The Complete Book of Humanoids
Shaman (Humanoid)
A priest class.
Requirements
Ability minimumsWisdom 9
Prime requisitesWisdom
AlignmentAny
RacesAarakocra, Alaghi, Bugbear, Bullywug, Centaur, Goblin, Hobgoblin, Kobold, Lizard Man, Mongrelman, Ogre Mage, Wemic, Gnoll, Flind, Ogre, Half-Ogre, Orc, Half-Orc, Firbolg, Voadkyn
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
Shaman (Humanoid) experience levels
Experience needed for each level, and the hit dice that come with it.| Level | Experience | Hit dice |
|---|---|---|
| 1 | 0 | 1d6 |
| 2 | 1,500 | 2d6 |
| 3 | 3,000 | 3d6 |
| 4 | 6,000 | 4d6 |
| 5 | 13,000 | 5d6 |
| 6 | 27,500 | 6d6 |
| 7 | 55,000 | 7d6 |
| 8 | 110,000 | 8d6 |
| 9 | 225,000 | 9d6 |
| 10 | 450,000 | 9d6+2 |
| 11 | 675,000 | 9d6+4 |
| 12 | 900,000 | 9d6+6 |
| 13 | 1,125,000 | 9d6+8 |
| 14 | 1,350,000 | 9d6+10 |
| 15 | 1,575,000 | 9d6+12 |
| 16 | 1,800,000 | 9d6+14 |
| 17 | 2,025,000 | 9d6+16 |
| 18 | 2,250,000 | 9d6+18 |
| 19 | 2,475,000 | 9d6+20 |
| 20 | 2,700,000 | 9d6+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.
Shaman (Humanoid) THAC0
The number you need to roll to hit Armour Class 0, by level.| Level | THAC0 |
|---|---|
| 1 | 20 |
| 2 | 20 |
| 3 | 20 |
| 4 | 18 |
| 5 | 18 |
| 6 | 18 |
| 7 | 16 |
| 8 | 16 |
| 9 | 16 |
| 10 | 14 |
| 11 | 14 |
| 12 | 14 |
| 13 | 12 |
| 14 | 12 |
| 15 | 12 |
| 16 | 10 |
| 17 | 10 |
| 18 | 10 |
| 19 | 8 |
| 20 | 8 |
Shaman (Humanoid) saving throws
Target numbers by level. Lower is better; roll this or higher to save.| Level | Paralyzation, Poison, Death | Rod, Staff, Wand | Petrification, Polymorph | Breath Weapon | Spell |
|---|---|---|---|---|---|
| 1 | 10 | 14 | 13 | 16 | 15 |
| 2 | 10 | 14 | 13 | 16 | 15 |
| 3 | 10 | 14 | 13 | 16 | 15 |
| 4 | 9 | 13 | 12 | 15 | 14 |
| 5 | 9 | 13 | 12 | 15 | 14 |
| 6 | 9 | 13 | 12 | 15 | 14 |
| 7 | 7 | 11 | 10 | 13 | 12 |
| 8 | 7 | 11 | 10 | 13 | 12 |
| 9 | 7 | 11 | 10 | 13 | 12 |
| 10 | 6 | 10 | 9 | 12 | 11 |
| 11 | 6 | 10 | 9 | 12 | 11 |
| 12 | 6 | 10 | 9 | 12 | 11 |
| 13 | 5 | 9 | 8 | 11 | 10 |
| 14 | 5 | 9 | 8 | 11 | 10 |
| 15 | 5 | 9 | 8 | 11 | 10 |
| 16 | 4 | 8 | 7 | 10 | 9 |
| 17 | 4 | 8 | 7 | 10 | 9 |
| 18 | 4 | 8 | 7 | 10 | 9 |
| 19 | 2 | 6 | 5 | 8 | 7 |
| 20 | 2 | 6 | 5 | 8 | 7 |
Magic
CastsPriest spells
Shaman (Humanoid) spell slots
Spells castable per day at each level, before any bonus from a high score.| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
|---|---|---|---|---|---|---|---|
| 1 | 1 | — | — | — | — | — | — |
| 2 | 2 | — | — | — | — | — | — |
| 3 | 2 | 1 | — | — | — | — | — |
| 4 | 3 | 2 | — | — | — | — | — |
| 5 | 3 | 3 | 1 | — | — | — | — |
| 6 | 3 | 3 | 2 | — | — | — | — |
| 7 | 3 | 3 | 2 | 1 | — | — | — |
| 8 | 3 | 3 | 3 | 2 | — | — | — |
| 9 | 4 | 4 | 3 | 2 | 1 | — | — |
| 10 | 4 | 4 | 3 | 3 | 2 | — | — |
| 11 | 5 | 4 | 4 | 3 | 2 | 1 | — |
| 12 | 6 | 5 | 5 | 3 | 2 | 2 | — |
| 13 | 6 | 6 | 6 | 4 | 2 | 2 | — |
| 14 | 6 | 6 | 6 | 5 | 3 | 2 | 1 |
| 15 | 6 | 6 | 6 | 6 | 4 | 2 | 1 |
| 16 | 7 | 7 | 7 | 6 | 4 | 3 | 1 |
| 17 | 7 | 7 | 7 | 7 | 5 | 3 | 2 |
| 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 |
| 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 |
| 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 |
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.