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Shaman 5E D&D

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Shaman

By Emiel Tayart de Borms


Shaman
Creating a Shaman
As you’re building your Shaman, think about at least two related
elements of your character’s background: how did you become a
shaman and what set you on the path of leaving your home and be-
coming an adventurer? Do you come from a long line of shamans, or
did you suddenly stumble upon the ability to connect with the spirit
world, or maybe you found a mentor who showed the dormant pow-
ers you had inside? Where did you come from? Do you hail from a
wildland where only the strongest survive, or from a peaceful forest
where you connect with great animal spirits or ancient trees. Or did
you come from a city bustling with life, and maybe something more
just behind the veil of the ethereal world. Perhaps you are a young
noble descendant to an ancestor who died in a epic battle long ago?

Quick Build
You can make the shaman quickly by following these suggestions.
First, make your Wisdom your highest ability score. Your next high-
est score should be Constitution, or if you wish to be more weapons
focused, you can instead pick either Dexterity or Strength. Second,
choose the hermit background. Third, choose the dancing lights and
ray of frost cantrips, along with the following 1st-level spells: cure
wounds and hex.

Class features
A Shaman has the following class features.
Hit points
Hit Dice: 1d8 per Shaman level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Your Constitution modifier
per Shaman level after 1st

Proficiencies
Armour: Light armour, medium armor, shields
Weapons: Simple weapons
Tools: Herbalism kit
Saving throws: Strength, Wisdom
Skills: Choose two from, Arcana, Animal Handling, Insight, Intimi-
dation, Medicine, Nature, Perception and Religion

Equipment
You start with the following equipment, in addition to equipment
granted by your background:

(a) Any simple weapon, (b) a warhammer (if proficient), (c) long
sword (if proficient)
(a) Scale mail, (b) leather armour
(a) A light crossbow and 20 bolts , or (b) a shield
An explorer’s pack, and a spirit focus

Spellcasting
Drawing on the power of the spirits of the ethereal plane, you can cast
shaman spells. See chapter 10 of the player’s handbook for the general
rules of spellcasting, and for the spells in the shaman spell list, which
you will find at the end of this document.

Cantrips
At 1st level you know two cantrips of your choice from the Shaman
spell list. You learn additional Shaman cantrips of your choice at
higher levels as shown in the Cantrips Known column on the Sha-
man table.

Spell Slots
The Shaman table shows how many spell slots you have to cast spells
+2 Spellcasting, Spirit Bond 2 2 2
+2 See The Unseen, Soul Manipulation 2 3 3
+2 Spirit Form 2 4 4 2
+2 Ability Score Improvement 3 5 4 3
Spirit Form Improvement
+3 - 3 6 4 3 2
+3 Spirit Bond Feature 3 7 4 3 3
+3 - 3 8 4 3 3 1
+3 Ability Score Improvement 3 9 4 3 3 2
Spirit Form Improvement
+4 Soul Manipulation Improvements 3 10 4 3 3 3 1
+4 Spirit Bond Feature 4 10 4 3 3 3 2
+4 - 4 11 4 3 3 3 2 1
+4 Ability Score Improvement 4 11 4 3 3 3 2 1
Spirit Form Improvement
+5 - 4 12 4 3 3 3 2 1 1
+5 Spirit Bond Feature 4 12 4 3 3 3 2 1 1
+5 - 4 13 4 3 3 3 2 1 1 1
+5 Ability Score Improvement 4 13 4 3 3 3 2 1 1 1
+6 Spirit Bond Feature 4 14 4 3 3 3 2 1 1 1 1
+6 Soul Manipulation Improvement 4 14 4 3 3 3 3 2 1 1 1
+6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1
Spirit Form Improvement
+6 Soul Sovereign 4 15 4 3 3 3 3 2 2 1 1

of first level and higher. To cast one of these spells, you must expend a (consult with your DM what might fit your character best).
spell slot of the spell’s level or higher. You regain all expended spell slots
when you finish a long rest. For example, if you know the 1st level spell
cure wounds and have a 1st and a 2nd level spell slot available, you can Spirit Bond
cast cure wounds using either slot.
At first level a Shaman makes a connection with a spirit. It could
be a spirit of nature, some magical being, a fallen warrior or even
Spells Known of 1st Level and Higher a monstrous creature long dead. Choose one Spirit Bond of your
You know two 1st level spells of your choice from the Shaman spell
choice: Guardian, Wild, Brutal, or Conquest. To make your spirit
list. The Spells Known column of the Shaman table shows when
more interesting you can give it an alignment and can use the back-
you learn more Shaman spells of your choice. Each of these spells
grounds in the player’s handbook. Furthermore, you can give it a
must be at the level of which you have spell slots, as shown on the
personality trait, an ideal, a bond and a flaw to flesh out your spirit’s
table. For instance, when you reach 3rd level in this class, you can
personality. Your choice grants you Bond spells and other features
learn one new spell of 1st or 2nd level. Additionally, when you gain
when you choose it at 1st level. It also grants you additional ways of
a level in this class, you can choose one of the shaman spells you
using soul manipulation when you gain that feature at 2nd level and
know and replace it with another spell from the shaman spell list,
additional benefits at 6th, 10th, 14th level and 17th level.
which also must be of a level which you have spell slots.

Spellcasting Ability Bond Spells


A Spirit Bond provides you with a spell, chosen from a list, that you
Wisdom is your spellcasting ability for your shaman spells. Your
gain at the shaman levels noted in that Bond’s description. Once you
magic comes from the ethereal plane where you draw power from
gain a bond spell it doesn’t count as one of your known spells. If you
the spirits in that world. You use your wisdom modifier whenever
have a bond spell that doesn’t appear on the shaman spell list, the
a spell refers to your spellcasting ability. In addition, you use your
spell is nonetheless a shaman spell for you.
Wisdom modifier when setting the saving throw DC for a shaman
spell you cast and also when making an attack roll with a spell.
See The Unseen
Spell save DC = 8 + your proficiency bonus + your Wisdom
modifier At 2nd level you gain the ability to see into the ethereal realm. This
allows you to see ethereal creatures and objects.
Spell attack modifier = your proficiency bonus + your Wisdom
modifier
Soul Manipulation
Ritual Casting
You can cast any shaman spell you know as a ritual if that spell has At 2nd level, you gain the ability to manipulate the souls of creatures
the ritual tag. around you. This can either harm or aid them. Some bonds grant you
additional effects as you advance in levels, as noted in the Bond de-
scription. As an action you can choose a creature within 30 feet of you,
you can either heal that creature equal to your shaman level, and give
Spellcasting Focus advantage on their next d20 roll, or you can deal psychic damage that’s
You can use a spirit focus as a spellcasting focus for your shaman equal to your shaman level, and give disadvantage on the their next d20
spells. roll. You can use this effect once until you finish a short or long rest. At
Shamans can have a unique spell focus, it is an object related to your level 9 you can use this twice between rests and at level 18 you can use
spirit bond and it can be any object that could be wielded in at least one it three times between rests.
hand, even a weapon, and you do not gain proficiency with this weapon
Spirit Form Soul Sovereign
Once you reach third level you learn how to give your bonded spirit At level 20, if you die you can become a spirit and are trapped in the
a form. You gain one of the following features as of your choice. ethereal plane. You can use the reincarnate spell on yourself, even if
you don’t know the spell, and it does not use a spell slot. You do not
need your body to do so, and you can be dead for more than 10 days.
Spirit Manifestation If you die in the 24 hours after you come back to life you cannot use
this feature again.
You learn how to manifest your spirit into the material plane, giving
them a physical form for a short time. When you take this feature you
roll for their Ability scores or take the standard scores of 15, 14, 13, 12,
10, 8 and assign them as you wish. Its movement is 30 ft. Fly(hover). It is
Spirit Bond
considered a medium size Spirit. You can choose between three types of As a shaman you bonded yourself with a spirit you have met in the world.
spirit manifestation. There are many different spirits that inhabit the ethereal plane. There are
Strong: a strong spirit starts with 12 hit points +its Constitution modifier four different types of Spirits you can choose from, pick one that fits your
at your third shaman level. Then has 1d12(or 7) +its Constitution modifi- character. Maybe she wants to bond with a fox spirit protecting a forest,
er hit points per shaman level beyond your 3rd shaman level. 14 AC +its a fallen soldier on a battlefield, an ancestor mage who died before you
Dexterity modifier and +2 to melee damage rolls. were born, a cruel spirit who tried to conquer his homeland, or a cruel
Agile: a agile spirit starts with 10 hit points +its Constitution modifier at creature that will destroy anything in its path. It’s your choice.
your third shaman level. Then has 1d10(or 6) +its Constitution modifi-
erhit points per shaman level beyond your 3rd shaman level. 11 AC+its
Dexterity modifier, + 10 ft of movement. Being within 5 feet of a hostile
creature doesn’t give disadvantage on range attacks. Brutal
Magic: a magic spirit starts with 8 hit points +its Constitution modifier at
your third shaman level. Then has 1d8(or 5) +its Constitution modifier- BRUTAL BOND SPELLS
hit points per shaman level beyond your 3rd shaman level. It gains the
spellcasting feature using its Wisdom, Intelligence or Charisma as its Shaman Level Spell
spellcasting modifier (choose once). The spirit uses your known spells, 1st Bane, Inflict Wounds
cantrips and spell slots. 3rd Blindness/Deafness, Shatter
If your spirit is going to cast a spell, or has already cast a spell, this round 5th Bestow Curse, Fear
you can only cast a cantrip that round. 7th Blight, Conjure Minor Elementals
9th Conjure Elemental, Contagion
Your manifestation uses your proficiency bonus. Your manifestation
gains proficiency in two skills of your choice, and it also becomes
proficient at all saving throws. The manifestation gains the ability to
Unnerving Glare
When you choose this Bond at level 1, you and your manifestation
use a melee attack using its strength modifier, 1d8+ strength mod.
gain proficiency with intimidation, and you can always use your
Force damage.
Wisdom modifier instead of your Charisma modifier for an intimida-
It also gets a ranged attack using its dexterity modifier, 1d8+ dexterity
tion check. Also when a creature that you can see attacks you or your
mod. Force damage. You can summon your manifestation as an action
manifestation, you can use your reaction to have that creature make
within 10 feet of you, and lasts for 10 minutes. When you summon your
a Wisdom saving throw against your spell DC. On a fail you impose
manifestation it rolls for initiative like any other creature but you deter-
disadvantage on that attack. You can use this feature a number of
mine its actions, decisions, attitudes and so on. If you are incapable of
times equal to your wisdom modifier (a minimum of one), and you
determining its actions, or absent from the process, your manifestation
regain all expended uses when you finish a long rest.
acts on its own. You can end the spirit manifestation as a free action. If
you fall unconscious or the manifestation runs out of hit points, your
spirit manifestation ends. You can use this feature twice until you finish a Savage Presence
short or long rest. When you gain this feature at level 6 you pick a damage type: acid, cold,
Spirit form improvement at 4th level, and again at 8th, 12th, and 19th fire, force, lightning, necrotic, poison, psychic, radiant or thunder. You
level, Your spirit can increase one ability score of your choice by 2, or it can use an action to activate an aura of that damage around you, or
can increase two ability scores of your choice by 1. However, you can’t your manifestation. The damage is in a 10 ft radius around you or your
increase an ability score above 20 using this feature. manifestation. A creature that enters the aura for the first time, or starts
its turn in the aura, they must make a Constitution saving throw against
your spell DC. On a fail they take 1d6 + your Wisdom modifier of the
Spirit Infusion chosen damage. The aura lasts for 1 minute, or until you dismiss it using
another action. It will also end when you fall unconscious. You can use
You can infuse your bonded spirit into your spirit focus giving it a new this feature once until you finish a short or long rest. When you reach
and unique form. When you choose this feature you pick a damage level 12, the damage is increased to 2d6. And at level 18 to 3d6.
type: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant or
thunder. You can use your action to infuse your spirit focus, and it lasts
Power Of Woe
for 8 hours. If you do, and it is a weapon, the weapon gains 1d6 damage
When you reach level 10, when you use your soul manipulation
of the chosen type, and you gain +1 to AC. If it is not a weapon it gains
feature to damage a creature, you can also give one condition. The
up to half your shaman level in charges( rounded up). These charges
condition can either be blinded, deafened, or poisoned. This lasts
do a spell attack, as an action, dealing 2d6 + Wisdom modifier of the
until the end of their next turn.
chosen type, for each charge used beyond the first add a 1d6 to the
damage dice. In a range of 150 feet. You can use this feature once until
you finish a long rest. With Spirit form improvement at 4th level, your Fear Monger
spirit Infusion gains +1 to attack and damage, and again at 8th, 12th, By 14th level, you draw strength from the fear of your enemies, and they
and 19th level. fear you because of that. Whenever you or your manifestation cause a
creature to become frightened, you gain temporary hit points equal to
Ability Score Improvement 1d12 + your Wisdom modifier (Reminder; temporary hit points do not
stack). In addition whenever you or your manifestation gets a critical on
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, an attack roll. All Enemies within 30 feet of you or your manifestation
you can increase one ability score of your choice by 2, or you can (whichever made the critical) must succeed on a Wisdom saving throw
increase two ability scores of your choice by 1. As normal, you can’t against your spellcasting DC or become frightened until the end of your
increase an ability score above 20 using this feature. next turn.
modifier (a minimum of once ). You regain all expended uses when you
finish a short or long rest.

Cry For Blood Extra Attack


Starting at level 17, you create a terrifying desire for battle in you and
Starting at 6th level, you can attack twice, instead of once, whenever
your allies. As an action, up to 6 creatures that can hear you, including
you take the attack action on your turn.
yourself, gain an additional 10 feet of movement. This is doubled if they
are moving towards an enemy. In addition, whenever a creature under
influence of Cry For Blood gets a critical on an attack roll all Enemies Power Of War
within 30 feet must succeed on a Wisdom saving throw against your When you reach level 10, when you use your soul manipulation fea-
spellcasting DC or become frightened until the end of your next turn. ture to damage a creature, you can choose a creature that is within
This lasts for up to 1 minute. You can use this feature once until you 5 feet of the target (this could include yourself ). That creature can
finish a long rest. immediately use its reaction to make one weapon attack against the
target.

Conquest Greater Spirit


At level 14, your spirit soul overflows with power, taking on a greater
CONQUEST BOND SPELLS form. As an action you can improve your spirit focus or manifesta-
tion, and they grow in size for a short time. If it is a manifestation,
Shaman Level Spell it is considered a large creature and has advantage on Strength
1st Command, Compelled Duel checks and Strength saving throws for the duration. If it is a spirit
3rd Crown of Madness, Hold Person focus used for a melee attacks it gains reach. If it already has reach,
5th Blink, Slow it gains an extra 5 ft. of range. If it is a spirit focus used for ranged
7th Banishment, Evard’s Black Tentacles attacks or spell attacks, double its attack range. Whenever an attack
9th Geas, Hold Monster is made while this feature is active by the affected manifestation or
spirit focus, it gains 1d8 additional force damage. This lasts for up to
10 minutes. You can use this feature once until you finish a short or
Bonus Proficiency long rest.
When you choose this Bond at level 1, you gain proficiency with
martial weapons.
Soul Shackles
Starting at level 17, you can create ghostly chains that bind your enemies
Conquering Step and restrict their movements. As an action you can choose up to 6 crea-
At level 1, when you or your manifestation attacks or use a spell attack
tures you can see in a range of 150 feet, and wrap them in chains, reduc-
and it hits a creature, you can push that creature 5 ft away from you in a
ing their speed by half. If they try to move they will have to succeed on a
direction of its choosing. You can also move 5 feet towards that creature
Strength saving throw against your spell DC. Otherwise their movement
without taking an attack of opportunity. Afterwards, they must make a
becomes 0, until the start of there next turn. On your turn as a bonus
Strength saving throw against your Spellcasting DC. On failure, they fall
action you can choose one of the creatures affected by this feature and
prone. You can use this feature a number of times equal to your Wisdom
move it where you want using its normal movements speed. They can
resist the movement, by making a strength saving throw against your
Wild
spell DC. This feature uses your concentration. You can use this feature
once until you finish a long rest. WILD BOND SPELLS
Shaman Level Spell
Guardian 1st
3rd
Cure Wounds, Speak with Animals
Lesser Restoration, Locate Animals or Plants
5th Conjure Animals, Mass Healing Word
GUARDIAN BOND SPELLS 7th Death Ward, Dominate Beast
Shaman Level Spell 9th Commune with nature, Mass Cure Wounds
1st Sanctuary, Shield
3rd Aid, Warding Bond Instinct
5th Leomund’s, Tiny Hut , Protection From Energy When you choose this Bond at level 1, whenever you or manifes-
7th Freedom of movement, Mordenkainen’s Private Sanctum tation make a Wisdom ability check or saving throw, you can roll
9th Antilife Shell, Scrying and additional d20. You can choose to spend one of your uses after
you roll the die, but before the outcome is determined. You choose
which of the outcomes is used for the check or saving throw. You
Bonus Proficiency
can use this ability equal to your wisdom modifier with a minimum
When you choose this Bond at level 1, you gain proficiency with
of one. After a long rest you regain all your uses.
martial weapons.

Spirit Shield Chain Heal


At level 6, when you use the spells cure wounds or healing word,
Also at level 1, you can use a burst of spiritual energy to protect
a creature of your choice within 30 feet of the initial target, gains
yourself or your manifestation. When you or your manifestation,
hit points equal to half of the hit points healed of the initial target
take damage, you can use your reaction to reduce that damage by
rounded down.
1d6 plus half your shaman level. You can use this feature a number
of times equal to your Wisdom modifier (a minimum of once ). You
regain all expended uses when you finish a long rest. Power Of Resistance
When you reach level 10, when you use your soul manipulation
feature to heal a creature, you can end either one disease or one
Improved Spirit Shield
condition affecting it. The condition can be blinded, deafened, para-
At level 6, you have found a way to extend your protection. You can
lysed, or poisoned.
also use your spirit shield feature on other creatures that you or
your manifestation can see within 30 feet of you or your manifesta-
tion when they take damage. Expend a use of this feature for each Feral Heart
creature protected this way. At level 14, you channel your spirit’s feral nature. On yourself or on
your manifestation, you can cast the haste spell as a bonus action.
You can use this spell even if you do not do know it, and without us-
Power Of Protection
ing a spell slot. You can use this feature once again until you finish
When you reach level 10, when you use your soul manipulation fea-
a long rest.
ture to heal a creature, that creature gains AC equal to your Wisdom
modifier (a minimum of one) till the end of that creature’s next turn.
Howl Of The Wild
Starting at level 17, you cry out, bolstering your allies and imbuing
Ethereal Armour
them with strength. As an action, up to 12 creatures that can hear you
At level 14, you create an ethereal armour that covers up your
become immune to being charmed or frightened, and their maximum
current armour. As an action you or your manifestation get a armour
hit points are also increased by 2d8 and gain the same number of Hit
class of 17 with no dexterity bonus. This lasts for 8 hours, you can
points. This effect lasts for up to 10 minutes. You can use this feature
use this feature twice until you finish a long rest.
once again until you finish a long rest.

Summon The Guardians


Starting at level 17, you can summon forth 4 Guardians, within 60
feet range of you. They are medium-sized spirit creatures, they have
a movement speed of 30 ft. flying (hovering). The Guardians carry a
shield-like barrier that is 10 foot wide and 10 foot tall. Nothing - no
physical objects, energy, or a spells’ effect - can pass through their
barriers. They are immune to all damage and are considered weight-
less, but can only be moved by their own will. When summoned,
their initiative is after yours. They share an initiative order, but each
has their own movements and reactions. On each of your turns,
you can use a bonus action to mentally command any, or all, of the
Guardians with this feature. If a creature within 5 feet of a Guardian
gets attacked, or are hit by a spell effect, they can use a reaction to
impose disadvantage on the attack roll, or give advantage on that
creature’s dexterity saving throw. This feature uses your concentra-
tion, and lasts for up to 10 minutes. You can use this feature once
until you finish a long rest.
Shaman Spells
3RD LEVEL 6TH LEVEL
CANTRIPS (0 LEVEL) Bestow Curse (necromancy) Chain Lightning (evocation)
Blade Ward (abjuration) Blink (transmutation) Find the Path (divination)
Dancing Lights (evocation) Call Lightning (evocation) Forbiddance (abjuration)
Guidance (divination) Clairvoyance (divination) Harm (necromancy)
Mage Hand (conjuration) Create Food and Water (conjuration) Heal (evocation)
Poison Spray (conjuration) Dispel Magic (abjuration) Move Earth (transmutation)
Ray of Frost (evocation) Feign Death (necromancy) Sunbeam (evocation)
Resistance (abjuration) Glyph of Warding (abjuration) True Seeing (divination)
Sacred Flame (evocation) Haste (transmutation) Wall of Thorns (conjuration)
Shocking Grasp (evocation) Meld into Stone (transmutation) Wind Walk (transmutation)
Spare the Dying (necromancy) Protection from Energy (abjuration)
Thaumaturgy (transmutation) Remove curse (abjuration) (XANATHAR’S GUIDE TO EVERYTHING)
Sleet Storm (conjuration) Bones of the Earth (transmutation)
(XANATHAR’S GUIDE TO EVERYTHING) lnvestiture of Fame (transmutation)
Speak with Dead (necromancy)
Control Flames (transmutation) Water Walk (transmutation) lnvestiture of Ice (transmutation)
Frostbite (evocation) Wind Wall (evocation) lnvestiture of Stone (transmutation)
Gust (transmutation) lnvestiture of Wind (transmutation)
Infestation (conjuration) Primordial Ward (abjuration)
(XANATHAR’S GUIDE TO EVERYTHING)
Magic Stone (transmutation) Soul Cage (necromancy)
Catnap (enchantment)
Moldearth (transmutation) Enemies abound (enchantment) Tenser’s Transformation (transmutation)
Primal Savagery (transmutation) Flame arrows (transmutation)
Shape Water (transmutation) Life transference (necromancy) 7TH LEVEL
Thunderclap (evocation) Thunder Step (conjuration) Etherealness (transmutation)
Tiny Servant (transmutation) Firestorm (evocation)
1ST LEVEL Wall of Sand (evocation) Plane Shift (conjuration)
Animal Friendship (enchantment) Wall of Water (evocation) Regenerate (transmutation)
Create Or Destroy water (transmutation) Reverse Gravity (transmutation)
Cure Wounds (evocation) 4TH LEVEL Symbol (abjuration)
Detect Magic (divination) Blight (necromancy)
Detect Poison and Disease (divination) Banishment (abjuration) (XANATHAR’S GUIDE TO EVERYTHING)
Find Familiar (conjuration) Confusion (enchantment) Crown of Stars (evocation)
Healing Word (evocation) Control Water (transmutation) Whirlwind (evocation)
Hex (enchantment) Death Ward (abjuration)
Divination (divination)
Jump (transmutation) 8TH LEVEL
Longstrider (transmutation) Freedom of Movement (abjuration)
Animal shapes (transmutation)
Purify Food and Drink (transmutation) Ice Storm (evocation)
Antipathy/Sympathy (enchantment)
Protection from Evil and Good (abjuration) Leomund’s Secret Chest (conjuration)
Demiplane (conjuration)
Unseen Servant (conjuration) Locate Creature (divination)
Control Weather (transmutation)
Thunder Wave (evocation) Polymorph (transmutation)
Earthquake (evocation)
Stone Shape (transmutation)
Mind Blank (abjuration)
(XANATHAR’S GUIDE TO EVERYTHING) Stone Skin (abjuration)
Sunburst (evocation)
Absorb Elements (abjuration) Wall of Fire (evocation)
Tsunami (conjuration)
Cause Fear (necromancy)
Earth Tremor (evocation) (XANATHAR’S GUIDE TO EVERYTHING)
(XANATHAR’S GUIDE TO EVERYTHING)
lce Knife (conjuration) Elemental Bane (transmutation)
Abi-Dalzim’s Horrid Wilting (necromancy)
Guardian of Nature (transmutation)
Sickening Radiance (evocation) Mighty Fortress (conjuration)
2ND LEVEL Storm Sphere (evocation)
Animal Messenger (enchantment) Vitriolic Sphere (evocation) 9TH LEVEL
Augury (divination) Watery Sphere (conjuration) Astral projection (necromancy)
Bark Skin (transmutation) Foresight (divination)
Beast Sense (divination) Imprisonment (abjuration)
5TH LEVEL
Blindness / Deafness (necromancy) Mass Heal (evocation)
Animate Objects (transmutation)
Dark Vision (transmutation)
Awaken (transmutation)
Enhanced Ability (transmutation) (XANATHAR’S GUIDE TO EVERYTHING)
Contact Other Plane (divination)
Gentle Riposte (necromancy) Mass Polymorph (transmutation)
Contagion (necromancy)
Gust of Wind (evocation) Psychic Scream (enchantment)
Creation (illusion)
Heat Metal (transmutation)
Dream (illusion)
Lesser Restoration (abjuration)
Geas (enchantment)
Locate Object (divination)
Greater Restoration (abjuration)
Misty Step (conjuration)
Legend Lore (divination)
Moonbeam (evocation)
Mass Cure Wounds (evocation)
Pass Without a Trace (abjuration)
Planar Binding (abjuration)
Protection from Poison (abjuration)
Reincarnate (transmutation)
(XANATHAR’S GUIDE TO EVERYTHING)
Scrying (divination)
Dust Devil (conjuration) Wall of Stone (evocation)
Earthbind (transmutation) (XANATHAR’S GUIDE TO EVERYTHING)
Healing Spirit (conjuration) Control winds (transmutation)
Skywrite (transmutationl) lmmolation (evocation)
Shadow Blade (illusion Negative Energy Flood (necromancy)
Wording Wind (evocation) Skill Empowerment (transmutation)
Synaptic Static (enchantment)
Wall of Light (evocation)
Wrath of Nature (evocation)

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