Ranger
Base Class: Ranger

Shamans are rangers who do not merely survive in the wilds; they listen to them. They hear the crackle of flame, the patience of stone, the murmur of water, and the secrets carried by the wind. Through carved charms, bone fetishes, standing stones, or spirit-marked idols, a Shaman calls upon elemental spirits to shape the battlefield.

Where other rangers stalk their quarry alone, Shamans fight alongside the unseen powers of the world.

Level 3: Shamanic Totems

You learn to call upon elemental spirits through magical totems.

You learn the Elementalism cantrip. It counts as a Ranger spell for you and does not count against the number of Ranger spells you have prepared.

As a Bonus Action, you may expend one use of your Favored Enemy feature to place a magical totem in an unoccupied space you can see within 30 feet of yourself. The totem lasts for 1 minute, until you dismiss it as a Bonus Action, until you are incapacitated, or until it is destroyed.

The totem is a Tiny magical object with AC equal to your spell save DC and hit points equal to your Ranger level + your Wisdom modifier. It is immune to poison and psychic damage.

A totem's effect extends in a 15-foot emanation from itself unless otherwise stated.

You may have only one totem active at a time.

When you gain this feature, choose two of the following Lesser Totems. You learn one additional Lesser Totem at 7th level.

Cleansing Totem

Pure water spirits wash away corruption.

When you create the totem, a cleansing mist emanates from within, granting all allies within the area of effect resistance to fire damage. Additionally, when the totem is created and at the beginning of each of your turns, all allies within the area of effect regain hp equal to 1d4 + wisdom modifier.

Earthbind Totem

The ground around the totem trembles with stubborn elemental force.

The area within the totem's emanation is difficult terrain for your enemies.

In addition, when an enemy starts its turn in the emanation, you may take a reaction to reduce its speed to 0 until the start of its next turn.

Flamebrand Totem

A burning spirit lashes out at your foes.

When you create the totem, and again as a Bonus Action on later turns, choose one creature within 60 feet of the totem. The target must make a Dexterity saving throw against your spell save DC.

On a failed save, the creature takes 1d8 + your Wisdom modifier fire damage.

On a successful save, the creature takes half as much damage.

The damage increases to 2d8 + your Wisdom modifier at 11th level.

Healing Stream Totem

Cool, restorative water flows from the spirit world.

When you create the totem, and again at the start of each of your turns while the totem remains, all allies within the totem's emanation gain temporary hit points equal to your Wisdom modifier.

At 11th level, the temporary hit points granted by this feature become equal to twice your Wisdom modifier.

Searing Totem

The totem burns with hungry spirit-fire.

The first time each turn that you or an ally damages a creature within the totem's emanation with a weapon attack, that attack deals extra fire damage equal to your Wisdom modifier.

Skycall Totem

The air around the totem rumbles with storm-touched thunder.

Enemies within the emanation are treated as deafened as a cacophony of thunder drowns out the noises around them.

Stoneguard Totem

Protective earth spirits harden the resolve of your allies.

You and your allies have Half Cover while within the totem's emanation.

In addition, when an allied creature within the emanation is forced to make a Strength or Constitution saving throw, it may add your Wisdom modifier to the roll.

Whispering Wind Totem

You learn to entrust your magic to the spirits of the air.

As part of casting a Ranger spell that requires Concentration, you may expend one use of your Favored Enemy feature to bind the spell to a Whispering Wind Totem instead of concentrating on it yourself.

The totem appears in an unoccupied space you can see within 30 feet of yourself and follows the normal rules for your totems, with the following changes:

  • The totem maintains Concentration on the spell for you.
  • The spell ends early if the totem is destroyed.
  • The spell ends early if you are ever more than 60 feet away from the totem.
  • The totem can maintain Concentration for up to 1 minute, even if the spell could normally last longer.
  • You may still concentrate on a different spell while the totem maintains Concentration.

Windfury Totem

Restless air spirits guide the hands of nearby warriors.

Once per turn, when you or an ally within the totem's emanation misses with a weapon attack, the attacker may add 1d4 to the attack roll, potentially turning the miss into a hit.

A creature can benefit from this totem 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.

Shaman Spells
Ranger Level Spells
3 Shield
5 Augury
9 Revivify
13 Conjure Minor Elementals
17 Greater Restoration

Level 3: Elemental Resonance

The elemental spirits infuse your attacks with primal power.

Once on each of your turns, when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d6 damage.

When you deal this damage, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

This damage increases to 1d8 when you reach 11th level in this class.

Level 7: Greater Totems

Your bond with the spirits deepens. You learn one additional Lesser Totem, and you also learn two Greater Totems from the options below.

When you create a totem, you may create either a Lesser Totem or a Greater Totem.

Level 11: Twin Spirits

Your connection to the elemental spirits allows you to maintain multiple totems simultaneously.

When you create a totem while another of your totems is active, the previous totem no longer disappears.

You may have up to two of your totems active at the same time, provided they are different types.

If you create a third totem, choose one of your active totems to disappear.

Level 11: Elemental Conduit

Your totems become more powerful conduits for elemental energy.

The emanation of your totems increases to 30 feet.

In addition, whenever you create a totem, immediately after placing the totem, you may move up to half your speed without provoking Opportunity Attacks.

Whispering Wind Totem

You learn to entrust your magic to the spirits of the air.

As part of casting a Ranger spell that requires Concentration, you may expend one use of your Favored Enemy feature to bind the spell to a Whispering Wind Totem instead of concentrating on it yourself.

The totem appears in an unoccupied space you can see within 30 feet of yourself and follows the normal rules for your totems, with the following changes:

  • The totem maintains Concentration on the spell for you.
  • The spell ends early if the totem is destroyed.
  • The spell ends early if you are ever more than 60 feet away from the totem.
  • The totem can maintain Concentration for up to 1 minute, even if the spell could normally last longer.
  • You may still concentrate on a different spell while the totem maintains Concentration.

In addition, whenever you create a totem, you may expend one use of your Nature's Veil feature as part of the same Bonus Action. If you do, the totem becomes invisible for its duration.

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