Base Class: Sorcerer
By tapping into the latent power of the Ethereal Plane, Shamanic Soul sorcerers can call forth totems that harness the elements and detect ethereal powers. These totems can be used to empower their spells, making them much more effective. After drawing power from the Ethereal Plane for an extended time, a shamanic sorcerer gains a deep understanding of the Ethereal and can access it readily. By using ethereal magic, it is possible to empower the totems and give them great magical effects. With enough experience, a shamanic sorcerer could call the elements to obliterate anyone in their path.
Totemic Call
Starting at level 1, you can call forth a totem with your ethereal magic. As an action, you choose acid, cold, fire, lightning, poison, or thunder and a point you can see within 5ft of you. You summon a totem to that point. The totem has 1 hit point but is ethereal and immune to any physical harm. The totem lasts for 1 minute or until you dismiss it as a bonus action. While you’re within 10 ft of the totem, your spells that deal damage of the chosen type are more effective and deal an additional 2 + your sorcerer level divided by 2 damage (rounded down) of the same type. When casting a spell of the chosen type that requires an attack roll within the totem’s radius, you can choose to dismiss the totem as part of the spell. If you do, you gain advantage on the attack roll. You have totems equal to your spellcasting modifier. You can only have one totem active at a time. When you finish a short rest, you can regain up to your sorcerer level divided by 3 totems (minimum of 1, rounded down). When you finish a long rest, you regain all of your totems. You can also spend a bonus action to convert two sorcery points into a totem.
Spirit Sense
At level 1, your attunement to the spirits grants you the ability to see into the Ethereal Plane. You gain 15 ft of vision into the Ethereal Plane. As an action, you can discern the general location of and type of undead within a 100ft radius centered in you.
Totemic Influence
At 6th level, your totem’s gain an extra 5ft of affected area and an effect based on the chosen element upon creation:
Acid: The corrosive power of the totem eats away at armor and weaponry. When a creature ends its turn in the range of the totem, you may have that creature make a Constitution saving throw. On a failure, choose a weapon or piece of armor on that creature’s person and it begins to corrode and melt. The creature takes 2d6 acid damage and must spend its next turn removing that piece before anything else
Cold: The icy magic surrounding the totem makes it appear, to those you choose, that they are within a powerful blizzard. As a creature enters the totem’s influence or as the totem is created, designated which creatures will be affected by its magic. The area is treated as difficult terrain to designated creatures as well as give them disadvantage on weapon attacks and Dexterity saving throws while inside the totem’s influence. As an action, you can invoke the power of the blizzard and cause all creatures within the radius to make a Dexterity saving throw. On a failure, a creature takes 3d6 cold damage or half as much on a success
Lightning: The power of the tempest is imbued in this totem. As a bonus action, you can call down a bolt of lightning to strike one of the creatures in the totem’s influence. The creature makes a Dexterity saving throw. On a failure, the creature takes 2d8 lightning damage or half as much on a success.
Fire: The raging inferno is embodied in this totem. As the totem is summoned, all creatures in its influence must succeed on a Dexterity saving throw. On a fail, the creature takes 3d8 fire damage. A creature entering the area must also make the save.
Poison: The draining magic runs deep in this totem. Any creature ending their turn in the totem’s range must make a Constitution saving throw. On a failure, the creature takes 10 + your proficiency bonus + your Charisma modifier poison damage and is sickened.
Thunder: The gathering storm roars in this totem. As the totem is summoned, all creatures in its area must succeed on a Constitution saving throw. On a failure, a creature takes 4d6 thunder damage and is deafened or half as much on a success. Regardless, all creatures are pushed backwards out of the area.
Spirit Echo
At level 14, you gain the ability to mingle your material form with ethereal magic. As a bonus action, you can enter a state of semi-existence where you partially exist in both the Material and Ethereal Plane. While in this state, you have resistance to nonmagical damage and you can see both the Material Plane and the same distance into the Ethereal Plane. Your Spirit Sense radius extends to a mile while in this state. Your connection to your totems is also empowered, allowing you to cast spells through your totems rather than from yourself. This state lasts for a minute and can’t be used again until you finish a long rest. You can also spend 4 sorcery points as a bonus action to regain the use of this ability.
Totemic Ascension
Starting at level 18, you can have as many totems active as you like as long as they are of different types and they can now be summoned as a bonus action. You can dismiss any type of totem to gain advantage on a spell attack regardless of the damage type. Before you roll damage on a spell, you can dismiss a totem that shares the spell’s damage type to have the spell do maximum damage. Your totem pool also grows, giving you additional totems equal to your proficiency bonus.
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