I've been working on a shaman class for 5e based on the World of Warcraft class. I've spent quite a bit of time on this and would like some feedback. I haven't quite finished restoration as I'm more interested in playing elemental and enhancement. Let me know what you guys think!
The Shaman
Usually spending most of their lives in nature, traveling with roaming clans or living in small villages, the shaman develops a connection with the elements that few will ever understand. Their ties to the elements and the destructive, and sometimes soothing, powers that they have generally make them one of great respect in their village or clan.
Level
Prof.
Bonus
Special Characteristics
Cantrips Known
Spell Slots per Level
1st
2nd
3rd
4th
5th
1
+2
Spellcasting, Shamanistic Influence
2
2
-
-
-
-
2
+2
Shaman Totems
2
2
-
-
-
-
3
+2
Shamanistic Influence Feature
2
3
-
-
-
4
+2
Ability Score Improvement
3
3
-
-
-
-
5
+3
Totemic Recall
3
4
2
-
-
-
6
+3
3
4
2
-
-
-
7
+3
Ghost Wolf
3
4
3
-
-
-
8
+3
Ability Score Improvement
3
4
3
-
-
-
9
+4
3
4
3
2
-
-
10
+4
Heroism
4
4
3
2
-
-
11
+4
Shamanistic Influence Feature
4
4
3
3
-
-
12
+4
Ability Score Improvement
4
4
3
3
-
-
13
+5
4
4
3
3
1
-
14
+5
Shamanistic Influence Feature
4
4
3
3
1
-
15
+5
4
4
3
3
2
-
16
+5
Ability Score Improvement
4
4
3
3
2
-
17
+6
Shamanistic Influence Feature
4
4
3
3
3
1
18
+6
4
4
3
3
3
1
19
+6
Ability Score Improvement
4
4
3
3
3
2
20
+6
Ascendance
4
4
3
3
3
2
Creating a Shaman
Quick Build
You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength.Second, choose the Outlander background.
Class Features
As a shaman, you gain the following 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 druid level after first
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
(a) a wooden shield or (b) any simple weapon
(a) a scimitar or (b) any simple melee weapon
Leather armor, an explorer’s pack, and a shamanistic focus.
One With the Elements
The time spent in the elements grants the shaman an incomparable understanding of the elements themselves. You can speak, understand, and write Primordial, including all of its dialects.
Spellcasting
You draw power from the elements, abling yourself to cast powerful spells. See chapter 10 for the general rules of spellcasting and the bottom of this document 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 on the Cantrips Known column of the Shaman table.
Preparing and Casting Spells
The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots after a long rest.
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 on spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level shaman, you have 3 first-level slots. With a Wisdom of 16, your list of prepared spells can include 6 spells of 1st level. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 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 meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your devotion and attunement to the elements. 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 prepared.
Spellcasting Focus
You can use a shamanistic focus (see chapter 5 “equipment”) as a spellcasting focus for your shaman spells.
Shamanistic Influence
At first level, you choose which form of shamanism influenced you the most, choosing from Enhancement, Elemental, and Restoration, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Shaman Totems
Starting at 2nd level, you gain access to shaman totems. There are 4 different classes of totems, air, fire, earth, and water. You may only have 1 totem of each class active at a time. Shaman totems store magical energy, you may spend a short rest carving and imbuing a shaman totem with magic. You may have an amount of totems active equal to your Wisdom modifier, if you create a totem while at the maximum totem limit, choose a totem to deactivate. You may activate a totem as a bonus action and place it on the ground in an unoccupied space within 5 feet of you. The totem stays in that location for its duration. All totems have an AC of 10 and 5 hit points unless otherwise specified. Some totems may require the shaman to be a certain level before they can prepare that particular totem.
Air Totems
Grace of Air Totem
Required Level: 3
Lasts: 1 minute
Summons a Grace of Air totem at the feet of the caster which allows all allies within 20 feet of the totem to make a melee attack with their bonus action.
Grounding Totem
Required Level: 5
Lasts: 1 minute or until consumed
Summons a Grounding Totem at the feet of the caster which redirects a spell that's only target is an ally within 20 feet. The spell is automatically redirected if the spell’s level is equal to or less than that of the spell slot bound to the totem. If a spell is of a higher spell slot, make an ability check with a DC equal to 10 plus the spell’s level. On a success, the spell is redirected to the totem and the totem is destroyed. You can bind higher spell slots to this totem in order to increase the chances of automatic redirection.
Nature Resist Totem
Required Level: 2
Lasts: 1 minute
Summons a Nature Resist Totem at the feet of the cast which gives all allies within 20 feet of the totem resistance to lightning and thunder damage.
Storm Elemental Totem
Required Level: 9
Lasts: 1 minute
Summons a Storm Elemental Totem at the feet of the caster, tearing a rift between the elemental plane of air and the material plane, causing an Air Elemental to fight by your side.
Stormlash Totem
Required Level: 8
Lasts: 3 rounds
Summons a Stormlash Totem at the feet of the caster which grants all attacks made by allies within 20 feet to deal an additional 2d6 lightning damage.
Windfury Totem
Required Level: 2
Lasts: 1 minute
Summons a Windfury Totem at the feet of the caster which imbues the party with the ferocity of the wind. On a successful attack, an ally within 20 feet of the totem rolls a d6, on a 6 they may make another melee attack.
Windwalk Totem
Required Level: 4
Lasts: 1 minute
Summons a Windwalk Totem at the feet of the cast which grants all allies within 120 feet an extra 10 feet of movement and are unaffected by non-magical difficult terrain.
Wrath of Air Totem
Required Level: 12
Lasts 1 minute
Summons a Wrath of Air totem at the feet of the caster which allows all allies within 20 feet of the caster to use a bonus action to cast a cantrip with a casting time of 1 action.
Earth Totems
Earthbind Totem
Required Spell Level: 4
Lasts: 1 minute
Summons an Earthbind Totem at the feet of the caster which attempts to bind them to the ground. Whenever an enemy starts their turn within 20 feet of the totem must succeed on a strength saving throw or be restrained. Additionally, this area is considered difficult terrain.
Earth Elemental Totem
Required Level: 9
Lasts: 1 minute
Summons an Earth Elemental Totem at the feet of the caster, tearing a rift between the elemental plane of earth and the material plane, causing an Earth Elemental to fight by your side for the duration.
Stone Bulwark Totem
Required Level: 2
Lasts: 1 minute
Summons a Stone Bulwark Totem at the feet of the caster which grants any ally that starts their turn within 20 feet of the totem temporary hit points equal to your Wisdom modifier.
Stoneskin Totem
Required Level: 2
Duration: 1 minute
Summons a Stoneskin Totem at the feet of the caster which grants all allies within 20 feet of the totem a +1 to their AC. Once you reach level 1, the totem grants a +2 bonus to AC and resistance to bludgeoning, piercing, and slashing damage.
Strength of Earth Totem
Required Level: 3
Lasts: 1 minute
Summons a Strength of Earth Totem at the feet if the caster which grants allies within 20 feet advantage on strength checks and strength saving throws. Additionally, any attack roll made using strength deals an additional 1d4 damage of the weapons type.
Fire Totems
Flametongue Totem
Required Level: 2
Lasts: 1 minute
Summons a Flametongue Totem at the feet of the caster which grants all allies within 20 feet of the totem an additional 1d4 fire damage to each of their attack rolls. The damage increases to 1d6 at 5th level, 1d8 at 12th level, and 1d10 at 17th level.
Frost Resistance Totem
Required Level: 2
Lasts: 1 minute
Summons a Frost Resistance Totem at the feet of the caster which grants all allies within 20 feet resistance to cold damage.
Magma Totem
Required Level: 8
Lasts: 1 minute
Summons a Magma Totem at the feet of the caster. At the start of your turn, any creature within 10 feet of the totem must make a dexterity saving throw, on a failed save, the target takes 6d6 fire damage, or half as much on a successful save.
Searing Totem
Required Level: 2
Lasts: 1 minute
Summons a Searing Totem at the feet of the caster, at the start of your turn, you may make a ranged spell attack roll against a target within 20 feet of the totem, on a hit, the target takes 1d6 fire damage. The damage dealt increases to 2d6 at 5th level, 3d6 at 12th level, and 4d6 at 17th level.
Totem of Wrath
Required Level: 12
Lasts: 1 minute:
Summons a Totem of Wrath at the feet of the caster, granting all allies within 20 feet of the totem the ability to score a critical hit on a 19-20. Additionally, allies have advantage on attack rolls against enemies within 20 feet of this totem.
Water Totems
Cleansing Totem
Required Level: 5
Lasts: 1 minute
Summons a Cleansing Totem at the feet of the caster which cleanses all allies within 20 feet of the totem. All allies within the totem’s range are resistant to poison damage, additionally, when an ally spends 2 consecutive turns without moving away from the range of the totem they are cured of any poison or disease afflicting them.
Mana Spring Totem
Required Level: 17
Lasts: 1 minute
Summons a Mana Spring Totem at the feet of the caster which has a chance to restore spell slots to allies within 20 feet. Whenever an ally starts their turn within 20 feet of the totem, they may roll a d100; 100=9th, 99=8th, 98-97=7th, 96-95=6th, 94-92=5th, 91-89=4th, 87-85=3rd, 85-83=2nd, 83-80=1st.
Healing Stream Totem
Required Level: 2
Lasts: 1 minute
Summons a Healing Stream Totem at the feet of the caster, at the beginning of an allies turn, they are healed for 1d4 hit points as long as they are within 20 feet of the totem. This healing increases to 2d4 at 5th level, 3d4 at 12th level, and 4d4 at 17th level.
Healing Tide Totem
Required Level: 12
Lasts: 3 rounds
Summons a Healing Tide Totem at the feet of the caster, at the beginning of an allies turn they are healed for 3d8 hit points as long as they are within 20 feet of the totem.
Fire Resistance Totem
Required Level: 2
Lasts: 1 minute
Summons a Fire Resistance Totem at the feet of the caster which grants all allies within 20 feet of the totem resistance to fire damage.
Ancestral Protection Totem
Required Level: 10
Lasts: 1 minute, or until consumed
Summons an Ancestral Protection Totem at the feet of the caster, any ally within 20 feet of the totem when summoned gains temporary hit points equal to half your shaman level plus your Wisdom modifier. Additionally, whenever an ally within 20 feet of the totem is reduced to 0 hit points, they regain hit points equal to half of their maximum hit points and are not unconscious, the totem is then consumed.
Ability Score Improvement
When you reach 4th level, and again at 8th,12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Totemic Recall
Starting at 5th level you begin to master the art of the totem. As a bonus action, you may make a totem that is under your control teleport to an unoccupied space within 5 feet of you.
Ghost Wolf
Beginning at 7th level, you may use your action to transform yourself into a spectral wolf. Use the statistics of a dire wolf. You may use this feature once every short or long rest.
Heroism
Starting at 10th level, you use the power of the elements to invigorate your allies. You may use your action to grant all allies within 30 feet the following benefits:
Their movement speed is doubled
They may make an additional melee attack on each of their turns
They are immune to fear
They gain a +2 bonus to AC
Ascendance
Starting at 20th level, you are able to fully harness the elements and transform into an elemental avatar. You may use your bonus action to gain the following benefits for one minute:
Elemental:
You gain an additional action on your turn which you can use to cast Lava Burst at its lowest level.
Each spell you cast deals an additional 2d6 fire damage.
You gain immunity to fire damage.
Enhancement:
You may make melee attacks as though they had a range of 30 feet.
Each melee attack deals an additional 2d6 force damage.
You gain a fly speed equal to your movement speed.
You gain immunity to lightning and thunder damage.
Restoration:
Your healing spells’ range is doubled, if the range is touch it has a range of 30 feet.
Your healing spells heal for their maximum dice roll.
You gain resistance to piercing, bludgeoning, and slashing damage.
Shamanistic Influences
The elements are the main influence in a shaman’s life, but they can manifest themselves in a number of ways. Some shaman are mainly interested in mastering the fusion of the elements and martial weapons, or harnessing raw elemental power to destroy enemies, or controlling the power of water to soothe allies in pain.
A shaman often chooses which discipline to follow based on the needs or values of their village or clan. A clan that values war, particularly hand to hand combat, might respect an enhancement shaman more than an elemental or even a restoration shaman. Though one type in a particular clan might be more respected, other shamans are still respected and even encouraged.
Elemental Influence
An elemental shaman harnesses the raw energy of the elements and uses it to destroy their enemies. The raw elemental magic is not only capable of destruction, but also the manipulation of the earth and its elements.
Path of Flame
Starting at first level when you choose this influence, you have an innate ability to use the element of fire to your advantage, you gain the following benefits:
While Flame Shock is active on an enemy, you may roll a d20 when it deals damage at the start of their turn, on a crit, you may use your reaction to cast Lava Burst at the target.
Additionally, while Flame Shock is active on an enemy, you crit on a 19-20 on that target, this feature increases to 18-20 at 7th level and 17-20 at 15th level.
Lightning Shield
Starting at 3rd level, your Lightning Shield ability gains the following benefits:
Whenever you cast a spell that deals damage to a single target, your Lightning Shield gains a charge up to a maximum of 10.
Whenever you cast a spell that targets a single enemy, you may expend a number of charges less than or equal to half of your shaman level. The spell you cast deals an additional 1d6 lightning damage for each charge expended.
Elemental Mastery
Starting at 11th level, you have mastered the elements to work in your favor. You may ignore resistance that an enemy has against your spells, if the target has immunity, it becomes resistance.
Lava Surge
Beginning at 14th level, you have mastered the manipulation of earth and fire. You may cast Lava Burst at 2nd level without using a spell slot.
Elemental Overload
Starting at 17th level your mastery of the elements pack devastating power. Whenever you score a critical hit with a spell you may roll two additional damage dice equal to the spells type. Additionally, each spell critical hit gives you 10 charges of Lightning Shield.
Enhancement Influence
An enhancement shaman specializes in martial weapons and using their elemental influences to enhance their damage with them. Enhancement shaman are often feared within their clans and are often chosen to be leaders or commanders.
Martial Influence
Starting at first level when you choose this influence you gain proficiency in all martial weapons. Additionally, you may choose a fighting style;
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
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 made with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see within 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 wilding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Stormstrike
Starting at first level when you choose the enhancement influence, you may empower your weapons with lightning. When you hit a creature with a weapon attack, you may expend a spell slot to deal extra damage including the weapons normal damage. The extra damage is 2d8 for a first level spell, and an extra 1d8 for each spell level above the first up to a maximum of 5d8.
Weapon Enhancements
Starting at 3rd level, you are able to harness your elemental powers and harness them to your weapon. You may only have one imbuement active at a time:
Flametongue Weapon: you imbue your weapon with fire, the first successful melee attack made each turn deals an additional amount of fire damage equal to your Wisdom Modifier plus half your shaman level. The target is also considered to be on fire.
Frostbrand Weapon: you imbue your weapon with frost, causing each melee attack you make to deal an additional 1d8 cold damage, additionally, the target must succeed on a constitution saving throw or their movement is slowed by 10 feet until the start of your next turn.
Rockbiter Weapon: you imbue your weapon with the earth, causing each melee attack you make to deal an additional 1d8 magical bludgeoning damage. Additionally, the target must succeed on a constitution saving throw or their AC is reduced by 1 until the start of your next turn.
Windfury Weapon: you imbue your weapon with wind, causing each melee attack you make to have the chance of triggering another attack. Whenever you make a successful melee attack, roll a d6, on a 4-6, you make another melee attack. If you succeeded on that attack, you may roll another d6, on a 5-6, make another attack. If that attack is a success, you may roll another d6, on a 6, you may make another attack and repeat this process until you do not roll a 6. Extra attacks granted by this ability are considered magical.
Improved Stormstrike
Starting at 11th level, your attacks innately carry the power of a storm. Each attack you make deals an additional 1d8 lightning damage. Additionally after you use a speed slot on Stormstrike, the target takes double damage from any lightning or thunder damage dealt to it until the end of your next turn.
Maelstrom Weapon
Starting at 14th level your martial influence and understanding of the storm allows you to invoke the power of the storm through your attacks. Whenever you succeed on a weapon attack, you gain one charge of Maelstrom Weapon, once you have 5 stacks, you may use a bonus action to cast lightning bolt from your weapon.
Flurry
Starting at 17th level, your martial prowess and connection with the storm allow you to attack ferociously. After you score a critical hit with a weapon, you may immediately make 2 additional weapon attacks.
Restoration Influence
Shamans of the restoration influence use the curative properties of water to heal their allies. They are often focal points of their tribes or clans because of their ability to heal the wounds of others.
Riptide
Starting at first level when you choose this influence you can use your action to access the healing powers of water. You may target a creature you can see within 30 feet, they are healed for 1d10 hit points (increasing by 1d10 at 5th, 12th, and 17th level), additionally, they are healed for 1d4 hit points at the beginning of each of their turns (increasing to 1d6 at 5th, 1d8 at 12th, and 1d10 at 17th level). Whenever a creature affected by riptide receives healing from another healing spell or shaman totem you control they are healed for an additional amount equal to your proficiency bonus plus your wisdom modifier. You may use this feature a number of times equal to your wisdom modifier. Uses of this feature restore after a long rest.
Healing Rain
Starting at 3rd level, you may harness the power of healing waters to effect multiple allies. As an action, you create a light drizzle of rain to fall in a 20 foot radius circle at a point you can see within 60 feet. Allies in that circle are healed for 1d10 hit points at the beginning of each of their turns. Additionally, any non-magical flames are extinguished inside of the circle. Healing from this ability increases by 1d10 at 5th, 12th, and 17th level. The rain lasts for 1 minute and cannot be used again until you finish a long rest.
Shaman Spell List
Cantrips
Control Flames
Create Bonfire
Druidcraft
Firebolt
Frostbite
Mold Earth
Ray of Frost
Shape Water
Thunderclap
1st Level
Absorb Elements
Animal Friendship
Beast Bond
Ceremony
Cure Wounds
Earth Tremor
Entangle
Flame Shock
Goodberry
Healing Word
Ice Knife
Lava Burst
Lightning Shield
Longstrider
Speak With Animals
Thunderwave
Zephyr Strike
2nd Level
Animal Messenger
Barkskin
Beast Sense
Dust Devil
Earth Shock
Earthbind
Frost Shock
Gust of Wind
Healing Spirit
Lesser Restoration
Locate Animals or Plants
Maximilian’s Earthen Grasp
Moonbeam
Pass Without Trace
3rd Level
Call Lightning
Conjure Animals
Erupting Earth
Fireball
Haste
Lightning Bolt
Mass Healing Word
Plant Growth
Protection From Energy
Remove Curse
Revivify
Sleet Storm
Speak With Plants
Spirit Guardians
Thunder Step
Tidal Wave
Wall of Water
Wind Wall
4th Level
Aura of Life
Charm Monster
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Elemental Bane
Grasping Vine
Guardian of Nature
Ice Storm
Polymorph
Stone Shape
Storm Sphere
Wall of Fire
Watery Sphere
5th Level
Awaken
Commune with Nature
Cone of Cold
Conjure Elemental
Control Winds
Greater Restoration
Maelstrom
Mass Cure Wounds
Reincarnate
Scrying
Steel Wind Strike
Transmute Rock
Tree Stride
Wall of Stone
Wrath of Nature
Flame Shock
1st Level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Concentration up to 1 minute
A small ball of molten rock is hurled at a target you can see within range, make a ranged spell attack. On a hit, the target takes 1d10 fire damage and is considered on fire. The target takes an additional 1d6 fire damage at the beginning of each of their turns.
At higher levels: The initial damage is increased by 1d10 for each slot level above 1st.
Lava Burst
1st Level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You hurl a large ball of molten rock at a target you can see within range. Make a ranged spell attack, on a hit, the target takes 2d12 fire damage.
At higher levels: The damage is increased by 1d12 for each slot level above 1st.
Lightning Shield
1st Level Abjuration
Casting Time: 1 action
Range: Self
Components: S
Duration: up to 1 hour
You summon a shield of lightning around yourself for the duration. The shield has 3 charges, when a creature hits you with a melee attack they take 2d6 lightning damage. When all 3 charges are used the spell fades.
At higher levels: The damage is increased by 1d6 for each slot level above 1st.
Earth Shock
2nd Level Evocation
Casting Time: 1 action
Range: Range: 20 feet
Components: V,S
Duration: Instantaneous
You cause the earth beneath your target’s feet to shoot out towards them. The target must succeed on a dexterity saving throw or take 2d10 bludgeoning damage or half as much on a successful one. Additionally, if the target fails the saving throw, they are stunned until the end of their next turn.
At higher levels: The damage is increased by 1d10 for each spell level above 2nd.
Frost Shock
2nd Level Evocation
Casting Time: 1 action
Range: 20 feet
Components: V,S
Duration: Instantaneous
You cause the air around your target to freeze. The target must make a constitution saving throw, they take 2d10 cold damage and are restrained on a failed save, or half as much on a damage and are not restrained on a success. A creature restrained this way may use its action to try and break or escape from the restraints during their turn.
At higher levels: The damage is increased by 1d10 for each spell level above 2nd.
I know this isn't usually the most well-received bit of advice, but I would generally shy away from making a new class. This idea is neat, but especially with the list of spells and ghost wolf form, it sounds like a natural candidate for a druid subclass.
I know this isn't usually the most well-received bit of advice, but I would generally shy away from making a new class. This idea is neat, but especially with the list of spells and ghost wolf form, it sounds like a natural candidate for a druid subclass.
with spirits as the source of power there are 4 barbarian subclasses; Druid; Cleric; Sorcerer; Warlock.
The short answer is: The proposed class is absurdly over-powered compared to any current existing class and will absolutely break whatever game it is played in.
If you want to play a shaman-esque character use one of : Druid (any of them but particularly look at Shepherd), Sorcerer (Shadow / Storm), Warlock (GOO / Hexblade), Cleric (Trickster / Tempest), Paladin (Ancients).
If you're really committed to this class here is a rebalance of just the totem ability:
Shaman Totems
Starting at 2nd level, you learn to create two different mystical totems. You learn to create an additional totem at level 6, 10, 14, and 18. It requires 1 hour of work to create a totem which can be part of a short rest or long rest. You can only create one copy of each mystical totem you know, if you create a new copy of one that already exists the previous totem becomes a mundane object. Some totems require you to have a certain number of levels in this class before you can learn them.
As a bonus action you activate a totem by placing it on the ground in an unoccupied space within 5 ft of you and activate it. If you move the totem from its location it becomes a mundane object. You can only have one totem active at a time, if you activate a new totem any previously activated totem becomes a mundane object. A totem remains active for 1 minute and affects a 20 ft radius around it. After which it becomes mundane object. A totem is a magical object with an AC 16 and 20 hit points.
Totems
Windfury Totem
You can use a bonus action on each of your turns to conjure a blast of wind that originate from the totem. Creatures of your choice within the area of the totem must succeed on a Strength saving throw against your spell DC or be pushed 10 ft away from the totem.
Stone Bulwark Totem
Friendly creatures that start their turn within the area of the totem gain temporary hit points equal to your proficiency bonus.
Bonfire Totem
The totem radiates bright light in a 20 ft radius of the totem and dim light for another 20 ft. Any creature that ends its turn within 5 ft of the totem must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
Healing Stream Totem
Friendly creatures within the area of the totem can use a bonus action to drink from it. Drinking from the stream restores hit points equal to 1d4 + your Wisdom modifier.
Circle of Stones
Requires level 6
The activated totem summons a circle of 10 ft tall stones in a 20 ft radius circle around itself. Creatures within the circle gain a +2 AC against attacks that originate outside of the circle. Crossing into or out of the circle requires an additional 5 ft of movement. These stones do not block vision into or out of the area.
Circle of Flames
Requires level 6
The activated totem summons an opaque 10 ft tall wall of flames in a 20 ft radius circle around itself that blocks vision. Creatures that start their turn in the wall or pass through the wall for the first time on a turn take 2d6 fire damage.
Windwalk Totem
Requires level 6
Allies that start their turn within the area of the totem gain an extra 10 ft of movement speed until the end of their turn, and are immune to difficult terrain.
Strength of Earth Totem
Requires level 6
Friendly creatures within the area of the totem gain advantage of Strength checks and Strength saving throws.
Tidal Wave Totem
Requires level 6
When you activate this totem all creatures within the totem's area (other than yourself) must make a Dexterity saving throw against your spell save DC, on a failure the target takes 2d8 bludgeoning damage and is knocked prone. The area of the totem becomes difficult terrain as long as the totem is active.
Grounding Totem
Requires: Level 10
When a spell is cast that includes the totem in its area of effect, you can use your reaction to cause the spell to be absorbed by the totem if it of a level less than or equal to your proficiency bonus. Doing so prevents all affects of the spell and destroys the totem.
Stormlash Totem
Required Level: 10
Attacks made by allies that are within the area of the totem deal an additional 1d6 lightning damage.
Earthbind Totem
Requires level 10
The area of the totem becomes difficult terrain. Each creature that starts their turn within the area of the totem must succeed on a Strength saving throw against your spell DC or be restrained until the start of their next turn. A creature can use its action to repeat the save, freeing itself on a success.
Totem of Resistance
Requires: Level 14
Choose one damage type from: acid, fire, cold, lightning, thunder. Creatures of your choice gain resistance to that damage type while within the area of the totem.
Volcanic Totem
Requires level 18
As an action you can cause the Totem to erupt with lava. All creatures within 20 feet of the totem must make a Dexterity saving throw, on a failed save, the target takes 6d6 fire damage, or half as much on a successful save.
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Hello all,
I've been working on a shaman class for 5e based on the World of Warcraft class. I've spent quite a bit of time on this and would like some feedback. I haven't quite finished restoration as I'm more interested in playing elemental and enhancement. Let me know what you guys think!
The Shaman
Usually spending most of their lives in nature, traveling with roaming clans or living in small villages, the shaman develops a connection with the elements that few will ever understand. Their ties to the elements and the destructive, and sometimes soothing, powers that they have generally make them one of great respect in their village or clan.
Level
Prof.
Bonus
Special Characteristics
Cantrips Known
Spell Slots per Level
1st
2nd
3rd
4th
5th
1
+2
Spellcasting, Shamanistic Influence
2
2
-
-
-
-
2
+2
Shaman Totems
2
2
-
-
-
-
3
+2
Shamanistic Influence Feature
2
3
-
-
-
4
+2
Ability Score Improvement
3
3
-
-
-
-
5
+3
Totemic Recall
3
4
2
-
-
-
6
+3
3
4
2
-
-
-
7
+3
Ghost Wolf
3
4
3
-
-
-
8
+3
Ability Score Improvement
3
4
3
-
-
-
9
+4
3
4
3
2
-
-
10
+4
Heroism
4
4
3
2
-
-
11
+4
Shamanistic Influence Feature
4
4
3
3
-
-
12
+4
Ability Score Improvement
4
4
3
3
-
-
13
+5
4
4
3
3
1
-
14
+5
Shamanistic Influence Feature
4
4
3
3
1
-
15
+5
4
4
3
3
2
-
16
+5
Ability Score Improvement
4
4
3
3
2
-
17
+6
Shamanistic Influence Feature
4
4
3
3
3
1
18
+6
4
4
3
3
3
1
19
+6
Ability Score Improvement
4
4
3
3
3
2
20
+6
Ascendance
4
4
3
3
3
2
Creating a Shaman
Quick Build
You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength.Second, choose the Outlander background.
Class Features
As a shaman, you gain the following 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 druid level after first
Proficiencies
Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: Herbalism kit
Saving Throws: Constitution, Wisdom
Skills: Choose two from Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, and Survival
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
One With the Elements
The time spent in the elements grants the shaman an incomparable understanding of the elements themselves. You can speak, understand, and write Primordial, including all of its dialects.
Spellcasting
You draw power from the elements, abling yourself to cast powerful spells. See chapter 10 for the general rules of spellcasting and the bottom of this document 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 on the Cantrips Known column of the Shaman table.
Preparing and Casting Spells
The Shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these shaman spells, you must expend a spell slot of the spell’s level or higher. You regain all expended spell slots after a long rest.
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 on spell). The spells must be of a level for which you have spell slots.
For example, if you are a 3rd-level shaman, you have 3 first-level slots. With a Wisdom of 16, your list of prepared spells can include 6 spells of 1st level. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 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 meditation: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Wisdom is your spellcasting ability for your shaman spells, since your magic draws upon your devotion and attunement to the elements. 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 prepared.
Spellcasting Focus
You can use a shamanistic focus (see chapter 5 “equipment”) as a spellcasting focus for your shaman spells.
Shamanistic Influence
At first level, you choose which form of shamanism influenced you the most, choosing from Enhancement, Elemental, and Restoration, both detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
Shaman Totems
Starting at 2nd level, you gain access to shaman totems. There are 4 different classes of totems, air, fire, earth, and water. You may only have 1 totem of each class active at a time. Shaman totems store magical energy, you may spend a short rest carving and imbuing a shaman totem with magic. You may have an amount of totems active equal to your Wisdom modifier, if you create a totem while at the maximum totem limit, choose a totem to deactivate. You may activate a totem as a bonus action and place it on the ground in an unoccupied space within 5 feet of you. The totem stays in that location for its duration. All totems have an AC of 10 and 5 hit points unless otherwise specified. Some totems may require the shaman to be a certain level before they can prepare that particular totem.
Air Totems
Grace of Air Totem
Required Level: 3
Lasts: 1 minute
Summons a Grace of Air totem at the feet of the caster which allows all allies within 20 feet of the totem to make a melee attack with their bonus action.
Grounding Totem
Required Level: 5
Lasts: 1 minute or until consumed
Summons a Grounding Totem at the feet of the caster which redirects a spell that's only target is an ally within 20 feet. The spell is automatically redirected if the spell’s level is equal to or less than that of the spell slot bound to the totem. If a spell is of a higher spell slot, make an ability check with a DC equal to 10 plus the spell’s level. On a success, the spell is redirected to the totem and the totem is destroyed. You can bind higher spell slots to this totem in order to increase the chances of automatic redirection.
Nature Resist Totem
Required Level: 2
Lasts: 1 minute
Summons a Nature Resist Totem at the feet of the cast which gives all allies within 20 feet of the totem resistance to lightning and thunder damage.
Storm Elemental Totem
Required Level: 9
Lasts: 1 minute
Summons a Storm Elemental Totem at the feet of the caster, tearing a rift between the elemental plane of air and the material plane, causing an Air Elemental to fight by your side.
Stormlash Totem
Required Level: 8
Lasts: 3 rounds
Summons a Stormlash Totem at the feet of the caster which grants all attacks made by allies within 20 feet to deal an additional 2d6 lightning damage.
Windfury Totem
Required Level: 2
Lasts: 1 minute
Summons a Windfury Totem at the feet of the caster which imbues the party with the ferocity of the wind. On a successful attack, an ally within 20 feet of the totem rolls a d6, on a 6 they may make another melee attack.
Windwalk Totem
Required Level: 4
Lasts: 1 minute
Summons a Windwalk Totem at the feet of the cast which grants all allies within 120 feet an extra 10 feet of movement and are unaffected by non-magical difficult terrain.
Wrath of Air Totem
Required Level: 12
Lasts 1 minute
Summons a Wrath of Air totem at the feet of the caster which allows all allies within 20 feet of the caster to use a bonus action to cast a cantrip with a casting time of 1 action.
Earth Totems
Earthbind Totem
Required Spell Level: 4
Lasts: 1 minute
Summons an Earthbind Totem at the feet of the caster which attempts to bind them to the ground. Whenever an enemy starts their turn within 20 feet of the totem must succeed on a strength saving throw or be restrained. Additionally, this area is considered difficult terrain.
Earth Elemental Totem
Required Level: 9
Lasts: 1 minute
Summons an Earth Elemental Totem at the feet of the caster, tearing a rift between the elemental plane of earth and the material plane, causing an Earth Elemental to fight by your side for the duration.
Stone Bulwark Totem
Required Level: 2
Lasts: 1 minute
Summons a Stone Bulwark Totem at the feet of the caster which grants any ally that starts their turn within 20 feet of the totem temporary hit points equal to your Wisdom modifier.
Stoneskin Totem
Required Level: 2
Duration: 1 minute
Summons a Stoneskin Totem at the feet of the caster which grants all allies within 20 feet of the totem a +1 to their AC. Once you reach level 1, the totem grants a +2 bonus to AC and resistance to bludgeoning, piercing, and slashing damage.
Strength of Earth Totem
Required Level: 3
Lasts: 1 minute
Summons a Strength of Earth Totem at the feet if the caster which grants allies within 20 feet advantage on strength checks and strength saving throws. Additionally, any attack roll made using strength deals an additional 1d4 damage of the weapons type.
Fire Totems
Flametongue Totem
Required Level: 2
Lasts: 1 minute
Summons a Flametongue Totem at the feet of the caster which grants all allies within 20 feet of the totem an additional 1d4 fire damage to each of their attack rolls. The damage increases to 1d6 at 5th level, 1d8 at 12th level, and 1d10 at 17th level.
Frost Resistance Totem
Required Level: 2
Lasts: 1 minute
Summons a Frost Resistance Totem at the feet of the caster which grants all allies within 20 feet resistance to cold damage.
Magma Totem
Required Level: 8
Lasts: 1 minute
Summons a Magma Totem at the feet of the caster. At the start of your turn, any creature within 10 feet of the totem must make a dexterity saving throw, on a failed save, the target takes 6d6 fire damage, or half as much on a successful save.
Searing Totem
Required Level: 2
Lasts: 1 minute
Summons a Searing Totem at the feet of the caster, at the start of your turn, you may make a ranged spell attack roll against a target within 20 feet of the totem, on a hit, the target takes 1d6 fire damage. The damage dealt increases to 2d6 at 5th level, 3d6 at 12th level, and 4d6 at 17th level.
Totem of Wrath
Required Level: 12
Lasts: 1 minute:
Summons a Totem of Wrath at the feet of the caster, granting all allies within 20 feet of the totem the ability to score a critical hit on a 19-20. Additionally, allies have advantage on attack rolls against enemies within 20 feet of this totem.
Water Totems
Cleansing Totem
Required Level: 5
Lasts: 1 minute
Summons a Cleansing Totem at the feet of the caster which cleanses all allies within 20 feet of the totem. All allies within the totem’s range are resistant to poison damage, additionally, when an ally spends 2 consecutive turns without moving away from the range of the totem they are cured of any poison or disease afflicting them.
Mana Spring Totem
Required Level: 17
Lasts: 1 minute
Summons a Mana Spring Totem at the feet of the caster which has a chance to restore spell slots to allies within 20 feet. Whenever an ally starts their turn within 20 feet of the totem, they may roll a d100; 100=9th, 99=8th, 98-97=7th, 96-95=6th, 94-92=5th, 91-89=4th, 87-85=3rd, 85-83=2nd, 83-80=1st.
Healing Stream Totem
Required Level: 2
Lasts: 1 minute
Summons a Healing Stream Totem at the feet of the caster, at the beginning of an allies turn, they are healed for 1d4 hit points as long as they are within 20 feet of the totem. This healing increases to 2d4 at 5th level, 3d4 at 12th level, and 4d4 at 17th level.
Healing Tide Totem
Required Level: 12
Lasts: 3 rounds
Summons a Healing Tide Totem at the feet of the caster, at the beginning of an allies turn they are healed for 3d8 hit points as long as they are within 20 feet of the totem.
Fire Resistance Totem
Required Level: 2
Lasts: 1 minute
Summons a Fire Resistance Totem at the feet of the caster which grants all allies within 20 feet of the totem resistance to fire damage.
Ancestral Protection Totem
Required Level: 10
Lasts: 1 minute, or until consumed
Summons an Ancestral Protection Totem at the feet of the caster, any ally within 20 feet of the totem when summoned gains temporary hit points equal to half your shaman level plus your Wisdom modifier. Additionally, whenever an ally within 20 feet of the totem is reduced to 0 hit points, they regain hit points equal to half of their maximum hit points and are not unconscious, the totem is then consumed.
Ability Score Improvement
When you reach 4th level, and again at 8th,12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Totemic Recall
Starting at 5th level you begin to master the art of the totem. As a bonus action, you may make a totem that is under your control teleport to an unoccupied space within 5 feet of you.
Ghost Wolf
Beginning at 7th level, you may use your action to transform yourself into a spectral wolf. Use the statistics of a dire wolf. You may use this feature once every short or long rest.
Heroism
Starting at 10th level, you use the power of the elements to invigorate your allies. You may use your action to grant all allies within 30 feet the following benefits:
Ascendance
Starting at 20th level, you are able to fully harness the elements and transform into an elemental avatar. You may use your bonus action to gain the following benefits for one minute:
Elemental:
Enhancement:
Restoration:
Shamanistic Influences
The elements are the main influence in a shaman’s life, but they can manifest themselves in a number of ways. Some shaman are mainly interested in mastering the fusion of the elements and martial weapons, or harnessing raw elemental power to destroy enemies, or controlling the power of water to soothe allies in pain.
A shaman often chooses which discipline to follow based on the needs or values of their village or clan. A clan that values war, particularly hand to hand combat, might respect an enhancement shaman more than an elemental or even a restoration shaman. Though one type in a particular clan might be more respected, other shamans are still respected and even encouraged.
Elemental Influence
An elemental shaman harnesses the raw energy of the elements and uses it to destroy their enemies. The raw elemental magic is not only capable of destruction, but also the manipulation of the earth and its elements.
Path of Flame
Starting at first level when you choose this influence, you have an innate ability to use the element of fire to your advantage, you gain the following benefits:
Lightning Shield
Starting at 3rd level, your Lightning Shield ability gains the following benefits:
Elemental Mastery
Starting at 11th level, you have mastered the elements to work in your favor. You may ignore resistance that an enemy has against your spells, if the target has immunity, it becomes resistance.
Lava Surge
Beginning at 14th level, you have mastered the manipulation of earth and fire. You may cast Lava Burst at 2nd level without using a spell slot.
Elemental Overload
Starting at 17th level your mastery of the elements pack devastating power. Whenever you score a critical hit with a spell you may roll two additional damage dice equal to the spells type. Additionally, each spell critical hit gives you 10 charges of Lightning Shield.
Enhancement Influence
An enhancement shaman specializes in martial weapons and using their elemental influences to enhance their damage with them. Enhancement shaman are often feared within their clans and are often chosen to be leaders or commanders.
Martial Influence
Starting at first level when you choose this influence you gain proficiency in all martial weapons. Additionally, you may choose a fighting style;
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
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 made with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see within 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 wilding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Stormstrike
Starting at first level when you choose the enhancement influence, you may empower your weapons with lightning. When you hit a creature with a weapon attack, you may expend a spell slot to deal extra damage including the weapons normal damage. The extra damage is 2d8 for a first level spell, and an extra 1d8 for each spell level above the first up to a maximum of 5d8.
Weapon Enhancements
Starting at 3rd level, you are able to harness your elemental powers and harness them to your weapon. You may only have one imbuement active at a time:
Flametongue Weapon: you imbue your weapon with fire, the first successful melee attack made each turn deals an additional amount of fire damage equal to your Wisdom Modifier plus half your shaman level. The target is also considered to be on fire.
Frostbrand Weapon: you imbue your weapon with frost, causing each melee attack you make to deal an additional 1d8 cold damage, additionally, the target must succeed on a constitution saving throw or their movement is slowed by 10 feet until the start of your next turn.
Rockbiter Weapon: you imbue your weapon with the earth, causing each melee attack you make to deal an additional 1d8 magical bludgeoning damage. Additionally, the target must succeed on a constitution saving throw or their AC is reduced by 1 until the start of your next turn.
Windfury Weapon: you imbue your weapon with wind, causing each melee attack you make to have the chance of triggering another attack. Whenever you make a successful melee attack, roll a d6, on a 4-6, you make another melee attack. If you succeeded on that attack, you may roll another d6, on a 5-6, make another attack. If that attack is a success, you may roll another d6, on a 6, you may make another attack and repeat this process until you do not roll a 6. Extra attacks granted by this ability are considered magical.
Improved Stormstrike
Starting at 11th level, your attacks innately carry the power of a storm. Each attack you make deals an additional 1d8 lightning damage. Additionally after you use a speed slot on Stormstrike, the target takes double damage from any lightning or thunder damage dealt to it until the end of your next turn.
Maelstrom Weapon
Starting at 14th level your martial influence and understanding of the storm allows you to invoke the power of the storm through your attacks. Whenever you succeed on a weapon attack, you gain one charge of Maelstrom Weapon, once you have 5 stacks, you may use a bonus action to cast lightning bolt from your weapon.
Flurry
Starting at 17th level, your martial prowess and connection with the storm allow you to attack ferociously. After you score a critical hit with a weapon, you may immediately make 2 additional weapon attacks.
Restoration Influence
Shamans of the restoration influence use the curative properties of water to heal their allies. They are often focal points of their tribes or clans because of their ability to heal the wounds of others.
Riptide
Starting at first level when you choose this influence you can use your action to access the healing powers of water. You may target a creature you can see within 30 feet, they are healed for 1d10 hit points (increasing by 1d10 at 5th, 12th, and 17th level), additionally, they are healed for 1d4 hit points at the beginning of each of their turns (increasing to 1d6 at 5th, 1d8 at 12th, and 1d10 at 17th level). Whenever a creature affected by riptide receives healing from another healing spell or shaman totem you control they are healed for an additional amount equal to your proficiency bonus plus your wisdom modifier. You may use this feature a number of times equal to your wisdom modifier. Uses of this feature restore after a long rest.
Healing Rain
Starting at 3rd level, you may harness the power of healing waters to effect multiple allies. As an action, you create a light drizzle of rain to fall in a 20 foot radius circle at a point you can see within 60 feet. Allies in that circle are healed for 1d10 hit points at the beginning of each of their turns. Additionally, any non-magical flames are extinguished inside of the circle. Healing from this ability increases by 1d10 at 5th, 12th, and 17th level. The rain lasts for 1 minute and cannot be used again until you finish a long rest.
Shaman Spell List
Cantrips
Control Flames
Create Bonfire
Druidcraft
Firebolt
Frostbite
Mold Earth
Ray of Frost
Shape Water
Thunderclap
1st Level
Absorb Elements
Animal Friendship
Beast Bond
Ceremony
Cure Wounds
Earth Tremor
Entangle
Flame Shock
Goodberry
Healing Word
Ice Knife
Lava Burst
Lightning Shield
Longstrider
Speak With Animals
Thunderwave
Zephyr Strike
2nd Level
Animal Messenger
Barkskin
Beast Sense
Dust Devil
Earth Shock
Earthbind
Frost Shock
Gust of Wind
Healing Spirit
Lesser Restoration
Locate Animals or Plants
Maximilian’s Earthen Grasp
Moonbeam
Pass Without Trace
3rd Level
Call Lightning
Conjure Animals
Erupting Earth
Fireball
Haste
Lightning Bolt
Mass Healing Word
Plant Growth
Protection From Energy
Remove Curse
Revivify
Sleet Storm
Speak With Plants
Spirit Guardians
Thunder Step
Tidal Wave
Wall of Water
Wind Wall
4th Level
Aura of Life
Charm Monster
Conjure Minor Elementals
Conjure Woodland Beings
Control Water
Dominate Beast
Elemental Bane
Grasping Vine
Guardian of Nature
Ice Storm
Polymorph
Stone Shape
Storm Sphere
Wall of Fire
Watery Sphere
5th Level
Awaken
Commune with Nature
Cone of Cold
Conjure Elemental
Control Winds
Greater Restoration
Maelstrom
Mass Cure Wounds
Reincarnate
Scrying
Steel Wind Strike
Transmute Rock
Tree Stride
Wall of Stone
Wrath of Nature
Flame Shock
1st Level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Concentration up to 1 minute
A small ball of molten rock is hurled at a target you can see within range, make a ranged spell attack. On a hit, the target takes 1d10 fire damage and is considered on fire. The target takes an additional 1d6 fire damage at the beginning of each of their turns.
At higher levels: The initial damage is increased by 1d10 for each slot level above 1st.
Lava Burst
1st Level Evocation
Casting Time: 1 action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You hurl a large ball of molten rock at a target you can see within range. Make a ranged spell attack, on a hit, the target takes 2d12 fire damage.
At higher levels: The damage is increased by 1d12 for each slot level above 1st.
Lightning Shield
1st Level Abjuration
Casting Time: 1 action
Range: Self
Components: S
Duration: up to 1 hour
You summon a shield of lightning around yourself for the duration. The shield has 3 charges, when a creature hits you with a melee attack they take 2d6 lightning damage. When all 3 charges are used the spell fades.
At higher levels: The damage is increased by 1d6 for each slot level above 1st.
Earth Shock
2nd Level Evocation
Casting Time: 1 action
Range: Range: 20 feet
Components: V,S
Duration: Instantaneous
You cause the earth beneath your target’s feet to shoot out towards them. The target must succeed on a dexterity saving throw or take 2d10 bludgeoning damage or half as much on a successful one. Additionally, if the target fails the saving throw, they are stunned until the end of their next turn.
At higher levels: The damage is increased by 1d10 for each spell level above 2nd.
Frost Shock
2nd Level Evocation
Casting Time: 1 action
Range: 20 feet
Components: V,S
Duration: Instantaneous
You cause the air around your target to freeze. The target must make a constitution saving throw, they take 2d10 cold damage and are restrained on a failed save, or half as much on a damage and are not restrained on a success. A creature restrained this way may use its action to try and break or escape from the restraints during their turn.
At higher levels: The damage is increased by 1d10 for each spell level above 2nd.
I know this isn't usually the most well-received bit of advice, but I would generally shy away from making a new class. This idea is neat, but especially with the list of spells and ghost wolf form, it sounds like a natural candidate for a druid subclass.
This is awesome. I might have to use this! Wish you could add classes into homebrew dndbeyond
with spirits as the source of power there are 4 barbarian subclasses; Druid; Cleric; Sorcerer; Warlock.
The short answer is: The proposed class is absurdly over-powered compared to any current existing class and will absolutely break whatever game it is played in.
If you want to play a shaman-esque character use one of :
Druid (any of them but particularly look at Shepherd), Sorcerer (Shadow / Storm), Warlock (GOO / Hexblade), Cleric (Trickster / Tempest), Paladin (Ancients).
Or if you're looking for a melee-focused Druid check out this: https://www.dndbeyond.com/subclasses/328148-circle-of-the-warrior
If you're really committed to this class here is a rebalance of just the totem ability:
Shaman Totems
Starting at 2nd level, you learn to create two different mystical totems. You learn to create an additional totem at level 6, 10, 14, and 18. It requires 1 hour of work to create a totem which can be part of a short rest or long rest. You can only create one copy of each mystical totem you know, if you create a new copy of one that already exists the previous totem becomes a mundane object. Some totems require you to have a certain number of levels in this class before you can learn them.
As a bonus action you activate a totem by placing it on the ground in an unoccupied space within 5 ft of you and activate it. If you move the totem from its location it becomes a mundane object. You can only have one totem active at a time, if you activate a new totem any previously activated totem becomes a mundane object. A totem remains active for 1 minute and affects a 20 ft radius around it. After which it becomes mundane object. A totem is a magical object with an AC 16 and 20 hit points.
Totems
Windfury Totem
You can use a bonus action on each of your turns to conjure a blast of wind that originate from the totem. Creatures of your choice within the area of the totem must succeed on a Strength saving throw against your spell DC or be pushed 10 ft away from the totem.
Stone Bulwark Totem
Friendly creatures that start their turn within the area of the totem gain temporary hit points equal to your proficiency bonus.
Bonfire Totem
The totem radiates bright light in a 20 ft radius of the totem and dim light for another 20 ft. Any creature that ends its turn within 5 ft of the totem must succeed on a Dexterity saving throw against your spell save DC or take 2d6 fire damage.
Healing Stream Totem
Friendly creatures within the area of the totem can use a bonus action to drink from it. Drinking from the stream restores hit points equal to 1d4 + your Wisdom modifier.
Circle of Stones
Requires level 6
The activated totem summons a circle of 10 ft tall stones in a 20 ft radius circle around itself. Creatures within the circle gain a +2 AC against attacks that originate outside of the circle. Crossing into or out of the circle requires an additional 5 ft of movement. These stones do not block vision into or out of the area.
Circle of Flames
Requires level 6
The activated totem summons an opaque 10 ft tall wall of flames in a 20 ft radius circle around itself that blocks vision. Creatures that start their turn in the wall or pass through the wall for the first time on a turn take 2d6 fire damage.
Windwalk Totem
Requires level 6
Allies that start their turn within the area of the totem gain an extra 10 ft of movement speed until the end of their turn, and are immune to difficult terrain.
Strength of Earth Totem
Requires level 6
Friendly creatures within the area of the totem gain advantage of Strength checks and Strength saving throws.
Tidal Wave Totem
Requires level 6
When you activate this totem all creatures within the totem's area (other than yourself) must make a Dexterity saving throw against your spell save DC, on a failure the target takes 2d8 bludgeoning damage and is knocked prone. The area of the totem becomes difficult terrain as long as the totem is active.
Grounding Totem
Requires: Level 10
When a spell is cast that includes the totem in its area of effect, you can use your reaction to cause the spell to be absorbed by the totem if it of a level less than or equal to your proficiency bonus. Doing so prevents all affects of the spell and destroys the totem.
Stormlash Totem
Required Level: 10
Attacks made by allies that are within the area of the totem deal an additional 1d6 lightning damage.
Earthbind Totem
Requires level 10
The area of the totem becomes difficult terrain. Each creature that starts their turn within the area of the totem must succeed on a Strength saving throw against your spell DC or be restrained until the start of their next turn. A creature can use its action to repeat the save, freeing itself on a success.
Totem of Resistance
Requires: Level 14
Choose one damage type from: acid, fire, cold, lightning, thunder. Creatures of your choice gain resistance to that damage type while within the area of the totem.
Volcanic Totem
Requires level 18
As an action you can cause the Totem to erupt with lava. All creatures within 20 feet of the totem must make a Dexterity saving throw, on a failed save, the target takes 6d6 fire damage, or half as much on a successful save.