Shaman
About this class
The Shaman is a versatile spirit-mender who draws on the powers of nature, the elements, and the spirit world. You support your allies through powerful totems and spiritual guidance while adapting to whatever the situation demands. Whether you want to command elemental spirits, curse your enemies through sympathetic magic, or keep your companions alive with mystical remedies, the Shaman lets you shape the battlefield and solve problems through spiritual power.
Domains
Sage
Splendor
Starting stats
Hope feature
Class features
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Manifest Guide
Mark a Stress to manifest a spiritual guide around you. Roll 1d4+1 and place that many Spirit tokens on this card. The guide remains around you but can be commanded to move anywhere within Far range. On your turn, spend a Spirit token to direct the guide to perform a simple task or assist you or an ally within Far range, granting Advantage on their next action roll. When all Spirit tokens are spent, the guide disappears.
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Totem Craft
At the start of each session, roll 2d6 equal to your Spellcast trait. For each result, record each totem type you create:
* 1–2 — Ancestor Totem: When you or an ally within Close range makes a Knowledge or Presence Roll, spend this totem to reroll the results.
* 3–4 — Nature Totem: When you or an ally within Close range makes an Agility or Instinct Roll, spend this totem to reroll the results.
* 5–6 — Element Totem: When you or an ally within Close range makes a damage roll, spend this totem to add your Spellcast trait to their damage.You can activate a totem when its effect applies. A totem is destroyed when used.
Class items
- A carved or crafted object representing an ancestral spirit.
- Herbs, feathers, bones, paints, stones, and other tools used in spiritual rites.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Spirit Caller
Foundation
SPELLCAST TRAIT: Instinct
Elemental Spirit: Spend a Hope to imbue your Manifest Guide with an Elemental Spirit:
Earth: You and allies within Close range of the guide gain +1 to your damage thresholds.
Air: When you spend a Spirit token to command the guide, it can move an ally with it before performing its task.
Fire: Adversaries spotlighted in Close range of the guide take 1d8 damage.
Water: When the guide assists a creature, you can move the target of their next successful attack a Close distance.
Spirit Sense: Sense the presence of spirits within Far range. You can ask the GM what spiritual influence you sense in a new area or target.
Spirit Caller
Specialization
Elemental Fusion: Your Manifest Guide now rolls 1d8+1 Spirit tokens. You know the following fusions:
Lightning: If the guide assists with a successful attack, target an extra creature with the roll in Far range.
Steam: If the guide assists a creature, they can clear 1 Stress.
Lava: If the guide assists with a successful attack, the target must mark a stress to move on its next spotlight.
Ice: If the guide assists with a successful attack, the target is temporarily Vulnerable.
Mud: If the guide assists a creature, areas within Close range of the creature are now Difficult Terrain.
Sand: If the guide assists with a successful attack, the target is temporarily Blinded.
Spirit Caller
Mastery
Greater Elementals: Your Manifest Guide now rolls 1d10+1 Spirit tokens. You know the following Greater Elementals:
Metal: When you or an ally within Close range of the guide marks Armor, reduce the damage by 2 instead.
Astral: When the guide assists a creature, they can teleport to anywhere they can see within Far range.
Dream: When the guide assists a creature, they can also become Hidden.
Witch Doctor
Foundation
SPELLCAST TRAIT: Instinct
Effigy Doll: Mark a Stress to create an Effigy Doll representing an adversary you can see within Far range. The doll lasts until the end of the scene, the adversary is defeated, or you create another doll. When you or an ally within Far range takes damage, mark a Stress to transfer 1 HP of that damage to the linked target. The doll can be attacked and has the linked creature's Evasion and damage thresholds. When the doll takes damage, the linked creature takes the same amount.
Witch Doctor
Specialization
Spiritual Salves: At the start of each session, Spend 2 Hope to prepare Spiritual Salves equal to your Spellcast trait. You can now create an Effigy Doll representing an ally. A salve is a consumable and can be applied to a doll affecting a target regardless of distance.
Choose one:
Spirit Balm: Clear 2 HP.
Dreamroot: Clear 2 Stress.
Purifying Salve: Clear a condition.
Sympathetic Curse: When you or an ally represented by an Effigy Doll gains a condition, mark a Hope to transfer it to the doll's connection.
Witch Doctor
Mastery
Death Rattle: When you make a death move, you can choose to unleash all the energies in your Effigy Dolls:
Adversary: The linked creature takes 4d12 magic damage.
Ally: The linked creature clears 4 HP.
Then destroy all your Effigy Dolls.
Puppet Master: You can have a number of Effigy Dolls equal to your Spellcast trait. When you affect an Effigy Doll, you can affect any number of your Effigy Dolls with the same effect.
Shaman
The Shaman is a versatile spirit-mender who draws on the powers of nature, the elements, and the spirit world. You support your allies through powerful totems and spiritual guidance while adapting to whatever the situation demands. Whether you want to command elemental spirits, curse your enemies through sympathetic magic, or keep your companions alive with mystical remedies, the Shaman lets you shape the battlefield and solve problems through spiritual power.
Domains
Sage + Splendor
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A carved or crafted object representing an ancestral spirit.
- • Herbs, feathers, bones, paints, stones, and other tools used in spiritual rites.
Shaman’s Hope Feature
Spirit Walker : Spend 3 Hope to become Spectral until the end of your next spotlight.
Class Features
Manifest Guide
Mark a Stress to manifest a spiritual guide around you. Roll 1d4+1 and place that many Spirit tokens on this card. The guide remains around you but can be commanded to move anywhere within Far range. On your turn, spend a Spirit token to direct the guide to perform a simple task or assist you or an ally within Far range, granting Advantage on their next action roll. When all Spirit tokens are spent, the guide disappears.
Totem Craft
At the start of each session, roll 2d6 equal to your Spellcast trait. For each result, record each totem type you create: * 1–2 — Ancestor Totem: When you or an ally within Close range makes a Knowledge or Presence Roll, spend this totem to reroll the results. * 3–4 — Nature Totem: When you or an ally within Close range makes an Agility or Instinct Roll, spend this totem to reroll the results. * 5–6 — Element Totem: When you or an ally within Close range makes a damage roll, spend this totem to add your Spellcast trait to their damage. You can activate a totem when its effect applies. A totem is destroyed when used.
Shaman Subclasses
Choose either the Spirit Caller or Witch Doctor subclass.
Spirit Caller
Play the Spirit Caller if you want to summon and command elemental spirits bind fire, water, earth, and air into temporary allies combine elements into powerful
Spellcast Trait
Instinct
Foundation Features
Elemental Spirit: Spend a Hope to imbue your Manifest Guide with an Elemental Spirit:
Earth: You and allies within Close range of the guide gain +1 to your damage thresholds.
Air: When you spend a Spirit token to command the guide, it can move an ally with it before performing its task.
Fire: Adversaries spotlighted in Close range of the guide take 1d8 damage.
Water: When the guide assists a creature, you can move the target of their next successful attack a Close distance.
Spirit Sense: Sense the presence of spirits within Far range. You can ask the GM what spiritual influence you sense in a new area or target.
Specialization Feature
Elemental Fusion: Your Manifest Guide now rolls 1d8+1 Spirit tokens. You know the following fusions:
Lightning: If the guide assists with a successful attack, target an extra creature with the roll in Far range.
Steam: If the guide assists a creature, they can clear 1 Stress.
Lava: If the guide assists with a successful attack, the target must mark a stress to move on its next spotlight.
Ice: If the guide assists with a successful attack, the target is temporarily Vulnerable.
Mud: If the guide assists a creature, areas within Close range of the creature are now Difficult Terrain.
Sand: If the guide assists with a successful attack, the target is temporarily Blinded.
Mastery Feature
Greater Elementals: Your Manifest Guide now rolls 1d10+1 Spirit tokens. You know the following Greater Elementals:
Metal: When you or an ally within Close range of the guide marks Armor, reduce the damage by 2 instead.
Astral: When the guide assists a creature, they can teleport to anywhere they can see within Far range.
Dream: When the guide assists a creature, they can also become Hidden.
Witch Doctor
Play the Witch Doctor if you want to: curse enemies through sympathetic magic heal allies with spiritual remedies transfer wounds and conditions
Spellcast Trait
Instinct
Foundation Features
Effigy Doll: Mark a Stress to create an Effigy Doll representing an adversary you can see within Far range. The doll lasts until the end of the scene, the adversary is defeated, or you create another doll. When you or an ally within Far range takes damage, mark a Stress to transfer 1 HP of that damage to the linked target. The doll can be attacked and has the linked creature's Evasion and damage thresholds. When the doll takes damage, the linked creature takes the same amount.
Specialization Feature
Spiritual Salves: At the start of each session, Spend 2 Hope to prepare Spiritual Salves equal to your Spellcast trait. You can now create an Effigy Doll representing an ally. A salve is a consumable and can be applied to a doll affecting a target regardless of distance.
Choose one:
Spirit Balm: Clear 2 HP.
Dreamroot: Clear 2 Stress.
Purifying Salve: Clear a condition.
Sympathetic Curse: When you or an ally represented by an Effigy Doll gains a condition, mark a Hope to transfer it to the doll's connection.
Mastery Feature
Death Rattle: When you make a death move, you can choose to unleash all the energies in your Effigy Dolls:
Adversary: The linked creature takes 4d12 magic damage.
Ally: The linked creature clears 4 HP.
Then destroy all your Effigy Dolls.
Puppet Master: You can have a number of Effigy Dolls equal to your Spellcast trait. When you affect an Effigy Doll, you can affect any number of your Effigy Dolls with the same effect.
Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
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