Base Class: Druid
Use totems to help allies or hurt enemies.
Totemic Conjuration
You receive the ability to harness your connections with the 4 primary elements Earth, Wind, Water, and Fire, through the use of elemental totems. As a bonus action you may summon a totem on the ground within 10 feet of you. The totem has an area of effect of 15 feet. You may only have 1 active totem at level 3. You gain an additional active totem at levels 8, 13, and 18. You can not have two totems of the same element active at the same time. The totem cannot be harmed and lasts for 1 minute. Below is the statistics and abilities of each totem. You may use this ability equal to your wisdom modifier (minimum 1) per long rest. The ability DC = 8 +proficiency + wisdom modifier.
- Searing Totem: Deal 1d6 (1d8) Fire damage to a creature you choose within 40 (60) feet of the totem as a (bonus) action.
- Earthbind Totem: Grasping weeds and vines sprout from the ground in a 15 foot area around the totem. For the duration, these plants turn the ground in the area into difficult terrain. (A creature in the area of the totem must succeed on a Strength saving throw or be restrained by the totem until the end of their turn.)
- Healing Totem: Whenever you heal a creature within the range of the totem, that creature regains additional hitpoints equal to your Proficiency Modifier. (You may re-roll any 1's on a healing dice. You must keep the new roll)
- Windwalker Totem: A (All) creature(s) you choose, who starts their turn within the radius of the totem, will receive +10 (+15) feet to their movements speed until the end of their next turn.
Totemic Conjuration
You receive the ability to harness your connections with the 4 primary elements Earth, Wind, Water, and Fire, through the use of elemental totems. As a bonus action you may summon a totem on the ground within 10 feet of you. The totem has an area of effect of 15 feet. You may only have 1 active totem at level 3. You gain an additional active totem at levels 8, 13, and 18. You can not have two totems of the same type active at the same time. The totem cannot be harmed and lasts for 1 minute. Below is the statistics and abilities of each totem. You may use this ability equal to your wisdom modifier (minimum 1) per long rest. The ability DC = 8 +proficiency + wisdom modifier.
- Searing Totem: Deal 1d6 (1d8) Fire damage to a creature you choose within 40 (60) feet of the totem as a (bonus) action.
- Earthbind Totem: Grasping weeds and vines sprout from the ground in a 15 foot area around the totem. For the duration, these plants turn the ground in the area into difficult terrain. (A creature in the area of the totem must succeed on a Strength saving throw or be restrained by the totem until the end of their turn.)
- Healing Totem: Whenever you heal a creature within the range of the totem, that creature regains additional hitpoints equal to your Proficiency Modifier. (You may re-roll any 1's on a healing dice. You must keep the new roll)
- Windwalker Totem: A (All) creature(s) you choose, who starts their turn within the radius of the totem, will receive +10 (+15) feet to their movements speed until the end of their next turn.
Empower Totems
At level 2 you may use your affinity to nature to temporarily empower your totems. When at least one totem is summoned you may expend one use of your Wild Shape, as an action, to influence all of your active totems. This effect lasts until the end of your next turn. Once the effect ends, all totems revert back to their original effects. The effect for this feature will be outlined in (parenthesis) within the Totems effect.
Empower Totems
At level 2 you may use your affinity to nature to temporarily empower your totems. When at least one totem is summoned you may expend one use of your Wild Shape, as an action, to influence all of your active totems. This effect lasts until the end of your next turn. Once the effect ends, all totems revert back to their original effects. The effect for this feature will be outlined in (parenthesis) within the Totems effect.
Greater Totems
Your understanding of the primal elements has deepened. As a result you have gained access to additional totems. The enhanced ability is in (parenthesis).
- Magma Totem: All creatures that you choose within 20 (30) feet of this totem takes 2d4 (2d6) Fire damage at the beginning of their turn.
- Stone Skin Totem: As a reaction, you may choose up to one (All) creature(s) including yourself within the totems area of effect have a +2 to their AC.
- Mana Tide Totem: As an action, any creature within the area of effect of this totem may choose to add a Spell slot equal to Half (Total) your Proficiency Bonus. A creature can benefit from this effect only once per long rest.
- Wind Fury Totem: As an action, any (All) creature(s) you choose within the totems area of effect has advantage on all attack rolls during their next turn. (Until the end of your next turn)
Greater Totems
Your understanding of the primal elements has deepened. As a result you have gained access to additional totems. The enhanced ability is in (parenthesis).
- Magma Totem: All creatures that you choose within 20 (30) feet of this totem takes 2d4 (2d6) Fire damage at the beginning of their turn.
- Stone Skin Totem: As a reaction, you may choose up to one (All) creature(s) including yourself within the totems area of effect have a +2 to their AC.
- Mana Tide Totem: As an action, any creature within the area of effect of this totem may choose to add a Spell slot equal to Half (Total) your Proficiency Bonus rounded down. A creature can benefit from this effect only once per long rest.
- Wind Fury Totem: As an action, any (All) creature(s) you choose within the totems area of effect has advantage on all attack rolls during their next turn. (Until the end of your next turn)
Totem Manipulator
You have gained additional favor with the Primal Elements and as such gained the ability to place your Totems in the air. Additionally, once on your turn, as a bonus action, you may move any active totem up to 10 feet in any direction.
Totem Manipulator
You have gained additional favor with the Primal Elements and as such gained the ability to place your Totems in the air. Additionally, once on your turn, as a bonus action, you may move any active totem up to 10 feet in any direction.
Totem Guardian
The Primal Elements have given access to call their children to your aid. While you have at least one totem active, you may summon a spirit to guard the totem and your allies. The spirit has the statistics of an Elemental spirit summoned with Summon Elemental (4th Level) and does not count as a concentration spell. The Elemental type is determined by what totem it was summoned from. The Elemental can not move more than 30 feet from the totem it is connected to. this ability can only be used once per long rest.
Totem Master
Your control over the totems has exceeded that of a normal Shaman. You gain all of the following effects.
- When you throw a totem as a bonus action, you may expend another use of your totemic conjurations to throw an additional totem as part of the same action.
- The range of you totem placement has increased to 15 feet
- The range of your totems area of effect has increased to 20 feet and Empowered Totem's area of effect has increased to 25 feet. Searing Totem's range has increased to 90 feet and 120 feet when empowered.
- When you empower your totems, the empowerment can now last until the totem is unsummoned. Any new totems you summon while under the effect of Empower Totem do not benefit from being empowered.
Totem Master
Your control over the totems has exceeded that of a normal Shaman. You gain all of the following effects.
- When you throw a totem as a bonus action, you may expend another use of your totemic conjurations to throw an additional totem as part of the same action.
- The range of you totem placement has increased to 15 feet
- The range of your totems area of effect has increased to 20 feet and Empowered Totem's area of effect has increased to 25 feet. Searing Totem's range has increased to 90 feet and 120 feet when empowered.
- When you empower your totems, the empowerment can now last until the totem is unsummoned. Any new totems you summon while under the effect of Empower Totem do not benefit from being empowered.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
3/1/2022 3:15:20 PM
|
7
|
1
|
1
|
Coming Soon
|
Comments