A shaman cares little for the Weave described by wizards, nor must they bargain with gods and demigods for power. Their magic is older and less orderly. The unseen spirits of the world whisper constantly; in stones warmed by the sun, in restless winds, in predators stalking their prey, in sickness, blood, memory, growth, and decay.
Most creatures never hear these voices. A shaman learns to listen.
Through practiced rites, rhythmic movement, invocation, and communion, shamans invite these spirits to exert their influence upon the mortal world. One spirit might lend an ally the endurance of stone, another sap strength from an enemy, while another takes temporary form beside the shaman as a spectral companion. A skilled shaman does not simply call upon one such power; they maintain a shifting chorus of spirits simultaneously, weaving blessings and curses together as the needs of the moment change.
Shamans are physically vulnerable compared with warriors and priests encased in armor. They survive instead through preparation, cunning, spiritual protection, and the supernatural advantages created by their rites. To watch an experienced shaman fight is to watch the battlefield itself slowly become hostile to the shaman's enemies and increasingly favorable to their allies.
Voices Without Gods
Shamans may respect gods, worship them, despise them, or ignore them entirely. Their power does not depend upon divine favor.
Neither are the spirits necessarily gods, ghosts, or creatures in any conventional sense. Some appear to possess personalities. Others seem more like impressions left upon reality: the spirit of a hunting wolf, the memory of an ancient mountain, the hunger of rot, or the fury contained within a storm.
Scholars argue endlessly about what these entities truly are.
Shamans generally consider the question less important than learning how to listen.
The Living Ritual
Unlike spellcasters, shamans do not expend spell slots or prepare spells. Their supernatural power comes from maintaining an ongoing Ritual, through which several spirits can be invoked simultaneously.
As shamans grow more experienced, they learn to hear more voices at once, call upon deeper aspects of familiar spirits, and cultivate a handful of spirits beyond the boundaries of their chosen spiritual tradition.
The result is a practitioner whose power comes not from a single overwhelming magical act, but from the accumulation and careful management of many supernatural influences at once.
hit dice:
1d6
hit points at 1st level:
6 + you Constitution modifier
hit points at higher levels:
1d6 (or 4) + your Constitution modifier per level after 1st
armor proficiencies:
Shields
weapon proficiencies:
Clubs, daggers, darts, slings, quarterstaffs, short bows, spears
tools:
Herbalism Kit, Poisoner's Kit
saving throws:
Constitution, Wisdom
skills:
Choose two from Animal Handling, History, Insight, Medicine, Nature, Performance, Stealth, Survival
starting equipment:
Starting Equipment
You start with the following equipment, in addition to equipment provided by your background:
Wooden Shield
Spear or Quarterstaff
Shortbow and 20 Arrows, or Sling and 20 Bullets
Herbalism Kit or Poisoner's Kit
Explorer's Pack
Shamanic Totem
8 GP
Alternatively, you may begin with 50 GP and purchase your own equipment.
spellcasting:
class features:
Level 1: Spirit Magic
You have learned to perceive and invoke the invisible spirits that permeate the world. Spirit Magic is magical but is not spellcasting. You have no spell slots as a result of this class, invoking a spirit isn't casting a spell, and your Spirit Magic can't normally be interrupted by effects that specifically interrupt spells. Spirit Magic is nevertheless supernatural. An effect that suppresses magic suppresses your spirits while you remain within its area.
Wisdom Is Your Spirit Ability. Wisdom represents your sensitivity to the spirit world and your ability to impose order upon the many voices you hear. When one of your Shaman features or spirits requires a saving throw, use the following DC:
Spirit Save DC = 8 + your Wisdom modifier + your Proficiency Bonus
When one of your Shaman features or spirits requires an attack roll, use:
Spirit Attack Modifier = your Wisdom modifier + your Proficiency Bonus
Spirits Known. You know four spirits of your choice at 1st level. The Spirits Known column of the Shaman table shows when you learn additional spirits. Whenever you gain a Shaman level, you may replace one spirit you know with another spirit available to you.
Spirits are divided broadly into three expressions:
Boons. Spirits whose influence primarily strengthens, protects, heals, or otherwise aids.
Afflictions. Spirits whose influence weakens, curses, damages, hinders, or corrupts.
Manifestations. Spirits that project a distinct spiritual presence into the world and may take the appearance of an animal, ancestor, elemental presence, or other supernatural companion.
These categories don't themselves determine how a spirit functions. Each spirit specifies its targets, range, area, and other rules.
Beginning Your Ritual. As an Action, you begin your Ritual and invoke one spirit you know. On the same turn, you may use a Bonus Action to weave a second spirit you know into the Ritual. A spirit's effect begins immediately when you invoke it. Your Ritual requires audible invocation and deliberate physical gestures when you call a spirit. You must therefore be capable of speaking and performing the necessary movements to invoke a new spirit. Once invoked, however, a spirit doesn't require continuous chanting or movement to remain active. Being Silenced, Restrained, Grappled, or otherwise prevented from invoking additional spirits doesn't end spirits already active.
Maintaining Spirits. The maximum number of spirits you can maintain simultaneously is shown in the Spirit Capacity column of the Shaman table. This number ordinarily equals your Proficiency Bonus.
Ritual State. Your Ritual lasts for 1 minute. It ends early if you choose to end it or fall unconscious. Spirits invoked as part of the Ritual remain active only while the Ritual persists. Invoking, dismissing, or replacing a spirit doesn't extend the Ritual's duration. You can begin a new Ritual when you aren't currently maintaining one, but no less than 60 seconds after starting one. You can begin a Ritual equal to your proficiency bonus plus your wisdom modifier. You regain one Ritual use after a short rest. You regain all uses of a Ritual after a long rest.
Invoking and Replacing Spirits. While your Ritual is active and you haven't reached your Spirit Capacity, you may use an Action to invoke another spirit you know. If you are already maintaining your maximum number of spirits, you may instead use an Action to dismiss one active spirit and immediately invoke another spirit you know. The newly invoked spirit takes effect immediately. You may dismiss an active spirit at any time on your turn without using an action, but doing so doesn't allow you to invoke another spirit without using the action normally required.
Manifestation Limit. Unless another feature says otherwise, you can maintain only one Manifestation spirit at a time. A Manifestation may appear as a creature or other distinct presence, but it isn't necessarily an independent creature unless that spirit specifically says it is.
Ceremonies. Some Spirits grant Ceremonial Uses that allow their power to be invoked outside of a Ritual. Performing a Ceremony doesn't require an active Ritual and doesn't begin one. Unless otherwise stated, completing a Ceremony expends one use of your Ritual, and its effects last for the duration specified by that Spirit rather than the normal duration of a Ritual. A Spirit used ceremonially doesn't count against your Spirit Capacity.
Faint Communion. If you have no uses of your Ritual remaining, you can still reach faintly into the spirit world. As an Action, choose one spirit you know and channel its Root Rank effect. You can channel only one spirit this way at a time. Channeling another immediately ends the previous effect. A spirit channeled through Faint Communion doesn't begin a Ritual, can't be advanced beyond Root Rank, and can't benefit from Spirit Mastery or your Favored Expression. Faint Communion can't be used to perform a Ceremony, nor does it trigger any subclass features.
Level 1: Shamanic Totem
You possess a personal focus through which you organize the voices of the spirit world. Your Shamanic Totem might be a carved idol, bundle of feathers and bones, mask, rattle, drum, fetish, ancestral token, painted shield, ritual spear, or another spiritually significant object. You must have your Shamanic Totem on your person to invoke spirits. A totem may be incorporated into a shield, weapon, piece of clothing, or similar object. A hand holding a Shamanic Totem, or a shield or weapon into which the totem is incorporated, can perform the gestures required by your Spirit Magic. If your totem is destroyed or lost, you can create another during a Short or Long Rest using materials worth at least 1 GP.
Level 1: Heritage Spirits
Each culture has a different inherent connection to the realm of spirits. You inherently know this spirit tree based on your upbringing.
Zhuyuaeni Elves: Familiar Spirit
Thuyereni Elves: Spiritshape
High Elves: Arcane Vigor
Teirdroeni: Promise of Rot
Demonkin: Discordant Phantasm
Dragonkin: Physical Might
Gnoffol: Spiritual Manipulation
Halifar Tribe: Stonesoul
Humanity: Spirit of the Hearth
The Akvarin: Spiritual Awareness
The Meliari: Pathfinder
Vargrulian Dwarves: Spirit Battery
Boharin Orcs: Voice of the Ancients
Level 2: Spirit Mastery
Your communion with certain spirits becomes especially intimate. Choose one spirit you know. That spirit becomes a Mastered Spirit. Your number of Mastered Spirits increases as shown in the Mastered Spirits column of the Shaman table. A Mastered Spirit advances through Spirit Ranks as your maximum Spirit Rank increases, regardless of whether that spirit belongs to the spiritual expression favored by your subclass. When you gain a Shaman level, you may move one of your Spirit Masteries from one spirit you know to another. A spirit can benefit from only one Spirit Mastery.
Level 2: Spirit Sense
Your awareness extends beyond ordinary sight and hearing. As a Magic action, you can open your senses to spiritual disturbances for 1 minute. For the duration, you know whether any of the following are within 60 feet of you, although you don't automatically know their precise location:
Elementals
Fey
Incorporeal Undead
Active magical effects involving possession or bound spirits
Manifestation spirits
You also know whether the area contains a significant spiritual disturbance, such as a place strongly associated with mass death, elemental upheaval, ancient ritual activity, or supernatural corruption. You can use Spirit Sense a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses when you finish a Long Rest. Spirit Sense doesn't reveal a creature hidden by an effect specifically designed to prevent magical detection.
Level 3: Shaman Subclass
You gain a Shaman subclass representing the spiritual tradition through which you have learned to deepen your communion. Your subclass grants features at 3rd level and again at later Shaman levels, as shown in the Shaman table. Your subclass also identifies one of the three spiritual expressions: Boons, Afflictions, or Manifestations, as your Favored Expression. Spirits you know belonging to your Favored Expression automatically advance to your current Spirit Rank. Spirits outside your Favored Expression remain at Root Rank unless they are Mastered Spirits or another feature allows them to advance.
Level 3: Awakened Spirits
Your maximum Spirit Rank becomes Awakened. Each spirit possesses its own advancement tree. When a Favored or Mastered Spirit reaches Awakened Rank, apply the options and improvements described in that spirit's Awakened entry. If a spirit offers a choice between different developments, the choice represents how your relationship with that spirit has evolved. Unless the spirit says otherwise, such choices are permanent, though the DM may allow them to be changed when you gain a Shaman level.
Level 4: Ability Score Improvement
You gain a feat for which you qualify. Ability Score Improvement is one option available to you. You gain this feature again at Shaman levels 8, 12, and 16.
Level 5: Expanded Communion
Your Spirit Capacity increases to three as your Proficiency Bonus becomes +3. Further increases to your Proficiency Bonus similarly increase your Spirit Capacity, as shown in the Shaman table.
Level 5: Spirit Ward
Constant exposure to supernatural forces strengthens your mind against outside influence. While your Ritual is active, you have Advantage on saving throws you make to avoid or end the Charmed or Frightened condition on yourself.
Level 6: Spirit Mastery
Choose one additional spirit you know to become a Mastered Spirit. You now have two Mastered Spirits. You gain another Spirit Mastery at Shaman levels 10, 14, and 18.
Level 7: Greater Spirits
Your maximum Spirit Rank becomes Greater. Favored and Mastered Spirits you know advance to Greater Rank and gain access to their Greater development.
Level 9: Expanded Communion
Your Spirit Capacity increases to four.
Level 9: Rapid Weaving
Experience allows you to alter your Ritual more quickly. Whenever you use your Action to invoke a spirit or replace an active spirit, you may use a Bonus Action on the same turn to invoke another spirit or replace one additional active spirit. You must still obey your Spirit Capacity and Manifestation Limit.
Level 10: Spirit Mastery
Choose one additional spirit you know to become a Mastered Spirit. You now have three Mastered Spirits.
Level 11: Elder Spirits
Your maximum Spirit Rank becomes Elder. Favored and Mastered Spirits you know advance to Elder Rank and gain access to their Elder development.
Level 13: Expanded Communion
Your Spirit Capacity increases to five.
Level 13: Spirit Walk
You have learned to loosen the connection between your physical form and the material world. As a Bonus Action while your Ritual is active, you become partially incorporeal until the end of the current turn. During this movement:
Your movement doesn't provoke Opportunity Attacks.
You can move through creatures.
You can move through nonmagical objects and surfaces as though they were Difficult Terrain.
If you end your turn inside an object or surface, you are shunted to the nearest unoccupied space and take Force damage equal to twice your Shaman level. Once you use Spirit Walk, you can't use it again until you finish a Short or Long Rest.
Level 14: Spirit Mastery
Choose one additional spirit you know to become a Mastered Spirit. You now have four Mastered Spirits.
Level 15: Primal Spirits
Your maximum Spirit Rank becomes Primal. Favored and Mastered Spirits you know advance to Primal Rank and gain access to their Primal development.
Level 17: Expanded Communion
Your Spirit Capacity increases to six.
Level 17: Master Weaver
You can reconfigure a complex Ritual with remarkable speed. When you take the Action used to invoke or replace spirits, you may invoke or replace up to two spirits rather than one. Rapid Weaving can still allow you to invoke or replace one additional spirit as a Bonus Action on the same turn. You must still obey your Spirit Capacity and Manifestation Limit.
Level 18: Spirit Mastery
Choose one additional spirit you know to become a Mastered Spirit. You now have five Mastered Spirits.
Level 18: Unbroken Communion
Your connection to the spirits has become extraordinarily difficult to sever. Your Ritual no longer ends when you begin a Short Rest. In addition, if you fall Unconscious, your Ritual doesn't immediately end. Instead, your active spirits remain until the end of your next turn. If you regain consciousness before then, your Ritual continues normally. Otherwise, it ends.
Level 19: Epic Boon
You gain an Epic Boon feat or another feat for which you qualify.
Level 19: Transcendent Spirits
Your maximum Spirit Rank becomes Transcendent. Favored and Mastered Spirits you know reach the highest level of communion available to mortal Shamans and gain access to their Transcendent development.
Level 20: Voice of the World
The distinction between invoking spirits and simply hearing them has nearly disappeared for you. Your Spirit Capacity increases to seven, regardless of your Proficiency Bonus. In addition, while your Ritual is active, once on each of your turns you can invoke one spirit or replace one active spirit without using an Action or Bonus Action. You must still be capable of making the verbal and somatic invocation normally required. Finally, when you roll Initiative while your Ritual isn't active, you may immediately begin your Ritual and invoke up to two spirits you know. This requires no action. You remain subject to your Spirit Capacity and Manifestation Limit.
Spirit Advancement
Every spirit begins at Root Rank. A spirit's advancement tree contains additional developments at some or all of the following ranks:
Root
Awakened
Greater
Elder
Primal
Transcendent
Your class level determines the highest Spirit Rank available to you. Your subclass automatically advances spirits belonging to your Favored Expression to that rank. Spirit Mastery allows selected spirits outside your specialty to advance alongside them. Other spirits remain useful through your increasing Wisdom modifier, Proficiency Bonus, Spirit Save DC, and any scaling written into their Root effect, but don't automatically gain their higher-rank abilities.
Spirit Effects and Range
Spirit Magic has no universal range or area.
Each spirit individually determines:
Invocation range
Eligible targets
Area of effect, if any
Whether it follows the Shaman or remains attached to another creature or location
Whether it requires a saving throw or Spirit Attack
What happens when its target leaves its effective range
Whether the spirit can be invoked more than once simultaneously
Multiclassing
If your game uses multiclassing, you must have a Wisdom score of at least 13 to multiclass into or out of Shaman. When you gain your first Shaman level after 1st character level, you gain proficiency with the Herbalism Kit and Poisoner's Kit and training with Shields. Spirit Magic remains independent of Spellcasting and doesn't contribute to determining spell slots for a multiclass character.
subclass options:
Call of the Ancestor
The spirits remember. Long after flesh has failed, after names have faded from monuments and entire peoples have passed into history, something remains. Shamans of the Call of the Ancestor learn to hear these lingering voices and invite their wisdom, courage, and protection into the present.
An ancestor need not be one of your own blood. The spirits answering your call might be departed members of your people, ancient heroes, forgotten healers, protective beasts, or even impressions left behind by generations who lived upon the same land. What binds them together is their willingness to strengthen the living. Through you, the lessons of those who came before become shields against the dangers of the present.
Shamans who answer this Call become exceptional protectors and sustainers. Their rituals surround companions with layers of spiritual reinforcement, allowing a group to endure wounds, hardships, and supernatural threats that would overwhelm others.
Level 3: Ancestral Communion
Your Favored Expression is Boons. Whenever your maximum Spirit Rank increases, every Boon spirit you know automatically advances to that rank, as described in the Spirit Magic feature.
Call Spirits. Choose either Spiritual Replenishment or Spiritual Fortitude. You learn the chosen Spirit, and it doesn't count against your number of Spirits Known.
Ancestral Favor. The first time on each of your turns that you invoke a Boon, choose yourself or one creature affected by that Boon that you can see. The chosen creature gains Temporary Hit Points equal to your Wisdom modifier. These Temporary Hit Points disappear when your Ritual ends.
Level 6: Ancestral Intercession
When a creature you can see within 30 feet of yourself takes damage while affected by one or more of your Boons, you can use your Reaction to reduce the damage by 1d6 + your Wisdom modifier..
You can use Ancestral Intercession after the damage is rolled but before its effects are applied. The damage can't be reduced below 0.
Starting at Shaman level 14, the damage reduction increases to 2d6+ your Wisdom modifier.
Level 10: Ancestral Chorus
You have learned to distinguish individual voices within a multitude of helpful spirits, allowing one additional presence to join your Ritual without disrupting the others.
While your Ritual is active, you can maintain one additional Boon beyond your normal Spirit Capacity. This additional spirit is called an Ancestral Echo.
An Ancestral Echo functions only at its Root Rank, regardless of the Spirit Rank you would normally use for that Boon. It otherwise functions normally and counts as an active Boon for your Shaman and Call of the Ancestor features.
You can have only one Ancestral Echo at a time. If you invoke a different Boon as your Ancestral Echo, the previous Echo immediately ends.
Level 14: The Ancestors Endure
The spirits under your care refuse to surrender those they have chosen to protect.
When a creature you can see within 60 feet of yourself would be reduced to 0 Hit Points while affected by one or more of your Boons, you can use your Reaction to cause it to drop to 1 Hit Point instead. It then gains Temporary Hit Points equal to your Shaman level + your Wisdom modifier. Once you use this feature, you can't use it again until you finish a Short or Long Rest.
Call of the Hexspeaker
Every spirit has a darker whisper. There are spirits of sickness and hunger, of fear remembered long after danger has passed, of venom beneath the fang and rot beneath the soil. Shamans of the Call of the Hexspeaker do not recoil from these voices. They listen, answer, and learn how to turn their malice against those who would stand in their way.
A Hexspeaker need not be cruel or malicious. To many, a curse is simply another tool: weakening a predator before the hunt, sapping the strength of an enemy before battle, or calling sickness upon something too dangerous to confront at full strength. Others embrace the darker reputation of their art, adorning themselves with bones, masks, poisonous herbs, and unsettling fetishes intended to remind enemies that death often begins long before the final wound.
Hexspeakers excel at steadily dismantling their opponents. Where another warrior might seek to overwhelm a foe through force, a Hexspeaker steals away its advantages piece by piece until even the mightiest enemy finds itself slow, weakened, vulnerable, and surrounded by whispering spirits eager to finish what the Shaman began.
Level 3: Malignant Communion
Your Favored Expression is Afflictions. Whenever your maximum Spirit Rank increases, every Affliction spirit you know automatically advances to that rank, as described in the Spirit Magic feature.
Call Spirits. Choose either Withering Spirit or Discordant Phantasm. You learn the chosen Spirit, and it doesn't count against your number of Spirits Known.
Baleful Shriek. The spirits you call leave a painful spiritual wound when they first take hold. The first time on each of your turns that you invoke an Affliction, choose one creature affected by that Affliction that you can see. The creature takes Psychic damage equal to your Wisdom modifier.
A creature can take this additional damage from Baleful Shriek only once per turn.
Level 6: Crooked Fate
Your hostile spirits leave uncertainty and misfortune in their wake. Whenever you invoke an Affliction, choose one creature you can see that is affected by that Affliction. Until the start of your next turn, the first time that creature makes an attack roll or ability check, roll 1d4 and subtract the number rolled from the creature's roll.
You can use this feature after seeing the creature's roll but before the DM determines whether the roll succeeds or fails.
Starting at Shaman level 14, the die used by Crooked Fate becomes a d6.
Level 10: Chorus of Malice
You have learned to entertain one additional malevolent voice within your Ritual without allowing its spite to overwhelm the others.
While your Ritual is active, you can maintain one additional Affliction beyond your normal Spirit Capacity. This additional spirit is called a Malignant Echo.
A Malignant Echo functions only at its Root Rank, regardless of the Spirit Rank you would normally use for that Affliction. It otherwise functions normally and counts as an active Affliction for your Shaman and Call of the Hexspeaker features.
You can have only one Malignant Echo at a time. If you invoke a different Affliction as your Malignant Echo, the previous Echo immediately ends.
Level 14: Doomspoken
Your command of hostile spirits has become powerful enough to wrench fortune away from a creature just as it believes it has escaped your influence.
When a creature affected by one or more of your Afflictions succeeds on a saving throw against one of your Afflictions, you can use your Reaction to force the creature to reroll that saving throw. The creature must use the new roll.
If the creature has Legendary Resistance and uses it to succeed on the saving throw, Doomspoken can't cause that success to be rerolled or changed.
Once you use Doomspoken, you can't use it again until you finish a Short or Long Rest.
In addition, the die used by your Crooked Fate feature becomes a d6.
Call of the Spirit Hunter
Some shamans call upon dozens of spirits throughout their lives, knowing each only through fleeting whispers and momentary communion. Those who answer the Call of the Spirit Hunter seek something deeper. They form an enduring bond with a spirit capable of assuming the forms of great beasts, hunting beside it until the distinction between hunter and companion begins to blur.
The Spirit Hunter does not command this companion as a master commands an animal. The two hunt as partners. Through their spiritual bond, the strengths of one bleed into the other. A wolf spirit might lend the Shaman its speed and predatory instinct, while the Shaman's own rites strengthen the spirit in return. As their communion deepens, the pair learn to move, strike, and channel spiritual power as though they were two bodies guided by a single instinct.
Spirit Hunters are unusual among shamans for their willingness to enter physical combat themselves. Spears, staffs, ritual shields, and other simple weapons become extensions of their communion, and a veteran Spirit Hunter can be every bit as dangerous beside their companion as the spirit itself.
Level 3: Hunter's Communion
Your Favored Expression is Manifestations. Whenever your maximum Spirit Rank increases, every Manifestation spirit you know automatically advances to that rank, as described in the Spirit Magic feature.
Familiar Spirit. You learn Familiar Spirit if you don't already know it. It doesn't count against your number of Spirits Known.
Unbound Manifestation. While your Ritual is active, you ignore the normal restriction on the number of Manifestations you can maintain at one time. All Manifestations still count normally against your Spirit Capacity.
Companion Spirit. When you begin a Ritual while your Familiar Spirit is manifested, it immediately becomes corporeal and uses your Companion Spirit stat block for the duration of the Ritual. Familiar Spirit occupies one of your Spirit Capacity slots while corporeal. Its current Familiar Form determines the benefits it grants through Familiar Spirit but doesn't otherwise alter its Companion Spirit stat block unless a feature specifically says otherwise. When your Ritual ends, your Companion Spirit returns to its normal insubstantial form and no longer counts against your Spirit Capacity.
Spiritual Armament. While your Companion Spirit is within 30 feet of you, you can use your Wisdom modifier instead of Strength or Dexterity for the attack and damage rolls of Simple Melee Weapons you wield.
Level 6: Hunt as One
Your bond with your Companion Spirit allows the two of you to fight as a single hunting pair. When you take the Attack action on your turn, you can attack twice instead of once. Alternatively, if you command your Companion Spirit to take the Attack action that turn, you can make one attack and your Companion Spirit can make two attacks.
Level 10: Sympathetic Echo
The bond between yourself and your companion provides an additional pathway through which another spirit can enter the world.
While your Ritual is active, you can maintain one additional Manifestation beyond your normal Spirit Capacity. This additional spirit is called a Sympathetic Echo.
A Sympathetic Echo functions only at its Root Rank, regardless of the Spirit Rank you would normally use for that Manifestation. It otherwise functions normally and counts as an active Manifestation for your Shaman and Call of the Spirit Hunter features.
Your Sympathetic Echo can't be Companion Spirit and can't create an additional Companion Spirit. You can have only one Sympathetic Echo at a time. If you invoke a different Manifestation as your Sympathetic Echo, the previous Echo immediately ends.
Spiritual Conduit. When you invoke your Sympathetic Echo, if that spirit normally originates from you or creates an area centered on you, you can instead cause it to originate from your Companion Spirit. You make this choice when the spirit is invoked.
Level 14: Perfect Symbiosis
Your spiritual bond has become so complete that magic invoked through one of you resonates through the other.
Shared Manifestation. When you invoke a Manifestation that affects only you or creates an area centered on you, your Companion Spirit mirrors that manifestation while it is within 60 feet of you. If the spirit affects only you, it also affects your companion. If it creates an area around you, your companion creates the same area with half the normal radius, rounded down to the nearest 5 feet (minimum 5 feet).
A creature can't benefit from or suffer the effects of the same spirit more than once at the same time, even if it is inside both areas.
In addition, when your Companion Spirit is reduced to 0 Hit Points, you can use your Reaction to sustain its form through your bond. The companion drops to 1 Hit Point instead of 0.
Once you use this final benefit, you can't use it again until you finish a Short or Long Rest.
| Level | Proficiency Bonus | Class Features | Spirits Known | Spirit Capacity | Spirit Rank | Mastered Spirits |
|---|
| 1 | +2 | Spirit Magic, Shamanic Totem | 4 | 2 | Root | — |
| 2 | +2 | Spirit Mastery, Spirit Sense | 4 | 2 | Root | 1 |
| 3 | +2 | Shaman Subclass, Awakened Spirits | 5 | 2 | Awakened | 1 |
| 4 | +2 | Ability Score Improvement | 5 | 2 | Awakened | 1 |
| 5 | +3 | Expanded Communion, Spirit Ward | 6 | 3 | Awakened | 1 |
| 6 | +3 | Subclass Feature, Spirit Mastery | 6 | 3 | Awakened | 2 |
| 7 | +3 | Greater Spirits | 7 | 3 | Greater | 2 |
| 8 | +3 | Ability Score Improvement | 7 | 3 | Greater | 2 |
| 9 | +4 | Expanded Communion, Rapid Weaving | 8 | 4 | Greater | 2 |
| 10 | +4 | Subclass Feature, Spirit Mastery | 8 | 4 | Greater | 3 |
| 11 | +4 | Elder Spirits | 9 | 4 | Elder | 3 |
| 12 | +4 | Ability Score Improvement | 9 | 4 | Elder | 3 |
| 13 | +5 | Expanded Communion, Spirit Walk | 10 | 5 | Elder | 3 |
| 14 | +5 | Subclass Feature, Spirit Mastery | 10 | 5 | Elder | 4 |
| 15 | +5 | Primal Spirits | 11 | 5 | Primal | 4 |
| 16 | +5 | Ability Score Improvement | 11 | 5 | Primal | 4 |
| 17 | +6 | Expanded Communion, Master Weaver | 12 | 6 | Primal | 4 |
| 18 | +6 | Spirit Mastery, Unbroken Communion | 12 | 6 | Primal | 5 |
| 19 | +6 | Epic Boon, Transcendent Spirits | 13 | 6 | Transcendent | 5 |
| 20 | +6 | Voice of the World | 13 | 7 | Transcendent | 5 |