Not only are traditional warlocks feared and actively hunted by most cultures in Arcanis, otherworldly patrons jealously covet their power and demand service befitting their nature from those who receive their blessings. While both The Fiend (powerful infernals such as DevilKings in the Fiendish Expanse) and The Great Old One (the Silence, the Varn, or even the Myrantian gods) patrons fit the flavor of Arcanis, the Archfey patron is not appropriate because fey do not exist in Arcanis.

Shaman, warlocks bound to a spearit patron, on the other hand are more accepted in some cultures like the ss’ressen or the Yhing hir of the Hinterlands.


“Listen, child, do you hear that? It is the wailing of the spirits.
They speak of innocent blood spilled. They whisper warnings of terrible dangers to come. They tell of the fall of cities and Empires. Do you not hear their cries? No? Then you will surely fall to the doom they announce.”
—Falin, Yhing hir shaman

Across Arcanis, there are those who hear the calling of the spirits, the song of the wind, the whispers of trees, and the gentle murmuring of water. Though the civilizing influence of the Coryani Empire has swayed many to the Mother Church, there are still those who honor and pay homage to the powerful spirits that constantly surround all living things.

Their names may change from culture to culture, but most know these men and women as shamans: the speakers of the spirits. Though the Mother Church discounts them as heretics, infernalists, or simply ignorant savages, the power of the shaman should not to be discounted or scorned. They can sway the forces of nature to do their bidding and summon spirits that can make the most faithful Beltinian quake with fear.

Cultures and the Shaman: Shamans are commonly found in the Hinterlands, the League of Princes, among the ss’ressen who usually worship Jeggal Sag, as well as many barbarian tribes in remote areas. The elorii do not have a tradition of primal magic and in fact look down on the practice. A shaman from the Coryani Empire, the Kingdom of Milandir, or the Free City-States of Almeric would necessarily be a hermit or might have attracted the attention of a curious or mischievous spirit. Such shamans will never be part of common society and are viewed with suspicion, pity, and fear.

Spiritual Patrons

Warlocks who take a Spiritual Patron are refered to as shaman and do not gain a pact boon (they gain an additional Patron feature at 3rd instead).

Spirit Magic

Your link to the spirtis allows you to learn spells normally associated with the Druid class. When your Spellcasting feature lets you learn a Warlock cantrip or a Warlock spell of 1st level or higher, you can choose the new spell from the Druid spell list or the Warlock spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you.


The Ehtzara

The Ehtzara are the mystic sorcerers of the Hinterlands who gain power and learn spells from summoned spirits and gain innate knowledge of the natural landscape and its denizens. They are a mix of three ancient traditions: the original Yhing hir beliefs of ancestor worship before they were trapped in the Hinterlands, the pagan elemental The training and discipline for the Ehtzara is rigorous, and an initiate of this group must accept that they will no longer be treated as normal and often not even as natural. They are imbued with many useful and devastatingly effective capabilities, however, and they command respect and fear from all they encounter.

Like most shamans in the Known Lands, the Ehtzara are no exception to the misconception that they deal with demons and devils to grant them power, and they are ascribed with every malicious act or freak occurrence around them for miles. The difference with the Ehtzara is that they embrace this superstition, use their frightful presence and ominous reputations to intimidate others and chase off would-be attackers or angry mobs.

The sinister Ehtzara who lead the heretical Cult of the Jackal in the deserts of the Hinterlands have earned their malicious reputation. Not all Ehtzara are evil, though, and many live on the edge of communities, giving assistance or help in return for payment, food and shelter, as well as a blind eye to their unseemly trade. They tend to wayward shrines and forgotten cairns to learn ancient lore and appease their spirit patrons.

Geas and Taboos

You make a small personal traveling shrine or altar, inscribed with the names of your most powerful spirit patrons. You must spend time in meditative communion at dawn or dusk to appease your patrons. This communion involves sacrificing gifts such as honey, wine, rich foods, herbs, gems, or blood (depending on the spirits you wish to appease) on holy days, important events, and even before or after great undertakings.

If the shrine is stolen, defiled, or damaged, you must craft a new one (requiring a week and 300 gp in materials and sacrifices). Until you replace your old shrine, you cannot recover spell slots and cast all cantrips as if you were 5 levels lower (minimum of 1st level). This reduction lasts until you make a new shrine.

Additionally, you must tend to neglected altars, shrines, and icons that you come across, regardless of the religious beliefs of those who created the shrine. You must show them the proper respect, such as righting a fallen icon, dusting off or pulling weeds from a shrine, or simply bowing or leaving a tithe as you pass.

Spiritual Etiquette

At 1st level, your time dealing with the spirits grants you advantage on all Wisdom (Insight) and Charisma (Persuasion) checks when dealing with them.

Additionally, you may, at the GM’s discretion, roll an Intelligence check to recall the name and reputation of particularly powerful spirits.

To use this feature, you must abide by this additional geas: You must bow and give the proper respect when in the presence of any spirits. This geas does not mean you cannot defend yourself against such creatures, but you will usually try to avoid combat and attack only if the creature in question attacks first.

Expanded Spell List

Ehtzara Expanded Spells

Spell Level Spells
1st Command
2nd Blindness/Deafness
3rd Speak with Dead
4th Banishment
5th Geas

As an Ehtzara, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you.

Spirit Robes

Also at 3rd level, instead of gaining a pact boon, you create your first true fetish, your spirit robe. This robe is black with a tasseled hood or cowl with the hems adorned with the names of your spirit patron in silver thread.

Once created, your spirit robe becomes permanently bound to you. When donned, it must never be taken off except at dusk or dawn while performing a special prayer.

While you wear your robes and no other armor, you have an AC of 13 + your Dexterity modifier. You can wield a shield and still gain this benefit.

Bind Spirit Fetish

At 6th level, you learn how to create a unique kind of fetish, a spirit fetish, as a downtime activity. Spirit fetishes are the same as regular fetishes but require a personal bond, a special deal between you and the spirits.

You cannot give a spirit fetish to someone else nor let anyone take it from you; if anyone else handles one, it crumbles to dust. You can craft a spirit fetish only if you adhere to your taboos and spiritual etiquette. Crafting a spirit fetish requires spending time and making sacrifices, as per the Create Spirit Fetish table. You must also meet a minimum level requirement, as shown in the same table.

Create Spirit Fetish

Rarity Creation Cost Creation Time Minimum Level
Common 25 gp 12 hours 5th
Uncommon 200 gp 1 day 7th
Rare 2,500 gp 10 days 9th
Very Rare 25,000 gp 20 days 11th

You may have up to two spirit fetishes at a time (your spirit robes do not count as one of these fetishes). If you want to create another spirit fetish while you already have two, you must choose one to destroy.

Elemental Adept

Starting at 10th level, your study of elemental traditions opens new avenues of knowledge. You may add any 2 spells from the sorcerer spell list to your spells known.

These spells must be of a spell level for which you have slots and must deal either acid, cold, fire, lightning, or thunder damage.

Enriched Aura

Starting at 14th level, your understanding of spirits has opened your mind to new possibilities.

While wearing a fetish with a limited number of uses, you can activate the fetish without expending one of its charges or uses.

You can use this ability three times, regaining all expended uses after completing a long rest.


Skin Dancer

Shaman of the Skin Dancer do not gain a pact boon, they instead gain the Bestial Form class feature

Most commonly found in the Hinterlands, Skin Dancers venerate bestial spirits above all others. They honor the beasts they hunt by wearing their pelts and creating personalized talismans. These talismans allow the Skin Dancer to call upon the physical might of beasts and even take on their forms.

Training to become a Skin Dancer is a highly personal affair. Elders teach new Skin Dancers the basics of the hunt and how to properly honor their spirits but then send them out to learn the rest on their own. A Skin Dancer’s first encounter with beasts commonly leave them scarred, badges of honor they wear proudly.

Ss’ressen who follow the path of the Skin Dancer are Disciples of Jeggal Sag and can only seek the skin of reptiles and amphibians, preferring to take on the shapes of alligators, crocodiles, frogs, and wolf lizards.

Geas and Taboos

Show respect for all beasts. Though you are master of the hunt, it is the beasts that provide the flesh you eat and the skin you wear. Thank the departing spirits for their gifts since they do not give them willingly. Remember that although you are the hunter, you may also become prey.

Expanded Spell List

Skin Dancer Expanded Spells

Spell Level Spells
1st jump
2nd barkskin
3rd conjure animals
4th polymorph
5th antilife shell

As a Skin Dancer, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you.

Beast Speak

Starting at 1st level, you gain the ability to cast speak with animals at will without expending a spell slot. If you already possess the ability to speak with animals, you instead gain advantage on all Charisma based skill checks when dealing with beasts.

Honoring the Beast

When you join this path you learn a 1-hour ritual to honor the spirit of a beast you have slain and skinned. You must perform this ritual at sunrise, and once it is complete, you gain the ability to call upon the beast’s spirit and even take their form. Beasts that you have honored in this way can be used for your other class features from this path.

Bestial Form

Shaman of the Skin Dancer gain this ability instead of the warlock pact boon

At 3rd level instead of gaining a pact boon, you can use your bonus action to magically assume the shape of a beast that you have honored with your Honoring the Beast feature.

The beast must have a challenge rating of 1 or lower and cannot have a flying or swimming speed. You can use this feature three times. You regain expended uses when you finish a long rest.

You can stay in a beast shape for a number of hours equal to half your shaman level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to 0 hit points, or die.

For details of your transformation see Shape Changing.

Beast Spirit Blessings

Starting at 6th level, you gain more power from the spirits you have honored.

When you use your Bestial Form feature, you may now take on the form of beasts with flying or swimming speeds. Additionally, you may now take the form of a beast whose challenge rating is equal to your shaman level divided by 3 (rounded down) or lower. You must still honor a particular beast with your Honoring the Beasts feature before you can take on its form.

Also, your attacks while in bestial form now count as magical attacks for the purposes of overcoming resistance and immunity to non-magical attacks.

Power of the Beast

Starting at 10th level, you can call upon the skills of the beasts you have honored.

During a short or long rest, you may beseech the spirit of a beast you have honored with your Honoring the Beast feature. At the end of the rest, you may choose to either become proficient with a skill possessed by that beast or replace either your Strength, Dexterity, or Constitution score with that of the beast, as long as that score is higher than your own. If you choose to increase your Constitution, any additional hit points you gain are temporary hit points that fade away when this effect ends.

You retain the skill or ability score of your chosen beast for a number of hours equal to half your shaman level (rounded down). You may end this effect early as a bonus action.

Into the Beast

At 16th level, you gain the ability to possess beasts and monstrosities for a short time.

Choose one beast or monstrosity that you can see within 30 feet. The chosen creature must succeed on a Charisma saving throw (using your spell save DC) or become possessed by you. You leap into the creature’s body and disappear, becoming a spirit in control of the creature for 1 minute. The creature is incapacitated for the duration of this effect.

You now control the creature’s body but don’t deprive it of its awareness. You cannot be targeted by any attack, spell, or another effect, except ones that affect spirits.

You retain your Intelligence, Wisdom, Charisma, and any immunity to being charmed and frightened. For everything else, you use the statistics and abilities of the creature you are possessing, but you don’t gain access to the creature’s knowledge or proficiencies.

Your possession of the creature ends when the duration ends, if the creature’s body drops to 0 hit points, if you end your possession as a bonus action, or if you are turned or forced out by an effect like the dispel evil and good spell.

When your possession ends, you reappear in an unoccupied space within 5 feet of the creature’s body. The creature you possessed becomes immune to this ability for 24 hours after succeeding on the saving throw or after the possession ends.

Once you use this feature to possess a creature successfully, you may not do so again until you complete a long rest.



The Spirit-Speaker seeks to find greater understanding of the mortal realm by understanding the realm of the spirit.

Spirits are drawn to shamans who follow this path due to their curiosity, and they willingly form bonds of service.

Found almost anywhere, Spirit-Speakers are mostly selftaught. They build upon their natural spiritual rapport and instinctual aptitude with magic to form bonds with powerful spirit guardians who take on the form of beasts.

Geas and Taboos

You will go to extremes to not insult the spirits, calling to them by name and offering them additional offerings when able. If a spirit you are negotiating with demands a sacrifice, you will go above and beyond what was requested, commonly increasing the agreed-on price by 25%.

Additionally, you must make a sacrifice to the spirits of 5 gp worth of spices, wine, and herbs once a week. If you fail to meet this obligation, you cannot recover spell slots, and cast all cantrips as if you were five (5) levels lower (minimum of 1st level). This reduction lasts until you make the required sacrifice.

Expanded Spell List

As a Spirit-Speaker, you choose from an expanded list of spells when you learn a shaman spell. The following spells are added to the shaman spell list for you.

Spirit Speaker Expanded Spells

Spell Level Spells
1st command
2nd calm emotions
3rd speak with dead
4th guardian of faith
5th commune

Instinctual Understanding

Starting at 1st level, you gain a deeper understanding of the emotions and motivations of spirits. You have advantage on all Wisdom (Insight) checks when dealing with spirits.

Companion Spirit

At 3rd level, instead of gaining a pact boon, you attract the attention of a companion spirit, that agrees to act as your ally and guardian.

Your Companion Spirit takes the form of a Medium-sized beast. It has the game statistics shown in the sidebar companion spirit, and gains the benefits of this feature. You can summon or dismiss your spirit as an action.

Companion Spirit

Medium spirit
Armor Class: 12 (natural armor)
Hit Points: 12 (2d8 + 2)
Speed: 40 ft. (or Swim 40 ft., see below)

13(+1) 13(+1) 14(+2) 10(+0) 13(+1) 13(+1)

Skills: Perception +3
Senses: Passive Perception 13
Languages: all languages you know
Challenge: 1/8 (25 XP)

Keen Hearing and Smell. Companion spirits have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Spirit of Many Forms: Companion spirits can change into any Medium aquatic or land beast as a bonus action. The spirit only takes on the physical shape of the creature, not any of its abilities or attacks.


Bite, hoof, or Claw (as appropriate to its form): Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing, bludgeoning, slashing damage as appropriate to its form.

If your companion spirit is ever slain, you must complete a long rest before you can call upon your companion spirit again. Calling your spirit back after a long rest restores the spirit to full health.

Your spirit has a mind of its own, and only wants to defend and protect you. It rolls for initiative like any other creature, but your companion spirit will always attempt to remain adjacent to you, only moving to attack anyone who attacks you. Your spirit guardian will not move more than 60 feet away from you.

As a bonus action, you can call on your companion spirit to return to your side, ceasing its attacks on a creature.

If you are incapacitated or unconscious, your spirit guardian tries to take you out of harm’s way or defend you to the best of it’s ability, even to death.

Your companion spirit gains a variety of benefits while it is linked to you.

  • Your companion spirit adds your proficiency bonus to its Armor Class as well as to all attack rolls, damage rolls, and saving throws.
  • When you reach 4th level in the shaman class and every level after that, your companion spirit gains an additional hit die, which increases it's hit point maximum by 5 + its Constitution modifier.

Whenever you gain the Ability Score Improvement class feature, your companion spirit further improves. You may choose to either increase one of your companion spirit’s ability scores of your choice by 2, or increase two of its ability scores by 1 (to a maximum ability score above 20). Instead of increasing your companion spirit’s ability scores, you can improve your companion spirit in one of the following ways:

  • Your companion spirit can take the form of flying beasts, changing its speed to 10 ft., 40 ft. fly
  • Your companion spirit can take the form of Small and Large beasts as well as Medium ones. If your companion spirit takes a form of the appropriate size, you can ride it as a mount.
  • Your companion spirit’s attacks are considered magical for the purposes of bypassing resistances and immunities.

Abolish Spirit

Starting at 6th level, you gain the ability to channel divine energy as a cleric does. You have the following Channel Divinity option:

Shaman Level CR affected
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

Abolish Spirit: As an action, you present your primal focus and speak a prayer censuring spirits. One spirit of your choice that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is banished to the Spirit Realm, as long as its challenge rating is at or below a certain threshold, as shown in the table below. A creature that is banished this way cannot return to this Mortal Realm until the next dawn.

A spirit that you do not banish with this feature is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.

Once you use this feature, you cannot use it again until you complete a short rest.

Voice of the Spirits

At 10th level, you learn how to cast spirit journey* once, without expending a spell slot, regaining the ability to do so after completing a long rest.

Whenever you cast spirit journey* you may offer a fate debt in place of the material component costs. This fate debt comes in the form of particularly bad luck. Anytime within the next 24 hours, your GM may have you reroll any successful saving throw or attack roll. You must abide by the new roll.

If you roll a natural 20 on the reroll from your fate debt, the spirits are not only appeased but impressed. The next time you cast spirit journey*, the spirits praise you and are much more willing to assist you. The exact effects of the spirits’ heightened estimation of you are left to the GM.

Perilous Journey

At 16th level, you can force a creature into the Spirit Realm.

As an action, you can touch a creature and force them to make a Charisma saving throw against your spell save DC.

If they fail their save, the creature is physically expelled into the Spirit Realm.

A creature expelled into The Spirit Realm is ripped asunder, suffering 10d10 force damage, and they reappear where they were on Mortal Realm, prone, at the end of their next turn.

Constructs and spirits suffer no damage from being expelled into the Spirit Realm but are still physically removed from the Mortal Realm. Once you use this feature, you cannot use it again until you complete a long rest.