Base Class: Druid
Druids of the Circle of the Shaman have a more prideful outlook of their practice, usually revering an indigenous culture or ancestral spirit. As most druids do, those of the Circle of the Shaman channel their magic through the root to the natural world, wooden objects, however the Druids of the Circle of the Shaman delved deeper into this connection with the use of totems. Totems are work similar to the wooden focus of the Druid, but instead channel a constant stream of magic through specific elements. With the natural order of earth, air and fire... these druids can spend hundreds of years expanding their knowledge of the elements, resulting in a completely unique approach between each individual Druid of this circle.
The culture of these Druids also differs greatly from that of other circles. With their respect and admiration for indigenous Druidic ways, the Circle of the Shaman have a greater appreciate for the dead and the process of death therein. From extravagant funeral proceedings to their connection to the spirit realm, the Circle of the Shaman are driven by dutiful goals of honoring their ancestors.
Primal Totem
Starting at 2nd level, you can channel the elements of the natural world through totems. As a bonus action, you can magically summon a wooden totem to a point you can see within 60 feet of you. The totem creates an aura in a 15-foot radius around that point. It counts as neither a creature nor an object, though it has the markings of the specific totem it represents.
As a bonus action, you can move the totem up to 60 feet to a point you can see.
The totem persists for 1 minute or until you’re incapacitated. Once you use this feature, any existing totems you control vanish.
The effect of the totem’s aura depends on the type of totem you summon from the options below.
Fire Totem. The Fire totem harnesses elemental destruction, bringing fire and brimstone to your foes. Each enemy creature in the aura takes 1d4 fire damage when the totem is summoned or moved and whenever it starts its turn in the aura. In addition, as a bonus action, you may have the Fire Totem attack an enemy within the aura, dealing 1d6 fire damage.
Air Totem. The Air totem brings forth the power of the storms, aiding your allies and controlling your foes. When a creature makes an attack roll against a target in the totem’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies gain advantage on Dexterity checks and Dexterity saving throws while in the aura.
Earth Totem. The Earth totem offers it's control and protection to those nearby. You and your allies gain temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
As you level up, you will choose from a list of Elemental Incarnations which improve and customize your totems. In addition, whenever you choose a new Elemental Incarnation, you may swap one old choice for a new one.
Air Elemental Totem (Air)
When you summon your Air Totem, you may summon a Lesser Air Elemental in an unoccupied space within it's aura.
Cleansing Totem (Air)
When an ally starts it's turn in the aura, you may use your reaction to end a condition affecting it.
The conditions that can be cleansed are: Blinded, Charmed, Deafened, Frightened, Paralyzed, Poisoned, Stunned.
If a condition is being applied to the creature by a perpetual effect, such as an environmental effect, the condition may be immediately re-applied after cleansing.
Cloudburst Totem (Air)
As a bonus action, each enemy creature in your Air Totem's aura makes a CON saving throw. On a failed save, the creature takes 1d6 thunder damage and is pushed out of the aura opposite of the totem.
Earth Elemental Totem (Earth)
When you summon your Earth Totem, you may summon a Lesser Earth Elemental in an unoccupied space within it's aura.
Earthbind Totem (Earth)
The speed of enemies in your Earth Totem's aura is halved.
Earthgrab Totem (Earth)
When your Earth totem is summoned or moved, the Entangle spell is casted on all enemies in the aura using your spell save DC.
Echo of the Elements
The aura of your Primal Totems is increased to 25-ft.
Explosive Totem (Fire)
When your Fire totem is summoned or moved, it deals 2d6 instead of 1d4 fire damage.
Fire Elemental Totem (Fire)
When your Fire Totem is summoned, you may summon a Lesser Fire Elemental in an unoccupied space in it's aura.
Fire Nova Totem (Fire)
When your Fire Totem deals damage to an enemy creature at the start of it's turn, it deals 1d6 + Spellcasting Mod instead of 1d4 fire damage.
Fire Resistance Totem (Fire)
Friendly creatures in your Fire Totem's aura have Fire Resistance.
Flametongue Totem (Fire)
Your spellcasting modifier is added to all spell damage rolls made by allies in your Fire Totem's aura.
Grounding Totem (Air)
As a reaction, you may redirect all damage dealt in a single instance from a friendly creature in your Air Totem's aura to the Air Totem. After using this feature, the Air Totem is destroyed.
Magma Totem (Fire)
As a bonus action, your Fire Totem summons 1d4 Fire Sprite creatures in it's aura.
Mending Totem (Earth)
At the end of your turn, you may heal a friendly creature in the aura of your Earth Totem for 1d4 + your spellcasting ability modifier.
Nature Resistance Totem (Earth)
Allies in your Earth Totem's aura have Acid, Necrotic, Poison damage resistance.
Searing Totem (Fire)
When your Fire Totem attacks a creature inside of it's aura, it deals 1d8 + Spellcasting Mod damage instead of 1d6 fire damage.
Sentry Totem (Air)
Your Air Totem can be within 100 miles of you. In addition, when a creature enters its aura, you are alerted and can sense a detailed physical description of it.
Stoneclaw Totem (Earth)
Enemies have disadvantage on attack rolls against creatures outside the aura.
Stoneskin Totem (Earth)
All allied creatures in your Earth Totem aura also get a +1 bonus to their AC.
Stormlash Totem (Air)
As a bonus action, select any enemy within the Air Totem's aura, they make a Constitution saving throw. On a failed save, the creature takes 1d8 lightning damage. Repeat this process for every enemy adjacent to the original target.
Repeats up to 8 times.
Tranquil Totem (Air)
Friendly creatures cannot fail concentration checks in your Air Totem's aura.
Tremor Totem (Earth)
As a bonus action, you may cause a tremor under all enemies in your Earth Totem's aura, they must succeed on a DC 10 STR saving throw or fall prone. In addition, the Frightened, Sleep and Charmed conditions of all creatures in the aura are ended.
Voodoo Totem (Earth)
As an action, you may choose an ability and cast Hex on every enemy creature in your Earth Totem's Aura. Until the spell ends, you deal an extra 1d6 necrotic damage to hexed targets whenever you hit them with an attack and they have disadvantage on ability checks made with the chosen ability.
When Hex is casted on one or more creatures this way, it is done so as a concentration. When you break concentration, the Hex effect is ended on all creatures. Also, when a creature dies with Hex affecting it, you do not gain the ability to move the Hex to a new target as you would be normally.
Windfury Totem (Air)
Allies with the 'Extra Attack' feature in your Air Totem's aura have 1 more attack with this feature.
Windrush Totem (Air)
When a friendly creature enters your Air Totem aura for the first time on it’s turn, it gains an additional 20-ft. of movement that turn.
Speech of the Grove
At 3rd level, you gain the ability to converse with beasts and animal spirits.
You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises and motions. Most beasts lack the intelligence to convey or understand sophisticated concepts, but a friendly beast could relay what it has seen or heard in the recent past. This ability doesn’t grant you friendship with beasts, though you can combine this ability with gifts to curry favor with them as you would with any nonplayer character.
Incorporeal Wildshape
Starting at 6th level, you gain the ability to Wildshape into the form of a Spirit Wolf. Unlike most Wildshapes, the Spirit Wolf has the following properties:
- The Spirit Wolf is immune to all physical damage and cannot attack, nor cast spells.
- The Spirit Wolf has a movement speed of 70-ft. and 25 hp.
- Undead, Spirits and Apparitions with an intelligence of 10 or lower treat the Spirit Wolf as friendly.
Master of the Elements
Beginning at 10th level, your mastery of the elemental plane allows you to more effectively channel your energy through your Primal Totem ability. When you summon a Primal Totem and already have one summoned, if it is of a different element, your original Primal Totem is no longer destroyed.
If a Primal Totem of the same element is summoned, the first totem is destroyed.
If a Primal Totem is summoned while you already have two totems summoned, choose one of your already summoned totems. That totem is destroyed.
Nature's Guardian
Starting at 14th level, the nature spirits you commune are one with your goals and will carry on in your name at your most defenseless. If you are reduced to 0 hit points against your will, you can immediately summon a Fire, Earth and Air totem each in an unoccupied space within 40-ft of your body.
If totems are summoned this way, any existing totems of the same element you control are destroyed before the new ones are summoned.
Once you use this feature, you can’t use it again until you finish a long rest.
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