Base Class: Cleric
Your clerical devotion to the shamanistic ways provide an array of magical powers coinciding with your totem. Your ancestors guide you and your totem always strikes true.
Shamanistic Domain
Starting at 1th level when you choose this domain, you are granted your totem. Your totem has an AC of 13 + (Your proficiency bonus) and a hit points score of 10 + (Your Cleric Level). It also has resistance to every type of damage. It's CON score is 15+(2) and the rest of it's stats are 10(+0). Your totem can hold concentration on a spell at the same time as you allowing you to concentrate on two spells at the same time. You can summon your totem using a bonus action in a space within 5 ft. of you a number of times equal to your proficiency bonus per long rest. Only one totem can be active at one time and if you summon another totem the previous one turns to stone and becomes inactive. You can only use one of the concentration spells with an action but concentration on both still remain anyway. Spells that are concentrated on by your totem that you cast act as if cast from the totem's location.
Domain Spells
Your ancestors grant you more spells. They are still all with you.
1st Level: Faerie Fire, Magic Missile
3rd Level: Find Steed, Spiritual Weapon
5th Level: Speak with Dead, Call Lightning
7th Level: Death Ward, Polymorph
9th Level : Raise Dead, Cloudkill
Channel Divinity : Ancestral Protection
Starting at level 2, you can wrap youself up in the spirit of your ancestors, guarding your life with theirs. As a bonus action you can be cloaked in a heap of souls belongting to your ancestors giving you resistance to all types of damage until the start of your next turn.
Totemic Bond
Starting at 6th level your bond with your totem increases giving it better focus on your magical awareness. Your totem's Con score becomes 17(+3). You also add your proficiency bonus to it's CON saving throws for concentration checks.
Ritualistic Prowess
Your understanding of blood rituals grants you expertise on ritual-casting. Starting at 8th level, you are able to cast all spells up to 2nd level as a ritual.
Borrowed Life
Starting at level 17, your connection to your ancestors' spirits grant you increased stamina and a chance to use one of them to defy death. You wake up after each long rest with bonus temporary hitpoints equal to 5 + (Your Cleric Level). You also gain proficiency in STR and CON saving throws if you do not already have them. When you drop to 0 hitpoints, roll a CON saving throw (DC 10 + Half of the damage of the attack that knocked you unconscious). If you succeed, you come to consciousness with 5 + (Your WIS modifier) hit points. If you fail, you do not come back to consciousness and this feature can not be used again until a long rest.
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