Shaman in Azeroth | World Anvil
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Shaman

Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them. When you transform, you assume the elemental's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious. You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your elemental form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast. You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Shaman are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shaman commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shaman summon totems that focus the elements to support the shaman’s allies or punish those who threaten them. These masters of the elements can also call upon elemental forces directly, unleashing torrents of lava and bolts of lightning against foes. The elements can create, destroy, support, and hinder. The experienced shaman balances the vast spectrum of these primordial forces into an array of diverse abilities, making shaman versatile heroes and valued members of any group.

Creating a Shaman

blah Table: Shaman
Level Proficiency Bonus Features Totems Known Cantrips Mana Points Max Spell Level
1st +2 Elemental Guidance, Spellcasting 2 4 1st
2nd +2 Shamanistic Path, Totems (1st element) 1 2 6 1st
3rd +2 2 2 14 2nd
4th +2 Ability Score Improvement 4 3 17 2nd
5th +3 5 3 27 3rd
6th +3 Shamanistic Path Feature, Totems (3rd element) 7 3 32 3rd
7th +3 8 3 38 4th
8th +3 Ability Score Improvement, Totems (4th element), Spelldriver 10 4 44 4th
9th +4 10 4 57 5th
10th +4 Shamanistic Path Feature, Totemic Call 11 4 64 5th
11th +4 11 4 73 6th
12th +4 Ability Score Improvement 12 4 73 6th
13th +5 12 4 83 7th
14th +5 Shamanistic Path Feature 13 4 83 7th
15th +5 13 4 94 8th
16th +5 Ability Score Improvement 14 4 94 8th
17th +6 14 4 107 9th
18th +6 Totem Mastery 15 4 114 9th
19th +6 Ability Score Improvement 15 4 123 9th
20th +6 Ascendance 16 4 133 9th

Class Features

As a shaman you gain 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 5) + your Constitution modifier per shaman level after 1st

Proficiencies

Armor: Light armor, medium armor, and shields, but not tower shields
Weapons: Simple weapons
Tools: None

Saving Throws: Dexterity, Wisdom
Skills: Choose two from Arcana, Diplomacy, lnsight, Medicine, Nature, Perception, Religion, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:
  • (a) any simple weapon or (b) a wooden shield
  • (a) any simple weapon or (b) a shortbow and quiver with 20 arrows
  • Leather armor, an explorer’s pack, and a shaman fetish

Elemental Guidance

Early in your training as a shaman you were asked by your mentor to pick an elemental guide—a spirit of Earth, Fire, Water, or Wind—who would guide you and aid you in your journey. Though you and your guide have long parted ways, your time with them has shaped the shaman you are today.

Choose one of the elements below, you gain advantage on Deception, Diplomacy, Intimidation, and Insight checks made against Elementals of that element, you learn the language Kalimag (the language of the elementals), and you learn an additional cantrip; this cantrip does not count against your limit of cantrips known.

Earth

Your guide was strong and wise, and taught you patience and persistence. Your guide was stubborn, and was hard to change its mind on a matter, and perhaps this rubbed off onto you. Your guide believed the best offense is a good defense, and perhaps you follow the same mentality. You learn the Mold Earth cantrip.

Fire

Your guide was proud and passionate, and taught you bravery and strength against any odds. Your guide was quick to anger, and had a bad temper, and perhaps you too are like this. Your guide believed that a force, no matter how small, with enough effort can become unstoppable, and perhaps now you try to live by this wisdom. You learn the Control Flames cantrip.

Water

Your guide was kind and empathetic, and taught you to use the strength of your foes against them. Your guide was turbulent emotionally, and now you might have trouble keeping your emotions in check. Your guide believed that a balance and moderation in all things was key to success, and perhaps you try to live your life in such a manner. You learn the Shape Water cantrip.

Wind

Your guide was carefree and wild, and taught you how to forgive and forget. Your guide was passive in its actions, and now you may have trouble engaging in a direct manner. Your guide believed the best tactic is agility and guile, wearing down the opposition and now perhaps this is your go to strategy as well. You learn the Gust cantrip.

Spellcasting

Drawing on the wisdom of the elements, you influence and control natural forces to your will. See chapter 11 for the general rules of spellcasting and chapter 12 for the shaman spell list.

Cantrips

At 1st level, you know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of Table: Shaman.

Preparing and Casting Spells

You gain a pool of 4 mana points that you can use to cast spells. To cast one of these spells you expend a number of mana points as part of the action to cast the spell to create a spell slot of a given level as indicated on Table: Mana Point Cost, and then use that slot to cast a spell. You can’t reduce your mana point total to less than 0, and you regain all spent mana points when you finish a long rest.

The number of mana points you have to spend increases as you gain levels in this class, as shown in the Mana Points column on Table: Shaman. Your shaman level also determines the maximum level spell slot you can create. Even though you might have enough points to create a slot above this maximum, you can’t do so.

You prepare the list of shaman spells that are available for you to cast, choosing from the shaman spell list. When you do so, choose a number of shaman spells equal to your Wisdom modifier + your shaman level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 3rd level shaman the highest level spell you can cast is 2nd level. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from the shaman spell list. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can also change your list of prepared spells when you finish a long rest. Preparing a new list of shaman spells requires time spent in reflection and meditation: at least 1 minute per spell level for each spell on your list.

Table: Mana Point Cost
Spell Level Point Cost Spell Level Point Cost
1st 2 6th 9
2nd 3 7th 10
3rd 5 8th 11
4th 6 9th 13
5th 7

Casting Spells of 6th level and Higher

Spells of 6th level and higher are particularly taxing to cast. You can use mana points to create one slot of each level of 6th level or higher. You can’t create another slot of the same level until you finish a long rest.

Spellcasting Ability

Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your understanding of the wisdom of the spirits. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell Attack Modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a shaman spell as a ritual if that spell has the ritual tag and you have the spell on your spell list. You don't need to have the spell prepared.

Spellcasting Focus

You can use a shaman fetish (found in chapter 5) as a spellcasting focus for your shaman spells.

Shamanistic Path

At 2nd level, you choose which path of the shaman you will walk: the Path of the Ancestors, the Path of the Elements, or the Path of the Spirits. All three are detailed at the end the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.

Totems

Totems are tools of the shaman, they embody a shaman’s mastery over the elements. Some totems possess destructive power, while others aid and assist the shaman or their allies. Totems are imbued with the power and blessing of a guardian elemental. You can summon a totem you know into an adjacent unoccupied space up to 5 feet away. A totem is immobile, but can be destroyed; a totem has 5 hit points and an AC of 13. Totems vanish if reduced to 0 hit points or after a minute has passed. Each totem has its own effect, and the totems are categorized into the four elements. Totems which affect the shaman and their allies have no effect on Constructs. The totems and their effects are listed at the end of the class description.

Summoning a totem is a bonus action, and you may summon any totem you know, but may only have one totem of each element summoned at a time. You can’t summon two fire totems for example, even if you know two different fire totems. If you summon a second fire totem, the first fire totem vanishes.

At 2nd level choose one of the four elements: Earth, Fire, Water, or Wind. You gain access to this element, and learn your first totem for this element. You learn additional totems for elements you have access to as shown on the Totems Known column on Table: Shaman. Some totems require you to be of a certain shaman level to learn them.

At levels 4th, 6th, and 8th choose another one of the four elements, you gain access to this element in addition to the previous elements you have access to.

You can summon a totem you know a number of times equal to your Wisdom modifier, minimum once. You regain all expended summons when you complete a short or long rest.

OPTIONAL RULE: ELEMENTAL BLESSINGS
As an optional rule, shamans must first gain the blessing of an elemental guardian before they can gain access to an element and summon totems of that element. The shaman must find an elemental guardian for the desired element and make contact with it. In order to receive the blessing the shaman will have to complete a task for the guardian spirit, to prove their worthiness and commitment to the elements. Once the task is complete, the elemental guardian bestows their blessing onto the shaman and the shaman gains access to that element.

This rule works best for groups that prefer heavy roleplaying and personal quests, and may not be appropriate for larger groups or groups that find the idea too much of a hassle.

Ability Score Improvement

At 4th level, and again at levels 8th, 12th, 16th, and 19th you may choose to increase one ability score by 2, two ability scores by 1, or gain a feat. As normal, you may not improve an ability score above 20 using this feature.

Spelldriver

By 8th level, through intense focus, training, and dedication, you’ve harnessed the techniques of rapid spellcasting. You are no longer limited to only one non-cantrip spell per turn, but you may not cast more than one 3rd level or higher spell per turn.

Totemic Call

Starting at 10th level you can summon down four totems at once. When you finish a long rest, you may choose four totems; one of each element. These totems become stored as your Totemic Call formation. As an action you can use this feature to summon those four totems otherwise following the normal rules for summoning a totem. Totemic Call does not consume any uses of your Totems feature. You may use this feature again when you finish a short or long rest.

Totem Mastery

At 18th level you have mastered the summoning of a specific number of totems you can do so tirelessly. Choose four totems, when you summon one of those totems using your Totems feature it does not consume a use of your Totems feature. Additionally, you can now summon these four totems as a bonus action on your turn.

Ascendance

At 20th level you can infuse your body, mind, and soul with elemental power and you become an Elemental Ascendant. As an action you become like the element you choose for your Elemental Guidance feature, an air elemental for wind, earth elemental for earth, fire elemental for fire, or water elemental for water. You can stay in this form for 1 minute, after which you then revert to your normal form. 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. You can use this feature again when you complete a long rest. While you are transformed, the following rules apply:
  • Your game statistics are replaced by the statistics of the elemental, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
  • When you transform, you assume the elemental's hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in elemental form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 hit points, you aren't knocked unconscious.
  • You can't cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your elemental form. Transforming doesn't break your concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special senses, such as darkvision, unless your new form also has that sense.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment doesn't change size or shape to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.

Shamanistic Paths

Every shaman walks a path, the journey just as important as the destination. In keeping with their goal of understanding the world, the elements, the spirits, and their ancestors, shamans have taken to walking similar paths that reflect their chosen pursuit. To a shaman, the end goal is never mastery or control, but rather finding harmonious balance between the world of mortals and the worlds of the ancestors, the elements, and the spirits. To a shaman, these are their equals and deserve the same respect one would pay to a living being.

Path of the Ancestors

All shamans revere their ancestors and the knowledge and wisdom they have left behind for future generations. For those who choose to walk down this path however, they find the ancestors are never really gone, and memory of them keeps them alive. Shamans who walk the path of the ancestors seek to bring their wisdom to others, to preserve life, and to give final rites to the dead. To these shamans, they seek to ease the suffering of the dying, but also stave off death for those they feel are not done in this world. This is a delay of death, not a denial of it, as the wisdom of the ancestors holds true: everything has its time, all things must come to an end.

Ancestral Healing

At 2nd level, you call upon the ancestors of your allies to help aid and heal their wounds. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.

In addition you learn the Spare the Dying cantrip, which doesn’t count against the number of shaman cantrips you can know. For you it has a range of 30 feet, and you can cast it as a bonus action.

Ancestral Magic

You learn additional spells in accordance with your path of understanding. These spells are considered to always be prepared for you, and it doesn’t count against your number of prepared spells each day. If you gain access to a spell that isn’t on the shaman spell list, it is nonetheless a shaman spell for you.
Shaman Level Ancestral Spells
1st Riptide, Water Shield
3rd Augury, Lesser Restoration
5th Chain Heal, Revivify
7th Death Ward, Spirit Link
9th Ancestral Spirit, Wellspring

Unleash Life

At 2nd level you may unleash the elemental forces imbued in your weapon to restore life. If a weapon you are wielding is enhanced by Flametongue Weapon, Frostbrand Weapon, Rockbiter Weapon, or Windfury Weapon, you may use a bonus action to end the spell on your weapon and immediately cause a creature within 10 feet to regain 1d6 hit points for each spell slot level used to cast the weapon enhancement spell. You may not target a construct with this feature.

Finally, after expending a weapon enhancement spell the next spell you cast before the end of your next turn that restores hit points adds your Wisdom modifier to the amount rolled if it does not already do so.

Resurgence

Starting at 6th level when you cast a spell that restores hit points, and a die rolled for the spell results in the highest number it could roll, you regain 1 mana point. Resurgence can not allow you to regain more mana points than the level of the spell slot level used to cast the spell.

Call of the Ancestors

At 10th level you can call upon the ancestors of nearby creatures to save them from death. As an action all creatures within 30 feet of you who are at 0 hit points may make a DC 10 Constitution saving throw. Creatures who succeed instantly regain 1 + your Wisdom modifier hit points (minimum 1) and for the next minute have advantage on any death saving throw they make. This feature has no effect on constructs. You may use this feature again when you complete a short or long rest.

Spirit Walker's Grace

Starting at 14th level you can walk with healing grace. As an action you become incorporeal and your walking speed increases by 30 feet until the beginning of your next turn. The first time you move through a creature's space this turn while incorporeal, if that creature is not a construction, the creature recovers an amount of hit points equal to 1d10 + your Wisdom modifier. At the start of your next turn, you become corporeal again and if you occupy the same space as another creature of small size or larger, you are safely moved to the nearest unoccupied space. You may use this feature again when you complete a lor rest, or after you cast a 5th level or higher shaman spell.

Path of the Elements

To a shaman the elements are more than just a source of power, they are lessons for how to live, and a warning for when ones own balance tips too far. The shamans revere the elementals not as gods, but as guardians, guides, and protectors, and the shamans who walk the Path of the Elements seek to further their bond with the elementals. They become able to wield tremendous elemental power, as earth, fire, wind, and water seem to bend to their every beck and call. But what may seem like total mastery of natural forces, the shamans know this relationship is built on years of respect, trust, and reverence. The elements do not bend at the command of a shaman, but at their request. And the elements grant that request, knowing it is made out of respect and a desire to protect the elements and the wilds.

Elemental Fury

At 2nd level when a spell you cast that has a duration of Instantaneous deals damage as acid, cold, fire, lightning, or thunder, increase the damage dealt equal to the level of the spell slot used to cast the spell.

Elemental Magic

You learn additional spells in accordance with your path of understanding. These spells are considered to always be prepared for you, and it doesn’t count against your number of prepared spells each day. If you gain access to a spell that isn’t on the shaman spell list, it is nonetheless a shaman spell for you.
Shaman Level Elemental Spells
1st Lava Burst, Lightning Shield
3rd Earthen Grasp, Snowball Swarm
5th Erupting Earth, Lightning Bolt
7th Conjure Minor Elementals, Elemental Bane
9th Conjure Elemental, Maelstrom

Totemic Arm

At 2nd level you may now summon a totem up to 15 feet away from you. This also applies to totems summoned with Totemic Call or Totemic Mastery, though all totems must be summoned adjacent to each other.

Elemental Focus

Starting at 6th level you add your Wisdom modifier to the damage you deal with any shaman cantrip that deals damage as acid, cold, fire, lightning, or thunder.

Call of the Elements

At 10th level your connection with the elements improves the range of your totems. The range of effect for most of your totems is increased by 15 feet. Exceptions are below:
  • Fire Nova Totem: Range is 20 feet.
  • Frost Burst Totem: Range is 20 feet.
  • Lightning Surge Totem: Range for initial targets is 30 feet, range for chained targets is 15 feet.
  • Magma Totem: Range is 20 feet.
  • Searing Totem Range is 90 feet.
  • Sentry Totem: Range is 500 feet.

Additionally Sentry Totem, Cold Resistance Totem, and Fire Resistance Totem now lasts for 8 hours.

Elemental Overload

Starting at 14th level when a spell attack you make critically hits and that spell is an elemental shield or only targets one creature, has a duration of instantaneous, and deals damage as acid, cold, fire, lightning, or thunder, you may as a bonus action make a second spell attack of the same spell without expending any mana points. In the case of elemental shields, the second attack does not expend an extra globule. This second spell attack may not critically hit and doesn’t need to be against the same target.

Path of the Spirits

The spirits are not the ancestors, and they are not the elements. The spirits are the trees, the earth under our feet, the wolves in the night, the birds soaring high, the metal in the sword and axe. Everything that exists has a spirit that speaks to one who will listen, and the shamans who walk the Path of the Spirits do more than listen. The spirits can not fight for themselves, they are helpless as they are disrespected, taken advantage of, and corrupted. The shamans who heed their call take up arms, to remind everyone what civilization has forgotten. People are not the only things with a soul, with a voice to be heard, all things must be respected for all things are alive.

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take the same Fighting Style option more than once, even if you later get to choose again.

Blind Fighting
Being unable to see a creature doesn't impose disadvantage on your attack roll against it, provided the creature isn't hidden from you.

Defense
While you are wearing armor, you gain a +1 bonus to AC.

Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Interception
When a creature you can see hits a target that is within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or simple or martial weapon to use this feature.

Natural Weapon
The damage dealt by your unarmed strikes increases by 1 die size (1 to 1d4 to 1d6 to 1d8 to 1d10 to 1d12) to a maximum of 1d12. If your unarmed strike damage includes multiple dice, only one of them increases in size. You may choose which to improve, but your choice is permanent.

Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Unarmed Fighting Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Spiritual Magic

You learn additional spells in accordance with your path of understanding. These spells are considered to always be prepared for you, and it doesn’t count against your number of prepared spells each day. If you gain access to a spell that isn’t on the shaman spell list, it is nonetheless a shaman spell for you.
Shaman Level Elemental Spells
1st Rockbiter Weapon, Flametongue Weapon
3rd Frostbrand Weapon, Ghost Wolf
5th Stormstrike, Windfury Weapon
7th Feral Spirit, Elemental Bane
9th Astral Recall, Bloodlust

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Call of the Spirits

Starting at 10th level your connection to the spirits improves the power of your weapon strikes. Attacks you make with a weapon enhanced with a shaman weapon enhancement spell—such as Rockbiter Weapon or Flametongue Weapon—the weapon does an additional 1d6 damage of the spell’s element; Rockbiter Weapon does acid damage, Flametongue Weapon does fire damage, Frostbrand Weapon does cold damage, and Windfury Weapon does thunder damage. This damage is multiplied on a critical hit. Finally, your shaman weapon enhancement spells have a duration of 8 hours.

Reincarnation

At 14th level the spirits protect you even from death. If you happen to die, and your body is a valid target for a Revivify spell, then at any point of your choice within a minute of your death you can return to life as if you had been the target of a Revivify spell. This return to life surges you with energy from the spirits, causing you to have no Resurrection Sickness and have an amount of hit points equal to twice your shaman level and an amount of mana points equal to your shaman level. This surge will wear off, and an hour after you return to life you gain Resurrection Sickness. You may not use this feature again until you finish a long rest or while you have Resurrection Sickness.

Totems

If a totem has prerequisites, you must meet them to learn it. You can learn the totem at the same time that you meet its prerequisite. Totems are divided into the four elements; earth, fire, water, and wind.

Earth

Earth totems have a focus on defense and strength, protecting your party and each your other totems.

Earthbind Totem

Summons an Earth totem that wards a 25 foot radius area around the totem. When a creature starts its turn within the warded area or enters the area for the first time on its turn, you may require the creature to make a Strength saving throw. If the creature fails their save, the creature becomes slowed and is no longer slowed the instant they move outside the area of your Earthbind Totem. If a creature succeeds their save, they become immune to your Earthbind Totem until you finish a long rest.

Earth Elemental Totem

Prerequisite: shaman level 14th or higher
Summons an Earth totem that conjures a bound elemental to serve the shaman. When you summon this totem, a CR 5 Earth Elemental appears next to the totem, and disappears when itself or its totem reaches 0 hit points. The elemental is friendly to you and your companions. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. The elemental can not move more than 25 feet away from its totem, but can reach and attack past that range. You may only have one totem that summons an elemental active at a time. The DM has the elemental’s statistics.

Stone Bulwark Totem

Summons an Earth totem that protects the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 15 feet of the Stone Bulwark Totem are protected, and protected creatures are resistant to either bludgeoning, piercing, or slashing damage. As a bonus action, you may change the damage type the protected creatures are resistant too. A protected creature loses this protection the instant they move outside the range of from your Stone Bulwark totem.

Stoneclaw Totem

Summons an Earth totem that protects your other totems. Stoneclaw totem has a number of hit points equal to 5 times your shaman level, and an AC of 16. Your totems within 25 feet of Stoneclaw Totem have their AC become 15, and if your protected totems are attacked Stoneclaw Totem takes the damage instead. If an attack reduces Stoneclaw Totem to 0 hit points and has any damage left over, the remaining damage is taken by the original target totem.

Stoneskin Totem

Summons an Earth totem that protects the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Stoneskin Totem are protected, and protected creatures have their AC increased by 2. A protected creature loses this protection the instant they move outside the range of your Stoneskin Totem.

Strength of Earth Totem

Summons an Earth totem that strengthens the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Strength of Earth Totem are strengthened, and strengthened creatures add +1 to their attack and damage rolls with melee attacks or any attacks that the creature makes that adds their Strength to attack and damage. A strengthened creature loses this strength the instant they move outside the range of your Strength of Earth Totem. This bonus increases to +2 at 7th level and to +3 at 13th level. A strengthened creature gains no benefit if their weapon is enhanced with the Rockbiter Weapon spell.

Tremor Totem

Prerequisite: shaman level 6th or higher
Summons an Earth totem that shakes the ground, freeing creature of various conditions. When a creature starts their turn within 25 feet of Tremor Totem or moves within 25 feet of Tremor Totem for the first time on their turn, they may make a new saving throw against the original save DC to overcome any Charmed, Frightened, or Sleep conditions they may have. If a creature with these conditions did not get a saving throw, they may make a Wisdom save against DC 20 to lose the condition.

Fire Totems

Fire totems tend to focus on offensive and improving spell casting. They also ward against the cold.

Cold Resistance Totem

Summons a Fire totem that protects the shaman and their allies from the cold. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Cold Resistance Totem are protected, and protected creatures are resistant to Cold damage and immune to the environmental effects of extreme cold. A protected creature loses this protection the instant they move outside the range of from your Cold Resistance Totem. Cold Resistance Totem lasts for 1 hour.

Fire Elemental Totem

Prerequisite: shaman level 14th or higher
Summons a Fire totem that conjures a bound elemental to serve the shaman. When you summon this totem, a CR 5 Fire Elemental appears next to the totem, and disappears when itself or its totem reaches 0 hit points. The elemental is friendly to you and your companions. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. The elemental can not move outside the range of from its totem, but can reach and attack past that range. You may only have one totem that summons an elemental active at a time. The DM has the elemental’s statistics.

Fire Nova Totem

Summons a Fire totem that unleashes waves of fire. While this totem is summoned you may use your bonus action to command the Fire Nova Totem to release a wave of fire. All creatures within 15 feet of the Fire Nova Totem must make a Dexterity saving throw. Creatures who fail their save take 1d6 Fire damage. Fire Nova Totem’s damage increases by 1d6 when you reach shaman level 5th (2d6), 11th (3d6), and 17th (4d6).

Flametongue Totem

Summons a Fire totem that increases the spell power of the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Flametongue Totem are empowered, and empowered creatures add +1 to their attack and damage rolls with spell attacks or attacks made with weapons with the Magic property. An empowered creature loses this empowerment the instant they move outside the range of from your Flametongue totem. This bonus increases to +2 at 7th level and to +3 at 13th level. An empowered creature gains no benefit if their weapon is enhanced with the Flametongue Weapon spell.

Magma Totem

Prerequisite: shaman level 6th or higher
Summons a Fire totem that turns the ground under it molten. When a creature starts its turn within 15 feet of your Magma Totem, or moves within 15 feet of the totem for the first time on its turn, and is touching the ground, that creature take 1d6 Fire damage. Magma Totem’s damage increases by one die step when you reach shaman level 11th (1d8), and 17th (1d10).

Searing Totem

Summons a Fire totem that can attack other creatures. You may use your bonus action to command the totem to attack a creature you can see within 60 feet of your Searing Totem. Make a ranged spell attack at the target creature. On a hit the target takes 1d10 Fire damage. Searing Totem’s damage increases by 1d10 when you reach shaman level 5th (2d10), 11th (3d10), and 17th (4d10).

Totem of Wrath

Summons a Fire totem that imbues the shaman and their allies with wrath. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of your Totem of Wrath are empowered. When an empowered creature critically hits on an attack, that creature may roll one additional die of damage. An empowered creatures loses this empowerment the instant they move outside the range of from your Totem of Wrath.

Water Totems

Water totems tend to support your allies, healing them or removing from their harmful effects. It can also protect them from the heat.

Cleansing Totem

Prerequisite: shaman level 6th or higher
Summons a Water totem that cures the shaman and their allies of disease and toxins. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of the Cleansing Totem are restored. Restored creatures may make a new saving throw against the original save DC to overcome any one disease afflicting them, or to stop bleeding or being poisoned. If a creature with these conditions did not get a saving throw, they may make a Constitution saving throw against DC 20 to lose the disease or condition. A restored creature is no longer restored the instant they move outside the range of from your Cleansing Totem.

Fire Resistance Totem

Summons a Water totem that protects the shaman and their allies from the heat. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Fire Resistance Totem are protected. Protected creatures are resistant to Fire damage and immune to the environmental effects of extreme heat. A protected creature loses this protection the instant they move outside the range of from your Fire Resistance Totem. Fire Resistance Totem lasts for 1 hour.

Frost Burst Totem

Summons a Water totem that freezes the surrounding area. While this totem is summoned you may use your bonus action to command the Frost Burst Totem to release a wave of ice. All creatures within 15 feet of the Frost Burst Totem must make an Dexterity saving throw. Creatures who fail their save become restrained. While restrained a creature may make a Strength check against your Spell Save DC and are no longer restrained if they succeed. If a creature restrained by Frost Burst Totem is hit by an attack, they may immediately make a new Strength saving throw. If the creature succeeds, they are no longer restrained. A creature who succeeds on either of their saving throws becomes immune to your Frost Burst Totem until you finish a long rest.

Healing Stream Totem

Summons a Water totem that heals the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Healing Stream Totem are refreshed. When a refreshed creature regains hit points from a die roll, the refreshed creature may choose one of the dice to reroll. The new roll must be accepted even if it is worse. A refreshed creature loses this refreshment the instant they move outside the range of from your Healing Stream Totem.

Soothing Totem

Summons a Water totem that soothes the mind and body of the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Soothing Totem are soothed. Soothed creatures may ignore the effects of 1 level of Exhaustion. Soothed creatures can still die to Exhaustion. A soothed creature is no longer soothed the instant they move outside the range of from your Soothing Totem.

Tranquil Totem

Summons a Water totem that focuses the mind of the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Tranquil Totem are focused. Focused creatures gain advantage on their Constitution checks made to maintain concentration. A focused creature loses this focus the instant they move outside the range of from your Tranquil Totem.

Water Elemental Totem

Prerequisite: shaman level 14th or higher
Summons a Water totem that conjures a bound elemental to serve the shaman. When you summon this totem, a CR 5 Water Elemental appears next to the totem, and disappears when itself or its totem reaches 0 hit points. The elemental is friendly to you and your companions. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. The elemental can not move more than 25 feet away from its totem, but can reach and attack past that range. You may only have one totem that summons an elemental active at a time. The DM has the elemental’s statistics.

Wind Totems

Wind totems are a mix of offensive, defensive, and support effects.

Air Elemental Totem

Prerequisite: shaman level 14th or higher
Summons a Wind totem that conjures a bound elemental to serve the shaman. When you summon this totem, a CR 5 Air Elemental appears next to the totem, and disappears when itself or its totem reaches 0 hit points. The elemental is friendly to you and your companions. Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. The elemental can not move more than 25 feet away from its totem, but can reach and attack past that range. The DM has the elemental’s statistics.

Grace of Air Totem

Summons a Wind totem that carries the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of the Grace of Air Totem are carried. Carried creatures have their movement speeds increased by 5 feet and AC increased by +1. A carried creature is no longer carried the instant they move outside the range of from your Grace of Air Totem.

Grounding Totem

Summons a Wind totem that protects the shaman and their companions from spell attacks. While Grounding Totem is summoned and a creature within 25 feet of the totem is the sole target of a ranged spell attack, you may use your reaction to have the attack be redirected to your Grounding Totem. The Grounding Totem is treated as the original target of the attack, and will likely result in it being destroyed. The totem must also be in range of the spell attack for you to redirect the attack to the totem.

Lightning Surge Totem

Summons a Wind totem that charges energy and then releases it. When you summon this totem and at the start of your turn Lightning Surge Totem generates 1 charge, and may hold up to 3 charges. You may use your bonus action to command the totem to unleash all charges. For each charge unleashed, a target separate creature within 25 feet of Lightning Surge Totem must make a Dexterity saving throw. You may choose to chain the charges between creatures, targeting a creature who is within 10 feet of a creature who is the target of a charge. Creatures who fail their save take 1d8 Lightning damage. If a creature succeeds their save, any creatures chained to the saving creature automatically succeed their save. Lightning Surge Totem can store one more charge at shaman levels 5th (4), 11th (5), and 17th (6).

Sentry Totem

Summons a Wind totem that provides vision to the shaman. While Sentry Totem is summoned you may use your bonus action to have your vision transfer to the Sentry Totem or back to your body. Your Sentry Totem can see in all directions up to 200 feet, and has darkvision and can detect magic within half that distance. While your vision is transferred to the Sentry Totem you are considered helpless and unaware of your surroundings. Sentry totem lasts for 1 hour.

Stormlash Totem

Summons a Wind totem that charges the shaman and their allies with conductive lightning. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of your Stormlash totem are charged. When two or more charged creatures are adjacent to each other or flanking a creature, you may use your reaction to to make a spell attack to a creature adjacent to the charged creatures or being flanked by the charged creatures. If the attack hits it deals 1d6 lightning damage. Charged creatures are no longer charged the instant they move outside the range of your Stormlash totem. Stormlash Totem’s damage increases by 1d6 when you reach shaman level 5th (2d6), 11th (3d6), and 17th (4d6).

Windfury Totem

Prerequisite: shaman level 16th or higher
Summons a Wind totem that hastens the shaman and their allies. When you summon this totem and at the start of your turn you may designate which creatures within 25 feet of Windfury totem are hastened. Hastened creatures gain an extra attack when they take the Attack action on their turn. A hastened creature is no longer hastened the instant they move outside the range of your Windfury Totem. A hastened creature gains no benefit if their weapon is enhanced by the Windfury Weapon spell.

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