The Complete Book of Humanoids

Shaman (Humanoid)

A priest class.

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Requirements

Ability minimumsWisdom 9
Prime requisitesWisdom
AlignmentAny
Level limitsAarakocra 7, Bugbear 7, Bullywug 7, Centaur 7, Goblin 7, Hobgoblin 7, Kobold 7, Lizard Man 7, Mongrelman 7, Ogre Mage 7, Wemic 7, Gnoll 5, Flind 7, Firbolg 7, Voadkyn 7, Ogre 3, Half-Ogre 4, Orc 6, Half-Orc 4Passing a limit warns; the level still stands, and your DM decides.

Advancement

Advancement

Shaman (Humanoid) experience levels

Experience needed for each level, and the hit dice that come with it.
LevelExperienceHit dice
101d6
21,5002d6
33,0003d6
46,0004d6
513,0005d6
627,5006d6
755,0007d6
8110,0008d6
9225,0009d6
10450,0009d6+2
11675,0009d6+4
12900,0009d6+6
131,125,0009d6+8
141,350,0009d6+10
151,575,0009d6+12
161,800,0009d6+14
172,025,0009d6+16
182,250,0009d6+18
192,475,0009d6+20
202,700,0009d6+22

Combat

WeaponsStandard priest weapons plus tribal weapons of the character's culture.
ArmourTribal-typical weapons and armor. May use any priest-usable magical item except scrolls.
SpecializationMay not specialize in a weapon.
Combat

Shaman (Humanoid) THAC0

The number you need to roll to hit Armour Class 0, by level.
LevelTHAC0
120
220
320
418
518
618
716
816
916
1014
1114
1214
1312
1412
1512
1610
1710
1810
198
208
Saving throws

Shaman (Humanoid) saving throws

Target numbers by level. Lower is better; roll this or higher to save.
LevelParalyzation, Poison, DeathRod, Staff, WandPetrification, PolymorphBreath WeaponSpell
11014131615
21014131615
31014131615
4913121514
5913121514
6913121514
7711101312
8711101312
9711101312
1061091211
1161091211
1261091211
135981110
145981110
155981110
16487109
17487109
18487109
1926587
2026587

Magic

CastsPriest spells
Spells

Shaman (Humanoid) spell slots

Spells castable per day at each level, before any bonus from a high score.
Level1234567
11
22
321
432
5331
6332
73321
83332
944321
1044332
11544321
12655322
13666422
146665321
156666421
167776431
177777532
188888642
199988642
209998752

Kits

Shaman

A tribe's link to the spirits and the sacred, wherever those out to live.

RacesAarakocra, Alaghi, Bugbear, Bullywug, Centaur, Firbolg, Voadkyn, Gnoll, Flind, Goblin, Hobgoblin, Kobold, Lizard Man, Mongrelman, Ogre, Half-Ogre, Ogre Mage, Orc, Half-Orc, Wemic
AlsoGender by tribal custom; matches the tribe or its god. Mandatory for the Shaman — see the RequiresKit linkage.
Bonus proficienciesLocal History
WeaponsStandard priest weapons, plus the tribe's own tribal weapons.
Proficiencies recommendedAgriculture, Animal Training, Fire-building, Fishing, Fortune Telling, Rope Use, Weather Sense, Weaving, Winemaking, Animal Lore, Mountaineering, Set Snares, Healing, Herbalism, Religion, Spellcraft
Proficiencies barredEtiquette, Heraldry, Reading/Writing
ProficienciesLocal History is a free bonus . The three barred entries are learnable later.
ArmourTribal-typical weapons and armor. May use any priest-usable magical item except scrolls.
Starting money3d6 x 5 gp

Benefits

  • Healing and Herbalism cost only ONE each.
  • 9th and up: casts reincarnation as a 5th-level spell.
  • Spells from up to THREE , chosen from the specialty-priest list; the choice is permanent, made at character creation.

Hindrances

  • d6 , not d8.
  • Cannot or control undead.
  • No direct access to raise dead or resurrection.

Notes

  • Gender and follow tribal custom or the tribe's god; no fixed requirement.
  • Healing and Herbalism cost only ONE slot each.
  • 9th and up: may cast reincarnation as a 5th-level spell.
  • Spells from up to THREE , chosen from the specialty-priest list; the choice is permanent, made at character creation.
  • Cannot or control undead, and has no direct access to raise dead or resurrection.