Shaman
About this class
Shamans are weavers of connection and memory, shaping the battlefield with their actions. They guide allies, hinder foes, and uncover hidden truths, drawing power from the ties between people, spirits, and the land. Every totem, ritual, and secret amplifies their influence, making them both storytellers and tacticians. In your hands, the Shaman turns adaptability and the flow of their surroundings into a potent weapon.
Domains
Sage
Starting stats
Hope feature
Class features
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Spirit Ritual
During a rest, when you choose to prepare as a downtime move, you can do so by performing a ritual. When you choose this option, you and any allies that prepare with you can gain an additional Hope. Then roll a number d4s equal to your subclass’s Spellcast trait and select one of the results; the GM gains that much Fear.
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Plant a Totem
Mark a Stress to select one of the traits and create a shamanistic totem within Very Close range. When you do, you and all allies within Very Close range of it gain a bonus to the selected trait equal to your Tier. Totem breaks when the scene ends, the totem takes any damage, or you use this feature again.
Class items
- A wooden tribal totem
- A pouch of ritual fire ash
Character questions
Background prompts
- Which natural force feels most like your spirit?
- What memory is not your own, but lives inside you?
- What taboo have you broken in pursuit of deeper knowledge?
Connection prompts
- What ritual or tradition do we both honor, even if it seems pointless to others?
- Which one of us holds the memory the other cannot recall, and why?
- What strange or forbidden place have we dared to enter together?
Subclass cards
Printable via header menu
Ley Line Attunement
Foundation
SPELLCAST TRAIT: Instinct
Tap Ley Line: Spend a Hope and make a Spellcast Roll to tap the ley line beneath you. On a success, roll a number of d4s equal to your Proficiency and choose one result:
1: Basic - Your spells' range increases by one threshold.
2: Energy - When you deal magic damage, add a d8 to the damage roll.
3: Focused - Gain +2 to Spellcast Rolls.
4: Prime - Gain +1 to Proficiency.
This effect lasts until the scene ends.
Whenever you move farther than Very Close in a turn or take severe damage, make a Spellcast Reaction Roll (12). On a failure, the effect ends.
Ley Line Attunement
Specialization
Flowing Repulsion: While tapped into a ley line, gain +2 Evasion.
Moving no longer requires the Spellcast Reaction Roll to maintain your connection.
Terraform: Once per rest, choose a point within Far range and reshape the battlefield around it. Primal magic causes a simple transformation, such as raising a wall or pillar, or opening a hole.
The transformation must fit within an area whose longest dimension is Very Close. Any targets in that area must succeed on a Reaction Roll (13) or become temporarily Restrained.
You can use this feature again before your next rest by spending 2 Stress.
Ley Line Attunement
Mastery
Channel The Supernatural: When you Tap Ley Line, choose two results instead of one.
If you choose the same result twice, its effects stack.
Ancestral Attunement
Foundation
SPELLCAST TRAIT: Knowledge
Tales Of The Ancestors: When you consult ancestral memory about a creature, place, object, or situation you can perceive, you can spend a Hope to make a Spellcast Roll against difficulty provided by the GM.
On a success, ask the GM one question about that what you consulted. The answer reflects ancestral wisdom and must be truthful, though it may be symbolic or incomplete.
Once per session, you may ask a follow-up question about that answer without spending Hope.
Ancestral Attunement
Specialization
Speak With Erudites: When you perform a Spirit Ritual during the prepare downtime action, choose two:
Gain a vision or symbolic hint about an issue affecting you or an ally who prepared with you.
You and your allies who prepared with you clear 2 Stress.
The GM unmarks the Fear gained from this Spirit Ritual.
The communion ends after the chosen effect resolves.
Ancestral Attunement
Mastery
Continue The Cycle: When you or an ally within Close range would drop to 0 HP or take Severe damage, spend 2 Hope to make a Spellcast Reaction Roll (15).
On a success, ancestral spirits intervene. The consequence is negated, and the target gains advantage on their next action roll.
After a successful use, you cannot use this feature again you perform a Spirit Ritual.
Primal Attunement
Foundation
SPELLCAST TRAIT: Instinct
Beastial Embodiment: Once per long rest, mark a Stress and choose a trait other than Instinct. Swap its value with your Instinct. The chosen trait becomes your new Spellcasting trait until you willingly cancel the feature or until your next rest.
While this effect is active, you can mark an additional Stress to use your Spellcasting trait for weapon attack rolls until the feature ends.
Animal Spirit: Once per session, when you would place a Totem, you may become its source instead. The totem's effective area moves with you. This efect lasts until you take Severe damage.
If you have Totemic Call active, taking Severe damage triggers its effect instead of ending this feature immediately.
When under the effects of your totem, your weapon attacks may deal physical or magical damage, and you add a d6 to these damage rolls.
Primal Attunement
Specialization
Eyes Of The Beast: Choose a point within Very Far range. You perceive through the senses of the nearest beast to that point, but you cannot control its behavior.
You may use this feature a number of times equal to your Proficiency. You regain all uses after performing a Spirit Ritual.
Warding Ferocity: When you’re targeted by an attack while under Beastial Embodiment, you may place one domain card from your loadout into your vault. Gain a bonus to your Evasion equal to the card's stress swap cost. This bonus lasts until your next rest or until you mark your last Stress.
Primal Attunement
Mastery
I Am The Nature: You gain one additional use of Beastial Embodiment and Animal Spirit.
Additionally, your Animal Spirit's die becomes a d10, and under its effect you may move within Far range without making an Agility roll, as well as gain advantage on rolls to remove conditions from yourself.
Shaman
Shamans are weavers of connection and memory, shaping the battlefield with their actions. They guide allies, hinder foes, and uncover hidden truths, drawing power from the ties between people, spirits, and the land. Every totem, ritual, and secret amplifies their influence, making them both storytellers and tacticians. In your hands, the Shaman turns adaptability and the flow of their surroundings into a potent weapon.
Domains
Sage + Nexus
Starting Evasion
10
Starting Hit Points
6
Class Items
- • A wooden tribal totem
- • A pouch of ritual fire ash
Shaman’s Hope Feature
Totemic Call : Spend 3 Hope to imbue a Totem you planted. Imbued Totem's effective range becomes Far and when it would take damage, roll a d6. On a result of 5 or 6 the Totem doesn't break.
Class Features
Spirit Ritual
During a rest, when you choose to prepare as a downtime move, you can do so by performing a ritual. When you choose this option, you and any allies that prepare with you can gain an additional Hope. Then roll a number d4s equal to your subclass’s Spellcast trait and select one of the results; the GM gains that much Fear.
Plant a Totem
Mark a Stress to select one of the traits and create a shamanistic totem within Very Close range. When you do, you and all allies within Very Close range of it gain a bonus to the selected trait equal to your Tier. Totem breaks when the scene ends, the totem takes any damage, or you use this feature again.
Shaman Subclasses
Choose either the Ley Line Attunement or Ancestral Attunement subclass.
Ley Line Attunement
Use hidden powers to shape the battlefield
Spellcast Trait
Instinct
Foundation Features
Tap Ley Line: Spend a Hope and make a Spellcast Roll to tap the ley line beneath you. On a success, roll a number of d4s equal to your Proficiency and choose one result:
1: Basic - Your spells' range increases by one threshold.
2: Energy - When you deal magic damage, add a d8 to the damage roll.
3: Focused - Gain +2 to Spellcast Rolls.
4: Prime - Gain +1 to Proficiency.
This effect lasts until the scene ends.
Whenever you move farther than Very Close in a turn or take severe damage, make a Spellcast Reaction Roll (12). On a failure, the effect ends.
Specialization Feature
Flowing Repulsion: While tapped into a ley line, gain +2 Evasion.
Moving no longer requires the Spellcast Reaction Roll to maintain your connection.
Terraform: Once per rest, choose a point within Far range and reshape the battlefield around it. Primal magic causes a simple transformation, such as raising a wall or pillar, or opening a hole.
The transformation must fit within an area whose longest dimension is Very Close. Any targets in that area must succeed on a Reaction Roll (13) or become temporarily Restrained.
You can use this feature again before your next rest by spending 2 Stress.
Mastery Feature
Channel The Supernatural: When you Tap Ley Line, choose two results instead of one.
If you choose the same result twice, its effects stack.
Ancestral Attunement
Utilize lineages of shamanic leaders' knowledge
Spellcast Trait
Knowledge
Foundation Features
Tales Of The Ancestors: When you consult ancestral memory about a creature, place, object, or situation you can perceive, you can spend a Hope to make a Spellcast Roll against difficulty provided by the GM.
On a success, ask the GM one question about that what you consulted. The answer reflects ancestral wisdom and must be truthful, though it may be symbolic or incomplete.
Once per session, you may ask a follow-up question about that answer without spending Hope.
Specialization Feature
Speak With Erudites: When you perform a Spirit Ritual during the prepare downtime action, choose two:
Gain a vision or symbolic hint about an issue affecting you or an ally who prepared with you.
You and your allies who prepared with you clear 2 Stress.
The GM unmarks the Fear gained from this Spirit Ritual.
The communion ends after the chosen effect resolves.
Mastery Feature
Continue The Cycle: When you or an ally within Close range would drop to 0 HP or take Severe damage, spend 2 Hope to make a Spellcast Reaction Roll (15).
On a success, ancestral spirits intervene. The consequence is negated, and the target gains advantage on their next action roll.
After a successful use, you cannot use this feature again you perform a Spirit Ritual.
Background Questions
Answer any of the following, or create your own.
- • Which natural force feels most like your spirit?
- • What memory is not your own, but lives inside you?
- • What taboo have you broken in pursuit of deeper knowledge?
Connections
Ask one of the following, or improvise.
- • What ritual or tradition do we both honor, even if it seems pointless to others?
- • Which one of us holds the memory the other cannot recall, and why?
- • What strange or forbidden place have we dared to enter together?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.