Шаман
Shaman “Listen, child, do you hear that? It is the wailing of the spirits. They speak of innocent blood spilled. They whisper warnings of terrible dangers to come. They tell of the fall of cities and Empires. Do you not hear their cries? No? Then you will surely fall to the doom they announce.” —Falin, Yhing hir shaman Across Arcanis, there are those who hear the calling of the spirits, the song of the wind, the whispers of trees, and the gentle murmuring of water. Though the civilizing influence of the Coryani Empire has swayed many to the Mother Church, there are still those who honor and pay homage to the powerful spirits that constantly surround all living things. Their names may change from culture to culture, but most know these men and women as shamans: the speakers of the spirits. Though the
Mother Church discounts them as heretics, infernalists, or simply ignorant savages, the power of the shaman should not to be discounted or scorned. They can sway the forces of nature to do their bidding and summon spirits that can make the most faithful Beltinian quake with fear. Cultures and the Shaman: Shamans are commonly found in the Hinterlands, the League of Princes, among the ss’ressen who usually worship Jeggal Sag, as well as many barbarian tribes in remote areas. The elorii do not have a tradition of primal magic and in fact look down on the practice. A shaman from the Coryani Empire, the Kingdom of Milandir, or the Free City-States of Almeric would necessarily be a hermit or might have attracted the attention of a curious or mischievous spirit. Such shamans will never be part of common society and are viewed with suspicion, pity, and fear.
Class Features
As a shaman, you have the following
class features:
Race Restrictions
Dwarves, elorii, and kio may not be
shaman. Vals cannot take the shaman
class as the spirits are wary of their
celestial birthright, fearing the more
powerful Valinor. The spirits will not
become a val’s spiritual patron for fear
of offending their divine progenitors.
Of the Ss’ressen only males may
become shamans.
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Hit Points Hit Dice: 1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st Proficiencies Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Choose two skills from the following list: Arcana, Deception, History, Intimidation, Investigation, Nature, or Performance Armor: Light armor Equipment You start with the following equipment, in addition to the equipment granted by your background. See Chapter IV for regional weapons and armor. • a short bow and 20 arrows or any simple weapon • a scholar’s pack or an explorer’s pack • Leather armor, any simple weapon, and two daggers
Between Worlds
You can detect the presence of spirits as well as disturbances
in the fabric of the spirit realm.
As an action, you can open your awareness to the Spirit
Realm. Until the end of your next turn, you know the
location of any spirit within 60 feet of you that is not
behind total cover. You know the general intent of any spirit
that you detect with this ability (e.g., “I sense curiosity”,
“they mean us harm”, or “they wish to tell us something”).
Instead of sensing spirits, you can choose to sense
spiritual residue in the same area. Spiritual residue is the
result of strong traumatic events such as murder or torture.
While you may know the nature of the event, you cannot
discern any details. In most cases, such spiritual residue
fades with time, but some extremely traumatic or pivotal
events leave a permanent stain on a location or item.
You can use this feature a number of times equal to 1 +
your Charisma modifier. When you finish a long rest, you
regain all expended uses.
With this heightened sensitivity to the spirit world, you
mark yourself as more than a common mortal. At all times,
even when not using this class feature, all spirits within 60
feet are aware of your presence and know what you are.
How the spirits will react is completely up to your GM.
The Shaman
Level
Proficiency Bonus Features
Cantrips Known
Spells Known
Spell Slots
Slot Level Boons 1st +2 Between Worlds, Taboos, Pact Magic, Spiritual Patron 2 2 1 1st – 2nd +2 Spirit Gifts 2 3 2 1st 2 3rd +2 Spiritual Path 2 4 2 2nd 2 4th +2 Ability Score Improvement 3 5 2 2nd 2 5th +3 – 3 6 2 3rd 3 6th +3 Spiritual Path feature 3 7 2 3rd 3 7th +3 – 3 8 2 4th 4 8th +3 Ability Score Improvement 3 9 2 4th 4 9th +4 – 3 10 2 5th 5 10th +4 Spiritual Path feature 4 10 2 5th 5 11th +4 Patron’s Gift (6th level) 4 11 3 5th 5 12th +4 Ability Score Improvement 4 11 3 5th 6 13th +5 Patron’s Gift (7th level) 4 12 3 5th 6 14th +5 Spiritual Path feature 4 12 3 5th 6 15th +5 Patron’s Gift (8th level) 5 13 3 5th 7 16th +5 Ability Score Improvement 5 13 3 5th 7 17th +6 Patron’s Gift (9th level) 5 14 4 5th 7 18th +6 – 5 14 4 5th 8 19th +6 Ability Score Improvement 5 15 4 5th 8 20th +6 Extended Patronage 5 15 4 5th 8
151 Arc anis 5e • Chap ter 2: Cl a sse s
Souls and Spirits
On Arcanis, souls and spirits are very distinct from one another.
A soul is the essence of a living, mortal sentient creature, that some conjecture to be the fount of passion, creativity
and empathy. The soul’s appearance can reflect the choices made throughout a being’s life, with dark blotches or black
tumors representing particularly traumatic experiences or actions, while love and other positive events make it shine
brightly. When separated from the physical, souls migrate towards their consigned afterlife, which for humankind is the
Cauldron or the Paradise of the Gods. Those who lose their way, or are somehow anchored to the Mortal Realm, manifest
in a variety of ways, such as ghosts, wraiths, specters, and other incorporeal undead creatures.
Spirits on the other hand, are the essence of non-sentient living or non-living things or places, such as rocks, trees,
rivers, and mountains. Spirits can also be the manifestation of thoughts or ideals that numerous peoples have invested
belief in over time to give it form. Examples of this can be the spirit of the warrior, the caregiver, or other abstract concepts.
For centuries, Yhing hir shamans have venerated the spirits of the plains, large rivers, mountain peaks, and even animals.
Scholars conjecture that these manifestations are the result of people believing in these spirits over so many years, that they
somehow willed them into existence. Shamans scoff at this idea, saying that the spirits have existed long before mankind
arrived upon the shores of the Known Lands and will be here long after the last human has taken his final breath.
Events can also leave a spiritual imprint if it was traumatic or eventful. Examples of this can be a battlefield where
thousands of lives were lost, a blood drenched altar where many were sacrificed over the years, or a memorial where
a person is venerated or remembered. In the latter case, while the spirit may manifest to look and sound like the
person remembered, the actual soul is long gone and presumably in the Cauldron. The spirit that appears reflects the
expectations presumed by those imbuing it with the power to manifest.
Beltinian priests believe that the land of spirits or the Spirit Realm lies like a shroud upon the Mortal Realm, with most
of the denizens of either unaware of each other’s presence. There are a few, such as shamans and certain priests, who
can pull back the caul and peer into the other side. The Beltinians believe that all souls must pass through the Spirit
Realm before reaching the Cauldron. In fact, there are some apocryphal texts that call the surrounding area leading to the
entrance to the Cauldron the Grey Wastes and places them adjacent and connected to the Spirit Realm.
Souls that are lost and endlessly wander the Grey Wastes eventually lose their sense of self becoming mindless echoes
of what they were. Could an accumulation of these spirits over time eventually become what the barbaric shamans know
as lesser spirits? The Spirit Realm is a vast and unknown region whose secrets have yet to be plumbed.
Pact Magic
Your pacts with spirits have bestowed upon you the ability
to cast spells.
Cantrips
You know any two cantrips of your choice from the shaman
spell list. You learn additional shaman cantrips of your
choice at higher levels, as shown in the Cantrips Known
column of the Shaman table.
Spell Slots
The Spell Slots column of the Shaman table shows how
many spell slots you have. The Slot Level column of the
same table shows what the caster level of those slots is; all
of your spell slots are the same level. To cast one of your
shaman spells of 1st level or higher, you must expend a spell
slot. You regain all expended spell slots when you finish a
short or long rest.
For example, when you are 5th level, you have two 3rd-
level spell slots. To cast the 1st-level spell unseen servant,
you must spend one of those slots, and you cast it as a
3rd-level spell.
Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the shaman spell list. The Spells Known column of The Shaman Table shows when you learn more shaman spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new shaman spell, which can be 1st, 2nd, or 3rd level. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is the spellcasting ability for your shaman spells. You use your Charisma whenever a spell refers to your spellcasting ability. Also, you use your Charisma 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 Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier
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Spellcasting Focus
You can use a primal focus as a spellcasting focus for your
shaman spells.
Geas & Taboos
When you start your spiritual journey, you gain the
patronage of a powerful spirit. Later, you also gain the favor
of many lesser spirits. Spirits always demand something
from you as their power always comes at a price.
Spirit patrons are the most demanding, imposing a taboo,
which requires strict adherence. Not doing so, or showing
disrespect to your patron, may cause your spirit patron or
lesser spirits to punish or abandon you, usually at a very
inconvenient time. Angering your spirit patron may result
in either losing spell slots or your shaman class features
depending on the severity of the infraction.
Lesser spirits who grant boons may also impose a geas
that requires strict adherence. Betraying a lesser spirit’s geas
denies you their boon, or in extreme cases the loss of their
talisman.
Regaining the attention and good will of your patron or a
lesser spirit can commonly be completed by praying during
a long rest. Severe infractions or repeated infractions with
apparent disregard for the spirit’s demands, will require
more effort.
Atonement for a broken taboo requires a sacrifice of
goods (fine wine, food, livestock, etc…) in the amount of
10 gp per shaman level plus prayers, purification and fasting
over a period of two days per shaman level.
Atonement for a broken geas requires a sacrifice of goods
in the amount of 5 gp per shaman level plus prayers,
purification, and fasting lasting five days.
Spiritual Patron
At 1st level, you forge a bond with a powerful spiritual
patron. The nature of your relationship with your patron
is up to you. Your spiritual patron may be a demanding or
jealous spirit constantly requiring small tokens of respect,
it may act as an advisor, teacher, and ally in the spiritual
world. Your patron’s characteristics are as unique as you are,
sometimes manifesting as an animal or particular element.
Each spirit patron grants you a gift and offers to teach
you specific spells, which are added to your known spells.
Your patron also negotiates with lesser spirits on your
behalf, but these gifts come with a cost. Each patron also
possesses a taboo that you must respect.
Each spirit patron is represented by a sigil, totem, or
similar device that you must always carry with you. This
symbol is your link to your spirit patron and acts as a
primal focus.
Spiritual Patrons
Jeggal Sag
Racial Restriction: Ss’ressen shamans may only choose
Jeggal Sag as their patron. Jeggal Sag has no interest in
taking on shamans from other races.
Typical Appearance: A ghostly representation of an
immense copper scaled dragon
Though Jeggal Sag appears to his followers as a spirit in
the form of an immense copper dragon in both dreams and
visions, Jeggal Sag has a physical form buried beneath an
ancient mound in the territory claimed by the Ssethregoran
Empire. Jeggal Sag is believed to be the offspring of
Kassegore and Yig, the once great gods of the reptilian
ssethrics. Jeggal Sag was mortally wounded during the
Dragon War, but before he could be killed by the angelic
Valinor, the beasts of the world interposed themselves to
protect the fallen dragon. Eventually, the Disciples of Jeggal
Sag, as his followers are called, built an earthen mound to
protect his slumbering body. The mound eventually became
a holy site to all of his disciples and they are expected to
travel to there at least once in their lifetime.
Talisman of Jeggal Sag: You possess a talisman unqiue
to the Disciples of Jeggal Sag. A flat disc with the stylized
representation of five talons arranged in a semi-circle. Many
see it more of a holy symbol than a talisman or fetish used
by other shamans, this talisman acts as a primal spellcasting
focus.
Protect the Beasts (Taboo): You protect beasts from
harm, be it a from a natural disaster or indiscriminate
hunters who hunt for sport. Hunting for food is permissible,
as this is the natural order of the world. This taboo does not
mean you cannot defend yourself against beasts, but you
will attempt to avoid combat and attack only if the beast
attacks first.
Additional Spells
Jeggal Sag offers to teach you the following spells. These
spells are added to your spells known as you advance in level.
Jeggal Sag spells
Shaman Level Spells
1st animal friendship
3rd primal senses*
5th conjure animals
7th dominate beast
9th dragon’s fury*
Tongue of beasts
You gain the ability to speak with animals, at will, as if you
were under the effect of the spell.
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The Nurturer Spirit The Nurturer is common to many cultures that venerate primal spirits. She is venerated as the protector of women, prayed to during childbirth, and turned to when grief or pain is too overwhelming. In the Hinterlands, Sushka, the Bearer is seen as the Nurturer spirit of the Yhing hir appearing as a visibly pregnant woman. For the undir, Mima Aneis, (mima is Unden for mother) is their Nurturer spirit. Mima Aneis commonly manifests as a kindly and matronly undir woman of a sad mien. Undir legend explains that this is due to the loss of her son, King Crow. Do No Harm unto Others (Taboo): You respect all life, you will not instigate combat or any action that would lead to the harm of others. Causing emotional or psychological harm also falls under this taboo. Exceptions to this taboo includes hunting and acting in self-defense. Even when forced to fight you will attempt to use the least force necessary to subdue or render a foe unable to attack you or your allies. Torture or executions of the helpless is strictly forbidden. This taboo does not extend to unnatural creatures, such as elementals, undead, constructs, and infernals. Additional Spells The Nurturer spirit offers to teach you the following spells. These spells are added to your spells known as you advance in level. The Nurturer spells Shaman Level Spells 1st healing word 3rd lesser restoration 5th mass healing word 7th death ward 9th greater restoration Nurturer’s Touch You can heal wounds with a touch. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your shaman level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. This feature has no effect on undead and constructs.
The Prince of Night The Prince of Night is unique to the undir spiritual pantheon. He is the wizened, old man that has paid for his vast knowledge and wisdom with his youth and vitality. Sometimes called Terrible Grandfather, the Prince of Night is a powerful patron that can guide those who seek to uncover hidden truths and lost knowledge. Often equated to an amalgam of the human deities Althares and Cadic, the Prince of Night is neither, though he shares the God of Knowledge’s unquenchable thirst for information, his province is the blackest night, not the shadows, like the patron deity of assassins. Some believe that the “darkness” is a metaphor for ignorance, but some of the gifts granted by this spirit seem to suggest that it is more than a euphemism. Like their patron, Dacoi of this spirit are voracious in the hunger for knowledge, but miserly in sharing it with others. Dacoi with this patron are often sought out by the undir who crave for the Prince’s wisdom, but know that whatever nuggets they can wrest from the Dacoi, it is never the whole story. These shamans firmly believe that their hard-won knowledge is on a need-to-know basis. Racial Restriction: the Prince of Night is only available to undir, and the Prince of Night has no interest in taking on shamans from other races. Whispers and Secrets (Taboo): You must keep whatever secret is entrusted to you. When told something in confidence, you must not break it, even in the direst of situations. Secrets uncovered and known are your currency, meant to be used to garner favors or to destroy your enemies. You must sell this knowledge dearly, even to your friends and allies. Additional Spells The Prince of Night offers to teach you the following spells. These spells are added to your list of possible spells to learn as you advance in level. The Prince of Night spells Shaman Level Spells 1st comprehend languages 3rd detect thoughts 5th nondetection 7th divination 9th modify memory Grandfather’s Insight You can add double your proficiency bonus to all Wisdom (Insight) and Intelligence (Investigation) checks.
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Ulumai Pantheon
Even before the arrival of the kio, the undir had a robust civilization that, while composed of various tribes scattered
across a large swath of land, was nevertheless vibrant and consistent in its customs. Their religious practices center
around venerating a pantheon of spirits they call the ulumai or the Family. This pantheon consists of the following spirits:
Dida Govet The Provider, Protector of Sailors, father figure, and Spirit of the Ocean.
Mima Aneis Fertility spirit, Guardian of Lovers, mother figure, and Spirit of Rivers and Lakes.
The Prince of Night Keeper of Secrets, the Wise Man, Spirit of the Darkness.
Chaldur The Tempest, wrathful spirit, and Spirit of the Winds.
Melkie Guardian of the Dead, He Who Intercedes, Whisper from the Barrow
Sai The Trickster Spirit, Spirit of Cunning, She Who Pokes the Bear, The Diviner
The ulumai were once led by a powerful spirit known as the Crow King, but he appears to have fallen from favor, as the
modern undir no longer include him in their prayers. The ulumai are opposed by the “ghede”, a group of evil spirits that
Mother Church priests believe represent infernals that invaded the undir lands during the Time of Terror, but the undir
shamans shake their heads at these more learned clerics.
The shamans of the undir are known as Dacoi and can be either male or female. Dacoi enjoy a high social status
within the clan and are the only ones who may contradict the clan leader without fear of reprisal. Most Dacoi are seen as
benevolent figures within the undir community, fashioning good luck charms, love potions, wards against evil spirits, and
general advice on life. Some Dacoi turn to the power offered by the ghede to harm or work against the general welfare of
the undir people, but these are far and few between and are quickly ostracized or hunted down for their malevolent acts.
As is their wont, when they first encountered the undir, the Coryani equated the primitive people’s spiritual pantheon
to the deities of the Pantheon of Man, seeing the Prince of Night as Cadic, Dida Govet as a Illiir, Sai as Larissa and so on.
Wisely, the dacoi chose not to contradict the powerful Coryani and allow them to believe what they wished.
Ironically the average undir and Coryani citizen have much in common. Both worship a pantheon of deities, and
while they may have a favored or patron deity or spirit, they venerate and ask for blessings from the entirety, depending
on their situation. When embarking on an ocean voyage, both ask for protection from the deity that governs the
waters, or when going into battle, they may ask for the blessings of their warrior spirits. Nevertheless, even the undir
recognize that the Coryani are favored by Gods and that those Gods are far more powerful than their own pantheon of
spirits. While this is enticed some of the newer generations of undir to turn their back on the old ways and emulate the
Coryani customs and religious practices, the majority who live in rural communities still venerate the ulumai and offer
sacrifices and prayers in their name.
The Trickster
The Trickster is a cunning and intelligent spirit, who
values cleverness and the intellect over brute strength. It is
always challenging the status quo, never content to leave
things well enough alone. Mischievous, but not evil or
malicious, the Trickster finds humor in even the grimmest
of situations, albeit a dark one. Oddly, the Trickster is also
seen as a teacher, striving to bestow wisdom through lessons
that only the most fortunate survive.
In the Hinterlands, Chok’ti represents the Trickster spirit
and appears as a large wolf lizard, a large quadruped reptile
resembling an iguana which hunts in packs like wolves.
They are admired by the Yhing hir as cunning and clever
beasts. For the undir, Sai is their Trickster spirit, appearing
as a young, waifish maiden with a mischievous grin, or at
times, a seductive smile. Undir shamans chosen by Sai are
often seduced by the spirit, with the dacoi often seeing the
spirit as a demanding lover that must be appeased by both
word and deed. Sai may grant her dacoi with visions of the
past and the near future, making these shamans welcome at
the side of any undir chieftain.
Curiosity & Chaos (Taboo): You must always strive to
uncover the truth in any situation, or uncover those things
that others want to be forgotten. You cannot turn away from undiscovered truths, especially if doing so upsets the status quo. Never pass up the opportunity to shake things up as stagnation is anathema to the Trickster. Additional Spells The Trickster offers to teach you the following spells. These spells are added to your list of possible spells known as you advance in level. The Trickster spells Shaman Level Spells 1st disguise self 3rd invisibility 5th blink 7th arcane eye 9th mislead Trickster’s Instincts You can add double your proficiency bonus to all Wisdom (Insight) and Intelligence (Investigation) checks.
155 Arc anis 5e • Chap ter 2: Cl a sse s
The Warrior
The Warrior spirit embodies strength and aggressiveness.
Shamans who choose the Warrior as their spiritual patron
tend to be belligerent and will only submit to the leadership
of another who has proven to be or is demonstrably the
greater warrior.
In the Hinterlands, this spirit is known as the Stallion
and manifests as a large and imposing black horse with fire
erupting from its eyes and snout. When a Yhing hir fury
goes berserk, he is said to be “riding the Stallion”, meaning
that the ferocity of this spirit is raging within their breast.
These shamans are always welcome at a Yhing hir warlord’s
council.
Race Restriction: The undir cannot choose this spiritual
patron as one no longer exists in the ulumai.
How the undir lost their warrior spirit
The undir warrior spirit was once known as King Crow,
who manifested as a powerful, bare chested warrior with
the head of a crow. Centuries ago, when the undir fell
under the protection of the kio and the elorii of Entaris,
a great war was fought between these two elder people
that resulted in the deaths of many thousands. This war
was instigated due to the actions of a handful of undir
tribes under the influence of King Crow. After peace was
re-established, both the elorii and the kio demanded
that the undir destroy all the effigies, fetishes and altars
to this spirit. Those that could not be destroyed were
buried away in long forgotten crypts and barrows and
all the remaining dacoi that were touched by King Crow
entombed with them.
Warrior’s Soul (Taboo): You must never pass up an opportunity for combat, though you may execute a tactical retreat only if attacking will result in obvious suicide. If this is not the situation, you will urge attacking as the most viable option to the situation. This does not mean rushing in headlong without a plan, as tactics are a warrior’s greatest weapon.
Additional Spells The Warrior offers to teach you the following spells. These spells are added to your list of possible spells to learn as you advance in level. The Warrior spells Shaman Level Spells 1st bless 3rd spiritual weapon 5th haste 7th stoneskin 9th retribution* Warrior Training The Warrior grants you the gift of training with combat equipment. You gain proficiency in shields and medium armor. A Warrior’s Talisman Beginning at 3rd level, you may make a single weapon your warrior’s talisman by performing a special ritual while holding it. The ritual is performed over the course of 1 hour, which can be done during a short rest. Once complete, as a bonus action you can ask your patron to store your talisman safely within the Spirit Realm. If you are not proficient with your chosen weapon, you become so. As an action, you can call forth your warrior’s talisman, making it appear in your hand. Your warrior’s talisman acts as a primal focus for you and while you wield it, and counts as a magical weapon for the purposes of overcoming resistance and immunity to non-magical attacks and damage. Finally, whenever you travel within the Spirit Realm, your warrior’s talisman manifests with you. In the land of the spirits, the Warrior’s chosen never goes unarmed. If you die, the weapon appears next to your body.
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Boons
As you grow in power, you start to gain the attention
of spiritual allies who offer to guide you. Each spirit is
attracted to you by a small talisman or charm that honors
the spirit and grants you their boon. Should you ever lose
or are denied access to a talisman or charm, you are denied
access to that boon, but must still follow the geas associated
with it.
Each boon from the spirits has an associated geas that
usually manifests as a required behavior pattern. Unless
otherwise stated, the geas must be satisfied at least once per
week, and if you should fail to do so, you lose the benefits
of the spirit’s boon until you have atoned.
Some of the geas imposed by spirits may conflict with
others. For example, the Cat and Dog spirits demand
contradictory behaviors. You may select two such boons,
but because you cannot satisfy them both, you will always
be atoning for one or the other.
At 2nd level, you gain two boons of your choice. These
boons are detailed at the end of the class description, with
some boons possessing prerequisites that must be met to
select it. As you advance in level, you gain additional boons,
as shown in the boons column of the shaman table.
Once a boon is selected, it may not be exchanged for
another. Spirits are jealous things and do not give their
boons easily.
Spiritual Path
At 3rd level, you must choose a Spiritual Path: the Dacoi,
Ehtzara, Spirit Speaker, or Skin-Dancer, each of which
is detailed at the end of the class description below. Your
choice grants you features at 3rd level and again at 6th,
10th, and 14th level.
Path Restrictions: Male ss’ressen who become shamans
can only select the Skin-Dancer archetype. While undir
shaman may only choose the path of the Dacoi.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice
by 1. As normal, you can’t increase an ability score above 20
using this feature.
Patron’s Gift
At 11th level, your patron bestows upon the shaman powerful
spells called Patron’s Gift. Choose one 6th-level spell from
the shaman spell list as this patron’s gift. You can cast your
patron’s gift spell once without expending a spell slot. You
must finish a long rest before you can do so again. At higher
levels, you gain more shaman spells of your choice that are cast
in the same way: one 7th- level spell at 13th level, one 8th-level
spell at 15th level, and one 9th-level spell at 17th level. You
regain all uses of your patron’s gift when you finish a long rest.
Extended Patronage
At 20th level, you can call upon your spiritual patron to
aid you. You can spend 1 minute entreating your patron
for aid to regain all your expended spell slots from your
Pact Magic feature.
Once you have regained spell slots with this feature, you
may not use it again until you have completed a long rest.
Boons
If a boon has prerequisites, you must meet them to learn
it. You can learn a boon at the same time that you meet
its prerequisites. A level prerequisite refers to your level in
this class.
Badger
Prerequisites: 9th level, Warrior spirit patron
When you hit a creature that is below its hit point
maximum with your pact weapon, you deal additional
damage equal to your Charisma modifier (minimum 1) of
the same type as your pact weapon.
Tenacity (Geas): The badger doesn’t always start fights
but is always determined to end them. While engaging
an enemy in combat, you will continue to attempt to do
damage to that enemy every round over healing or casting
beneficial spells on yourself or party members.
Bear
Any time you cast a spell of 1st level or higher that restores
hit points to a creature, you restore additional hit points
equal to your Charisma modifier. Spells that create items
that restore hit points, such as goodberry, are not affected by
this boon.
Protector of the Weak (Geas): While bears can be
ferocious, the spirit of Bear is benevolent. She is a healer
and mother, and her lesson to the shaman is that all beings
have a time when they need help or comfort. You may never
strike a helpless creature. Additionally, you must always
protect children and those unable to defend themselves.
Butterfly
You can cast disguise self at will, without expending a spell
slot.
Mistaken Identity (Geas): You may never reveal your
identity. You always assume a false identity. If your true
identity is discovered or revealed, this geas is broken.
Chameleon
Prerequisites: 7th level.
You can cast polymorph, at a level equal to your pact magic
spell slot, using a shaman spell slot. You cannot do so again
until you finish a long rest.
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Mimic (Geas): The Chameleon will mimic the personalities of those around it. If the consensus of the group you are adventuring with is to take a particular action, you will not object to it. Cat Prerequisites: 3rd level. You gain proficiency in Acrobatics and Stealth. If you are already proficient, your proficiency bonus is doubled for ability checks that use these skills. Independent (Geas): Cat teaches that each creature must be independent, free from an oppressive overseer or superior. The shaman who accepts Cat’s gift also learns the lesson of independence, and thus may never be a member of a hierarchical organization that demands obedience. This geas includes a ban on belonging to a secret society. If you are already a member of such an organization when you choose this spirit gift, you must leave the organization. If leaving would endanger your life, such as leaving specific secret societies, you may remain a member but must give up any but the most basic level of membership. Afterwards, you no longer feel the need to accept jobs or report to the organization. This may lead to the organization kicking you out, of course, but such is life. Crow Prerequisites: 5th level; Prince of Night You can now cast any shaman spell with the ritual tag that you know as a ritual. Additionally, you may choose two 1st level spells that have the ritual tag from any spell list, which do not need to be part of the same spell list. You learn these spells as ritual spells; these spells not count against the number of spells you know. You can cast these spells only as rituals. On your adventures, you may learn new ritual spells you come across them, either by watching them being cast or finding them in some written form. Once witnessed or found, and as long as they are of a level equal to or lower then your slot level as found on the Shaman table, you may spend a short rest as you appeal to your spiritual patron, who then teaches you the ritual. After the short rest is complete, the ritual has been committed to your memory and can never be forgotten. You may know a maximum number of ritual spells equal to half your shaman level. Teacher (Geas): You must always seek to teach those around you something about the world or themselves. Merely giving a lecture to a group of people does not satisfy the geas. The knowledge given must have personal significance or serve a useful purpose. It could be as simple as educating a fellow traveler on the social customs of the Yhing hir, as practical as teaching someone who has never been in the wilderness how to build a campfire, or as profound as helping someone struggling with their faith to find the answer to a religious question.
Dog Prerequisites: 3rd level. You gain proficiency in Perception. You gain a +5 to your passive Perception and can track by scent. If you are already proficient, your proficiency bonus is doubled for any ability checks you make with Perception. Loyalty and Obedience (Geas): The lesson Dog teaches the shaman is how to be a benefit to his companions and superiors. You must join a hierarchical organization, or become part of a band in which there is a definite designated leader. If you are already a member of such an organization, you must commit to the organization totally, trying to complete any mission assigned. You will always report back to your organization with extra information, even if not on a specific mission. Shaman with this gift rarely becomes a leader of any organization, instead they are content to serve as an advisor. Dolphin You have a swim speed of 30 feet, and as a bonus action, you may Dash while swimming. Additionally, you can hold your breath for a number of rounds equal to double your Constitution score. If you are an undir, you gain the ability to breathe in water. Playful (Geas): Dolphin is a playful spirit, always joyously ready to riddle or game with his friends and allies. You love games of all kinds, and you cannot pass up the opportunity to learn or play a new game. Doing so breaks this geas. Dragonfly Prerequisites: 5th level. You can cast haste, at a level equal to your pact magic spell slot once without expending a spell slot or material components. You cannot do so again until you finish a long rest. Spreader of Joy (Geas): As dragonfly brings joy to the wise, so too does the shaman bring joy to the people of the world. You must never wear drab or dark colors, and you must strive to bring art and music to people. You must either create a piece of art or give a musical performance in each city, town or village you visit. If you create a work of art, you must gift it to someone who lives in that location or left in a public place. If you give a performance, it must be seen or heard by at least one resident. Eagle You can cast heroism, at a level equal to your Pact Magic slot level, once without expending a spell slot or material components. You cannot do so again until you finish a long rest. Nobility (Geas): You must in all ways maintain a dignified demeanor. You must not do anything that would be considered foolish or frivolous.
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Fire You can cast burning hands, at a level equal to your Pact Magic slot level, once without expending a spell slot or material components. You cannot do so again until you finish a long rest. Passion (Geas): You must do all in you power to discover and encourage the passions and dreams of those whom you meet. Rousing passions and dreams is easily done among friends, and so you must look outside of your circle of friends and acquaintances to complete this geas. At least once per month, you must aid one individual in fulfilling a passion, which can take the form of offering money to help someone start a business, go to a school, or even just move. It could also mean spending time helping a farmer achieve a good harvest or a forlorn lover find a mate (or rekindle an old flame). Horse While wearing light or no armor, your base speed in increased by 10 feet. You can wield a shield and still benefit from this boon. Freedom (Geas): You long for wide-open spaces and must avoid confined spaces whenever possible. For instance, if you have an option of sleeping in an inn or outside, you will always choose to sleep outside. Lion You cannot be frightened. Leadership (Geas): You lead by actions, not words. Whether it’s taking the point position in a march, or being the first to introduce herself to others, you should always lead by example. You always present an exemplary and dignified demeanor. The Lion is not a buffoon, and neither should you be. Owl Prerequisites: Prince of Night You have advantage on all (Intelligence) History and (Intelligence) Nature checks. Introspection (Geas): You must spend an additional hour each day meditating upon your inner world, seeking to gain a better understanding of your motivations and being. Additionally, you should share some aspect of your internal life with one of your companions, usually by revealing some secret part of your soul or psyche. This secret could be as simple as confessing love for another, or as complex as explaining your motivations for taking part in a given mission. These confessions are meant to help others think about, or consider, their own inner worlds. Rabbit You can cast jump on yourself at will, without expending a spell slot or material components.
Humility (Geas): Rabbit teaches you to accept that each person is valuable and that all are equal. To think of yourself as greater than others goes against Rabbit’s teachings. You may never boast about your exploits or be prideful of your abilities. Also, you must initially decline all visible awards or honors that are offered (such as medals, trophies, etc.). If the individual presenting the award/honor insists, or if it would give serious offense to refuse, then you may accept. This geas does not prevent you from becoming a leader of a group, but you will not boast about your leadership. Raccoon You can choose the ability to speak a language (you are not literate in this language, just possess the ability to understand and speak it, if you are capable) and one skill to be proficient with at the start of the day. You may change both the language and skill chosen after a long rest. Curiosity (Geas): The Raccoon is always curious of its environment. You will fidget with objects around you, touching things that perhaps you shouldn’t. Shadow Lion Prerequisites: 6th level, Warrior patron While wielding your warrior’s talisman, you can attack twice, instead of once, whenever you take the Attack action on your turn. Bravery (Geas): You must always participate in battle, never hiding from your duty to fight for friends and family. This geas does not prohibit you from using your magic during combat. You may not leave the field of battle until victorious or all of your companions have safely escaped (in other words, you must be the last one to flee; you can flee if that is obviously the right course of action). Spider Prerequisites: Trickster patron You gain the ability to look into the webs of fate and rewrite the future. After completing a long rest, roll a d20 and record the result. You may choose to use that result in place of any one attack roll, saving throw, or ability check you make with that result. You lose any unspent result after you complete a long rest. Additionally, if you do not have proficiency in an artisan tool, you gain proficiency in the artisan tool of your choice. Creative (Geas): Spider teaches that the act of creation brings us closer to the divine but also that creativity must be shared and fostered. As each person expresses their creativity, all people grow closer to the divine and less constrained by their own fears. Once per week, you must create an artistic item through a handicraft, such as knitting, sewing, weaving, carving, etc. This item must then be given away to an individual who can make use of it.
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Stone You can cast false life on yourself at will as a 1st-level spell, without expending a spell slot or material components. Stalwart (Geas): Stone teaches you that the stalwart companion is the greatest of all gifts. You must provide some form of aid to every companion you are traveling with when the opportunity presents itself. While this could be as simple as healing them or lending them money, you are encouraged to find something more meaningful to show that you are a stalwart companion. Turtle While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Conservation (Geas): The Turtle teaches you to conserve your energies. You will always seek the efficient way to achieve your goal. On long marches, you will insist on sitting in the back of a wagon, use your magic to light camp fires or warm your food or pay others to do the most menial of tasks. In combat you fight in the most efficient way possible, always seeking to end the battle quickly. Vulture Prerequisites: 7th level When you reduce a hostile creature to 0 hit points, as a reaction you can consume part of its spiritual essence, and gain temporary hit points equal to 5 + your Charisma modifier. These temporary hit points fade after 1 hour. Waste Not (Geas): Vulture does not waste any part of the kill. You must take a piece of those fallen foes from your battles if time permits. This could be an item or a piece of the creature; the vulture doesn’t differentiate between flesh and steel. Water You can cast riptide*, at a level equal to your Pact Magic slot level, once without expending a spell slot or material components. You cannot do so again until you finish a long rest. Fluidity (Geas): You may never permanently take a rigid stance on any topic. You must always be willing to hear all sides of an argument. You must also demonstrate your fluid nature occasionally, by changing your stance on a given topic or course of action. This change must be a true commitment, and not merely playing the devil’s advocate. Wolf Once per turn, you gain advantage on any one attack with a weapon attack or cantrip if that creature is within 5 feet of an ally that isn’t incapacitated.
Tactician (Geas): Wolf teaches you the safety of the pack is always foremost, and to waste the pack on a meaningless fight is foolish. You must look for all possible ways to avoid a fight. You cannot hold back once a fight begins. You must be an active participant, seeking to put down the enemy and ensure the safety of your pack. You are not prohibited from healing companions during a fight, but you cannot hang back and wait for the situation to develop – you must engage the enemy and seek to win the day for your pack. Spiritual Paths Shamans devote themselves to specific groups of spirits and ways of interacting with the spirit world. They refine and focus their efforts, always looking for a deeper connection with the spirits that give them power. Dacoi Most of the undir believe ardently in the protector spirits that watch over them, offering the spirits each their favored sacrifice of fruits, burnt offerings, and blood to please them. With the coming of the Coryani Empire to their shores, the Pantheon of Man was somehow merged with the spirits in the local undir religion. Dacoi are undir shamans who practice the Old Ways, and pay homage to this strange amalgam of spirits and Gods. Race Restrictions Only undir may choose this spiritual paths. Undir shaman are the only shaman which may follow this spiritual path. Geas and Taboo The Dacoi pay homage to the spirits in a unique way that draws on both their animistic heritage and the prayers and rituals of the Pantheon of Man. When you take this path at 3rd level, whenever you pass by a temple or shrine to the Pantheon of Man, you must leave an offering of some kind and spend a moment in prayer. Expanded Spell List As a dacoi, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you. Dacoi Expanded Spells Spell Level Spells 1st Sanctuary 2nd Augury 3rd Bestow curse 4th Divination 5th Commune
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Blessings and Curses At 3rd level, the spirits teach you how to bring both good fortune and misery. You learn the spells bane and bless. These spells are added to your list of spells known, and they are considered shaman spells when you cast them. Powerful Blessings and Curses At 6th level, you master the art of weal and woe. Whenever you cast bane or bless, the die that a creature rolls due to the spell is increased to a d6. Sanctification At 10th level, you learn a unique ritual, formed from the knowledge from your spiritual patron. You can cast hallow as a ritual. When cast in this way, you can expend an additional 500 gp of material components (incense, herbs, fruit, and grains) for one of the following options: • Increase the radius of the area affected by the spell to 120 feet • Bind a second extra effect into the area of the spell • Impose disadvantage on a creature’s Charisma saving throw to resist extra effects bound to the area of the spell • Impose disadvantage on the ability check a creature makes when they attempt to affect the spell with dispel magic. At 18th level, you can select two of these options by expending an additional 1,000 gp in material components. You cannot select the same option twice. Once you use this feature, you cannot use it again until you complete a long rest.
Bountiful Blessings
At 14th level, blessing and cursing creatures have become
second nature to you.
A number of times equal to your Charisma modifier,
you can cast either bane or bless without expending a spell
slot. You regain all expended uses of this feature when you
complete a long rest.
The Ehtzara
The Ehtzara are the mystic sorcerers of the Hinterlands
who gain power and learn spells from summoned spirits
and gain innate knowledge of the natural landscape and
its denizens. They are a mix of three ancient traditions:
the original Yhing hir beliefs of ancestor worship before
they were trapped in the Hinterlands, the pagan elemental
practices of the indigenous Pengik tribe, and
the amalgamations of southern magic,
superstitions, and religious beliefs.
The training and discipline for the
Ehtzara is rigorous, and an initiate
of this group must accept that
they will no longer be treated
as normal and often not
even as natural. They
are imbued with
many useful and
devastatingly effective
capabilities, however,
and they command
respect and fear from
all they encounter.
Like most shamans
in the Known
Lands, the Ehtzara
are no exception to the
misconception that they deal
with demons and devils to
grant them power, and they are
ascribed with every malicious
act or freak occurrence
around them for miles. The
difference with the Ehtzara
is that they embrace this
superstition, use their
frightful presence and
ominous reputations to
intimidate others and
chase off would-be
attackers or angry mobs.
The sinister Ehtzara
who lead the heretical
Cult of the Jackal in the
deserts of the Hinterlands
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have earned their malicious reputation. Not all Ehtzara are evil, though, and many live on the edge of communities, giving assistance or help in return for payment, food and shelter, as well as a blind eye to their unseemly trade. They tend to wayward shrines and forgotten cairns to learn ancient lore and appease their spirit patrons. Race Restrictions Ss’ressen and undir may not choose this archetype. Note: The Ehtzara Path first appeared in Forged in Magic: Reforged. The rules here replace that presentation of the Ehtzara. Geas and Taboos At 3rd level, you make a small personal traveling shrine or altar, inscribed with the names of your most powerful spirit patrons. You must spend time in meditative communion at dawn or dusk to appease your patrons. This communion involves sacrificing gifts such as honey, wine, rich foods, herbs, gems, or blood (depending on the spirits you wish to appease) on holy days, important events, and even before or after great undertakings. If the shrine is stolen, defiled, or damaged, you must craft a new one (requiring a week and 300 gp in materials and sacrifices). Until you replace your old shrine, you cannot recover spell slots and cast all cantrips as if you were 5 levels lower (minimum of 1st level). This reduction lasts until you make a new shrine. Additionally, you must tend to neglected altars, shrines, and icons that you come across, regardless of the religious beliefs of those who created the shrine. You must show them the proper respect, such as righting a fallen icon, dusting off or pulling weeds from a shrine, or simply bowing or leaving a tithe as you pass. Spiritual Etiquette At 3rd level, your time dealing with the spirits grants you advantage on all Wisdom (Insight) and Charisma (Persuasion) checks when dealing with them. Additionally, you may, at the GM’s discretion, roll an Intelligence check to recall the name and reputation of particularly powerful spirits. To use this feature, you must abide by this additional geas: You must bow and give the proper respect when in the presence of any spirits. This geas does not mean you cannot defend yourself against such creatures, but you will usually try to avoid combat and attack only if the creature in question attacks first. Expanded Spell List As an Ehtzara, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you.
Ehtzara Expanded Spells Spell Level Spells 1st Command 2nd Blindness/Deafness 3rd Speak with Dead 4th Banishment 5th Geas Spirit Robes Also at 3rd level, you create your first true fetish, your spirit robe. This robe is black with a tasseled hood or cowl with the hems adorned with the names of your spirit patron in silver thread. Once created, your spirit robe becomes permanently bound to you. When donned, it must never be taken off except at dusk or dawn while performing a special prayer. While you wear your robes and no other armor, you have an AC of 13 + your Dexterity modifier. You can wield a shield and still gain this benefit. Bind Spirit Fetish At 6th level, you learn how to create a unique kind of fetish, a spirit fetish, as a downtime activity. Spirit fetishes are the same as regular fetishes but require a personal bond, a special deal between you and the spirits. You cannot give a spirit fetish to someone else nor let anyone take it from you; if anyone else handles one, it crumbles to dust. You can craft a spirit fetish only if you adhere to your taboos and spiritual etiquette. Crafting a spirit fetish requires spending time and making sacrifices, as per the Create Spirit Fetish table. You must also meet a minimum level requirement, as shown in the same table. You may have up to two spirit fetishes at a time (your spirit robes do not count as one of these fetishes). If you want to create another spirit fetish while you already have two, you must choose one to destroy. Also, when you create regular fetishes, the creation cost is halved. See Appendix 2 for a selection of fetishes. You can also find a full listing of fetishes in Forged in Magic: Reforged Chapter 4: Fetishes. Create Spirit Fetish Fetish Rarity Creation Cost Creation Time Minimum Level Common 25 gp 12 hours 6th Uncommon 200 gp 1 day 7th Rare 2,500 gp 10 days 12th Very Rare 25,000 gp 20 days 18th
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Elemental Adept
Starting at 10th level, your study of elemental traditions
opens new avenues of knowledge. You may add any 2 spells
from the eldritch sorcerer spell list to your spells known.
These spells must be of a spell level for which you have slots
and must deal either acid, cold, fire, lightning, or thunder
damage.
Enriched Aura
Starting at 14th level, your understanding of spirits has
opened your mind to new possibilities.
While wearing a fetish with a limited number of uses,
you can activate the fetish without expending one of its
charges or uses.
You can use this ability three times, regaining all
expended uses after completing a long rest.
Skin Dancer
Most commonly found in the Hinterlands, Skin Dancers
venerate bestial spirits above all others. They honor the
beasts they hunt by wearing their pelts and creating
personalized talismans. These talismans allow the Skin
Dancer to call upon the physical might of beasts and even
take on their forms.
Training to become a Skin Dancer is a highly personal affair. Elders teach new Skin Dancers the basics of the hunt and how to properly honor their spirits but then send them out to learn the rest on their own. A Skin Dancer’s first encounter with beasts commonly leave them scarred, badges of honor they wear proudly. Ss’ressen who follow the path of the Skin Dancer are Disciples of Jeggal Sag and can only seek the skin of reptiles and amphibians, preferring to take on the shapes of alligators, crocodiles, frogs, and wolf lizards. Geas and Taboos Show respect for all beasts. Though you are master of the hunt, it is the beasts that provide the flesh you eat and the skin you wear. Thank the departing spirits for their gifts since they do not give them willingly. Remember that although you are the hunter, you may also become prey. Expanded Spell List As a Skin Dancer, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you.
Shape Changing When you change into a creature, the following rules apply: Your game statistics are replaced by the statistics of the creature you are changing into, but you retain your personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you cannot use them. When you transform, you assume the creature’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you are not knocked unconscious. If you change into a creature that cannot speak or that has no hands, you cannot cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the GM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
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Skin Dancer Expanded Spells Spell Level Spells 1st jump 2nd barkskin 3rd conjure animals 4th polymorph 5th antilife shell Beast Speak Starting at 3rd level, you gain the ability to cast speak with animals at will without expending a spell slot. If you already possess the ability to speak with animals, you instead gain advantage on all Charisma based skill checks when dealing with beasts. Honoring the Beast When you join this path at 3rd level, you learn a 1-hour ritual to honor the spirit of a beast you have slain and skinned. You must perform this ritual at sunrise, and once it is complete, you gain the ability to call upon the beast’s spirit and even take their form. Beasts that you have honored in this way can be used for your other class features from this path. Bestial Form When you join this path at 3rd level, you can use your bonus action to magically assume the shape of a beast that you have honored with your Honoring the Beast feature. The beast must have a challenge rating of 1 or lower and cannot have a flying or swimming speed. You can use this feature three times. You regain expended uses when you finish a long rest. You can stay in a beast shape for a number of hours equal to half your shaman level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die. For details of your transformation see Shape Changing side on the previous page. Beast Spirit Blessings Starting at 6th level, you gain more power from the spirits you have honored. When you use your Bestial Form feature, you may now take on the form of beasts with flying or swimming speeds. Additionally, you may now take the form of a beast whose challenge rating is equal to half your shaman level (rounded down) or lower. You must still honor a
particular beast with your Honoring the Beasts feature before you can take on its form. Also, your attacks while in bestial form now count as magical attacks for the purposes of overcoming resistance and immunity to non-magical attacks. Power of the Beast Starting at 10th level, you can call upon the skills of the beasts you have honored. During a short or long rest, you may beseech the spirit of a beast you have honored with your Honoring the Beast feature. At the end of the rest, you may choose to either become proficient with a skill possessed by that beast or replace either your Strength, Dexterity, or Constitution score with that of the beast, as long as that score is higher than your own. If you choose to increase your Constitution, any additional hit points you gain are temporary hit points that fade away when this effect ends. You retain the skill or ability score of your chosen beast for a number of hours equal to half your shaman level (rounded down). You may end this effect early as a bonus action. Into the Beast At 16th level, you gain the ability to possess beasts and monstrosities for a short time. Choose one beast or monstrosity that you can see within 30 feet. The chosen creature must succeed on a Charisma saving throw (using your spell save DC) or become possessed by you. You leap into the creature’s body and disappear, becoming a spirit in control of the creature for 1 minute. The creature is incapacitated for the duration of this effect. You now control the creature’s body but don’t deprive it of its awareness. You cannot be targeted by any attack, spell, or another effect, except ones that affect spirits. You retain your Intelligence, Wisdom, Charisma, and any immunity to being charmed and frightened. For everything else, you use the statistics and abilities of the creature you are possessing, but you don’t gain access to the creature’s knowledge or proficiencies. Your possession of the creature ends when the duration ends, if the creature’s body drops to 0 hit points, if you end your possession as a bonus action, or if you are turned or forced out by an effect like the dispel evil and good spell. When your possession ends, you reappear in an unoccupied space within 5 feet of the creature’s body. The creature you possessed becomes immune to this ability for 24 hours after succeeding on the saving throw or after the possession ends. Once you use this feature to possess a creature successfully, you may not do so again until you complete a long rest.
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Spirit-Speaker
The Spirit-Speaker seeks to find greater understanding of
the mortal realm by understanding the realm of the spirit.
Spirits are drawn to shamans who follow this path due to
their curiosity, and they willingly form bonds of service.
Found almost anywhere, Spirit-Speakers are mostly self-
taught. They build upon their natural spiritual rapport
and instinctual aptitude with magic to form bonds with
powerful spirit guardians who take on the form of beasts.
Race Restrictions
Ss’ressen and undir may not choose this archetype.
Geas and Taboos
You will go to extremes to not insult the spirits, calling
to them by name and offering them additional offerings
when able. If a spirit you are negotiating with demands a
sacrifice, you will go above and beyond what was requested,
commonly increasing the agreed-on price by 25%.
Additionally, you must make a sacrifice to the spirits of
5 gp worth of spices, wine, and herbs once a week. If you
fail to meet this obligation, you cannot recover spell slots,
and cast all cantrips as if you were five (5) levels lower
(minimum of 1st level). This reduction lasts until you make
the required sacrifice.
Expanded Spell List
As a Spirit-Speaker, you choose from an expanded list of
spells when you learn a shaman spell. The following spells
are added to the shaman spell list for you.
Spirit Speaker Expanded Spells
Spell Level Spells
1st command
2nd calm emotions
3rd speak with dead
4th guardian of faith
5th commune
Instinctual Understanding
Starting at 3rd level, you gain a deeper understanding of the
emotions and motivations of spirits. You have advantage on
all Wisdom (Insight) checks when dealing with spirits.
Pejul (Companion Spirit) At 3rd level, you also attract the attention of a pejul, a companion spirit, that agrees to act as your ally and guardian. Your pejul takes the form of a Medium-sized beast. It has the game statistics shown in the sidebar Companion Spirit, and gains the benefits of this feature. You can summon or dismiss your pejul as an action. If your pejul is ever slain, you must complete a long rest before you can call upon your pejul again. Calling your pejul back after a long rest restores the spirit to full health. Your pejul has a mind of its own, and only wants to defend and protect you. It rolls for initiative like any other creature, but your pejul will always attempt to remain adjacent to you, only moving to attack anyone who attacks you. Your spirit guardian will not move more than 60 feet away from you. As a bonus action, you can call on your pejul to return to your side, ceasing its attacks on a creature. If you are incapacitated or unconscious, your spirit guardian tries to take you out of harm’s way or defend you to the best of it’s ability, even to death. Your pejul gains a variety of benefits while it is linked to you. • Your pejul adds your proficiency bonus to its Armor Class as well as to all attack rolls, damage rolls, and saving throws. • When you reach 4th level in the shaman class and every level after that, your pejul gains an additional hit die, which increases it’s hit point maximum by 5 + its Constitution modifier. Whenever you gain the Ability Score Improvement class feature, your pejul further improves. You may choose to either increase one of your pejul’s ability scores of your choice by 2, or increase two of its ability scores by 1 (to a maximum ability score above 20). Instead of increasing your pejul’s ability scores, you can improve your companion spirit in one of the following ways: • Your pejul can take the form of flying beasts, changing its speed to 10 ft., 40 ft. fly • Your pejul can take the form of Small and Large beasts as well as Medium ones. If your companion spirit takes a form of the appropriate size, you can ride it as a mount. • Your pejul’s attacks are considered magical for the purposes of bypassing resistances and immunities.
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Pejul are unique among spirit kind. They bond to a
particular shaman and possess the ability to take
on the form of any non-flying medium sized beast
the shaman desires. These spirits share the same
statistics regardless of their chosen form. When
called, your pejul appears in an unoccupied space
within 15 feet of you. The spirit looks like a normal
animal but detects as magical and is revealed as a
spirit via the shaman’s Between Worlds feature.
Pejul (Companion Spirit)
Medium spirit
Armor Class: 12 (natural armor)
Hit Points: 12 (2d8 + 2)
Speed: 40 ft. (or Swim 40 ft., see below)
STR DEX CON INT WIS CHA 13 (+1) 13 (+1) 14 (+2) 10 (+0) 13 (+1) 13 (+1)
Skills: Perception +3
Senses: Passive Perception 13
Languages: all languages you know
Challenge: ⅛ (25 XP)
Keen Hearing and Smell. Companion spirits have
advantage on Wisdom (Perception) checks that rely on
hearing or smell.
Spirit of Many Forms: Companion spirits can change
into any Medium aquatic or land beast as a bonus
action. The spirit only takes on the physical shape of
the creature, not any of its abilities or attacks.
Actions
Bite, hoof, or Claw (as appropriate to its form):
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 4 (1d6 + 1) piercing, bludgeoning, slashing
damage
as appropriate to its form.
Abolish Spirit
Starting at 6th level, you gain the ability to channel divine
energy as a cleric does. You have the following Channel
Divinity option:
Abolish Spirit: As an action, you present your primal
focus and speak a prayer censuring spirits. One spirit of
your choice that can see or hear you within 30 feet of you
must make a Wisdom saving throw. If the creature fails
its saving throw, it is banished to the Spirit Realm, as long
as its challenge rating is at or below a certain threshold, as
shown in the table below. A creature that is banished this
way cannot return to this Mortal Realm until the next
dawn.
A spirit that you do not banish with this feature is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Shaman Level CR affected 5th ½ or lower 8th 1 or lower 11th 2 or lower 14th 3 or lower 17th 4 or lower Once you use this feature, you cannot use it again until you complete a short rest. Voice of the Spirits At 10th level, you learn how to cast spirit journey* once, without expending a spell slot, regaining the ability to do so after completing a long rest. Whenever you cast spirit journey* you may offer a fate debt in place of the material component costs. This fate debt comes in the form of particularly bad luck. Anytime within the next 24 hours, your GM may have you reroll any successful saving throw or attack roll. You must abide by the new roll. If you roll a natural 20 on the reroll from your fate debt, the spirits are not only appeased but impressed. The next time you cast spirit journey*, the spirits praise you and are much more willing to assist you. The exact effects of the spirits’ heightened estimation of you are left to the GM. Perilous Journey At 16th level, you can force a creature into the Spirit Realm. As an action, you can touch a creature and force them to make a Charisma saving throw against your spell save DC. If they fail their save, the creature is physically expelled into the Spirit Realm. A creature expelled into The Spirit Realm is ripped asunder, suffering 10d10 force damage, and they reappear where they were on Mortal Realm, prone, at the end of their next turn. Constructs and spirits suffer no damage from being expelled into the Spirit Realm but are still physically removed from the Mortal Realm. Once you use this feature, you cannot use it again until you complete a long rest.