Base Class: Cleric
Shamans are connected with the elemental spirits, channeling their power through shamanistic totems.
Level 3: Totemic channeling
Channeling Totems: By placing your totems, you are able to channel elemental spirits to aid you and your allies. You initially have access to 4 totems: Air, Earth, Fire, and Water. Each totem has a number of forms, but only 1 form can be active at a time per totem. Totems are active for up to 1 minute or until they run out of charges (unless stated otherwise). Once a form is used, it cannot be used until the next day. You can use a Channel Divinity to instantly recharge a form.
Totem and Forms: Each totem initially has 3 forms it can take:
| Air | |
|---|---|
| Sentry | Notifies the placer if an enemy comes within 100 feet. The totem respects line of sight, and can see through non-magical obscurations, stealth, and lesser invisibility, but cannot see through magical obscurations. The placer can use an action or bonus action to look through the totem, and can end the vision at any time. Lasts for up to 12 hours and can be recalled instantly from any range. |
| Windwalk | Allies that start their turn within 40 feet of the totem gain an additional 15 feet of movement. Also negates effects that reduce an allies movement as long as the totem remains active (at which point the effects resume). Does not remove the Restrained or other effect that reduce movement to 0. |
| Windfury | Allies making melee attacks within 40 feet of the totem have the number needed to crit reduced by 1. |
| Earth | |
| Strength of Earth | Allies within 40 feet gain +1 to their strength and dexterity modifiers while within range. |
| Stoneskin | Allies within 40 feet gain +1 AC while within range. Allies within range when the totem is placed also gain 2 * your Proficiency Bonus hp as temporary health. |
| Earthbind | The area within 50 feet of the totem become Difficult Terrain for all enemies. |
| Fire | |
| Magma | Enemies within 40 feet of the totem take 1d4 fire damage when the totem is summoned and when they end their turn within range. The damage increases by 1d4 when you reach levels 5, 11, and 17. |
| Flash | When placed, the totem creates a bright flash of light at its location. Everyone within 30 feet of the totem is blinded until the end of their turn. Does not affect anyone who's eyes are shielded, cannot see the flash, or who see in non-standard ways. Allies can use their reactions to shield their eyes, and anyone blinded can take an action to shake off the blindness early on their turn. Also clears any magical darkness cast at level 3 or below. |
| Wrath | All spells cast by allies within 30 feet gain +1 to attack and damage rolls. |
| Water | |
| Cleansing | When placed and at the start of the placer's turn, cures the Poisoned and Paralyzed conditions from allies within 30 feet. Can cure a number of conditions equal to the placer's Proficiency Bonus. |
| Spring | Allies within 40 feet of the totem gain 1d6 health when the totem is placed. The healing increases by 1d4 when you reach levels 5, 11, and 17. |
| Tidal | The next number of spells equal to the placer's proficiency bonus are cast as if they are 1 level higher. |
Additional Totems: While adventuring, you may come across new totems with their own unique powers and forms. You may also discover different ways to channel the elements through your existing totems, allowing access to new forms. These may come in the form of magic items, trainings, feats, or any form you and your DM can come up with.
Ideas for additional totems or forms: These are only ideas. There is no limit on what could be done.
Spell channeling totem: You can spend 1 hour and the appropriate spell slot imbuing the totem with a spell of your choosing. After the totem has been placed, you may take a free action to cast the imbued spell. Alternatively, you can set an activation condition that triggers the spell automatically at the cost of your reaction. You may imbue concentration spells without sacrificing your own concentration, and spells with extended durations or cast times longer than an action are interrupted when the totem is destroyed. The totem otherwise lasts until recalled or the duration of the spell expires, whichever comes first.
Elemental summoning form (any totem): When the totem is placed, an elemental is conjured as from a Conjure Elemental spell. The type of elemental is dictated by what totem this form is learned for. The elemental lasts for 1 minute or until the totem is destroyed, whichever comes first.
Windwall form (air totem): Forms a wall of swirling air in a line emanating in a 35 foot line centered at the totem. All ranged attacks and projectile-based spells made through the line are at disadvantage. The totem itself is immune to ranged attacks.
Level 3: Shaman Spells
Your connection to the elemental spirits ensures you always have certain spells ready. When you reach a Cleric level specified in the Shaman Spells table, you thereafter always have the listed spells prepared.
| Cleric Level | Prepared Spells |
|---|---|
| 3 | Elementalism, Fog Cloud, Heroism, Thunderwave |
| 5 | Gaseous Form, Water Walk |
| 7 | Conjure Minor Elementals, Control Water, Stoneskin |
| 9 | Conjure Elemental, Wall of Stone |
Level 3: Totemic Ritual
As a Bonus Action, you can place a totem at a location within 10 feet of you. You can have a number of totems equal to your Proficiency Bonus placed at once. You can collect a placed totem by recalling it as an action, or by spending your remaining movement to a totem you are adjacent to. Recalled totems that are more than 30 feet away return to you at a rate of 30 feet per round. You can use a channel divinity charge to instantly place multiple totems or to instantly recall any number of selected totems.
When placed, totems are considered tiny objects, which can be moved through at will. They have health equal to 3 * your cleric level, with AC of 7 + your Wisdom bonus and saves equal to your proficiency bonus. They are immune to psychic and poison damage.
Level 6: Chain Casting
When you cast a damaging attack or healing spell that targets a single enemy or ally, you can expend a Channel Divinity charge to have the spell chain to up to 2 more targets. You make 1 attack roll and 1 damage or healing roll. The damage or healing from the roll is halved for the second target, and quartered for the third target, but the full modifier and any other effects are applied.
Cannot be used with spells requiring concentration.
Bloodlust
You can call on the elements to grant you additional energy.
Upon reaching level 6, As a magic action, you expend your remaining Channel Divinity charge to cast Haste on yourself. The effect does not require concentration and lasts 3 rounds. When the effect wears off, you do not become Incapacitated.
Upon reaching level 10, you can instead expend your Divine Intervention charge to cast the effect on yourself and all allies within 30 feet. This cannot be reused until after a long rest.
Level 17: Reincarnation
When you are downed, you can expend a Channel Divinity to revive yourself using up to half of your remaining hit dice (rounded up). This can be used once per day.
If you die, you are able to expend the remainder of your Channel Divinity charges (minimum of 1) to resurrect yourself within 8 hours. You resurrect with 20% of your maximum health. For every hour that passes, you gain 1 level of Exhaustion. This can only be used once per month.
Previous Versions
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