for some things but didn't know what to use it for, and I'm always up for tips on how or why I should implement it, but spellcasting using CON is specifically explained because Shamans have to go through grueling, possibly life ending tasks designed by great Elemental spirits that test their physical prowess. Also, it states the spellcasting ability because Shamans channel their spells through their body, which takes a toll on the body if their physical fortitude is not high enough. "Ancestral wisdom" is only in there basically as a way to say they share with each new generation the history of the trials, the elemental spirits, and how to conduct themselves during etc.
Totem Weapon is something I'm back and forth on, but they would use it because as of right now my idea is the only weapon they can use ever is their totem weapon. and I chose scaling damage as a way to give a totem to Shamans without it being just a focus for spellcasting. I thought of just making it the totem weapon do the damage of the weapon they chose when they formed it as well.
I am still trying to polish this class so the input is appreciated. Maybe you could help me decide which features you would use Wisdom on? That seemed to be the only thing you critiqued without adding anything you would do instead other than maybe spellcasting and the CON for spellcasting isnt going away as it fits their lore too much. Im gonna wait on some more input before changing anything.
If the Totem weapon is supposed to be the only weapon they ever use then why are they proficient in all weapons?
The mechanics of the class doesn't really fit with the flavour, I'd suggest stuff but I feel like you wouldn't like any of it since it would be more of a creepy, buff/debuff witch-y caster design, but what you've made suggests you want more of a martial character that's super tanky and hitting stuff with a weapon and only occasionally casting spells.
Shamans are cool for sure, but when I imagine a Shaman, it isn't a big beefy boi wearing armour, hitting enemies with a giant sword.
Oh and I just notice you gave them both CON & WIS saving throws, that is a major no-no in 5e design. 5e has 3 major saves: Dex, Con, Wis, and 3 minor saves: Str, Int, Cha. Every class gets proficiency in 1 major and 1 minor save for balance reasons.
Similarly, no full caster gets hit die > 1d8 because the balance of the game is designed such that casters are squishy with powerful limited use magic, whereas martials are big beefy bois with consistent weapon damage.
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As the title states I would like input on my custom Shaman Class. Will post the three Subclasses if requested. They are Path of Elements, Path of The Withered Veil, and Path of Primal Harmony.
Shaman
A lone figure stands at the edge of a cliff, arms raised as a storm rages above. Lightning splits the sky. The wind tears at their clothes. And yet, they remain unmoved—eyes closed, whispering to something unseen.
Behind them, a ring of totems and stones pulses faintly, resonating with power as the spirits of the land answer the call.
Guardians of Balance, Voices of the Spirits
Shamans are spiritual intermediaries who walk the line between the mortal world and the elemental forces that shape it. They are not merely nature-worshippers or hermits—they are tested survivors, chosen by the spirits themselves. Through ritual trials of fire, stone, wind, and tide, a shaman earns their place as one who communes with the powers that sleep beneath the surface of the world.
To become a shaman is to submit one’s body and soul to the unforgiving forces of nature. The process is often dangerous—even fatal—yet those who endure emerge forever changed. Bound to spirits of storm, river, flame, and earth, they carry within them a living covenant, one that grants them the ability to call forth elemental power, commune with ghosts and echoes of the past, and protect the harmony between civilization and the natural order.
Shamans are often found in isolated tribes, wandering cultures, and ancient traditions that hold the old ways close. While they may be misunderstood by modern scholars or urban spellcasters, few deny the potency of their magic or the strength of their will.
Elemental Trials and the Spirit Pact
Unlike other spellcasters who study arcane formulae or draw divine power from faith alone, shamans earn their power through endurance and direct communion. During their Rite of Awakening, a potential shaman must survive a ritual designed by elemental spirits themselves. These tests push the candidate’s body to the brink—requiring not cleverness, but fortitude, will, and respect for the spirits’ power.
Only when one has proven they can withstand nature’s fury—rather than control or dominate it—do the spirits accept them. The pact formed in this moment becomes the foundation of their magic.
For this reason, a shaman’s spellcasting is tied not to intellect, charisma, or pure willpower, but to their constitution—their inner strength and bodily resilience. The stronger their body, the more spiritual energy they can anchor and call forth.
Primal Magic and Totem Power
Shamans wield a unique form of magic that blends natural, elemental, and spiritual power. While they may heal, ward, or curse like druids or clerics, their methods are deeply personal—each spell shaped through ancestral wisdom and guidance from unseen beings. Their totem weapon acts as a spiritual conduit, carrying the mark of their pact and anchoring the shaman’s power in the material world.
They do not command spirits—they invite, bargain, and harmonize with them. As a result, many shaman spells have side effects that reflect this spiritual interplay: gusts of wind, flickering lights, murmuring voices, or sudden silence.
Communal and Individual Paths
Though many shamans come from clan-based or tribal communities, the call to walk the spirit path is a personal one. Some leave their people to answer a greater imbalance in the world; others are exiled, wandering as spiritual mercenaries or guides to those lost in supernatural storms.
In battle, a shaman is as much a protector as a warrior-seer. Their power surges when they are close to death, as the spirits rally to protect their chosen. And when needed, they strike with totem in hand—invoking elemental fury, one blow at a time.
Creating a Shaman
When creating a shaman, think about your character’s relationship with the natural and spirit world. Did they survive their Rite alone on a mountain? Were they chosen after years of service to their people? Was their initiation a fluke—or were they the only one to return?
Also consider:
• What kind of spirits do you commune with most?
• Do you fear or respect your spiritual allies?
• What part of the world shaped your Rite?
• What form your totem weapon takes, and what natural material composes it
• Shamans are a melee battlefield control type class, not a ranged spellcaster.
Whether you are a wandering hermit, a spiritual advisor, or a vengeance-seeking elemental vessel, a shaman always carries the weight of their pact—and the strength of body to bear it.
Class Features
As a shaman, you are a spiritual medium and a vessel for the forces of nature. Your connection to the elemental and ancestral spirits grants you unique powers and magical insight.
You gain the following class features.
Hit Points
• Hit Dice: 1d10 per shaman level
• Hit Points at 1st Level: 10 + your Constitution modifier
• Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per shaman level after 1st
Proficiencies
• Armor: Light armor, medium armor, shields
• Weapons: Simple weapons, one martial weapon of your choice
• Tools: Herbalism kit
• Saving Throws: Constitution, Wisdom
• Skills: Choose two from Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a totem weapon of your choice (based on weapon proficiency) and a shield (unless totem weapon is 2 handed)
• (a) a healer’s kit or (b) an herbalism kit
• (a) leather armor or (b) hide armor
• An explorer’s pack and a ritual bundle (contains incense, bones, feathers, and symbolic stones)
Spellcasting
You are a conduit of spiritual and elemental energy. Unlike arcane casters who channel spells through intellect or force of will, you rely on your endurance, presence, and connection to the spirits.
Spellcasting Ability
Constitution is your spellcasting ability for your shaman spells, representing your capacity to withstand the trials of nature and contain spiritual power within your body. You use your Constitution whenever a spell refers to your spellcasting ability. You also use your Constitution modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.
• Spell save DC = 8 + your proficiency bonus + your Constitution modifier
• Spell attack modifier = your proficiency bonus + your Constitution modifier
Spellcasting Focus
You can use your Totem Weapon as a spellcasting focus for your shaman spells.
Preparing and Casting Spells
You prepare the list of shaman spells that are available for you to cast. To do so, choose a number of shaman spells equal to your Constitution modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.
You can change your list of prepared spells when you finish a long rest.
Shaman Spell Table
Shaman Level Cantrips Known Spells Prepared 1st 2nd 3rd 4th 5th
1st 2 CON + 1 2 — — — —
2nd 2 CON + 2 3 — — — —
3rd 2 CON + 3 4 2 — — —
4th 3 CON + 4 4 3 — — —
5th 3 CON + 5 4 3 2 — —
6th 3 CON + 6 4 3 3 — —
7th 3 CON + 7 4 3 3 1 —
8th 3 CON + 8 4 3 3 2 —
9th 3 CON + 9 4 3 3 3 1
10th 4 CON + 10 4 3 3 3 2
11th 4 CON + 11 4 3 3 3 2
12th 4 CON + 12 4 3 3 3 2
13th 4 CON + 13 4 3 3 3 2
14th 4 CON + 14 4 3 3 3 2
15th 4 CON + 15 4 3 3 3 2
16th 4 CON + 16 4 3 3 3 2
17th 4 CON + 17 4 3 3 3 2
18th 4 CON + 18 4 3 3 3 3
19th 4 CON + 19 4 3 3 3 3
20th 4 CON + 20 4 3 3 3 3
Note: “CON + X” refers to your Constitution modifier plus your shaman level, determining how many shaman spells you can prepare.
Class Features
The following features are gained at the indicated shaman levels:
Spiritual Conduit (Level 1)
You can sense the presence of spirits and spiritual forces within 30 feet of you, even if they are invisible or on another plane. You also learn to speak Spirit Tongue and Primordial.
Totem Weapon (Level 1)
You designate one weapon you are proficient in as your Totem Weapon for life, which acts as your spellcasting focus. You chose the weapon type and the natural components used to create it, and It becomes magical for the purpose of overcoming resistance to nonmagical attacks at level 3. Damage scales with level.
Shaman level one handed two handed
1-4 1d4 1d6
5-10 1d6 1d8
11-15 1d8 1d10
16-20 1d10 1d12
Spirit Channeling (Level 2)
You gain the ability to call on ancestral or elemental spirits to assist you. You can use this feature a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. When you activate this feature, choose one of the following effects:
• Guiding Voice: A creature within 30 feet adds 1d4 to an ability check.
• Ward Spirit: You or a creature within 30 feet gains temporary hit points equal to your shaman level + your Constitution modifier.
• Spirit Step: You do not provoke opportunity attacks until the end of your turn.
These effects improve as you level up.
Spirit Sense (Level 3)
You gain advantage on Wisdom (Perception) and (Insight) checks made to detect illusions, curses, spirits, and mental influence. You can spend 1 minute focusing to detect the presence of spiritual or planar creatures within 60 feet, even through walls.
Ancestral Ward (Level 5)
You are guarded by a protective spirit. While you are concentrating on a spell , you gain +1 AC. Once per short rest, when you or an ally within 30 feet takes damage, you can reduce it by 1d8 + your Constitution modifier.
Spirit Boon (Level 6)
You gain one of the following passive spiritual blessings:
• Resilient Spirit: Advantage on saving throws against being frightened or charmed.
• Mystic Sight: See invisible creatures and objects within 10 feet.
• Spiritual Endurance: When below half HP and not incapacitated, regain 1d4 HP at the start of your turn.
Additional scaling and improvements to core features occur at levels 10, 14, and 18, and are detailed in the “High-Level Shaman Abilities” section.
High-Level Shaman Abilities
As a shaman gains experience, their connection to the spirit world deepens, their endurance strengthens, and the elemental powers within them begin to surge with greater intensity. The following improvements apply to your core shaman features as you reach higher levels.
Spirit Channeling Improvements
Your mastery of ancestral energy grants you greater flexibility and power when calling on spiritual forces.
• Level 10:
o You may choose two Spirit Channeling effects when you activate the feature.
o Guiding Voice now grants 1d6 instead of 1d4.
o Ward Spirit grants additional temp HP equal to your proficiency bonus.
o Spirit Step now also allows you to move through difficult terrain without penalty until the end of your turn.
• Level 14:
o You may target two creatures with a single Spirit Channeling effect, if applicable.
o You gain a new effect option:
➤ Spirit Breaker – Force a creature you can see within 60 feet to make a Wisdom saving throw. On a failure, it takes 2d6 force damage and has disadvantage on its next attack roll. On a success, it takes half damage and suffers no other effects.
• Level 18:
o You may choose any number of effects when you use Spirit Channeling (up to the number of remaining uses).
o Guiding Voice increases to 1d8, and Spirit Breaker increases to 3d6 damage.
Spirit Sense Improvements
Your awareness of spiritual and planar phenomena expands dramatically.
• Level 10:
o Your passive detection radius increases to 60 feet.
o You can discern a creature's spiritual alignment (e.g., blessed, cursed, hostile, or neutral) with a successful Wisdom (Insight) check.
• Level 14:
o You can use Spirit Sense as a bonus action a number of times equal to your proficiency bonus per long rest.
o You can now see into the Ethereal Plane within 30 feet.
• Level 18:
o You are permanently aware of all incorporeal, ethereal, or invisible creatures within 120 feet, even through obstacles.
o You cannot be surprised by spirits or creatures native to other planes.
Ancestral Ward Improvements
Your spiritual guardian becomes a constant, active presence in battle.
• Level 10:
o Your damage reduction increases to 2d8 + your Constitution modifier.
o Your AC bonus becomes +2 while you are concentrating on a shaman spell.
• Level 14:
o You may use Ancestral Ward twice per short rest.
o You may now reduce any damage type, including spell and elemental damage.
• Level 18:
o Damage reduction increases to 3d8 + your Constitution modifier.
o When an ally within 30 feet is targeted by an attack or spell, you may use your reaction to teleport 10 feet to a space adjacent to them, intercept the attack, and apply the reduction to yourself.
Spirit Boon Improvements
Your spiritual bond matures into a full blessing from the forces that guide you.
• Level 10:
o Your current Spirit Boon improves:
Mystic Sight: Range increases to 30 feet.
Spiritual Endurance: Healing improves to 1d6 HP.
Resilient Spirit: Once per long rest, reroll a failed Wisdom saving throw.
• Level 14:
o Choose a second Spirit Boon.
• Level 18:
o You gain the final remaining Spirit Boon. All three boons are now active simultaneously.
Elder Shamans
At 18th level, shamans stand as paragons of balance between the mortal and spiritual realms. Few ever reach such understanding or endurance, and those who do often become legends—living totems, sought out for wisdom, protection, or guidance during times of great upheaval. The spirits themselves may speak through them without warning, and even the elements hesitate to challenge their will.
Shaman Spell List
Shamans call upon the raw forces of nature and the spirits that dwell within the world around them. Their spells focus on commanding the elements, enhancing physical ability, and communing with the natural world. The following spells are available to all shamans.
Cantrips (0 Level)
You know four cantrips at 1st level.
• Druidcraft
• Resistance
• Shillelagh
• Magic Stone
1st Level
• Entangle
• Faerie Fire
• Longstrider
• Absorb Elements
• Jump
2nd Level
• Barkskin
• Enhance Ability
• Pass without Trace
• Darkvision
3rd Level
• Wind Wall
• Water Breathing
• Protection from Energy
4th Level
• Freedom of Movement
• Stoneskin
• Locate Creature
5th Level
• Tree Stride
• Commune with Elements (see below)
• Transmute Rock
It looks like this is just a Druid but without the animal shapes and super duper tanky. I don't really get how the flavour would fit with this being a super-tanky character? Why would a Shaman be standing up on the front lines next to the Fighter and Barbarian?
"each spell shaped through ancestral wisdom and guidance from unseen beings." -> This does not sound like a low Wisdom character, yet you could easily build a Shaman with a 8 or lower Wisdom score.
The "totem weapon" feature is largely irrelevant, you should just give them access to Shillelagh it does essentially the same thing. On that note... why would this character ever use their Totem weapon? They have proficiency in all martial weapons, so they could deal 2d6 damage from level 1 with a Greatsword, Why would they use their totem weapon that deals only 1d6 damage?
Hey thanks for the input, even though I do think you glossed over some facts. For instance Shamans do have access to Shillelagh, something you said I should give them.
Also, they want to be up front mainly BECAUSE they are tanks, and the spells they are given do not include long range damage realy. Why would you want to be on the back line and only throw out buffs and de buffs? (That was my thinking at least.)
I thought of using wisdom for some things but didn't know what to use it for, and I'm always up for tips on how or why I should implement it, but spellcasting using CON is specifically explained because Shamans have to go through grueling, possibly life ending tasks designed by great Elemental spirits that test their physical prowess. Also, it states the spellcasting ability because Shamans channel their spells through their body, which takes a toll on the body if their physical fortitude is not high enough. "Ancestral wisdom" is only in there basically as a way to say they share with each new generation the history of the trials, the elemental spirits, and how to conduct themselves during etc.
Totem Weapon is something I'm back and forth on, but they would use it because as of right now my idea is the only weapon they can use ever is their totem weapon. and I chose scaling damage as a way to give a totem to Shamans without it being just a focus for spellcasting. I thought of just making it the totem weapon do the damage of the weapon they chose when they formed it as well.
I am still trying to polish this class so the input is appreciated. Maybe you could help me decide which features you would use Wisdom on? That seemed to be the only thing you critiqued without adding anything you would do instead other than maybe spellcasting and the CON for spellcasting isnt going away as it fits their lore too much. Im gonna wait on some more input before changing anything.
If the Totem weapon is supposed to be the only weapon they ever use then why are they proficient in all weapons?
The mechanics of the class doesn't really fit with the flavour, I'd suggest stuff but I feel like you wouldn't like any of it since it would be more of a creepy, buff/debuff witch-y caster design, but what you've made suggests you want more of a martial character that's super tanky and hitting stuff with a weapon and only occasionally casting spells.
Shamans are cool for sure, but when I imagine a Shaman, it isn't a big beefy boi wearing armour, hitting enemies with a giant sword.
Oh and I just notice you gave them both CON & WIS saving throws, that is a major no-no in 5e design. 5e has 3 major saves: Dex, Con, Wis, and 3 minor saves: Str, Int, Cha. Every class gets proficiency in 1 major and 1 minor save for balance reasons.
Similarly, no full caster gets hit die > 1d8 because the balance of the game is designed such that casters are squishy with powerful limited use magic, whereas martials are big beefy bois with consistent weapon damage.