Shamanic Totems | Class Features | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Shamanic Totems

Totems are sacred objects infused with mystical energy that embody the spiritual essence of a Shaman's connection to the world around them. Crafted through ancient rituals and imbued with the symbolism of tarot cards, these totems serve as conduits for a Shaman's powers. When activated, a totem channels its specific qualities and abilities, enhancing the Shaman's magic and influence. Shamanic Traditions dictate the appearance of these totems, as well as grant additional totem options.
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hit points at higher levels:
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spellcasting:
class features:
  • The Hand. Cast mage hand.
  • The Fool. *requires level 10 When activated, this totem grants you and allied creatures in adjacent spaces to you the full benefits of a long rest.
  • The Magician. When activated, this totem grants you the ability to cast a cantrip from any spell list without expending a spell slot. You must choose the cantrip when creating the totem and can change it during a long rest.
    At 10th level, you may choose a spell up to 4th level instead of a cantrip.
  • The High Priestess. When activated, this totem grants you advantage on Intelligence (Investigation) checks and allows you to cast Detect Thoughts without expending any spell slots.
  • The Empress. When activated, this totem creates a 15-foot-radius aura of fertile energy, causing plants to grow rapidly and providing cover to creatures inside the aura. Creatures hostile to you and your allies must make a Strength saving throw against your spell save DC or become entangled.
  • The Emperor. When activated, this totem grants you advantage on Charisma (Intimidation) checks and allows you to cast Command without expending any spell slots.
  • The Hierophant. When activated, this totem creates a zone of Silence within a 15-foot radius for 1 minute.
    At 10th level, this becomes a zone of Antimagic. Creatures within this area can't cast spells or use magical abilities.
  • The Lovers. *Requires Level 10 Activating this totem breaks it in two. Upon giving one piece to a willing recipient, you and the other creature cannot die as long as one of you has at least 1hp. 24 hours after activation, the totem comes back together and the effects end.
  • The Chariot. When activated, you and your allies within 30 feet of the totem upon activation gain a bonus to movement speed and can use Dash as a bonus action for 1 minute.
  • Strength. You and all allies within 30 feet of you gain advantage on your next weapon attack roll and deal an additional 1d6 damage.
  • The Hermit. When activated, you gain darkvision for 1 hour, and you have advantage on Wisdom (Survival) checks.
  • Wheel of Fortune. When activated, you can manipulate luck by allowing yourself and your allies within 30 feet to re-roll any one attack roll, saving throw, or ability check. You must take the second result.
  • Justice. When activated, this totem creates a zone of truth within a 15-foot radius for 10 minutes.
  • The Hanged Man. You create a totem that embodies The Hanged Man's change in perspective. When activated, you gain the ability to cast Levitate without expending any spell slots.
  • Death. *requires level 10 Once per long rest, when activated, this totem allows you and your allies within 30 feet to deal an additional 1d8 necrotic damage with each successful attack for 1 minute.
  • Temperance. When activated, this totem grants you resistance to a damage type of your choice (fire, cold, acid, lightning, or thunder) for 1 hour.
  • The Devil. *requires level 10 Once per long rest, when activated, this totem creates a zone of fear within a 15-foot radius for 1 minute. Creatures within this area are frightened.
  • The Tower. When activated, this totem allows you to create a localized shockwave within 15 feet. Creatures in this area must make a Dexterity save against your spell save DC. On a failed save, a creature takes 3d6 thunder damage, is pushed 1d4 x 5 feet away from you in a straight line, and is knocked prone. On a successful save, a creature takes half damage and is pushed 5 feet, and is not knocked prone.
  • The Star. When activated, you and your allies within 30 feet regain hit points equal to your Shaman level at the start of each of their turns for 1 minute.
  • The Moon. When activated, this totem grants you and your allies within 30 feet advantage on saving throws against being charmed and frightened for 1 minute.
  • The Sun. When activated, you and your allies within 30 feet gain advantage on attack rolls for 1 minute and can cast Daylight without expending any spell slots. Any illusions within 30 feet of this totem are exposed, and creatures with invisibility gain disadvantage on stealth checks.
  • Judgment. *requires level 10 Once per long rest, when activated as a reaction to you or an ally within 30 feet of you failing a saving throw, the target creature succeeds the saving throw instead.
  • The World. *requires level 10 Once per long rest, when activated, this totem grants you and your allies within 30 feet the ability to cast Plane Shift without expending any spell slots, allowing you to travel to another plane of existence.
  • Cups. You and your allies within 30 feet of the totem gain resistance to cold damage and can breathe underwater for 30 minutes.
  • Pentacles. You and your allies within 30 feet of the totem gain temporary hit points equal to your Shaman level at the start of each of their turns for the next minute.
  • Swords. You and your allies within 30 feet of the totem gain advantage on attack rolls and saving throws against effects that cause fear for 30 minutes.
  • Wands. You and your allies within 30 feet of the totem gain a bonus 1d6 to damage rolls for spells and cantrips that deal fire damage for 30 minutes.
subclass options:

Created by

Ticklesthegamemaster.

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