Base Class: Druid
Druids from the Circle of Totems are a collective of warriors devoted to upholding the balance of the elements on the Material Plane and beyond. Their signature Primal Totems allow them to harness latent primordial energies around them and to commune with the animate forces of air, earth, fire, and wind. Unlike most druids, many Totem Druids forgo established ancient traditions like wielding and wearing worked metal implements and armor. They will often work with elemental spirits to forge their own weapons from the land itself or even use the handiwork of a local blacksmith. This utilitarian approach is seen as offensive to some druid circles, however, Totem druids insist the responsible and reverent use of metal is no different than the use of fur coats and bones.
Trained for Battle
At 2nd level, you gain proficiency with all simple weapons, one martial weapon of your choice and the ability to wear and use metal weapons and armor. Your Circle encourages you to use whatever tool necessary to combat the evils that would threaten the world. If you choose to use metal weapons and armor, you will be held in disregard among other druid circles, but not your own.
Primal Totem
Primal Totem
At 2nd level, you have crafted a personalized Primal Totem that acts as a conduit for the elemental spirits of the world. Your Primal Totem can be any Tiny sized item of your choosing, though it is often a carved wooden implement. It can be worn, carried, or wielded in a free hand and you may use it as your druidic spellcasting focus. When you transform using your Wild Shape, you may choose to keep your Primal Totem carried or worn or merged within your beast form. You can replace your Primal Totem by spending 1 hour performing a special ritual with an item or enough materials to create a totem. Whenever you create a second Primal Totem, your first one ceases to provide any benefits.
Channel Totem
While you are in possession of your Primal Totem, you can channel the elemental energies of the plane or call upon the aid of an elemental spirit to empower yourself. Upon reaching second level, you gain the following Channel ability options:
Maelstrom Weapon. When you hit a creature with a weapon attack, you may spend your reaction and a spell slot of any level to deal an extra d8 of cold, fire, lightning or thunder damage (your choice) per level of the spell slot expended.
Stone Bulwark. When another creature hits you with an attack, you can expend a spell slot of any level and use your reaction to add a +5 bonus to your AC until the start of your next turn, potentially causing the attack to miss you. This does not stack with other reaction abilities that increase your AC, such as Blache’s Reactive Warding.
Healing Stream. Whenever you cast a spell through your Primal Totem that restores hit points to yourself or an ally, you can spend your reaction and choose any number of creatures within 30 feet of you up to your proficiency bonus. Those creatures gain temporary hit points equal to twice the level of the healing spell used.
Extra Attack
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Maelstrom Casting
Beginning at 10th level, you can harness an extra portion of the wild energy that is channeled through your Primal Totem to quicken your casting. When you cast a Druid spell using your Primal Totem as your druidic focus during your turn, if that spell has a casting time of 1 action, you can expend a use of your Wild Shape to change the casting time of that spell to 1 bonus action for this casting. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
Totemic Crusader
At 14th level, you gain two new Channel Totem abilities as your connection to the elements of the world have deepened.
Windfury Weapon. When you take the Attack action on your turn, you can use your bonus action to make a single weapon attack immediately afterwards. If you hit a creature with that attack, it deals extra thunder damage equal to your proficiency bonus and knocks the target prone.
Inspire Heroism. When you roll initiative, you may spend your reaction and a spell slot of any level to stir vigor within yourself and your allies. You and a number of creatures of your choice equal to the level of the spell spent gain a +5 bonus to their initiative roll. You must take a long rest before you can use this feature again.
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Posted May 4, 2023looks cool! i think that i'll be using this in an upcoming game