Shaman

CLASS TRAITS

Role: Leader. Your spirit companion bolsters and heals your nearby allies, and you can evoke other spirits to aid your allies and harm your foes. Depending on your choice of class features and powers, you lean toward either defender or striker as a secondary role.
Power Source: Primal. The spirits of the natural world give you power and manifest on your behalf.
Key Abilities: Wisdom, Constitution, Intelligence

Armor Proficiencies: Cloth, leather.
Weapon Proficiencies: Simple melee, longspear.
Implement: Totems
Bonus to Defense: +1 Fortitude, +1 Will.

Hit Points at 1st Level: 12+ Constitution Score.
Hit Points per Level Gained: 5
Healing Surges per Day: 7+ Constitution Modifier.

Trained Skills: Nature. From the class skills list below, choose 3 more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Endurance (Con), Heal (Wis), History (Int), Insight (Wis), Nature (Wis), Perception (Wis), Religion (Int).

Build Options: Animist Shaman, Bear Shaman, Eagle Shaman, Panther Shaman, World Speaker Shaman.
Class features: Companion Spirit, Healing Spirit, Speak with Spirits.

Shamans are inspiring and dangerous battle leaders. They command powerful spirit guides, and through them lead their allies. These nature spirits bolster their allies’ attacks and offer protection and healing when needed.
In a rite of passage or initiation, you pledged yourself to the spirits, to be their voice and hands in the world. Through ancient song and sacred ceremony, you have called a powerful spirit companion to your side. The primal spirits of nature affirm your will, guide the actions of your allies, and deal mighty attacks against your foes. You might be a venerable advisor to a tribal leader, a young traveler seeking to bring tales of a wider world back to your people, or a scholar devoted to the pursuit of nearly forgotten lore.
The spirits and voices of nature guide your every step. Their power flows through you, calling you to lead, to fight, and to triumph.

CREATING A SHAMAN

All shamans rely on Wisdom, and they also benefit from a high Constitution or Intelligence. You can choose any shaman powers you like for your character, though many shamans favor one of two different builds, letting their power choices be shaped by the form of their spirit companions.

ANIMIST SHAMAN

Although the world is no longer green and alive, primal spirits still haunt the land. Mesas, crags, dunes, salt pans, siroccos, sandstorms—all contain spirits just as the forests and the oases do. These spirits born of the land are deeply infused with the powers of the elements, and they care little for other creatures. They can be sullen and wrathful entities, but you are able to bend them to your will.
    You know how to call forth the desert spirits of sand and sun. The primal spirits you conjure exhibit the land’s characteristics. A spirit might shed rain droplets, erupt in blazing fire, or stir one’s hair as winds gust around it. Under your command, the spirits rage, unleashing their fury to smash and burn everything in their path. Through force of will, you compel the spirits, binding their power to your allies’ attacks or directing them to loose their anger against your enemies.
    As an animist shaman, you command a spirit companion more elemental in nature than the spirit companions of other shamans. This elemental spirit might appear as a vortex of dust, a curtain of evaporating rain, a clattering gyre of pebbles, or any other desert phenomenon.
    You need Wisdom for your attacks, so it should be your highest ability score. Make Intelligence your next best score, because it helps boost the damage and benefits of your powers. A high Constitution increases your hit points and your Fortitude, so it should be your third-best score. Look for powers that let your allies make attacks, improve their attacks, or inhibit foes through zones and debilitating effects. Your secondary role is controller.
    Class Feature: Elemental Spirit
    Suggested Feat: Spirit of Vigor
    Suggested Skills: Athletics, Endurance, Heal, Nature
    Suggested At-Will Powers: spirit infusion, haunting spirits
    Suggested Encounter Power: scorching sands
    Suggested Daily Power: dust storm binding

BEAR SHAMAN

You excel at protecting your allies and preserving life. Make Wisdom your highest ability score, followed by Constitution so that you can better lend health to your allies. You’ll want a good Intelligence score to improve your AC as well. Choose powers that help guard your allies against attacks, restore hit points, or provide temporary hit points. Your secondary role is defender.
    Class Feature: Protector Spirit
    Suggested Feat: Shared Healing Spirit
    Suggested Skills: Endurance, Heal, Nature, Perception
    Suggested At-Will Powers: defending strike, protecting strike
    Suggested Encounter Power: thunder bear’s warding
    Suggested Daily Power: spirit of the healing flood

EAGLE SHAMAN

Your spirit companion soars above you and your allies, keeping a watchful eye for hidden enemies and drawing attacks to distant foes. Your role is to guide the attacks of your allies, using your spirit companion to concentrate your allies’ ranged attacks on enemies you want to slay or lock down.

You are at your best alongside allies who are armed with bows, javelins, slings, or powerful ranged magic. Rangers, warlocks, and other classes that have features or powers that let them target the nearest enemy thrive in your company, since your spirit companion lets them consider any enemy adjacent to it their nearest enemy.
    Class Feature: Watcher Spirit
    Suggested Feat: Invigorating Spirit
    Suggested Skills: Heal, Insight, Nature, Perception
    Suggested At-Will Powers: claws of the eagle, watcher’s strike
    Suggested Encounter Power: Stormhawk’s fury
    Suggested Daily Power: Great Watcher spirit

PANTHER SHAMAN

You wield the spirits’ power to see events before they unfold and to shape them as you like, guiding your allies’ actions in battle. Wisdom should be your best ability score, then Intelligence so that you can increase your allies’ tactical advantage. A high Constitution will improve your hit points and Fortitude. Choose powers that support your allies in melee, particularly allies who seek combat advantage and who relish quick movement. Your secondary role is striker.
    Class Feature: Stalker Spirit
    Suggested Feat: Stalker Spirit Adept
    Suggested Skills: Athletics, Heal, Nature, Perception
    Suggested At-Will Powers: stalker’s strike, watcher’s strike
    Suggested Encounter Power: twin panthers
    Suggested Daily Power: wrath of the spirit world

WORLD SPEAKER SHAMAN

You channel the living essence of the primal world and the cycles that define it, giving you command over the field of battle. Your spirit companion acts almost like a defender, preventing enemy movement around it while helping your allies move freely.

Your spirit companion is a being of stone and earth, summer and winter, wind and rain. Its appearance varies according to its nature and your desires. It might be vaguely humanoid or shaped somewhat like an animal. Most likely it changes its shape or its mix of earth, air, and water as the primal power flowing through it aligns with the cycles of the natural world.
    Class Feature: World Speaker Spirit
    Suggested Feat: Strengthening Spirit
    Suggested Skills: Arcana, Athletics, Endurance, Nature
    Suggested At-Will Powers: protecting strike, voice of battle
    Suggested Encounter Power: bramble ally
    Suggested Daily Power: stone root spirit

SHAMAN CLASS FEATURES


Each shaman has the powers call spirit companion, healing spirit, and speak with spirits. Your choice of Companion Spirit determines whether you have the power spirit’s fangs or spirit’s shield.

COMPANION SPIRIT
As part of your initiation as a shaman, you acquired a spirit companion, an animal spirit that accompanies and assists you. Many shaman powers have the spirit keyword. Your spirit companion must be present when you use such a power.
You gain the call spirit companion power, which allows you to call your spirit companion to your side. In addition, choose one of the following Companion Spirit options. Your choice provides you with a Spirit Boon as well as a special attack made through your spirit companion, and your choice determines one of your at-will attack powers. Your choice also provides bonuses to certain shaman powers, as detailed in those powers.

Shaman Feature Call Spirit Companion

Your soul reaches out to your spirit friend, which faithfully appears at your side.

At-Will        Conjuration, Primal
Minor Action      Close burst 20

Requirement: Your spirit companion must not be present.

Effect: You conjure your spirit companion in an unoccupied square in the burst. The spirit lasts until you fall unconscious or until you dismiss it as a minor action. The spirit occupies 1 square. Enemies cannot move through its space, but allies can. When you take a move action, you can also move the spirit a number of squares equal to your speed.
    The spirit can be targeted by melee or ranged attacks, although it lacks hit points. If a single melee or ranged attack deals damage to the spirit equal to 10 + one-half your level or higher, the spirit disappears, and you take damage equal to 5 + one-half your level. Otherwise, the spirit is unaffected by the attack.


Update (9/10/2010)
Add the following Requirement entry above the Effect entry.

Elemental Spirit
You draw on elemental spirits inhabiting the earth to give you strength and fuel the raw power of your evocations.
    Spirit Boon: Your allies gain a +2 bonus to saving throws while adjacent to your spirit companion. In addition, if your spirit companion is not present at the start of your turn, you can summon it once during that turn as a free action.
    Spirit’s Wrath: You gain the spirit’s wrath power, an attack you make through your spirit companion as an opportunity action.
    At-Will Attack Power: You gain the spirit infusion power. You can choose a second at-will attack power as normal.

Shaman Attack 1Spirit Infusion

You dismiss your spirit companion, which flows into an ally and enables him or her to make a swift and sudden attack.

At-Will        Primal, Spirit
Standard Action      Melee spirit 1

Target: One ally

Effect: Your spirit companion disappears, and the target can make a basic attack with a +2 power bonus to the attack roll and a power bonus to the damage roll equal to your Intelligence modifier.


Shaman Feature Spirit's Wrath

Burning hatred drives your spirit to smash into your enemy.

At-Will        Implement, Primal, Spirit
Opportunity Action      Melee spirit 1

Trigger: An enemy leaves a square adjacent to your spirit companion without shifting.

Target: The triggering enemy

Attack: Wisdom vs. Reflex

Hit: 1d6 + Wisdom modifier damage, and the target grants combat advantage until the end of your next turn.
Level 21: 2d6 + Wisdom modifier damage.



Protector Spirit
You draw on the strength of the bear or a similar protective spirit to defend and bolster your allies.
Spirit Boon: Any ally adjacent to your spirit companion regains additional hit points equal to your Constitution modifier when he or she uses second wind or when you use a healing power on him or her.
Spirit’s Shield: You gain the spirit’s shield power, an attack you make through your spirit companion as an opportunity action.
At-Will Attack Power: You gain the protecting strike power. You choose a second at-will attack power as normal.

Shaman Attack 1Protecting Strike

Roaring echoes from ancient caves and hollows accompany your spirit companion’s attack, infusing your allies with vitality.

At-Will        Implement, Primal, Spirit
Standard Action      Melee spirit 1

Target: One creature

Attack: Wisdom vs. Will

Hit: 1d8 + Wisdom modifier damage, and each ally adjacent to your spirit companion gains temporary hit points equal to your Constitution modifier.
Level 21: 2d8 + Wisdom modifier damage.


Shaman Feature Spirit's Shield

Your spirit companion bats at a foe that drops its guard, and a nearby ally draws healing energy from the spirit.

At-Will        Healing, Implement, Primal, Spirit
Opportunity Action      Melee spirit 1

Trigger: An enemy leaves a square adjacent to your spirit companion without shifting

Target: The triggering enemy

Attack: Wisdom vs. Reflex

Hit: Wisdom modifier damage.

Effect: One ally within 5 squares of your spirit companion regains hit points equal to your Wisdom modifier.



Stalker Spirit
You call on the stealth and cunning of the panther or a similar stalking spirit to empower and position your allies.
Spirit Boon: Any ally adjacent to your spirit companion gains a bonus to damage rolls against bloodied enemies equal to your Intelligence modifier.
Spirit’s Fangs: You gain the spirit’s fangs power, an attack you make through your spirit companion as an opportunity action.
At-Will Attack Power: You gain the stalker’s strike power. You choose a second at-will attack power as normal.

Shaman Feature Spirit's Fangs

When an enemy drops its guard, your spirit companion leaps on it, claws and fangs bared.

At-Will        Implement, Primal, Spirit
Opportunity Action      Melee spirit 1

Trigger: An enemy leaves a square adjacent to your spirit companion without shifting

Target: The triggering enemy

Attack: Wisdom vs. Reflex

Hit: 1d10 + Wisdom modifier damage.
Level 21: 2d10 + Wisdom modifier damage.


Shaman Attack 1Stalker's Strike

As your spirit companion claws at your foe, the spirit is filled with predatory fury, becoming a greater threat to your enemies.

At-Will        Implement, Primal, Spirit
Standard Action      Melee spirit 1

Target: One creature

Attack: Wisdom vs. Fortitude. If the target is bloodied, you gain a bonus to the attack roll equal to one-half your Intelligence modifier.

Hit: 1d10 + Wisdom modifier damage. Until the end of your next turn, your spirit companion can flank with you and your allies.
Level 21: 2d10 + Wisdom modifier damage.



Watcher Spirit
Spirit Boon: Enemies adjacent to your spirit companion can’t gain cover from other enemies. In addition, your allies can treat any enemy adjacent to your spirit companion as their nearest enemy.
Spirit’s Prey: You gain the spirit’s prey power, an attack you make through your spirit companion as an opportunity action.
At-Will Attack Power: You gain the claws of the eagle power. You choose a second 1st-level at-will attack power as normal.

Shaman Attack 1Claws of the Eagle

Your spirit companion swoops down on your foe, causing it to neglect its defenses for a short time.

At-Will        Primal, Spirit
Standard Action      Melee spirit 1

Target: One creature

Effect: One ally adjacent to your spirit companion or within 3 squares of you can make a basic attack against the target. If the ally’s attack hits, the target grants combat advantage until the end of your next turn.


Shaman Feature Spirit's Prey

Your spirit companion lashes out at a moving foe, and an ally uses the distraction to fire on that enemy.

At-Will        Primal, Spirit
Opportunity Action      Melee spirit 1

Trigger: An enemy leaves a square adjacent to your spirit companion without shifting

Target: The triggering enemy

Effect: One ally within 10 squares of your spirit companion can make a ranged basic attack against the target as a free action with combat advantage.



World Speaker Spirit
Spirit Boon: Any ally who provokes an opportunity attack by entering or leaving a square adjacent to your spirit companion gains a bonus to all defenses against that attack. The bonus equals your Constitution modifier.
World Speaker’s Command: You gain the world speaker’s command power, an attack you make through your spirit companion as an opportunity action.
At-Will Attack Power: You gain the voice of battle power. You choose a second 1st-level at-will attack power as normal.

Shaman Attack 1Voice of Battle

You voice a battle cry through your spirit companion, which hammers into your enemy and spurs an ally into motion.

At-Will        Implement, Primal, Psychic, Spirit
Standard Action      Melee spirit 1

Target: One creature

Attack: Wisdom vs. Will

Hit: 1d6 + Wisdom modifier psychic damage.
Level 21: 2d6 + Wisdom modifier psychic damage.

Effect: One ally within 2 squares of your spirit companion can shift 2 squares as a free action.


Shaman Feature World Speaker's Command

The voices and growls of primal spirits cascade on your foe, stopping it in its tracks.

At-Will        Implement, Primal, Spirit
Opportunity Action      Melee spirit 1

Trigger: An enemy leaves a square adjacent to your spirit companion without shifting

Target: The triggering enemy

Attack: Wisdom vs. Will

Hit: The target stops moving and must use a different action to resume moving.


Update (2/8/2010)
Above the Attack entry, add a Target entry that reads “Target: The triggering enemy.” The power lacks a Target entry.


HEALING SPIRIT
You gain the healing spirit power. Through this power, you grant your allies additional resilience with a short evocation of primal power.

Shaman Feature Healing Spirit

You call to the spirits on behalf of a wounded ally, closing wounds and filling your ally with vigor.

Encounter (Special)        Healing, Primal
Minor Action      Close burst 5

Target: You or one ally in the burst

Effect: The target can spend a healing surge. If the target does so, one ally adjacent to your spirit companion, other than the target, regains 1d6 hit points.
Level 6: 2d6 hit points.
Level 11: 3d6 hit points.
Level 16: 4d6 hit points.
Level 21: 5d6 hit points.
Level 26: 6d6 hit points.

Special: You can use this power twice per encounter, but only once per round. At 16th level, you can use this power three times per encounter, but only once per round.


SPEAK WITH SPIRITS
You gain the speak with spirits power. You are aware of the constant presence of spirits that float at the edges of reality. You can focus your inner energy and open your mind to these spirits, letting them guide your actions or fill you with insights.

Shaman Feature Speak with Spirits

You commune with the spirits, letting them guide your words and actions.

Encounter        Primal
Minor Action      Personal

Effect: During this turn, you gain a bonus to your next skill check equal to your Wisdom modifier.


Shaman Overview
You lead your adventuring party from a position of relative safety, sending your spirit companion to the front of the battle while you linger behind. Your powers fall into two broad categories: melee attacks your spirit companion makes, and ranged attacks. Your daily powers include a number of conjurations and zones, representing your ability to call on additional spirits for aid.

Religion
Shamans draw their power from the primal power source and therefore don’t usually worship gods. They view themselves as agents—not servants or masters—of the spirits of nature and instruct others how to live their lives in harmony with those spirits. Like druids, shamans call on the spirits to witness significant events but don’t worship them.

IMPLEMENTS

Shamans use totems carved to resemble the spirits they most commonly call upon, particularly their spirit companions. When you wield a magic totem, you can add its enhancement bonus to the attack rolls and the damage rolls of shaman powers and shaman paragon path powers that have the implement keyword. Without an implement, you can still use these powers.

Published in Player's Handbook 2, page(s) 118.