Shaman - Tier 1
Shaman - Tier 1 (Subclass)
230 lbs
5
586.48

19 / 19
7 / 7
12
15
30
14
30
1
5
1

Mail Shirt
Bracers, Leather
Clothes, Traveler's
Boots, Leather
Battleaxe
 

  • Inventory Equipped:
  • Mail Shirt
    48 60 gp
  • Battleaxe
    2.95 10 gp
  • Clothes, Traveler's
    2 gp
  • Boots, Leather
    3 gp
  • Bracers, Leather
    150 5 gp


  • Passive Abilities:
  • Totemus
    1
  • Elemental Motes
    1
  • Air Mote
    1
  • Earth Mote
    1
  • Fire Mote
    1
  • Water Mote
    1

  • Quick Abilities:
  • Steadfast Posture
    500 gp

  • Attack Abilities:
  • Crippling Blow
    2.05 250 gp


  • Spellcasting |
  • Spells Prepared:
  • | Flame Shock Healing Wave Earth Shock Lightning Spout Frost Shock Challenging Flame Lightning Shield Druidcraft Emberweave Frostbite Lightning Lasso Thunderclap
  • | Summon Healing Stream Totem Summon Totem of Attraction Summon Totem of Grace Summon Tremor Totem Summon Cleansing Totem Summon Heatwave Totem
  • | Summon Windfury Totem
  • | Summon Manatide Totem


  • Monster Bits:
  • 39 Humanoid Blood
    0.15 gp
  • 102 Animal Bone
    0.03 gp
  • 69 Animal Fat
    0.5 gp
  • 240 Animal Meat
    0.05 gp
  • 33 Soft Skin
    0.05 gp

Twisted vines coil around your bare arms, pulsing with earthy warmth as spectral roots burrow into the soil beneath your feet. Whispers of wind carry faint howls from unseen spirits, their chill breath grazing your skin. The air thickens with the scent of damp moss and ancient loam, binding you to the wild's unyielding rhythm.

Shaman - Tier 1 (Subclass)
Creature Sub Type
121.8

🌿⚡ Shaman: Tier 1 Spiritcaller

A Tier 1 Shaman is a primal spellcaster defined by elemental magic, spiritual guidance, and the use of simple totems to shape the battlefield. It is not yet a great elemental master or legendary mystic, but it is already a meaningful support and control presence wherever natural power can be brought to bear.

🪵🕯️ Calling and Foundation

Tier 1 Shamans are trained through oral tradition, spirit communion, tribal rites, wilderness hardship, or service to ancient natural forces. They are more than hedge mystics or folk healers. They understand that the world is alive with spirits, memory, and elemental tension, and they know how to call on that power with purpose.

🔥🌊🌪️🪨 Appearance and Bearing

These creatures usually appear as tribal mystics, elemental adepts, village spirit-guides, wandering ritualists, or guardians of sacred places. Their clothing often carries natural materials, carved fetishes, beads, bones, feathers, stones, or symbols tied to the land and its spirits. Even when lightly armored or simply dressed, they tend to look marked by ritual use rather than common travel.

⚡🌱 Combat Style

A Tier 1 Shaman fights through controlled elemental casting and battlefield support rather than direct martial pressure. It may call fire to punish, wind to disrupt, water to soothe, or earth to hinder movement. Its magic is often practical and local in scale at this tier, suited to skirmishes, protection, and answering immediate threats rather than overwhelming the entire field.

🧠🌍 Tactical Ability

Its tactical sense is focused on flow, positioning, and spiritual utility. A Tier 1 Shaman understands where allies are vulnerable, where enemies are clustered, and where a totem or elemental effect will matter most. It is not yet a master strategist, but it can already improve a group’s stability by placing support, hindering movement, or softening pressure at the right moment.

🪶🪵 Totems and Spirit Work

What defines this subtype is anchored magic. Tier 1 Shamans commonly place simple totems, wards, or spirit-marked objects that project protection, healing, or elemental influence into nearby space. These effects are usually modest but reliable. A totem may steady allies, ward a path, or strengthen the shaman’s connection to the land around it.

💧🩹 Support and Endurance

Tier 1 Shamans are not built to dominate through armor or brute resilience. They survive through distance, awareness, and the ability to stabilize themselves and others with restorative magic, protective effects, or elemental interference. Their endurance comes from managing pressure rather than standing in the center of it.

🏕️👥 Common Roles

These creatures are commonly found as tribal healers, spirit-callers, village protectors, elemental apprentices, sacred-site wardens, ritual support casters, or wandering guardians of old natural places. In hostile groups, they are often the ones bolstering allies, protecting key ground, and punishing those who push too far into spiritually charged territory.

👑🌀 Place in a Group

A Tier 1 Shaman rarely serves as the frontline anchor, but it often becomes the support center of a group. Allies rely on it to heal, shield, empower, or disrupt with well-placed elemental effects. It is the one making the fight harder to win cleanly, even when stronger warriors are drawing most of the attention.

📈🌲 Tier Meaning

Tier 1 represents the earliest stage of the shaman role: elemental casting, spirit guidance, basic totem use, and practical battlefield support. The core fantasy is present—nature power, anchored magic, restoration, and primal offense—but it remains grounded compared to the stronger elemental control and wider spiritual influence of later tiers.


  • Spellcasting |
  • Spells Prepared:
  • | Flame Shock Healing Wave Earth Shock Lightning Spout Frost Shock Challenging Flame Lightning Shield Druidcraft Emberweave Frostbite Lightning Lasso Thunderclap
  • | Summon Healing Stream Totem Summon Totem of Attraction Summon Totem of Grace Summon Tremor Totem Summon Cleansing Totem Summon Heatwave Totem
  • | Summon Windfury Totem
  • | Summon Manatide Totem

  • Speed:
  • Walking Speed: +30

  • Special Senses:
  • Nightsight: +30

Mail Shirt
Bracers, Leather
Clothes, Traveler's
Boots, Leather
Battleaxe
 

  • Inventory Equipped:
  • Mail Shirt
    48 60 gp
  • Battleaxe
    2.95 10 gp
  • Clothes, Traveler's
    2 gp
  • Boots, Leather
    3 gp
  • Bracers, Leather
    150 5 gp

  • Passive Abilities:
  • Totemus
    1
  • Elemental Motes
    1
  • Air Mote
    1
  • Earth Mote
    1
  • Fire Mote
    1
  • Water Mote
    1

  • Skill Tier 2:
  • Attention
  • Astronomy
  • Balance
  • Bending Weapon Skill
  • Empathy
  • Fishing
  • Fortitude
    47.23
  • Frighten
    33.68
  • Herbalism
  • History
  • Hunting
  • Influence
  • Initiative
  • Inspection
  • Light Armor Skill
  • Medicine
  • Medium Armor Skill
  • Navigation
  • One-Handed Melee Weapon Skill
  • Psyche
  • Sneak
  • Willpower

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