Here is some more shaman stuff for ya’!
Spellcasting Focus
You may use a fetish – a personalized collection of odds and ends made of plant components, animal parts, and mineral bits – as a spellcasting focus for your shaman spells. No two fetishes are alike; you assemble your fetish yourself out of items that have personal significance to you. If you have to replace a lost or destroyed fetish the replacement need not be identical to the one it replaces.
Spirit Guide
The spirits that guide you have assigned one of their junior members to assist you in your calling. Choose an animal, plant, or primal force of nature (i.e. sun, wind, sea, or mountain) to be your totem.
You know the find familiar spell. You follow all the usual rules of the spell except that your familiar is a celestial, fey, fiend, or elemental and can take the form of any creature appropriate to your totem (always the same form). Use the form and statistics of any small or smaller beast, elemental, or plant creature of CR 1/4 or less.
Omens
At 2nd level your spirit guide becomes a conduit to the greater spirits you follow, and you can petition them for advice. You may, while your spirit guide is active and within 100 feet of you, make one skill check using Arcana, History, Insight, Nature, Perception, Religion, or Survival with advantage. You may use this ability a number of times per day equal to your Wisdom modifier (minimum 1), and you regain all spent uses after you finish a long rest.
Shamanic Lodge
Not all shamans see their callings the same way. At 3rd level you join a lodge, a group of like-minded spirit walkers whose wisdom and experience guide you on your path. Your lodge gives you a feature when you select it at 3rd level and additional features at higher levels.
You may choose between the Lodge of Dreams, the Lodge of Spears, and the Lodge of the Voice.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th, 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.
Wisdom of the Ancients
At 10th level you can ask your guiding spirits for more detailed information. You learn the commune and commune with nature spells if you don’t already know them. They count as shaman spells for you but do not count against the number of shaman spells you know. You can cast each of these spells once without expending a spell slot. You regain this ability after you finish a long rest.
Master of Two Worlds
At 18th level you learn the plane shift spell if you don’t already know it. It counts as a shaman spell for you but doesn’t count against the number of shaman spells you know. You can cast this spell without a material component under certain conditions:
You are on a plane other than the prime material, and you are trying to return to the prime material plane;
The target plane is your spirit guide’s home plane or an associated plane – a heavenly plane if your spirit guide is a celestial, an infernal plane if it is a fiend, an elemental plane if it is an elemental, etc.;
You are banishing a creature from your spirit guide’s home plane or an associated plane. Your spirit guide can deliver the melee spell attack in this case.
Keeper of the Ways
At 20th level your guardianship of the walls between worlds is backed by mystical force. When you hit a creature that is not currently on its home plane of existence, or which has been corrupted by extraplanar taint, with a weapon or spell attack you ignore any damage resistances it has and treat damage immunity as resistance.
You can also use a bonus action on your turn to grant this ability to an ally within 30 feet of you that you can see; the bonus lasts until the start of your next turn. You can do this a number of times equal to your Wisdom modifier (minimum 1), and you regain all spent uses when you finish a long rest.










