Base Class: Ranger
Shamans are mystical warriors who draw on the power of nature and ancestral spirits. They channel elemental forces to enhance their physical strikes and summon totems that manipulate the battlefield. Guided by ancient wisdom, they can heal, protect, and empower their allies while disrupting their foes.
Elemental Strikes
The elements enhance your strikes with raw power. You can use Wisdom instead of the normal Ability for the attack and damage rolls of melee weapons, and you can use them as a spellcasting focus. When you hit a creature marked by your Hunter’s Mark with a melee weapon, you can change the damage type of the extra damage to Cold, Fire, Lightning, Poison, or Thunder damage.
Shamanistic Totems
You choose two Shamanistic Totems and learn to summon them. You learn to summon a different one at Ranger level 4, 5, and 6. As a Bonus Action, you can summon a totem on a point on the ground you can see within 10 feet of you. A totem is a small object. It has an AC of 5, 1 Hit Point, and it uses your spell save DC. Creatures marked by your Hunter’s Mark have Disadvantage on saving throws against your totems. A totem persists for 1 minute, until you summon another one of the same type, it’s destroyed, you dismiss it as a Bonus Action, or you die.
You can summon a totem a number of times equal to your Wisdom modifier and regain all expended uses when you finish a Short Rest. You can also spend a level 1+ spell slot to summon one.
Air Totem
At the end of your turn, you choose a Large or smaller creature within 30 feet of the totem. The totem blows a strong gust at it, forcing it to succeed on a Strength saving throw or be pushed 10 feet in a horizontal direction of your choice.
Ancestral Totem
At the end of your turn, you choose a creature within 15 feet of the totem. This creature can add a d4 to the next attack roll it makes until the end of its next turn..
Earth Totem
At the end of your turn, the totem creates a stationary 10 feet Emanation that lasts for as long as the totem is active. The ground within the Emanation is Difficult Terrain.
Fire Totem
At the end of your turn, you choose a creature within 30 feet of the totem. The totem shoots a mote of fire at it, forcing it to succeed on a Dexterity saving throw or take 1d4 fire damage. This damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Water Totem
At the end of your turn, you choose a creature within 15 feet of the totem. This creature gains temporary hit points equal to your proficiency bonus.
Primordial Mark
Your Hunter’s Mark becomes infused with primordial power. Creatures marked by your Hunter’s Mark cannot take Reactions while they are within 5 feet of any of your totems. Additionally, when you lose Concentration on a spell other than Hunter’s Mark, you can use your Reaction to cast Hunter’s Mark.
Spiritwalker's Blessings
When you cast Hunter’s Mark using a level 3+ spell slot, you can choose to reduce its duration to 1 minute and not require Concentration. Additionally, you always have the following spells prepared: Revivify, Speak with Dead, and Spirit Guardians. You can cast Revivify or Speak with Dead without expending a spell slot. You can’t do so again until you finish a Long Rest.
Ancestral Fury
You can use a Bonus Action and choose a number of creatures equal to your Wisdom modifier that you can see within 60 feet of you. At the end of your turn, a spectral ancestor appears behind each of them to guide their strikes. Following the Initiative order, each creature can make one weapon attack or cast one cantrip (no action required).
Once you use this feature, you can’t do so again until you finish a Short Rest.
Previous Versions
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