Jsk Shaman

Core Statistics
Class Type: Pact Caster

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points Gained Each Level: 1d8 (or 5) + your Constitution modifier

Ability Score Proficiencies: Wisdom, Charisma

Armour Proficiencies: Light Armor

Weapon Proficiencies: Simple Weapons

Other Proficiencies: None

Skill Proficiencies
As a Shaman, you can choose 2 skills from the following list to become proficient with.
 * History
 * Insight
 * Nature
 * Perception
 * Persuasion
 * Religion

Starting Equipment
As a Shaman, you roll 2d4 and multiply the result by 10. You gain the total result as gold, and you can use this gold to purchase items of your choosing from the armour, weapons, and items lists.

Shaman Tradition
At 1st level, you have learned how to harness the primordial powers of the world and the universe: through meditation and spiritual exploration, you have made contact with a powerful elemental or spirit. This choice grants you additional features at 1st, 6th, 10th, and 14th level.
 * Elementalist
 * Occultist
 * Restoration
 * Spiritualist
 * Warrior

Pact Magic
At 1st level, your connection and understanding of the elements, spirits, and the primordial current that flows through the world allows you to cast spells from the Shaman spell list and the Shaman ritual spell list. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
 * Cantrips Known: You know three cantrips of your choice from the Shaman spell list, one of which must be the Elemental Blast cantrip. You learn an additional Shaman cantrip at 4th and 10th level.
 * Prepared Spells: You prepare the list of Shaman spells that are available for you to cast. To do so, choose a number of Shaman spells equal to half your Shaman level (rounded up) + your Wisdom modifier (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of Shaman spells requires an hour of uninterrupted time, which can be done during a long rest.
 * Spell Slots: The Shaman feature table shows how many spell slots you have to cast your Shaman spells of 1st through 5th level. The table also shows what the level of those slots is: all of your spell slots are the same level. To cast one of your Shaman spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.
 * Spellcasting Focus: You can use a shamanistic focus as a spellcasting focus for your Shaman spells. A shamanistic focus could be the fang of a beast, a totem, an amulet made from natural materials, or a wooden staff.
 * Ritual Spells Known: You know two ritual spells from the Shaman ritual spell list. You can cast these spells only as a ritual, increasing their casting time by 5 minutes. You learn more ritual spells as you gain levels in this class (see the Rituals Known column of the Shaman feature table).
 * Versatile Rituals: When you gain a level in this class, you can choose one ritual spell that you know and replace it with another ritual spell that you can learn at that level.

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Primordial Powers
At 2nd level, you gain two primordial powers of your choice. When you gain certain Shaman levels, you gain additional powers of your choice, as shown in the Powers Known column of the Shaman table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the powers you know and replace it with another power that you could learn at that level.

Sacred Focus
At 3rd level, you can channel the power of the spirit world through yourself. To do this, a Shaman must focus on a powerful aspect of themselves in order to avoid being overwhelmed. You choose one of the aspect below to be your sacred focus, each of which grants you a benefit.

Emotional Focus
You draw spiritual power into your heart and control spirits with your powerful emotions. When you make a saving throw, you can choose to make the saving throw with advantage or disadvantage. After asserting your will over the saving throw, your next saving throw is made with the opposite choice, to keep yourself in balance. Your balanced is restored when you finish a long rest.

Mental Focus
You channel spiritual power through your mind, manipulating the spirits with your cunning and guile. When you make an Intelligence ability check or saving throw, you gain a bonus to your roll equal to your Wisdom modifier (a minimum of +1).

Physical Focus
You draw spiritual power through your body, bending the spirits to your will with your might. When you choose this focus, your hit point maximum increases by 3, and it increases by 1 again each time you gain a level in this class.

Spiritual Focus
You guide spirits to do what you wish using the serenity of your soul. This same serenity grants you a measure of protection: while you are not wearing armor or wielding a shield, your AC is equal to 10 + your Dexterity modifier + your Wisdom modifier.

Character Improvement
At 4th, 8th, 12th, 16th and 19th level you can improve your character using one of the following options. You cannot increase an ability score above 20, unless your maximum for that score is greater than 20.
 * Increase one ability score by 2.
 * Increase two different ability scores by 1 each.
 * Learn a feat.

Greater Primordial Power
At 11th level, your deep understanding of primordial magic allows you to evoke powerful spells. Choose one 6th-level spell from the Shaman spell list as this greater primordial power. You can cast your greater primordial power spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more Shaman spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your greater primordial power when you finish a long rest.

Capstone
At 20th level,.