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Tribe Shaman

Shamans are spiritual visionaries of tribes and clans. These gifted warriors who can see into the world of spirits and communicate with creatures invisible to eyes of normal beings. They are beset by visions of the future and use their sight to guide their people through troubled times. Although the shaman may seem wise and serene at first glance, he is a formidable foe; when angered, his wrath is as fierce as those who have a connection to Eternals or nature

"Alone, the elements are wild, chaotic. Through me, they find balance, and with that balance, purpose."

- Earthwarden Orurn, Minotaur Shaman

Class Skills

The Shaman's class skills (and the key ability for each skill) are Athletics (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis)

Skills Points at Each Level: 4 + int

Alignment: Any neutral.

Hit Dice: d8

  Level BAB Fort Ref Will Special
 1st +0 +2 +0 +2 Specialization, Totem 1
 2nd +1 +3 +0 +3 Spirit Power 1
 3rd +2 +3 +1 +3 
 4th +3 +4 +1 +4 Spirit Power 2
 5th +3 +4 +1 +4 Totem 2
 6th +4 +5 +2 +5 Spirit Power 3
 7th +5 +5 +2 +5 
 8th +6/+1 +6 +2 +6 Spirit Power 4, Totemic Recall
 9th +6/+1 +6 +3 +6 Totem 3
 10th +7/+2 +7 +3 +7 Spirit Power 5
 11th +8/+3 +7 +3 +7 Call of the Elements
 12th +9/+4 +8 +4 +8 Spirit Power 6
 13th +9/+4 +8 +4 +8 Totem 4
 14th +10/+5 +9 +4 +9 Spirit Power 7
 15th +11/+6/+1 +9 +5 +9 
 16th +12/+7/+2 +10 +5 +10 Spirit Power 8, Mastery
 17th +12/+7/+2 +10 +5 +10 
 18th +13/+8/+3 +11 +6 +11 Spirit Power 9
 19th +14/+9/+4 +11 +6 +11 
 20th +15/+10/+5 +12 +6 +12 Unleash Elements

Weapon and Armor Proficiency: Shamans are proficient with all simple weapons. Shamans are

proficient with light and medium armor and with light and heavy shields.

Mana: A Shaman gains Mana as a Druid and gains bonus mana based upon his WIS. 

At 1st level, a Shaman chooses a path in which to specialize. Each path unlocks

different powerful abilities over the course of the Shaman's career, as shown on the individual table for

each path. The choice of a path is permanent, representing the Shaman's dedication to a specific type of

mastery over the elements.


All Shamans are able to summon totems,  translucent figurines of spiritual significance to that particular Shaman. Calling a totem into being is a swift action, and the totem appears adjacent to the Shaman. A totem is not truly real, and does not impede movement in any way. A Shaman may only have one totem of each element called at one time; summoning a new totem of the same element immediately destroys the previous totem.

A Shaman chooses one element of totem to manifest at 1st level, he may choose another totem element to manifest at  5th, 9th & 13th level. 

Spirit Power
The Shaman summons the spirits of nature to guide and empower him.  By calling upon these spirits he is able to manifest their power through him.  Each level of spirit power costs mana to manifest.  The mana cost is equivalent to a spell of that level. 

Totemic Recall (Su): As a free action, a Shaman of 8th level or higher may return all of his summoned

totems to the earth, instantly destroying them and granting him 25% of the total mana cost to summon


Call of the Elements (Su): As a swift action, a Shaman of 9th level or higher may summon one totem

of each element. Using Call of the Elements costs an amount of mana equal to the total combined cost of the summoned


Mastery: At 16th level, a Shaman gains a potent increase to his abilities. The exact nature of this increase depends on the Shaman's specialization.

Elemental Specialization - Elemental Overload:

Whenever the Shaman uses his Chain Lightning, Lava Burst, or Lightning Bolt abilities, there is a 20% chance that an Elemental Overload occurs. An Elemental Overload is an exact copy of the ability that triggered it, using the same attack and damage rolls, but dealing 75% normal damage.

Enhancement Specialization - Enhanced Elements:

All fire, cold, and electric damage done by the Shaman is increased by 25%.

Restoration Specialization - Deep Healing:

The effectiveness of the Shaman's healing abilities is increased by 1% for every class level.

Unleash Elements (Su): As a swift action, a 20th level Shaman may focus the elemental force imbuing it into a surge of power. This ability has a varying effect based on the effect imbued.

Earthliving  - Unleash Life:

The Shaman heals an ally within 100 feet for 1d2 per class level, and increases the effect of the Shaman's next single-target heal by 20%.

Flametongue - Unleash Flame:

The Shaman burns an enemy within 100 feet for 1d2 fire damage per class level, and increases the damage done by his next fire damage ability by 20%.

Frostbrand- Unleash Frost:

The Shaman freezes the skin of an enemy within 100 feet, dealing 1d2 points of cold damage per class level and reducing their movement speed by half for one round. If the target is already slowed by one of the Shaman's class abilities, it is instead dazed for one round.

Rockbiter- Unleash Earth:

The Shaman pulls on the mind and body of an enemy within 100 feet, forcing it to attack him for one round.

Windfury - Unleash Wind:

The Shaman releases a razor sharp blast of wind at a foe within 100 feet, dealing 125% normal automatic weapon damage and granting himself an additional attack per round at his highest attack bonus for two rounds, which stacks with the additonal attack granted by haste or similar abilities.Using Unleash Elements consumes 7 mana.