Fighter
Base Class: Fighter

You are warrior that have studied all of your live the way of the Shamanism and have learned to control the power of the elements by enhancing your weapons whit there power.

Elemental Enhancement

At 3rd level, you learn a ritual that enhance your melee weapons whit the powers of the elements of earth, fire, wind and thunder. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.You can have up to two bonded weapons.

At 10th level the damage from 1d4 goes to 1d6 and the wind enh is double the damage.

At 17th level the damage from 1d6 goes to 1d8 and the wind enh is triple the damage.

 

Earth Enhancements

Deals additional +1d4 poison damage and have a chance to knock prone the target if your roll 1d12 and the dice is 10 or above

Fire Enhancements:

deals additional +1d4 fire damage and have a chance to set the target a flame if your roll 1d12 and the dice is 10 or above

Thunder Enhancements

deals additional +1d4 thunder damage and have a chance to shock (stun) the target if your roll 1d12 and the dice is 10 or above

Wind Enhancements

You have a chance to deal the damage from the attack of the weapon again if your roll 1d12 and the dice is 10 or above. But you can only enhance your off-hand weapon (bonus action attack).

Primordial

You can speak, read, write Primordial the language of the elements. 

Spirit Guide - Whenever you make a Charisma check when interacting whit spirits or elements your proficiency bonus is doubled if it applies to the check.

Totems

At 3th level, you can use totems as conduits to channel elemental magic. You slam the totem in to the ground and from it the spirit of the elements manifest. The totem become un-targetable for its duration.   

Crafting of a totem takes 2h and 10gold.

You can have up to 2 totem at a time. At 9th you can have 1 more and at 15th 1 more.

Eagle Eye Totem

When you plat this totem, it becomes invisible. As and action, you can see from the perspective of the totem until the start of your next. During this time your blind with regard of your senses. The totem has truesight to a distance of 20 feed and darkvision of 120 feed.

This totem last for 8h and u must finish long rest to use it again.

Earthbind Totem

When you plant this totem the ground becomes churning quagmire of 20 feet and is treated as a difficult terrain for all creature. You must finish long rest before using this totem again.

Elemental Blast Totem

When you plant this totem chose one damage type: acid, cold, fire, lighting or thunder. At the end of your turn the totem can attack one creature in 20 feet from it and deal 1d6 to the target.

At higher level: The damage of the totem increases by 1d6 at 10th(2d6), 15th(3d6), 20th level(4d6).

Elemental Resistance Totem

When you plant this totem, chose one of the following damage type: acid, cold, fire, lighting or thunder. While within 20 feet of the totem you have resistance to that type of damage. You must finish a long rest before using this totem again.

Guardian Totem

When a creature you see attacks a target other that you whit in 20 feet of this totem, you can use your reaction to impose disadvantage on attack roll using a spectral shield of force. You must finish a long rest before using this totem again.

Healing Stream Totem

You can use a bonus actin to plant the totem on the ground and every friendly creature within 20 feet from the totem is healed by 1HP every round. Once you use the totem you must make a long rest to be able to use it.

At 7th level it heals for 1d4HP, 13th for 2d4HP and 19th for 3d4HP.

Healing Tide Totem

When you plant this totem every friendly target within 20 feet of the totem is healed by 3d8 and the totem disappear. You must finish a long rest before you can use this totem again.

At 18th level the healing is increased by 1d8.

Lighting Surge Totem

When you plant this totem all creatures within 15 feet must make a Constitution saving throw or be stunned until the end of their next turn.

Lightning Rod Totem

Once per turn, when a enemy creature is in 20 feet of the totem and it is hit by a melee attack it takes extra 1d6 lightning damage. You must finish long rest to use this totem again.

At higher level: This totem damage increases by 1d6 when you reach 11th(2d6) level and again when at 17th(3d6) level.  

Skyfury Totem

You attack and the attacks of friendly creatures score a critical hit on a roll 19 and 20 while within 15 feet from the totem. You must finish a long rest before using this totem again.

Thundering Blow - At 13th level when a creature is under the effect of the totem on a critical hit the attack becomes enhanced by thunder and ad 1d8 thunder damage to the attack.

Spirit Walk

At 7th level, you can cast commune without expending a spell slot. You can contact a deity or briefly step into the Elemental Plane, where you can query a dead ancestor, elemental spirit. Once you use this ability you can not cats it again until you finish a long rets.

Spirit Beast

At 10th level, you can summon 2 Elemental Beast. These creatures can take the form of any beast that the shaman see fit. (Winter wolf stats)

Dire Beast- Dice 1

Fire Beast- can make 2 claw attacks and deals +2 fire damage on attack and can set a target a flame if the target takes more that  20 damage. Dice 2-7

Ice Beast - Cold Breath Attack. The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage and have 0 speed on a failed save, or half as much damage on a successful one. Dice 8-13

Thunder Beast - can make 2 claw attacks and the attacks have a chance to hit a creature that is in 5 feet from the first creature. Dice 14-19

The Beast - Elemental Rage -Each creature in that area must make a DC 15 Wisdom saving throw, taking 10 Fire, 10 Frost, 10 Thunder damage on a failed save, or half as much damage on a successful one. Dice 20 (have the stats of weeping wolf)

 

 

Bloodlust

At 15th level, you can tap into your rage and to the rage of your companions to give all of you advantage to all actions for the next 4 turns.

Elemental Overcharge

At 18th level, you have learned to harness the essence of the elements within your weapons. Once per turn when you hit a creature with your enhance weapon, you deal an extra 4d10 fire, poison or thunder damage based on the weapon enhance to the target, and you can knock the target prone if it is Huge or smaller. You can use this ability a number of times equal to your Wisdom modifier (a minimum of once). You regain all charges on long rest.

Totem Master

At 18th level, you can plant all totems as bonus action.

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