Base Class: Fighter
An orc clad in loose plates chained together stands atop a lonely peak, as the winds pick up around him, slowly lifting the heavy metal plates from his body, before releasing a glistering bolt of lightning towards his enemies.
A gray haired dwarf slowly lumps his way across the battlefield, emptying a bottle of water into the earth as he walks, before lifting it from the soil, and gently waves it over the body of a wounded ally, soothing his grave wounds.
A human sprinting through the thicket, a pair of massive wolves of spectral vision running at his side. In the flash of a moment, he howls as his body turns into a wolf of similar visage to his pets.
Shaman are mortal mediators between the very elements themselves. Often spiritual guides of their communities, these powerful practitioners commune with the ancestors and seek to balance the raging elemental forces, and can call upon them in battle to scorch and blast their enemies or to strengthen and heal their allies. Shaman can enhance their weapons with elemental effects, smite enemies with lightning strikes and bursts of lava, and summon powerful elementals to their aid.
Totemist
You are able to bind the chaotic powers of the elements into magical totems, capable of granting you and your ally a wide variety of effects and boons. You know two totems of your choice. Your totem options are detailed at the end of the class description. When you gain certain shaman levels, you learn to bind additional totems of your choice. Additionally, when you gain a level in this class, you can choose one of the totems you know and replace it with another totem that you could learn at that level.
To summon a totem you use your elemental connection in the form of 1 Elemental Shard.
Additionally, you gain the ability to speak Primordial, and you gain the ability to cast the Druidcraft.
Totemist save DC = 8 + proficiency modifier + wisdom modifier.
Summoning Totems
As a bonus action, you can summon a known totem in an unoccupied square within 30 feet of you. Each totem lasts for 1 minute unless otherwise specified, and can be dismissed as a free action on your turn. Summoned totems uses their active effect at the end of your turns. You can have a maximum of 1 totem summoned at a time. This increases to 2 at 5th level, 3 at 9th level and 4 at 15th level.
Your summoned totems have an AC of 5 + your Wisdom modifier + half your fighter level (rounded up), hit points equal to twice your fighter level and immunity to poison and psychic damage. Once you have summoned a totem, you can't summon that totem again until you finish a short or long rest.
Cleansing Totem
You place down a cleansing totem, at the end of your turn the totem cleanses three allies of your choice within 30 feet of it for one of the following conditions: blinded, deafened, paralyzed, or poisoned. After the totem has cleansed your allies it dissipates.
Earthbind Totem
You place down an earthbind totem, immediately making a 20-foot radius around the totem difficult terrain for any enemy that enters it.
Earthgrab Totem
You place down an earthgrab totem, any creature within 5 feet of the totem is required to make a Strength or Dexterity saving throw. On a failed save, affected creatures are grappled until the start of your next turn.
Earthquake Totem
You place down an earthquake totem, replicating the effect of an earth tremor spell around it.
Fire Nova Totem
You place down a fire nova totem, the totem uses the round to charge up, exploding and dissipating at the end of your next turn. Each creature within 10 feet of it must make a Dexterity saving throw. On a fail, a creature takes 4 (Elemental Weapon Dice) fire damage and half on a successful one.
Flametongue Totem
You place down a flametongue totem, any ally within 30 feet of it deals an additional 1 (Elemental Weapon Dice) fire damage on melee or ranged weapon attack.
Frost Protection Totem
You place down a frost protection totem, which floats in an unoccupied square within 15 feet of you, giving all allies within 30 feet of it a warm barrier around them, giving them resistance against cold damage and extreme cold. This totem lasts for 1 hour before it dissipates.
Grace of Air Totem
You place down a grace of air totem, improving the movement of friendly creatures within 30 feet of it. All affected creatures are able to Dash and Disengage as a bonus action, and are unaffected by natural difficult terrain.
Grounding Totem
You place down a grounding totem, while active you can use your reaction to have the totem cast the counterspell spell at 3rd level at a target within 30 feet of it, no matter if the counterspell succeeds or fails, the totem dissipates.
Healing Stream Totem
You place down a healing stream totem, friendly creatures within 20 feet of it can expend a single hit die each turn to regain hit points. Creatures that spend hie dice this way regain hit points equal to the amount rolled + your Wisdom modifier.
Lightning Surge Totem
You place down a lightning surge totem, the totem immediately explodes and dissipates. Each creature within 15 feet of it must make a Constitution saving throw. On a fail, a creature is stunned until the beginning of your next round.
Mana Spring Totem
You place down a mana spring totem, giving all allies within 15 ft of it advantage on Intelligence and Wisdom saving throws.
Searing Totem
You place down a searing totem, as a bonus action on your turn, you can cause this totem to launch a ball of fire at a creature within 60 feet of it. Make a ranged spell attack against the creature. On a hit, it takes 1 (Elemental Weapon Die). Its damage increases by 1 (Elemental Weapon Die) when you reach 11th level, and 16th level.
Skyfury Totem
You place down a skyfury totem, any ally within 20 feet of it score a critical hit on a roll of 19 or 20.
Spirit Link Totem
You place down a spirit link totem, choose two creatures within 60 feet of it. As long as both creatures remain within 60 feet of the totem, they have resistance to all damage. Whenever one of the creatures takes damage the other creature takes the same amount of damage. This damage cannot be reduced in any way and overcomes immunity to any damage types.
Stone Bulwark Totem
You place down a stone bulwark totem, and choose an ally within 15 feet of it, that ally gains 1 (Elemental Weapon Die) + your Wisdom modifier temporary hit points at the end of each of your turns, if the chosen ally moves out of its range, you may choose a new target within 15 feet, if no ally is within 15 feet, the totem dissipates.
Stoneskin Totem
You place down a stoneskin totem, allies within 10 feet of it gain resistance against bludgeoning, piercing and slashing damage.
Stormlash Totem
You place down a stormlash totem, any ally within 30 feet of it deals an additional 1 (Elemental Weapon Die) lightning damage on their first successful attack each turn.
Tremor Totem
You place down a tremor totem, while active, you may use an action to remove all of the following conditions from one ally within 30 feet of the totem. the conditions are: charmed, frightened, paralyzed, petrified, or stunned.
Voodoo Totem
You place down a voodoo totem, choose a number of creatures equal to your wisdom modifier within 60 feet of the totem. Each creature must make a Wisdom saving throw, being shapeshifted into a frog on a failed save, as by the polymorph spell.
Wrath of Air Totem
You place down a wrath of air totem, allies within 15 feet of it gain an additional action on each of their turns. This action can be used to attack (one weapon attack only), cast a cantrip, or use a class feature.
Elemental Weapon
At 3rd level, you learn to infuse your weapons with elemental magic. You use a bonus action to charge one weapon with elemental energies for 1 hour at the cost of one Elemental Shard. The infusion breaks if you end your turn, not wielding the weapon. You can have up to two elemental weapons at the same time. If you attempt to infuse a third weapon, you must break the infusion on one of the other two.
Enhancement save DC = 8 + proficiency modifier + wisdom modifier.
At level 3 you have 1d4 as your Elemental Weapon Dice. This increases to 1d6 at level 10 and 1d8 at 15.
Earth Enhancements
Deals additional 1 Elemental Weapon Dice poison damage. Additionally, if you roll max damage with the weapon dice with this enhancement and the target is large or smaller, it must make a strength saving throw or be knocked prone.
Fire Enhancements:
Deals additional 1 Elemental Weapon Dice fire damage. Additionally, the weapon sheds bright light in a 15 feet radius and dim light for an additional 15 feet.
Lightning Enhancements:
Deals additional 1 Elemental Weapon Dice lightning damage. Additionally, the lightning damage leaps to a target within 10 ft of the original target.
Frost Enhancements
Deals additional 1 Elemental Weapon Dice cold damage. Additionally, if you roll max damage with the weapon dice with this enhancement and the target is large or smaller, it must make a strength saving throw or be restrained for one round.
Wind Enhancements
Deals additional 1 Elemental Weapon Dice thunder damage. Additionally, you gain +10 feet of movement and double jump distance.
Elemental Shards
You gain the ability to harness the power of the elements in the form of Elemental Shards, fueling your elemental powers. At 3rd level you have 2 + wisdom modifier. This increases to 3 + wisdom modifier at 7th level and 4 + wisdom modifier at 13th level.
Stormstrike
Beginning at 7th level, you are able to carry a crackling of lightning with your swings. As a bonus action, you can make your next hit with weapon attack deal 2d6 extra lightning damage. Additionally, instead of dealing extra lightning damage, you can use your bonus action to gain 2d6 temporary hit points, while you have these temporary hit points you have resistance to lightning and thunder damage. You can use this feature a number of times equal to your Wisdom modifier, regaining expended uses when you finish a short or long rest. This dice increases to 2d8 at level 10, 2d10 at level 13 and 2d12 at level 17.
Commune with the Elements
At level 10 you gain the ability to cast commune with nature once per long rest.
Bloodlust
At 15th level, you are able to insight the bloodlust within your allies, making them able to fight harder. When you use action surge, each ally within 30 feet of you that can see or hear you gain the benefits of the haste spell, adding your Wisdom modifier to attack and damage rolls for the duration. You can use this feature once, regaining its use when you finish a long rest.
Ascendance
Upon reaching 18th level, your communion with the elements is at its pinnacle. As a bonus action, your body fills with raw elemental energy, shifting your form to an ascendant.
This effect lasts for 1 minute. Once used, you can't use this feature again until you finish a long rest. You empower the element of Wind, you add your Wisdom modifier to attack and damage rolls made with melee weapons, the extra damage is dealt as lightning damage.
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