Shaman

A half-orc scatters the bones, searching in the dim light of the fire for some far off truth. His tribe waits in anticipation, hanging on his every gesture.

An elf channels the force of a storm elemental through his fingertips, turning a pack of kobolds to dust.

A human draped in animal furs screams through the forest, tearing his tribes foes down one by one with animalistic efficiency.

For some, there is more to nature than beauty and wonder. There is power there, waiting to be grasped. These people stand out from their community as leaders, inventors, protectors. These people, are shamans.

Creating a Shaman
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Class Features
As a shaman, you get the following class features.

Hit Points
Hit Dice: 1d8 per Shaman level

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

Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per shaman level after 1st

Proficiencies
Armor: Light Armor, Medium Armor, Shields

Weapons: Simple Weapons

Tools: None

Saving Throws: Wisdom, Constitution

Skills: Choose two from History, Medicine, Nature, Perception, Religion, Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background.
 * (a) any simple weapon and a shield or (b) any two simple weapons
 * (a) leather armor or (b) scale mail
 * Explorer's Pack and two javelins