This article titled "Orc Shaman" was written by Terry Zimmerman () and has been posted with his permission. All content within is protected by Canadian and international copyright laws. This article presents gaming information for use with the d20 system and the 3.5 edition rules of the Dungeons and Dragons product published by Wizards of the Coast (formerly TSR Inc.)

Orc Shaman

An orc shaman is a spiritual leader for orcs teaching them the tales of the old ways and the general theology of the orc gods. Shaman ensure the orcs are magically equipped in battle against magical foes and impress upon them why they must hate elves with every shred of their strength. Shaman are also no strangers to combat and are quite adept at defending themselves, especially with the assistance of their totemic trait abilities.

It is also a shamanic tradition to bind themselves to an animal totem by participating in a binding ritual. Through this ritual the shaman gains additional abilities granted from the totem. The shaman acquires insight into the thinking process of their totemic animal. Most of their advice and stories will be related to their totemic animal’s point of view.

Despite the evil nature of orcs, shaman channel positive energy and are gifted healers who are able to spontaneously cast cure spells and enhancements on other orcs. Shaman are also quite adept with divination magic and seem naturally able to shape and harness the elemental forces around them.

Shaman abhor necromancy and undeath. Shaman believe in the natural cycle of life, particularly regarding humanoids, and don’t think it should be disturbed. They accept the deaths of humanoids around them and try to safeguard against the spirit of the departed from ever being returned to its vessel.

Orcs are generally not concerned with what happens to the remains of the dead, and often parts of their bodies are salvaged for making tools or weapons from. The bodies of great chiefs or heroes are often cremated to ensure they can not be tampered with. The magical animation of a dead orc is a great taboo which causes both great fear and hatred. Using their divine gift to turn and destroy undead, shaman do their best to ensure all undead they encounter are put to rest.

Through the telling of their lore and the use of their magic, shaman view their roles as being necessary to ensure the prosperous continuation of their species.

Characteristics: Shaman draw their divine energy not only from their deity, but also their animal totem. Prior to becoming a shaman the orc must perform a ceremony in which he summons forth a strong animal spirit, asking for its guidance and strength. The spirit that answers the call is the remaining lifeforce of a once fierce predator in the region. (i.e. the leader of a large pack of wolves, or a notorious lion which has killed dozens or hundreds of men before it met its demise.) Upon the completion of the ritual the spirit becomes the shaman’s animal totem and they are forever bound together. The only way the animal totem can be separated from the shaman is either by death of the shaman or by offending the bound spirit.

Is the above the right place for it? Elaborate more on characteristics?

Alignment: Any except true neutral. A shaman is typically the same alignment as their deity or one step away. Shaman live with great passion behind their beliefs and deem those of true neutral alignment to be lacking a cause in their life.

Religion: Shaman usually follow the theology of the clan in which they were raised. Shaman greatly respect deities whose portfolio’s include any of the following: conquest, survival, strength, wisdom, or healing.

Races: Almost all shaman are orcs. It is extremely rare that a half-orc would accept (and be accepted) for the call of a shaman.

Other Classes: Shaman prefer to associate with the brute fighting classes: orc warriors (fighters) and orc ragers (barbarians). Shaman also recognize the useful contributions that orc scouts (rangers and rogues) and war drummers (bards) provide. Shaman view orc casters (sorcerers) with respect yet feel that their powers are not natural and therefore do not fully trust them. Shaman also become slightly jealous when their fellow orcs ask and/or receive magical assistance and gifts from orc casters. Shaman have some dislike of spirit talkers (druids) mainly due to their occasional use of necromantic magic, particularly in giving life back to the dead. Wizards of any race are not viewed upon favorably by shaman with similar feelings of distrust and jealousy as they have with orc casters.

Game Rule Information

Orc shaman have the following game statistics:

Abilities: Wisdom determines how powerful a spell a cleric can cast, how many spells he can cast per day, and how hard those spells are to resist. A high Charisma can improve his ability to turn undead.

Alignment: Any except true neutral.

Hit Die:d8

Class Skills

The shaman class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (Int) (all skills taken individually), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill Points at 1st Level: 4 + Int modifier) X 4.

Skill Points at Each Additional Level: 4 + Int modifier.

Class Features

All of the following are class features of the orc shaman:

Weapon and Armor Proficiency: Shaman are proficient with all simple weapons, light armor, medium armor and shields (except tower shields). Shaman are also proficient with their deity’s favored weapon.

Spells: A shaman casts divine spells which are drawn from the shaman spell list below. The shaman’s alignment may restrict him from casting alignment specific spells opposed that are opposed to his alignment (i.e. a chaotic evil shaman could not cast spells with the good or lawful descriptors).

To prepare a spell the shaman must have a Wisdom score equal to at least 10+ the spell level. The Difficulty Class for a saving throw against a shaman’s spell is 10 + the spell level + the shaman’s Wisdom modifier.

A shaman can only cast a limited number of spells per level per day. The shaman’s spell allotment is given in the table below. In addition he gains bonus spells per day if he has a high Wisdom modifier. (Refer to Player’s Handbook, Table 1-1 Ability Modifiers and Bonus spells, page 8).

Shaman acquire their spells through meditation and prayer. A shaman must spend 1 hour each day in quiet contemplation or supplication to regain their daily allotment of spells. Typically this hour is at dawn or noon for good aligned shaman and at dusk or midnight for evil aligned shaman. Neutral aligned shaman must choose one of the aforementioned times of the day at which they will meditate – this time may not be altered once selected.

Domain Spells: Similar to clerics, shaman gain access to two domains however one domain must be the Shamanic Knowledge Domain.

Chaotic, Evil, Good and Lawful Spells: A shaman can’t cast spells of an alignment opposed to their deity’s.

Totemic Gifts: Any of the shaman class abilities that include “totemic” in their description are deemed to be abilities which are wholly or partially influenced by the shaman’s totem animal which he is bound with. Once the binding ceremony has been completed, the only way a shaman can be separated from their totem animal is by offending it. Generally the only way to offend a totem animal is to needlessly hunt down and kill animals which are the same type as the totemic animal. The DM must use their judgment as to whether they feel the totem animal has been outright offended or whether a penance must be served to regain the favor of the totemic animal spirit prior to its departing. A shaman permanently looses all his totemic gifts should the totemic animal spirit ever break the binding. No other animal spirit, including the previously bound spirit can be bound again with the shaman.

Base Attack / Fort / Ref / Will / Spells per Day
Level / Bonus / Save / Save / Save / Special / 0 / 1 / 2 / 3 / 4 / 5 / 6 / 7 / 8 / 9
1 / +0 / +2 / +0 / +2 / Turn undead, shamanic knowledge domain, totemic talent / 3 / 1+1 / –– / –– / –– / –– / –– / –– / –– / ––
2 / +1 / +3 / +0 / +3 / Totemic spontaneous casting / 4 / 2+1 / –– / –– / –– / –– / –– / –– / –– / ––
3 / +2 / +3 / +1 / +3 / Totemic natural armor / 4 / 2+1 / 1+1 / –– / –– / –– / –– / –– / –– / ––
4 / +3 / +4 / +1 / +4 / 5 / 3+1 / 2+1 / –– / –– / –– / –– / –– / –– / ––
5 / +3 / +4 / +1 / +4 / Totemic spontaneous casting / 5 / 3+1 / 2+1 / 1+1 / –– / –– / –– / –– / –– / ––
6 / +4 / +5 / +2 / +5 / Totemic wildshape 1 / day / 5 / 3+1 / 3+1 / 2+1 / –– / –– / –– / –– / –– / ––
7 / +5 / +5 / +2 / +5 / 6 / 4+1 / 3+1 / 2+1 / 1+1 / –– / –– / –– / –– / ––
8 / +6 / +1 / +6 / +2 / +6 / Totemic spontaneous casting / 6 / 4+1 / 3+1 / 3+1 / 2+1 / –– / –– / –– / –– / ––
9 / +6 / +1 / +6 / +3 / +6 / Totemic wildshape 2 / day / 6 / 4+1 / 4+1 / 3+1 / 2+1 / 1+1 / –– / –– / –– / ––
10 / +7 / +2 / +7 / +3 / +7 / 6 / 4+1 / 4+1 / 3+1 / 3+1 / 2+1 / –– / –– / –– / ––
11 / +8 / +3 / +7 / +3 / +7 / Totemic casting enhancement / 6 / 5+1 / 4+1 / 4+1 / 3+1 / 2+1 / 1+1 / –– / –– / ––
12 / +9 / +4 / +8 / +4 / +8 / Totemic wildshape (Greater) / 6 / 5+1 / 4+1 / 4+1 / 3+1 / 3+1 / 2+1 / –– / –– / ––
13 / +9 / +4 / +8 / +4 / +8 / 6 / 5+1 / 5+1 / 4+1 / 4+1 / 3+1 / 2+1 / 1+1 / –– / ––
14 / +10 / +5 / +9 / +4 / +9 / Totemic casting enhancement / 6 / 5+1 / 5+1 / 4+1 / 4+1 / 3+1 / 3+1 / 2+1 / –– / ––
15 / +11 / +6 / +1 / +9 / +5 / +9 / Totemic wildshape 3 / day / 6 / 5+1 / 5+1 / 5+1 / 4+1 / 4+1 / 3+1 / 2+1 / 1+1 / ––
16 / +12 / +7 / +2 / +10 / +5 / +10 / 6 / 5+1 / 5+1 / 5+1 / 4+1 / 4+1 / 3+1 / 3+1 / 2+1 / ––
17 / +12 / +7 / +2 / +10 / +5 / +10 / Totemic casting enhancement / 6 / 5+1 / 5+1 / 5+1 / 5+1 / 4+1 / 4+1 / 3+1 / 2+1 / 1+1
18 / +13 / +8 / +3 / +11 / +6 / +11 / Totemic wildshape 4 / day / 6 / 5+1 / 5+1 / 5+1 / 5+1 / 4+1 / 4+1 / 3+1 / 3+1 / 2+1
19 / +14 / +9 / +4 / +11 / +6 / +11 / 6 / 5+1 / 5+1 / 5+1 / 5+1 / 5+1 / 4+1 / 4+1 / 3+1 / 3+1
20 / +15 / +10 / +5 / +12 / +6 / +12 / Totemic casting enhancement / 6 / 5+1 / 5+1 / 5+1 / 5+1 / 5+1 / 4+1 / 4+1 / 4+1 / 4+1

Turn Undead (Su): Shaman gain the ability to turn undead similar to the cleric’s Turn Undead ability as described in the Player’s Handbook. Regardless of their alignment or chosen deity, orc shaman channel positive energy and are therefore only able to turn or destroy undead.

Shamanic Knowledge Domain: A shaman gains access to the shamanic knowledge domain which must form one of the two domains a shaman gains access to.

Totemic Talent: A shaman must select their totem animal, from the list given below, which will define the abilities they will gain throughout the shaman class.

At 1st level the shaman gains a skill conferred by their totemic animal which is always considered a class skill. Additionally this talent provides a +2 bonus to the chosen skill. Refer to the table below to determine the skill gained.

Animal / Lesser Form / Greater Form / Totemic Talent / Enhancement Spells
Bear, Black / Black Bear / Brown Bear / +2 Intimidation / Bear’s Endurance, Bull’s Strength
Bear, Grizzly / Black Bear / Brown Bear / +2 Intimidation / Bear’s Endurance, Bull’s Strength
Boar / Boar / Dire Boar / +2 Concentration / Bear’s Endurance, Bull’s Strength
Canine, Hyena / Hyena / Dire Wolf / +2 Survival / Bear’s Endurance, Cat’s Grace
Canine, Wolf / Wolf / Dire Wolf / +2 Survival / Bear’s Endurance, Cat’s Grace
Greater Bird, Eagle / Eagle / Dire Eagle / +2 Spot / Cat’s Grace, Eagle’s Splendor
Greater Bird, Hawk / Hawk / Dire Hawk / +2 Spot / Cat’s Grace, Eagle’s Splendor
Greater Bird, Owl / Owl / Giant Owl / +2 Spot / Cat’s Grace, Owl’s Wisdom
Greater Bird, Raven / Hawk / Dire Hawk / +2 Spot / Cat’s Grace, Owl’s Wisdom
Greater Bird, Vulture / Eagle / Dire Vulture / +2 Spot / Cat’s Grace, Owl’s Wisdom
Greater Cat, Cheetah / Cheetah / Dire Puma / +2 Move silently / Bear’s Endurance, Cat’s Grace
Greater Cat, Leopard / Leopard / Tiger / +2 Move silently / Bull’s Strength, Cat’s Grace
Greater Cat, Lion / Leopard / Tiger / +2 Move silently / Bull’s Strength, Cat’s Grace
Greater Cat, Tiger / Leopard / Tiger / +2 Move silently / Bull’s Strength, Cat’s Grace
Reptile, Crocodile / Crocodile / Huge Crocodile / +2 Escape Artist / Bear’s Endurance, Bull’s Strength
Reptile, Snake / Constrictor Snake / Dire Snake / +2 Escape Artist / Bear’s Endurance, Bull’s Strength

Totemic Spontaneous Casting: At 2ndlevel a shaman can spontaneously cast cure spells similar to a cleric.

At 5th level a shaman gains the ability to spontaneously cast an enhancement spell as determined by his totemic animal. Once the shaman gains this ability he must pick the specific enhancement spell he will have access to, from the above table.

At 8th level a shaman gains the ability to spontaneously cast a second enhancement spell as determined by his totemic animal.

Totemic Natural Armor: At 3rd level a shaman’s skin slightly thickens providing a +1 natural armor bonus.

Totemic Wild Shape (Su): At 6th level a shaman gains the ability to turn himself into the lesser form of their totemic animal and back again once per day. The lesser form indicated in the above table represents the statisticsto be used when changing to the totemic animal form. Regardless of the lesser form indicated in the table above, the appearance of the totemic animal is similar to the chosen animal type, although it's size is consistent with the lesser form’s size. (i.e. A lesser form tiger would appear to be the same size as a leopard -- a Medium sized animal).

The remaining effects of this ability are the same as the druid’s Wild Shape ability.

A shaman can use this ability more times per day at 9th, 15th and 18th levels.

At 12th level a shaman gains the ability to change into the greater form of their totemic animal. Similar to their lesser form, they continue to closely resemble their totemic animal although their size might differ.

Totemic Casting Enhancement: At 11th level any totemic enhancement spell cast (prepared or spontaneous) provides a +6 enhancement bonus in place of the regular +4 bonus.

At 14th level the duration for any totemic enhancement spell cast (prepared or spontaneous) is doubled.

At 17th level any mass enhancement (Transmutation) spell cast that matches a type of totemic enhancement spell conferred to the shaman by their totemic animal, provides a +6 enhancement bonus in place of the regular +4 bonus.

At 20th level any totemic enhancement spell cast (prepared or spontaneous) provides a +8 enhancement bonus in place of the regular +4 bonus.

Shamanic Knowledge Domain

Granted Power: Add all Knowledge skills to your list of shaman class skills. You cast divination spells at +1 caster level.

Knowledge Domain Spells

1Comprehend Languages

2Detect Thoughts

3Clairaudience / Clairvoyance

4Tongues

5True Seeing

6Legend Lore

7Vision

8Discern Location

9Foresight

Shaman Spells

0-Level Shaman Spells

Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Know Direction, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue.

1st-Level Shaman Spells

Bane, Bless, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Hold Person, Jump, Longstrider, Magic Stone, Magic Weapon, Obscuring Mist, Pass without Trace, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith.

2nd-Level Shaman Spells

Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Daze Monster, Death Knell, Delay Poison, Eagle’s Splendor, Enthrall, Flame Blade, Flaming Sphere, Find Traps, Fog Cloud, Gust of Wind, Hold Person, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration – Lesser, Shield Other, Silence, Soften Earth and Stone, Spider Climb, Spiritual Weapon, Status, Undetectable Alignment, Zone of Truth.

3rd-Level Shaman Spells

Call Lightning, Continual Flame, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Glyph of Warding, Helping Hand, Invisibility Purge, Locate Object, Magic Circle Against Chaos / Evil / Good / Law, Magic Vestment, Meld into Stone, Protection from Energy, Quench, Remove Blindness / Deafness, Remove Curse, Remove Disease, Searing Light, Sleet Storm, Stone Shape, Water Breathing, Water Walk, Wind Wall.

4th-Level Shaman Spells

Air Walk, Charm Monster, Control Water, Cure Critical Wounds, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Flame Strike, Freedom of Movement, Magic Weapon – Greater, Neutralize Poison, Planar Ally – Lesser, Repel Vermin, Restoration, Scrying, Sending, Spell Immunity, Spike Stones, Tongues.

5th-Level Shaman Spells

Atonement, Baleful Polymorph, Break Enchantment, Call Lightning Storm, Command – Greater, Commune, Control Winds, Cure Light wounds – Mass, Dispel Chaos / Evil / Good / Law, Disrupting Weapon, Hold Monster, Plane Shift, Righteous Might, Spell Resistance, Stoneskin, Symbol of sleep, Transmute Mud to Rock, Transmute Rock to Mud, True Seeing, Unhallow, Wall of Fire, Wall of Stone.

6th-Level Shaman Spells

Animate Objects, Antilife Shell, Banishment, Bear’s Endurance – Mass, Blade Barrier, Bull’s Strength – Mass, Cat’s Grace – Mass, Cure Moderate Wounds – Mass, Dispel Magic – Greater, Eagle’s Splendor – Mass, Find the Path, Forbiddance, Geas / Quest, Glyph of Warding – Greater, Heal, Legend Lore, Move Earth, Owl’s Wisdom – Mass, Planar Ally, Stone Tell, Symbol of Fear, Symbol of Persuasion, Undeath to Death, Wind Walk, Word of Recall.

7th-Level Shaman Spells

Control Weather, Cure Serious Wounds – Mass, Ethereal Jaunt, Fire Storm, Hold Person – Mass, Refuge, Regenerate, Repulsion, Restoration – Greater, Scrying – Greater, Sunbeam, Symbol of Stunning, Vision.

8th-Level Shaman Spells

Antimagic Field, Charm Monster – Mass, Cloak of Chaos, Cure Critical Wounds – Mass, Dimensional Lock, Discern Location, Earthquake, Fire Storm, Holy Aura, Planar Ally – Greater, Repel Metal or Stone, Reverse Gravity, Shield of Law, Spell Immunity – Greater, Sunburst, Whirlwind, Symbol of Insanity, Unholy Aura.

9th-Level Shaman Spells

Antipathy, Astral Projection, Elemental Swarm, Etherealness, Foresight, Gate, Heal – Mass, Hold Monster – Mass, Miracle, Regenerate, Storm of Vengeance, Sympathy.