Base Class: Sorcerer
A Shaman's ancestor may have been an ancient elemental or perhaps blessed by a primordial. Throughout the generations this magic still lingers in your bloodline. Shaman are found among the monstrous races and are rarely seen as Humans, Elves, Dwarves, Tieflings, Gnomes, Halflings or Half-elves. Shaman are often seen as the spiritual leader or elder of the community in which they reside. When on the battlefield a Shaman aids their allies with a mixture of offensive and defensive abilities by relying on their close link to the elements.
Primordial Origin
Your elemental bloodline gives you the ability to communicate with the elements and you are born with an affinity for nature.
When you choose this origin at first level you gain the following benefits:
You can speak, read, and write Primordial.
Your link to the elements allows you to learn spells from the druid class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the druid spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your power: Fire, Earth, Water, or Air. You gain an additional benefit based on that affinity.
Air Affinity
Your connection with the Elemental plane of air makes you lighter and quicker. You gain an additional 5 feet of speed.
Earth Affinity
Your connection with the Elemental plane of earth makes you heartier. You gain 1 additional hit point for each level you gain in this class
Fire Affinity
Your connection with the Elemental plane of fire allows you to deal damage to those who seek you harm. You learn the Hellish Rebuke spell and It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known.
Water Affinity
Your connection with the Elemental plane of water allows you to move in water without issue. You gain a swim speed equal to your walking speed.
Shamanistic magic
By second level you have learned to harness the elemental energy in your bloodline. This energy manifests itself in the form of totems. Totems from each Shaman are unique to the individual and can come in different forms depending on your race and/or background. Your totems may change appearance after a traumatic or important event in your life.
Whenever you cast a spell of first level or higher on your turn you may expend one sorcery point to create a totem In an unoccupied space you can see within 15 feet of you. Choose one of the following options for your created totem:
Flame totem - Whenever you or an ally in range casts a damaging spell of first level or higher they may add a roll of your totem die to the damage. This damage only applies to one instance of damage for spells like Magic Missile and Scorching ray.
Earth totem - When you summon this totem, you can designate any number of creatures you can see to be unaffected by it. All affected creatures who enter your totems area of effect for the first time on a turn or starts its turn there must make a strength saving throw or treat the area as difficult terrain. Any hostile creature in the area takes a negative roll of your totem die to all damage dealt by melee attacks.
Wind totem - Once per turn any melee attack that hits and is made by you or an ally within the totems range adds a roll of your totem die to the damage.
Water totem - You or an ally within the totems area of effect may use a bonus action to heal for one roll of your totem die.
Totem rules
You may only have one active totem at a time
Your totems AC is equal to 10 + half your proficiency modifier rounded down.
Your totems HP is equal to 5 + your sorcerer level + your proficiency modifier
Your totems have a range of 20 feet.
Your totems last for one minute or until they are reduced to 0 HP. (Your totems cannot be healed)
Your totems die is a d4.
Your totems die changes when you reach certain levels in this class. The die becomes a d6 at 6th level, a d8 at 14th level, and a d10 at 18th level.
Totemic Reach
You have become more familiar with your totems and increased the area which your totems effect. When you reach level 6 in this class your totems gain the following features:
Your totems Area of effect becomes 30 feet
Empower Totem
You have tapped deeper into your Primordial ancestry, learning to channel some of your magic directly into your totems for a short time. When you reach level 6 in this class you gain the following features:
As a bonus action you may expend 3 sorcery points to empower one of your totems. Whenever the totem die for that totem is rolled you may roll an additional die of the same type. This effect lasts until the end of your next turn.
One with the Elements
You have discovered your totems have a direct connection to the elemental plane with which they are associated and are now able to use that connection to summon a denizen from that plane to aid you. When you reach level 14 in this class you gain the following benefits:
As a bonus action, while you have a totem active, you may use 5 sorcery points to summon an elemental under your control for the duration of the totem. The elemental is the same element as the totem used to summon it. The elemental is destroyed if your totem is destroyed. The elemental adds your sorcerer level and proficiency bonus to its HP
Totemic Mastery
You have become a master of your Primordial ancestry. You are able to call forth an additional totem to aid you. When you reach level 18 in this class you gain the following features:
You may have two totems active at once. The totems must be summoned by different spells
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