| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +5 | Strength | |
| +0 | Dexterity | |
| +5 | Constitution | |
| +4 | Intelligence | |
| +5 | Wisdom | |
| +3 | Charisma |
| +0 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +8 | Athletics | STR | |
| +3 | Deception | CHA | |
| +1 | History | INT | |
| +5 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +2 | Medicine | WIS | |
| +1 | Nature | INT | |
| +2 | Perception | WIS | |
| +3 | Performance | CHA | |
| +6 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +0 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Morningstar | +8 | STR | 1d12+2+5 | Bludgeoning AND Piercing | |
| MASTERED: Two-Handed, Reach, Brace, Double-ended d4, Punch, Sunder*, Wound |*Sunder now reduces AC by Str Mod instead of its normal value. | |||||
| Javelin | +5 | STR | 1d6+5 | Piercing | |
| One-Handed, Finesse, Light, Melee d6, Thrown (30/120), Punch | |||||
| Quarterstaff | +8 | STR | 1d8+2+5 | Bludgeoning | |
| Two-Handed, Double Ended d6, Trip | |||||
| Greataxe | +5 | STR | 1d12+2+5 | Slashing | |
| Two-Handed, Heavy, Disarm, Trip | |||||
| Heavy Crossbow | +3 | DEX | 1d10+4 | Piercing | |
| Two-Handed, Heavy, Ranged (80/200), Reload attack, Keen, Punch, Puncture, Sighted | |||||
| Guisarme+1 | +9 | STR | 1d12+3+5 | Piercing or Slashing | |
| Two-Handed, Heavy, Reach, Melee d12, Brace, Entangle, Trip | |||||
Totemic Assault : As an action you can command the Spirits bound within one of your Totems to swarm one creature you can see within 60 feet of you. That creature must succeed on a Charisma saving throw or take 1d8 necrotic damage. The Spirits swarm around this creature until it is slain, it moves more than 60 feet away, or you use Totemic Assault on another target. While they swarm, you can use a bonus action on subsequent turns to force it to make this Charisma saving throw again. You can only use Totemic Assault once per turn. The damage dealt by your Totemic Assault increases at 5th level (2d8), at 11th level (3d8), and finally at 17th level (4d8).
Bound Spirits: The spirits you channel each empower the shaman in their own way. Choose from the Bound Spirits list. Whenever you gain a Shaman level you may replace one of your Bound Spirits with another.
Current choices:
Spirit of the Autumn Wind: You bind a minor Spirit of Death that comes at the changing of the seasons. When you deal damage to a creature with a weapon attack or with Totemic Assault, it cannot regain hit points until the beginning of your next turn.
Spirit of the Earthquake: You bind a Spirit of Earth that grants you destructive power. Once per turn when you hit with a melee weapon attack you deal an extra 1d6 dmg of the weapons type. The size of this die increases at 5th level, and again at 11th and 17th.
Spirit of the Stream: You bind a minor Spirit of Water that grants you a protective aqueous coating. You have advantage on any ability check or saving throw you make to resist being grappled, restrained, or stunned, and you can hold your breath for up to 1 hour.
Spirit of the Panther: You bind a minor Bestial Spirit that grants you the steps of a panther. You gain proficiency in Stealth, and have advantage on Dexterity (Stealth) checks to hide in natural environments.
Adrenaline Rush: You can take the Dash action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest.
Relentless Endurance: When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead. Once you use this trait, you can’t do so again until you finish a Long Rest.
Blood Totems
Ancient Spirits have taught you to siphon life-blood and bind its spiritual power to Blood Totems using the rules below:
Bound Totems. You start with a single Blood Totem that does not count against your total number of Bound Totems. However, at the end of a long rest, you can forgo any number of Bound Totems to instead create that many Blood Totems.
Harvesting. When you deal necrotic, piercing, or slashing damage to a creature within 10 feet of you, you can choose to harvest its blood, causing one Blood Totem you are holding to gain hit points equal to half the damage dealt. This ability has no effect on Constructs, Undead, or creatures without blood.
Hit Points. Blood Totems can store up to 25 hit points at one time. If a Blood Totem is at its maximum hit points, you can expend all its hit points to cast one of your Blood Priest spells at your Slot Level without expending a slot or the spell's normal material components.
When you finish a long rest, unused hit points stored within Blood Totems lose their magic and are dispelled.
You have learned to use particular weapons to better harvest the life-blood of your foes. You gain proficiency with all melee weapons that deal piercing or slashing damage.
Whenever you take damage while you are holding a Blood Totem, you can use a reaction to cause it to take the damage in your place. Should this reduce a Blood Totem to zero hit points, you take any remaining damage.
Darkvision: You have Darkvision with a range of 120 feet.
Weapon Proficiencies: All Ambush, Bludgeons, Launch, Spears, and Throwing weapons without the Clockwork property, and whips, plus dagger, kukri, scimitar, sickle, tomahawk, war scythe, and wall pick.
MASTERED: Morningstar
Common, Orc, Halfling
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!
Take the first step. Create your account. Your world and characters await!