Base Class: Ranger
Shamans are spiritual guides and practitioners, not of the divine, but of the very elements. Unlike some other mystics, shamans commune with forces that are not strictly benevolent. The elements are chaotic, and left to their own devices, they rage against one another in unending primal fury. It is the call of the shaman to bring balance to this chaos. Acting as moderators among earth, fire, water, and air, shamans summon totems that focus the elements to support the shaman’s allies or punish those who threaten them.
Level 3: Maelstrom Weapon
Your strikes carry the fury of the elements, building toward a devastating release. When you hit a creature with a weapon, you can deal an extra 1d4 acid, cold, fire, lightning, or thunder damage (your choice) to the target, which can take this extra damage only once per turn.
Level 3: Shaman Spells
When you reach a Ranger level specified in the Shaman Spells table, you thereafter always have the listed spells prepared.
| Ranger Level | Spell |
|---|---|
| 3 | Fire Bolt, Ice Knife |
| 5 | Enhance Ability |
| 9 | Call Lightning |
| 13 | Control Water |
| 17 | Conjure Elemental |
Level 3: Totemic Summoning
You can call upon the elemental spirits to manifest magical totems that aid your allies and hinder your foes. As a Bonus Action, you can expend one use of your Favored Enemy to summon a totem you know in an unoccupied space on the ground that you can see within 40 feet of you.
You know five totems, chosen from the list of available totems. You must know at least one totem of each element: Air, Earth, Fire, and Water. When you reach 7th, 11th, and 17th level in this class, you can replace two totems you know with two other totems for which you meet the prerequisites. You must still maintain at least one totem of each element. Some totems have level prerequisites, as noted in their descriptions.
You can have only a limited number of your totems active at once. At 3rd level, you can have one totem active at a time. This limit increases as you gain levels in this class: at 7th level, you can have up to two active at a time, at 11th level you can have up to three totems active at the same time, and at 17th level you can have up to four totems active at the same time. If you summon a totem while you are already at your maximum number of active totems, you must choose one of your existing totems to disappear. Once you can have multiple totems active at the same time, when you take the Action to summon a totem, you can summon a number of totems up to your maximum number of active totems, instead of summoning only one. You can have only one totem of each element active at a time.
A summoned totem has an Armor Class equal to 10 + your Wisdom modifier and Hit Points equal to twice your Ranger level. It is a Tiny object and persists for 1 minute, or until it is destroyed. If the totem must make a saving throw, it uses your saving throw modifiers. On a successful save, it takes no damage. If a totem forces a creature to make a saving throw, the save DC equals your spell save DC. The totem emits a 40-foot emanation, and its effects apply to creatures or terrain within that emanation unless otherwise specified.
Ancestral Protection Totem (Lv17)
Air Totem: Allies within the emanation gain 10 additional maximum hit points. If a creature within the emanation dies, you can use your Reaction to destroy the totem. The creature immediately returns to life with 10 hit points and gains one level of Exhaustion. This resurrection restores only fatal wounds and does not regrow missing body parts.
Ashen Veil Totem (Lv7)
Fire Totem: The emanation is lightly obscured by drifting ash and embers. Allied creatures within the emanation have half cover against attacks originating outside the emanation.
Campfire Totem (Lv3)
Fire Totem: The ground within the emanation becomes warm to the touch. Creatures within the emanation have resistance to cold damage, and creatures that start their turn in the emanation are immune to the effects of extreme cold.
Capacitor Totem (Lv17)
Fire Totem: Hostile creatures within the emanation must succeed on a Constitution saving throw at the start of their turn or become Stunned until the start of their next turn. On a successful save, a creature is immune to this effect for 24 hours.
Cinderbrand Totem (Lv11)
Fire Totem: When a hostile creature within the emanation takes fire damage, it becomes branded until the end of your next turn. While branded, the creature has disadvantage on saving throws against your spells.
Cloudburst Totem (Lv11)
Water Totem: When a creature within the emanation regains hit points from a spell, the totem stores an amount of healing equal to half the hit points restored. When the totem is destroyed, you can use your Reaction to release the stored power. Each allied creature within the emanation when the totem is destroyed regains hit points equal to the stored total divided evenly among them.
Counterstrike Totem (Lv3)
Air Totem: When a creature within the emanation deals damage to one of your allies, the totem lashes out with spiritual force. The attacking creature takes force damage equal to your Wisdom modifier (minimum 1).
Earthbind Totem (Lv3)
Earth Totem: The ground within the emanation becomes difficult terrain for hostile creatures.
Earthen Wall Totem (Lv7)
Earth Totem: Allies within the emanation gain Resistance to bludgeoning, piercing, and slashing damage.
Earthgrab Totem (Lv7)
Earth Totem: When a hostile creature enters the emanation for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or become Restrained. A restrained creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. On a successful save, a creature is immune to this effect for 24 hours.
Emberwake Totem (Lv7)
Fire Totem: When a hostile creature enters the emanation for the first time on a turn or starts its turn there, it takes 2d6 fire damage. A creature that takes this damage can’t benefit from invisibility until the start of its next turn.
Fire Nova Totem (Lv11)
Fire Totem: When you summon the totem and whenever you cast a spell, the totem erupts with energy. Each creature of your choice within the emanation must make a Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much on a success. This effect can occur only once on each turn.
Flame Tongue Totem (Lv17)
Fire Totem: When you or an allied creature within the emanation hits with a weapon attack, the attack deals an extra 2d6 fire damage.
Flowing Veil Totem (Lv7)
Water Totem: Allied creatures within the emanation can take the Hide action as a Bonus Action, and they can attempt to hide even when they are only lightly obscured. While hidden in this way, a creature’s movement doesn’t reveal it unless it ends its turn in plain sight.
Gale Barrier Totem (Lv7)
Air Totem: Ranged weapon attacks that pass through the emanation have disadvantage on the attack roll. Hostile creatures treat the emanation as difficult terrain while flying.
Grave Tide Totem (Lv11)
Water Totem: When a creature within the emanation drops to 0 hit points, it instead drops to 1 hit point and can immediately. Once a creature benefits from this effect, it can’t do so again until it finishes a Long Rest.
Grounding Totem (Lv11)
Air Totem: When a creature within the emanation is targeted by a ranged attack, you can use your Reaction to redirect the attack to the totem instead.
Healing Stream Totem (Lv3)
Water Totem: When you summon the totem and As a Bonus Action on subsequent turns, you cause the totem to restore 2d4 hit points to a creature you can see within the emanation.
Healing Tide Totem (Lv7)
Water Totem: At the start of each of your turns, each allied creature within the emanation regains 2d4 hit points.
Kindle Totem (Lv3)
Fire Totem: Allied creatures within the emanation deal additional fire damage equal to your Wisdom modifier (minimum 1) once per turn when they hit with a weapon attack.
Liquid Magma Totem (Lv3)
Fire Totem: As a Bonus Action, you command the totem to lash out at a creature within its emanation. Make a spell attack roll against the target. On a hit, the target takes 1d6 fire damage.
Mana Tide Totem (Lv7)
Water Totem: Creatures within the emanation gain a +1 bonus to spell attack rolls and spell save DCs.
Mountain’s Grasp Totem (Lv11)
Earth Totem: Hostile creatures within the emanation have their speed reduced by 10 feet. When a creature within the emanation attempts to teleport or leave it by magical means, it must succeed on a Strength saving throw or the effect fails.
Poison Cleansing Totem (Lv3)
Water Totem: Creatures within the emanation immediately end the Poisoned condition on themselves and cannot become poisoned while inside the emanation.
Rootguard Totem (Lv3)
Earth Totem: Allied creatures within the emanation have advantage on saving throws against being knocked prone.
Runebreaker Totem (Lv11)
When a hostile creature within the totem’s emanation casts a spell, it must succeed on a Wisdom saving throw or the spell fails and has no effect. If the spell consumes a spell slot, the caster regains the expended spell slot.
Searing Totem (Lv7)
Fire Totem: As a Bonus Action, you create three glowing darts of magical fire. Each dart strikes a creature of your choice that you can see within the totem's emanation. A dart deals 1d4 Fire damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Sentry Totem (Lv11)
Air Totem: Allied creatures within the emanation gain truesight out to a range of 20 feet. While a hostile creature is within the emanation, it can’t benefit from the invisible condition.
Skybreaker Totem (Lv17)
Air Totem: Hostile creatures within the emanation have disadvantage on attack rolls while they are flying. When a hostile creature within the emanation casts a spell or makes a ranged attack, lightning strikes it, dealing 4d10 lightning damage. This effect can occur only once on each turn.
Skyfury Totem (Lv3)
Air Totem: Weapon attacks made by creatures within the emanation score a critical hit on a roll of 19—20.
Soothing Current Totem (Lv3)
Water Totem: When a creature within the emanation takes damage, you can use your Reaction to reduce that damage by an amount equal to your Wisdom modifier.
Spirit Bind Totem (Lv17)
Fire Totem: When a hostile celestial, fey, fiend, or undead creature enters the totem’s emanation for the first time on a turn or starts its turn there, you can use your Reaction to attempt to bind it. The creature must succeed on a Wisdom saving throw or be charmed by you until the start of its next turn. While charmed in this way, the creature must use its action to take one of the actions in its stat block that targets a creature you can see, or it takes the Dodge action. On a successful save, the creature is immune to this effect for 24 hours. When the totem expires, each creature that failed this saving throw at least once while within the emanation takes 6d6 fire damage.
Spirit Link Totem (Lv17)
Water Totem: When you summon this totem, it has hit points equal to four times your Druid level, instead of its normal hit points. Choose any number of creatures within the totem’s emanation; those creatures are linked. When a linked creature within the emanation takes damage, it can choose to have the totem take all of that damage instead. This choice is made when the damage is taken. The totem takes the damage in place of the creature, using its own hit points and defenses. If the totem is destroyed before taking all of the damage, any remaining damage is taken by the original target of the damage.
Spirit Well Totem (Lv17)
Water Totem: When you summon this totem, it has hit points equal to four times your Druid level, instead of its normal hit points. When you summon the totem, and as a Bonus Action on subsequent turns, you can cause the totem to take necrotic damage equal to your Druid level + your Wisdom modifier. This damage can’t be reduced or prevented in any way. Choose one creature within the totem’s emanation; that creature regains hit points equal to the damage dealt.
Static Field Totem (Lv11)
Fire Totem: A wall of lightning forms along the edge of the emanation. When a creature passes through the boundary of the emanation for the first time on a turn, it takes 5d6 lightning damage, or half as much damage on a successful Dexterity saving throw.
Stone Bulwark Totem (Lv17)
Earth Totem: At the start of each of your turns, each allied creature within the totem’s emanation gains 10 + your wisdom modifier in temporary hit points.
Stoneclaw Totem (Lv11)
Earth Totem: Hostile creatures within the emanation have disadvantage on their attacks to hit creatures and totems other than you and this totem.
Stoneskin Totem (Lv3)
Earth Totem: Allies within the emanation gain a +1 bonus to Armor Class.
Stormelash Totem (Lv17)
Air Totem: When you or an allied creature within the emanation hits a creature with a weapon attack, lightning arcs from the totem to a different creature of your choice within the emanation. The second creature takes 4d10 lightning damage. This effect can occur only once on each turn.
Tide Warden Totem (Lv17)
Water Totem: Allied creatures within the emanation have resistance to damage from spells.
Tranquil Air Totem (Lv3)
Air Totem: Creatures within the emanation cannot be forcibly moved by spells, abilities, or environmental effects unless they choose to be moved.
Tremor Totem (Lv7)
Earth Totem: Creatures within the emanation immediately end the Charmed and Frightened conditions on themselves. While inside the emanation, creatures cannot become charmed or frightened.
Vacuum Totem (Lv11)
Air Totem: When a hostile creature enters the totem’s emanation for the first time on a turn or starts its turn there, it must succeed on a Strength saving throw or be pulled up to 15 feet in a straight line toward the totem. On a successful save, the creature isn’t moved and is immune to this effect for 24 hours.
Voodoo Totem (Lv11)
Water Totem: When a hostile creature starts its turn within the totem’s emanation, it must succeed on a Wisdom saving throw or be transformed into a frog, as if affected by the Polymorph spell, until the start of its next turn. On a successful save, a creature is immune to this effect for 24 hours.
Whirlpool Totem (Lv17)
Water Totem: At the start of each of your turns, choose up to three creatures within the emanation. Each must succeed on a Strength saving throw or be pushed 20 feet in a direction you choose.
Wind Rush Totem (Lv7)
Air Totem: When a creature enters the emanation for the first time on a turn, its speed increases by 30 feet until the end of that turn.
Windfury Totem (Lv11)
Air Totem: When a creature within the emanation takes the Attack action, you can use your reaction to let that creature make one additional weapon attack as part of that action.
World Rend Totem (Lv17)
Earth Totem: The emanation becomes unstable terrain. When a hostile creature fails a saving throw while within the emanation, it is also knocked prone.
Worldtree Totem (Lv17)
Earth Totem: The ground within the emanation becomes infused with primal force. Allied creatures within the emanation have advantage on Strength and Constitution saving throws. Hostile creatures treat the emanation as difficult terrain, and when it moves into or within the emanation, it takes 1d6 bludgeoning damage for every 5 feet it travels.
Zephyr Step Totem (Lv7)
Air Totem: When an allied creature within the emanation is hit by an attack, you can use your Reaction to cause that creature to teleport up to 15 feet to an unoccupied space you can see.
Level 7: Totemic Harmony
Your connection to the elemental spirits deepens, allowing you to reposition your totems with ease. As a Bonus Action, you can choose one of your active totems within 40 feet of you and move it to an unoccupied space on the ground that you can see within 40 feet of you. This movement doesn’t expend a use of your Favored Enemy.
Level 11: Maelstrom Weapon Improvement
Your Maelstrom Weapon grows in power as you learn to channel greater elemental fury. The extra damage of your Maelstrom Weapon feature becomes 1d6. When you deal this extra damage, you gain 1 Maelstrom Charge. You can have a maximum number of Maelstrom Charges equal to your proficiency bonus. When you hit a creature with a weapon attack, you can expend 4 Maelstrom Charges to empower the strike. When you do, the extra damage of your Maelstrom Weapon becomes 4d6 instead of 1d6.
Additionally, when you expend Maelstrom Charges in this way, you regain one expended use of your Favored Enemy feature.
Level 15: Ascendance
The Shaman surrenders their physical form to the power of the elements, transforming into a being of raw elemental energy. When you roll initiative or as a Bonus Action on your turn, you can enter an Ascendance state for 1 minute. Once you use this feature, you can’t use it again until you finish a long rest unless you expend 5 Maelstrom Charges to use it again.
While in this state, you gain the following benefits:
- Your Maelstrom Weapon damage is no longer limited to once per turn.
- At the start of each of your turns, you gain 1 Maelstrom Charge.
- While you are within the emanation of one or more of your totems, you gain a bonus to weapon damage rolls equal to your Wisdom modifier (minimum of +1).
- When you expend Maelstrom Charges to empower a strike using your Maelstrom Weapon feature, the number of damage dice is doubled.
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Posted Apr 16, 2026This looks awesome, even after a quick skim I can say that, well done.
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Posted Apr 15, 2026hey guys, i could use some feedback on the totems, are they too strong or too weak?