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Elemental Callers

A Shaman's bond to their magic is unique. While a mage


would study it in great depth, and a warlock would bend
those same powers to their whim, a shaman calls upon the
elements themselves for aid. They commune with forces not
strictly benevolent -- sometimes they may respond, and
sometimes they may choose not to. The elements are chaotic,
Shaman chained away in their elemental plane as they rage against
one another with unending primal fury. It is the call of the
A troll clad in loosely chained together plates and scales shaman to bring balance to this chaos.
reaches her hand high towards storm clouds overhead. After These masters of the elements can also call upon
a moment, a blinding streak of lightning arcs from the clouds elemental forces directly, unleashing torrents of lava and
to her hand, and from there it is sent arcing towards her bolts of lightning against foes. The elements can create,
enemies. destroy, support, and hinder. An experienced shaman
A pair of spectral wolves pursue a bandit captain through balances the vast spectrum of these primordial forces into an
the forest. Emerging from behind them, another wolf of array of diverse abilities, making shaman versatile
similar visage. The third wolf leaps at the bandit before adventurers and valued members of any group.
shifting into a dwarf, wielding two fearsome axes. One
dripping molten lava, the other crackling with blisteringly Creating a Shaman
cold ice.
When creating a shaman, consider how your bond with the
A brave orc strides towards Southshore from Tarren Mill.
elements have affected your personality and your view of the
He raises his hands and begins to call water from a nearby
world. Although shamans resonate with all four primary
river as he begins to shape it into restorative magic to heal
elements, some tend to outwardly display aspects of one over
the wounds of his allies as they battle the Alliance.
the rest.
Shamans are mediators between the mortal world and the
Think about your bond with your totems and how they
elements. They often act as spiritual guides and witch doctors
represent the elemental planes from which you gain your
in their communities. They are able to call to the spiritual
power. Are they simply tools to you for channelling raw planar
realm as well, and because of that, pull knowledge and
power, or are they sacred and worthy of reverence?
traditions from generations past. They are able to fill several
Do they act as representations of a favored element, or do
roles within an adventuring group. Calling water and the
you use them to keep that element in check? How a shaman
tides to aid and heal their allies, or imbuing their weapons
perceives their connection to the elemental planes is often
with elemental fury, and even firing bolts of lightning and
reflected in the totems they summon forth.
calling down torrents of wind and fire on their enemies.

1
The Shaman
Proficiency Cantrips Spells —Spell Slots per Spell Level—
Level Bonus Features Known Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Kalimag, Spellcasting 2 4 2 — — — — — — — —
Totems (3/rest),
2nd +2 2 5 3 — — — — — — — —
Elemental Attunement
3rd +2 Totemic Path 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Spirit Beast 3 8 4 3 2 — — — — — —
6th +3 Totemic Path Feature 3 9 4 3 3 — — — — — —
7th +3 — 3 10 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 Elemental Attunement improvement 3 12 4 3 3 3 1 — — — —
Totem Mastery,
10th +4 4 14 4 3 3 3 2 — — — —
Totems (4/rest)
11th +4 — 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Far Sight 4 16 4 3 3 3 2 1 1 — —
14th +5 Totemic Path Feature 4 18 4 3 3 3 2 1 1 — —
15th +5 — 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 — 4 20 4 3 3 3 2 1 1 1 1
18th +6 Call of the Elements, Totems (5/rest) 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Totemic Path Feature 4 22 4 3 3 3 3 2 2 1 1

Quick Build Proficiencies


You can make a shaman quickly by following these Armor: Light armor, medium armor, shields
suggestions. First, Wisdom should be your highest ability Weapons: Simple weapons
score, followed by Constitution. If you intend to engage in Tools: Herbalism kit
melee combat regularly, make Strength or Dexterity your
Saving Throws: Wisdom, Charisma
second highest ability score instead.
Skills: Choose two from Animal Handling, Arcana, Athletics,
History, Insight, Medicine, Nature, and Survival
Class Features Equipment
As a shaman, you gain the following class features You start with the following equipment, in addition to the
equipment granted by your background:
Hit Points
Hit Dice: 1d8 per shaman level (a) any simple melee weapon and a shield
Hit Points at 1st Level: 8 + your Constitution modifier (a) 4 javelins or (b) a shortbow and 20 arrows
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution (a) leather armor, an explorer’s pack, and a totemic focus
modifier per shaman level after 1st

2
Kalimag Totems
You know Kalimag, the language of elementals. You can Starting at 2nd level, as an action, you can channel elemental
speak the language and use it to leave messages in rocks and forces into a Small totem in an empty space on a horizontal
pools of water that only you, other shamans, and elementals surface within 5 feet of you. You are able to summon any of
can spot. The messages are spoken as through a sending the totems that you meet the prerequisites for. Totem
spell, with the limitations that come with that spell. descriptions are at the end of the class description.
The totem is a magical object that occupies its space. It has
Spellcasting an AC of 15 and a number of hit points equal to twice your
shaman level. It is immune to poison damage, psychic
Drawing on the elements themselves, you can manifest them
damage, and all conditions. If it is forced to make an ability
into casting spells. See chapter 10 of the Player's Handbook
check or a saving throw, treat all its ability scores as 10 (+0).
for the general rules of spellcasting and chapter 6 of this
The totem disappears if it is reduced to 0 hit points or after 1
book for the shaman spell list.
minute. You can dismiss it early as a bonus action. As a bonus
Cantrips action, you can move any totems you have summoned to an
unoccupied space within 30 feet of them as long as it is still
You know two cantrips of your choice from the shaman spell
within 60 feet of you.
list. You learn additional shaman cantrips of your choice at
higher levels, as shown in the Cantrips Known column of the You are able to summon up to 3 totems and must finish a
Shaman table. short or long rest before you are able to summon any more
totems. Some totems cannot be summoned more than once
Spell Slots between long rests or until you reach a certain level in this
The Shaman table shows how many spell slots you have to class, as detailed at the end of the class description.
cast your spells of 1st level and higher. To cast one of these
spells, you must expend a spell slot of the spell's level or Elemental Attunement
higher. You regain all expended spell slots when you finish a Starting at 2nd level, you attune yourself to a force of the
long rest. elemental planes. Choose one of the following options. You
cannot take an Elemental Attunement option more than once,
Spells Known of 1st Level and Higher even if you later get to choose again.
You know four 1st-level spells of your choice from the shaman
spell list. Attunement of Air
The Spells Known column of the Shaman table shows Your movement speed is increased by 5 feet and you may add
when you learn more shaman spells of your choice. Each of your proficiency bonus to your initiative.
these spells must be of a level for which you have spell slots. At 9th level, you gain resistance to lightning damage and an
For instance, when you reach 3rd level in this class, you learn additional 5 feet of movement.
one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can
Attunement of Earth
choose one of the shaman spells you know and replace it with You gain proficiency in Constitution saving throws.
another spell from the shaman spell list, which also must be At 9th level, you gain resistance to acid damage and
of a level for which you have spell slots. whenever you take bludgeoning, piercing, or slashing
damage, you can use your reaction to reduce the damage by
Spellcasting Ability an amount equal to your Wisdom modifier (minimum of one).
Wisdom is your spellcasting ability for your shaman spells,
since your power comes from the elements and spirits. You Attunement of Fire
use your Wisdom whenever a shaman spell refers to your Once per turn when you hit a creature with an attack, you can
spellcasting ability. In addition, you use your Wisdom cause that attack to deal additional fire damage equal to your
modifier when setting the saving throw DC for a shaman proficiency bonus.
spell you cast and when making an attack roll with one. At 9th level, you gain resistance to fire damage and can
now deal additional fire damage once per turn with an attack
Spell save DC = 8 + your proficiency bonus + equal to 1d8 + your proficiency bonus.
your Wisdom modifier
Spell attack modifier = your proficiency bonus + Attunement of Water
your Wisdom modifier You know a number of additional shaman spells of 1st level
or higher equal to your proficiency bonus.
Ritual Casting At 9th level, you gain resistance to cold damage and
You can cast a shaman spell you know as a ritual if that spell whenever you restore hit points to a creature with a spell of
has the ritual tag. 1st level or higher, you regain a number of hit points equal to
2 + the spell level.
Spellcasting Focus
You can use an elemental focus as a spellcasting focus for
your shaman spells.

3
Totemic Path
When you reach 3rd level, a spiritual awakening guides you
along a path of shamanism. Choose one of the following
totemic paths: Elementalism, Enhancement, or Restoration.
Your choice grants you features at 3rd level and again at
6th, 14th, and 20th level.

Ability Score Improvement


When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20
using this feature.

Spirit Beast
At 5th level, you earn the favor of a spirit beast and are able to
assume its spectral visage. Choose a Medium or Small beast
without a fly or swim speed to represent your spirit.
You can use your action to assume the illusionary visage of
your spirit beast. This visage has no effect on your game
statistics except changing your movement speed to 50 feet.
You remain transformed until you cast a spell, make an
attack, or use your bonus action to revert back to yourself.

Totem Mastery
Starting at 10th level, you are more attuned to the elemental
and spiritual nature of the universe. You are able to place
totems in unoccupied spaces within 30 feet of you now as a
bonus action. Your totems also gain additional effects
depending on your Totemic Path or Elemental Attunement.
Totems you summon now benefit from the Totem Boost
feature listed in the totem's description as long as you are of
the same Totemic Path or Elemental Attuenement as the
boost. A totem can only gain one boost, even if you meet the
prerequisite for more than one boost. Any totem that benefits
from a Totemic Boost also now has a radius of 30 feet if its
normal radius was 15 feet.

Call of the Elements


At 18th level, you are able to channel powerful elemental
magic through yourself to replenish some of your strength. As
a 1 minute ritual, you can draw power from the elements and
regain all expended uses of your Totems feature, up to one
totem that recharges on a short or long rest, and a number of
spell slots with a combined level that is equal to or less than
half your shaman level (rounded up), and none of the slots
can be 6th level or higher.
Once you use this feature, you can't use it again until you
finish a long rest.

4
Echo of the Elements
At 6th level, when you roll damage for a shaman spell, totem,
or feature, you may reroll a number of dice up to your
Wisdom modifier and use either roll.
You can use this feature a number of times equal to your
Wisdom modifier. You regain expended uses when you finish
a long rest.

Elemental Blast
At 14th level, you can send a swirling bolt of chaotic
elemental magic streaking towards your enemies. As an
action, you can summon an elemental blast and send it
hurling towards a creature you can see within 60 feet. Make a
ranged spell attack roll. On a hit, the creature takes 2d6 cold
damage + 2d6 fire damage + 2d6 lightning damage + 2d6
thunder damage.
When elemental blast deals damage to a creature, roll a d4
on the table below. You gain the effect for a number of turns
equal to the d4 roll.
Once you deal damage with Elemental Blast, you can't use
it again until you finish a long rest.

d4 Effect
You gain 4 Fulminating Charges. The next time you
1 expend them, they deal additional damage equal to
Totemic Path of Elementalism your shaman level.
Totemic Path of Elementalism Features If you deal damage to a creature with a spell that forces
the creature to make a saving throw, the creature takes
Shaman Level Feature
2 additional damage equal to your shaman level if it fails
3rd Elemental Fury, Fulmination its saving throw by more than 5. The damage type is
the same as what the spell deals.
6th Echo of the Elements
Spells you cast with a spell attack roll score a critical
14th Elemental Blast 3
hit on a roll of 19 or 20 on the D20.
20th Ascendance: Fury of the Maelstrom Whenever one of your totems deals cold, fire,
4 lightning, or thunder damage, it deals an additional
Elemental Fury 1d10 damage.
Starting at 3rd level, when you cast a spell that deals acid,
cold, fire, lightning, or thunder damage, you can substitute Ascendance: Fury of the Maelstrom
that damage type with one other type from the list (you can At 20th level, you are able to transform yourself into an avatar
change only one damage type per casting of a spell). of destructive elemental power. As an action, you transform
into an elemental being of power for 1 minute. As part of this
Fulmination action, you are able to place one of your totems that has an
Additionally at 3rd level, you are able to harness raw
Elemental Boost.
elemental power in order to enhance your magic. When you
While transformed, you gain the following benefits:
deal damage to a creature with a spell, you gain a Fulminating
Charge. You also gain a Fulminating Charge whenever you When you reroll dice with your Echo of the Elements
take damage of the same type as your Elemental Attunement. feature, you add both dice results to the spell's damage.
You can hold a number of charges equal to 2 + half your Your Elemental Blast feature becomes usable if it is not
shaman level. These charges last until you expend them, or already. If you use it while transformed, you can roll 2 d4s
you finish a short or long rest. and gain each benefit from Elemental Blast's effects table.
As an action, you can expend a number of charges equal to You gain fulminating charges up to your maximum and
your proficiency bonus or less to cause a violent explosion at can expend them as a bonus action and they become
a point you can see within 60 feet. Creatures within 5 feet of d12s.
the point must make a Dexterity saving throw. A creature
takes 1d10 lightning damage per charge you expended, or Once you use this feature, you can't use it again until you
finish a long rest.
half as much damage on a success.

5
Totemic Path of Enhancement Martial Calling
Starting at 3rd level, you refer to the Enhancement
Totemic Path of Enhancement Features Spellcasting table to determine your cantrips, spells known,
Shaman and spell slots whenever you gain a level in this class.
Level Feature
Bonus Proficiencies, Imbued Weapons,
3rd Enhancement Spellcasting
Martial Calling
6th Fury of Air Shaman Cantrips Spells
Level Known Known 1st 2nd 3rd 4th 5th
11th Elemental Fusion
3rd 2 5 3 — — — —
14th Feral Spirits
4th 2 5 3 — — — —
20th Ascendance: Wrath of Storms
5th 2 5 4 2 — — —
Bonus Proficiencies 6th 2 6 4 2 — — —
Beginning at 3rd level, your ancestral visions have made you
7th 2 6 4 3 — — —
a skilled warrior. You gain proficiency with martial weapons.
8th 2 6 4 3 — — —
Imbued Weapons
9th 2 7 4 3 2 — —
At 3rd level, you are able to imbue a weapon you are holding
with elemental power. As a bonus action, you can imbue a 10th 3 7 4 3 2 — —
weapon you are holding with the elemental power of earth,
fire, or ice. This effect lasts for a number of rounds equal to
11th 3 7 4 3 3 — —
your Wisdom modifier (minimum of one). The element 12th 3 8 4 3 3 — —
imbued into your weapon grants you benefits based on your
13th 3 8 4 3 3 1 —
choice:
Rockbiter Weapon. Your weapon becomes imbued with 14th 3 8 4 3 3 1 —
earthen magic. Once per turn, when you hit a creature with
15th 3 9 4 3 3 2 —
an attack using this weapon, it deals an additional 1d6
bludgeoning damage and if the creature is Large or smaller, it 16th 3 9 4 3 3 2 —
must succeed on a Strength saving throw or be knocked
17th 3 10 4 3 3 3 1
prone.
The damage from this ability increases at higher levels. It 18th 3 10 4 3 3 3 1
increases to 2d6 at 7th level, and 3d6 at 13th level.
19th 3 11 4 3 3 3 2
Flametongue Weapon. Your weapon becomes imbued
with magma. Once per turn, when you hit a creature with an 20th 3 11 4 3 3 3 2
attack using this weapon, it deals an additional 1d8 fire
damage.
The damage from this ability increases at higher levels. It
increases to 2d8 at 7th level, and 3d8 at 13th level.
Frostbrand Weapon. Your weapon becomes imbued with Fury of Air
ice. Once per turn, when you hit a creature with an attack At 6th level, you have started to become even swifter with
using this weapon, it deals an additional 1d6 cold damage your strikes. You can attack twice, instead of once, whenever
and the creature must succeed on a Constitution saving you take the Attack action on your turn.
throw. A creature who fails the save has their speed reduced
by half and can't take reactions until the start of your next Elemental Fusion
turn. At 11th level, you can choose a second option from the
The damage from this ability increases at higher levels. It Elemental Attunement class feature.
increases to 2d6 at 7th level, and 3d6 at 13th level.
You can use this feature a number of times equal to your
Wisdom modifier (minimum of once). You regain all
expended uses of it when you finish a long rest.

6 PART 1 | CLASSES
Feral Spirits
Starting at 14th level, you can summon spirits that take the
form of wolves. As an action, you summon two spectral
wolves that crackle with lightning. The spirits act at the end
of your turn and take the form of Dire Wolves with the
following changes:

They gain temporary hit points equal to your shaman level


when they are summoned.
They gain a bonus to their attack and damage rolls equal
to your Wisdom modifier.
Their attacks deal an additional 1d6 lightning damage.

You and friendly creatures have advantage on attack rolls


against a creature if at least one of the spirits is within 5 feet
of the creature.
The spirits last a number of rounds equal to your Wisdom
modifier (minimum of one). Once you use this feature, you
can't use it again until you finish a long rest.

Ascendance: Wrath of Storms


At 20th level, you are able to transform yourself into an avatar
of violent storms. As an action, you transform into an
elemental being of power for 1 minute. As part of this action,
you are able to place one of your totems that has an
Enhancement Boost.
While transformed, you gain the following benefits:

When you take the attack action, you can make one
additional attack.
You gain a flying speed equal to your movement speed.
You gain a reach of 30 feet with any weapon you are
wielding as violent winds extend from them.
Your attacks deal an additional 2d6 lightning damage.
You can imbue any weapons you are wielding with one of
your Imbued Weapon effects for the duration of this
feature without expending a use of that feature.

Once you use this feature, you can't use it again until you
finish a long rest.

7
Totemic Path of Restoration Healing Rain
At 14th level, you are able to call upon a rain storm of
Totemic Path of Restoration Features cleansing waters. As an action, you cause a storm cloud to
Shaman Level Feature appear in the shape of a cylinder that is 10 feet tall with a 20-
foot radius, centered on a point you can see within 60 feet
3rd Guiding Tides, Riptide above you.
6th Deep Healing The storm cloud lasts for 1 minute or until you decide to
end it (no action required). When you use this feature you can
14th Healing Rain call down the storm's healing rains, causing you and each
20th Ascendance: Hand of the Tidemother friendly creature in the rain to regain hit points equal to 3d8
+ your Wisdom modifier. On each of your turns until the
storm ends, you can use your action to call down healing
Guiding Tides rains in this way again.
Beginning at 3rd level, you can manifest small droplets of
Once you use this feature, you can't use it again until you
water and cause them to float around you. Whenever you use
finish a long rest unless you expend a spell slot of 5th level or
a spell of 1st level or higher to restore hit points to a creature,
higher to use it again.
you gain a number of droplets of restorative water equal to
the spell's level. These droplets float around you until they are Ascendance: Hand of Spring
expended or until you finish a long rest. At 20th level, you are able to transform yourself into an avatar
Whenever you restore hit points to a creature, you can of the restorative magic of the spring. As an action, you
expend one of the droplets to reroll a number of the healing transform into an elemental being of power for 1 minute. As
dice up to your Wisdom modifier (minimum of one). You must part of this action, you are able to place one of your totems
use the new rolls. that has an Restoration Boost.
While transformed, you gain the following benefits:
Riptide
Additionally at 3rd level, you are able to call forth restorative Your Healing Rain feature becomes usable if it is not
waters to aid you and your allies. As an action, you can cause already. You can use your bonus action to use this feature
a riptide to wash over a number of creatures equal to your and its additional uses.
proficiency bonus that you can see within 30 feet of you. Whenever you would roll dice to restore hit points, you
Targets gain Riptide for a number of rounds equal to your instead use the highest number possible for each die.
Wisdom modifier (minimum of one). At the start of a You gain 10 Guiding Tide droplets. When you restore hit
creature's turn, if they have riptide, they regain hit points points to a creature, you can now expend a number of
equal to 1d4 + your Wisdom modifier. droplets to restore an additional 1d8 hit points to the
The healing from this feature increases at higher levels. It creature for each droplet expended.
increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at At the start of each of your turns, you and creatures of
17th level. your choice within 10 feet of you gain 10 temporary hit
You can use this feature once, and must finish a short or points.
long rest before using it again unless you expend a spell slot
Once you use this feature, you can't use it again until you
of 2nd level or higher to use it again.
finish a long rest.
Deep Healing
At 6th level, you can channel healing magic through your
totems. When one of your totems restores hit points to a
creature, that creature regains additional hit points equal to
your Wisdom modifier.
Additionally, whenever you or one of your totems restores
hit points to a creature, if that creature was below half of
their maximum hit points, they regain additional hit points
equal to your proficiency bonus.

8
Attunement of Air Boost: Quickened Spell. If the infused
Totems spell has a casting time of 1 action, you can instead cast it as
Earthbind Totem a bonus action.
While this totem is planted, the ground within 15 feet the
totem becomes a churning quagmire and is treated as
Grace of Air Totem
Prerequisite: 7th level, Attunement of Air
difficult terrain for creatures of your choice.
While within 15 feet of this totem, you and your allies have a
Once you plant this totem, you can’t plant it again until you
+2 bonus to ranged attack rolls.
finish a short or long rest.
Once you plant this totem, you can’t plant it again until you
Attunement of Earth Boost: Hungering Earth. When you
finish a short or long rest.
plant this totem, each hostile creature within 15 feet of the
Elemental Boost: Buffeting Winds. When you or an ally
totem must succeed on a Strength saving throw or be
within 15 feet of the totem hits with a ranged attack, the
restrained. A creature restrained by the terrain can use its
target can be pushed up to 10 feet away.
action to make a Strength check against your spell save DC.
On a success, it frees itself.
Grounding Totem
Elemental Blast Totem Prerequisite: 7th level
When you plant this totem, the next spell cast on you or any
When you plant this totem, choose one type of damage: acid,
ally within 15 feet of the totem is subject to counterspell cast
cold, fire, lightning, or thunder. As a bonus action, you can
as a 3rd level spell. If you are within 15 feet of this totem
cause the totem to spit a bolt of elemental energy at a hostile
when it triggers, you can use your reaction to spend a
creature you can see within 15 feet of the totem. Make a
shaman spell slot of 4th or 5th level to increase the level at
ranged spell attack against the target. On a hit, the target
which counterspell is cast.
takes 1d8 damage of the chosen type.
Once you plant this totem, you can’t plant it again until you
At Higher Levels. This totem’s damage increases by 1d8
finish a long rest.
when you reach 5th level (2d8), and again when you reach
11th level (3d8), and 17th level (4d8).
Guidance Totem
Attunement of Fire: Scorching Blasts. If you choose fire
When you plant this totem, you summon a wise and
for the totem's damage, it ignores resistance to fire damage
knowledgeable spirit. You and friendly creatures within 15
and now fires two bolts. Each bolt can target the same or
feet of the totem have advantage on Intelligence and Wisdom
different creatures. Each bolt now deals 1d4 fire damage.
checks as they converse with the spirit to receive guidance
When the totem's damage increases, it instead fires two
and counsel.
additional bolts.
Once you plant this totem, you must finish a short or long
Elemental Boost: Malleable Blasts. This totem’s damage
rest before you can plant it again.
ignores damage resistance and you add your Wisdom
Restoration Boost: Foresight. The spirit also gives
modifier to the damage.
guidance to you and each creature of your choice within 15
Elemental Resistance Totem feet of the totem about a future occurrence. Once, when the
creature makes an ability check before they finish a long rest,
Prerequisite: 7th level
they can choose to gain advantage on that roll. They must
When you plant this totem, choose one of the following
choose to do so before making the roll.
damage types: acid, cold, fire, lightning, or thunder. While
within 15 feet of this totem, you and your allies have
Guardian Totem
resistance to damage of the chosen type.
When a creature you can see attacks a target other than you
Restoration Boost: Surging Waters. When you or an ally
within 15 feet of this totem, you can use your reaction to
take acid, cold, fire, lightning, or thunder damage, you can use
impose disadvantage on the attack roll using a spectral shield
your reaction to change the type of resistance granted by the
of force.
totem to match the incoming damage type.
Attunement of Earth Boost: Guardian Spirit. When you
Farcasting Totem use your reaction in this way, the target gains half cover from
the shield until the start of their next turn.
When you plant this totem, you can either infuse it with a
shaman cantrip that you know or spend a spell slot to infuse
Healing Stream Totem
it with a shaman spell that you know.
You can use a bonus action to cause a creature of your choice
While planted, you can cast the infused spell as though you
within 15 feet of this totem to regain 1d4 hit point.
were in the totem’s space, though you must use your own
At Higher Levels. This totem’s healing increases by 1d4
senses. If the spell has a range of touch, you can cast it on a
when you reach 5th level (2d4), and again by 1d4 when you
target that you can see within 15 feet of the totem. If the spell
reach 11th (3d4), and 17th level (4d4).
has a range of self, you can choose a willing creature that you
Attunement of Water Boost: Shielding Swells. If a
can see within 15 feet of the totem and treat it as if it were
creature is already at maximum hit points when healed by
the caster. If the spell requires concentration, you must
this totem, they gain temporary hit points instead.
maintain concentration on it.
Restoration Boost: Gracious Tides. You add your
This totem lasts up to 1 hour. The totem is dismissed early
Wisdom modifier to the healing of this totem.
when you cast the infused spell, unless the spell is a cantrip.
Once you plant this totem, you can't plant it again until you
finish a short or long rest.
9
Healing Tide Totem Resolution Totem
Prerequisite: 12th Level While within 15 feet of this totem, you and your allies have
When you plant this totem, you and each friendly creature advantage on saving throws made to avoid the charmed or
within 15 feet of it regain 3d8 hit points. You can cause this frightened conditions.
totems healing effect as an action on your turns following Attunement of Water Boost: Calming Waves. The
planting this totem. charmed and frightened conditions are repressed on
Once you plant this totem, you must finish a long rest creatures of your choice while they are within 15 feet of the
before you can plant it again. totem.
At Higher Levels. This totem’s healing increases by 1d8 Restoration Boost: Cleansing Waves. While within 30
when you reach 17th level (4d8). feet of the totem, you can use a bonus action to remove one of
Attunement of Water Boost: Restorative Swell. the following conditions from another creature within 30 feet
Creatures healed by this totem gain temporary hit points of the totem: blinded, charmed, deafened, frightened,
equal to half the healing they receive. poisoned, or stunned.
Restoration Boost: Cloudburst. Any creature healed by
this totem when you plant it can choose to immediately
Sanctuary Totem
Prerequisite: 7th level
expend a number of Hit Dice up to your Wisdom modifier
While this totem is planted, all creatures and objects within
(minimum 1) and restore hit points just as they would after
15 feet of the totem are invisible to creatures further than 15
finishing a short rest.
feet away from the totem. The effect ends for 1 minute if a
Hungering Spirit Totem creature within 15 feet of the totem makes an attack or casts
In exchange for power, you and your allies can feed some of a spell.
your life essence to the spirits conjured by this totem. When This totem lasts for up to 8 hours. Once you plant this
you or an ally start their turn within 15 feet of this totem, they totem, you must finish a long rest before you can plant it
can choose to expend a number of Hit Dice up to your again.
proficiency bonus. Until the totem is dismissed, attacks they Restoration Boost: Cave of Respite. You and friendly
make deal extra damage equal to the number of Hit Dice creatures that finish a short or long rest while within 15 feet
spent. of this totem gain temporary hit points equal to half your
Once you plant this totem, you must finish a long rest shaman level plus your Wisdom modifier. A creature doesn't
before you can plant it again. receive this benefit if they spend more than 10 minutes
outside the effect of this totem during the rest.
Attunement of Fire Boost: Unrelenting Flame. Any
creature who expends hit dice when you summon this totem
gains a number of temporary hit points equal to a roll of the
Skyfury Totem
Prerequisite: 12th level
dice they expended. While they have these temporary hit
Your attacks, and the attacks of friendly creatures within 15
points, they gain a bonus to attack rolls equal to the number
feet of this totem have their critical range increased by 1 to a
of dice expended.
minimum of 17.
Enhancement Boost: Bloodlust. When you or an ally hit
Once you plant this totem, you can’t plant it again until you
with an attack while within 15 feet of this totem, you (or they)
finish a long rest.
can choose to expend a Hit Die. Roll the Hit Die and add it to
the damage roll. Attunement of Air: Violent Winds. When a creature
within 15 feet of this totem is hit by a critical hit, they are
Lightning Rod Totem pushed up to 15 feet in a direction of your choosing and
Prerequisite: 7th level knocked prone.
Once per turn, when a hostile creature within 15 feet of the Elemental Boost: Seismic Strikes. When a creature
totem is hit with a weapon attack, it takes an extra 1d6 under the effects of this totem scores a critical hit with a
lightning damage. ranged attack, they can roll one additional damage die when
Once you plant this totem, you must finish a long rest determining the extra damage for the critical hit.
before you can plant it again. Enhancement Boost: Thundering Blows. When a
At Higher Levels. This totem’s damage increases by 1d6 creature under the effects of this totem scores a critical hit
when you reach 11th level (2d6), and again when you reach with a melee attack, they can roll one additional damage die
17th level (3d6). when determining the extra damage for the critical hit.
Attunement of Air Boost: Lingering Static. Whenever a
creature takes lightning damage from this totem, they must
Stoneskin Totem
When you plant this totem, choose one type of damage:
succeed on a Constitution saving throw or lose their
bludgeoning, piercing, or slashing. You and your allies have
reactions until the start of your next turn.
resistance to damage of the chosen type dealt by nonmagical
Elemental Boost: Shock Seeker. When a creature takes
weapons while within 15 feet of this totem.
the lightning damage caused by this totem, they have
Enhancement Boost: Earthen Shield. You and your allies
disadvantage on Dexterity saving throws against your spells
have resistance to all bludgeoning, piercing, and slashing
until the start of their next turn.
damage dealt by nonmagical weapons while within 15 feet of
Enhancement Boost: Thunderous Strikes. When you
this totem.
plant this totem, you can expend a spell slot to increase the
damage by a number of d6s equal to the spell slot level.

10
Capacitor Totem Attunement of Water Boost: Restful Regrowth. Each
creature that finishes a short rest under the effect of this
Prerequisite: 7th level
totem gains temporary hit points equal to half of your
As a bonus action, you can detonate this totem. When you do
Shaman level. Creatures that finish a long rest under the
so, the totem is destroyed and creatures of your choice within
effects of this totem gain temporary hit points equal to your
15 feet of the totem must succeed on a Constitution saving
Shaman level.
throw or become stunned until the end of their next turn.
Once you plant this totem, you must finish a long rest Traversal Totem
before you can plant it again.
When you plant this totem, you can create a stretch of special
Enhancement Boost: Static Charge. Creatures that terrain that begins from where you planted the totem,
succeed on their saving throw lose their reactions and have extending up to 30 feet long and 5 feet wide, shaped in any
their speed halved until the end of your next turn. way you choose. This terrain might manifest itself in the form
of vines growing up a wall, tree roots forming a bridge, lily
Tempest Totem pads or ice floating on water, a path of clouds floating in the
Prerequisite: 12th level
air, or some other phenomenon of your choice.
When you plant this totem, you can change the weather
It acts as a solid surface that can be walked and climbed
conditions within 1 mile of the totem, changing the
on, though any creature can freely pass through it if they
precipitation, temperature, or wind by one stage as if with the
choose to. The terrain disappears when the totem is
control weather spell. This totem lasts 1 hour. When the
dismissed.
totem is dismissed, the weather gradually returns to normal.
Attunement of Earth Boost: Solid Ground. You and your
Once you plant this totem, you must finish a long rest
allies can't be knocked prone or moved against your will
before you can plant it again.
while on the terrain.
Elemental Boost: Storm Speaker. You can change the
Elemental Boost: Earth Shaper. The stretch of terrain
weather within 2 miles of the totem and may alter the
can be up to 60 feet long.
precipitation, temperature, or wind by up to two stages,
Enhancement Boost: Zephyr Steps. You and your allies
instead of one.
have advantage on Dexterity (Acrobatics) checks while on the
Tower Totem special terrain. In addition, climbing the terrain doesn't cost
you or your allies extra movement.
When you plant this totem on a surface, a spectral tower rises
from it. The tower is 15-feet wide on each side and rises to a
Volcanic Totem
height of your choice up to 30 feet, lifting the totem and
Prerequisite: 7th level
anything in its space. The tower stops rising before it reaches
When you plant this totem, it begins glowing with malevolent
30 feet if it or something on it touches another surface.
orange light. As an action, you can cause it to erupt in an
Though the tower is magical in nature, it takes on the
explosion of fire. Each creature within 15 feet of the totem
appearance and feel of the surface it was placed upon and
must make a Dexterity saving throw, taking 8d6 fire damage
requires a successful DC 10 Strength (Athletics) check to
on a failed save or half as much on a successful one. The
climb. When the totem is dismissed, the tower lowers back to
totem is dismissed when you do this.
the surface until it disappears.
Once you plant this totem, you must finish a long rest
Enhancement Boost: Sky Scraper. When you plant the
before you can plant it again.
totem, you can make the tower rise up to 60-feet high. In
At Higher Levels. This totem’s damage increases by 1d6
addition, you can use an action to change the height of the
when you reach 11th level (9d6), and again when you reach
tower to be between 1 and 60 feet.
17th level (10d6).
Elemental Boost: Lightning Bound. A hostile creature
Attunement of Fire Boost: Seismic Flare. When you
that begins climbing the side of the tower or ends its turn
cause the totem to erupt, you can use your reaction to give
there must each make a Constitution saving throw, taking
one creature within the radius disadvantage on the saving
3d8 points of lightning damage on a failed save, or half as
throw and another creature to be immune to the damage
much on a successful one. If a creature that fails this saving
from the totem.
throw had to make a Strength (Athletics) check to climb the
Elemental Boost: Lava Bed. After you use your action to
tower, it must make a DC 10 Strength (Athletics) check or
cause the totem to erupt, the area within 15 feet of the totem
fall.
becomes difficult terrain until the end of your next turn. The
Tranquility Totem first time any creature enters the area or ends its turn there,
Prerequisite: 12th level it takes 1d6 fire damage. A creature can take this damage
While within 15 feet of this totem, a creature can finish a only once per turn.
short rest in 1 minute or a long rest in 4 hours. In addition,
creatures that need sleep only require half the usual amount.
A creature doesn't receive these benefits if it spends more
than 10 minutes outside of the totem’s radius during the
short or long rest. A creature can only benefit from this totem
once between long rests.
This totem lasts 4 hours. Once you plant this totem, you
must finish a long rest before you can plant it again.

11
Voodoo Totem
When you plant this totem, choose an Ability. Creatures of
your choice within 15 feet of this totem have disadvantage on
ability checks made with the chosen ability.
Enhancement Boost: Grave Strikes. Once per turn, when
a friendly creature within 15 feet of the totem hits a hostile
creature within 15 feet of the totem, the hostile creature
takes an extra 1d6 necrotic damage. This damage increases
to 2d6 at 11th level.
Restoration Boost: Wellspring. Once per turn, when a
friendly creature within 15 feet of the totem hits a hostile
creature within 15 feet of the totem, the friendly creature
regain 1d6 hit points. This healing increases to 2d6 at 11th
level.

Windfury Totem
Prerequisite: 12th level
While within 15 feet of this totem, you and your allies gain a
+1 bonus to AC and may make one additional weapon attack
whenever taking the Attack action.
This totem lasts until the end of your next turn. Once you
plant this totem, you must finish a long rest before you can
plant it again.
Attunement of Air Boost: Windlord's Strikes. Creatures
under the effect of this totem deal an additional 1 damage
with attacks they make for each attack they've made in a turn.
Enhancement Boost: Static Frenzy. Creatures under the
effect of this totem have advantage on Dexterity ability checks
and saving throws.

Wind Rush Totem


While within 15 feet of this totem, you and your allies can
take the Dash action as a bonus action. When you and your
allies within 15 feet of this totem take the Dash action, your
speed is increased by 10 feet.
Attunement of Earth Boost: Strengthened Stride.
Creatures that take the Dash action while within 15 feet of
this totem, you gain a +1 bonus to their AC until the start of
their next turn.
Enhancement Boost: Spirit Walk. When you and your
allies take the Dash action while within 15 feet of this totem,
you also benefit from the Disengage action.

12
Spells
Spells with a ✦ appear later in this section.

2nd level Thunder Step Scrying


Cantrips Tidal Wave Sundering✦
Aganazzar’s Scorcher
Acid Splash Augury Wall of Sand Transmute Rock
Booming Blade Continual Flame Wall of Water Wall of Stone
Control Flames Water Breathing
Dust Devil
Frostbite Water Walk 6th level
Earthbind
Green Flame Blade Wind Wall Bones of the Earth
Enhance Ability
Guidance Find Traps Chain Lightning
Gust 4th level Find the Path
Flaming Sphere
Lightning Lure Gentle Repose Chain Heal✦ Investiture of Flame
Lightning Strike✦ Lesser Restoration Conjure Minor Elementals Investiture of Ice
Message Locate Animals or Plants Control Water Investiture of Stone
Mold Earth Death Ward Investiture of Wind
Locate Object
Produce Flame Divination Move Earth
Acid Arrow
Resistance Elemental Bane Otiluke's Freezing Sphere
Maximilian’s Earthen Grasp
Shape Water Scorching Ray Fire Shield Primordial Ward
Spare the Dying See Invisibility Freedom of Movement Wall of Ice
Thunderclap Skywrite Ice Storm Wind Walk
Snilloc’s Snowball Swarm Locate Creature
1st level Polymorph 7th level
Spike Growth
Absorb Elements Stone Shape Fire Storm
Warding Wind
Burning Hands Stoneskin Plane Shift
Chromatic Orb 3rd level Storm Sphere Regenerate
Create or Destroy Water Call Lightning Thunderstorm✦ Sequester
Cure Wounds Wall of Fire Spirit Link✦
Clairvoyance
Detect Evil and Good Watery Sphere Symbol
Counterspell
Detect Poison and Disease Whirlwind
Dispel Magic
Earth Shock✦ 5th level
Earthen Spike✦
Earth Tremor Awaken 8th level
Elemental Weapon
Find Familiar Commune Antipathy/Sympathy
Erupting Earth
Flame Shock✦ Conjure Elemental Control Weather
Haste
Frost Shock✦ Contact Other Plane Earthquake
Lava Burst✦
Healing Word Control Winds Incendiary Cloud
Melf’s Minute Meteors
Ice Knife Dispel Evil and Good Tsunami
Magic Circle
Identify Greater Restoration
Lightning Shield✦
Meld into Stone
Hallow
9th level
Protection from Energy Astral Projection
Protection from Evil and Remove Curse Legend Lore
Good Maelstrom Foresight
Revivify Gate
Thunderous Smite Sleet Storm Planar Binding
Thunderwave Raise Dead Mass Heal
Speak with Dead Storm of Vengeance
Witch Bolt Reincarnate✦

13
Lightning Strike At higher levels. When you cast this spell using a spell slot
of 2nd level or higher, the initial damage increases by 1d6 for
Evocation cantrip
each slot level above 1st.
Casting Time: 1 Action
Range: 90 Feet Lightning Shield
Components: V, S 1st-level abjuration
Duration: Instantaneous
Casting Time: 1 Bonus Action
You hurl a bolt of lightning at a target within range. Make a Range: 60 feet
ranged spell attack roll against the target. You have advantage Components: S
on the attack roll if the target is wearing armor made of metal Duration: 10 minutes (c)
or is made primarily of metal. On a hit, the target takes 1d8
You call upon the element of air and surround a friendly
lightning damage.
target within range with a field of crackling electricity. Until
The spell's damage increases by 1d8 when you reach 5th
the spell ends, the target gains a +1 bonus to their AC and
level (2d8), 11th level (3d8), and 17th level (4d8).
when a creature hits it with a melee attack, that creature
takes 1d4 lightning damage.
Earth Shock
At higher levels. When you cast this spell using a spell slot
1st-level evocation
of 2nd level or higher, the damage increases by 1d4 for each
Casting Time: 1 Action slot level above 1st.
Range: 30 Feet
Components: V, S Earthen Spike
Duration: Instantaneous 3rd-level transmutation
You extend you hand an manifest a bolt of rock and earth and Casting Time: 1 Action
send it hurling at a creature you can see within range. The Range: 60 Feet
target must make a Dexterity saving throw. It takes 2d10 Components: V, S, M (a granite pebble)
bludgeoning damage on a failed save, or half as much Duration: 1 hour (c)
damage on a successful one.
You place your hand on the ground and evoke the element of
A creature damaged by this spell has disadvantage on a
earth, erupting a spike of earth at a point within range. A 5-
concentration check made as a result of the damage.
foot radius, 15-foot high spike of earth erupts from that point.
At Higher Levels. When you cast this spell using a spell
Each creature within that area must make a Dexterity saving
slot of 2nd level or higher, the damage increases by 1d10 for throw. On a failed save, a creature takes 6d8 bludgeoning
each slot level above 1st. damage, or half as much damage on a success. Each creature
affected by this spike is pushed away from the point of the
Flame Shock spell to the nearest empty space. A creature who failed the
1st-level evocation
saving throw falls prone.
Casting Time: 1 Action The earthen spike remains for the duration of the spell or
Range: 30 Feet until your concentration is broken at which point it crumbles,
Components: V, S leaving its area as difficult terrain. When it crumbles, each
Duration: Instantaneous creature within 5 feet of it must succeed on a Dexterity
You extend you hand an manifest flames around a creature saving throw or take 1d6 bludgeoning damage.
you can see within range. The target takes 1d6 fire damage At higher levels. When you cast this spell using a spell slot
and begins to burn. A creature that burns because of this of 4th level or higher, the damage increases by 1d8 for each
spell can extinguish the flames using their action to make a slot level above 3rd.
Dexterity check against your spell save DC. If a creature is
burning, they take 1d6 fire damage at the end of their turn.
Lava Burst
3rd-level evocation
At higher levels. When you cast this spell using a spell slot
of 2nd level or higher, the initial damage increases by 1d6 for Casting Time: 1 Action
each slot level above 1st. Range: 60 Feet
Components: V, S
Frost Shock Duration: Instantaneous
1st-level evocation
You call forth a slab of molten earth from the elemental
Casting Time: 1 Action planes and send it flying towards a creature you can see
Range: 30 Feet within range. Make a ranged spell attack against the target.
Components: V, S On a hit, the target takes 6d6 fire damage.
Duration: Instantaneous If the target is burning as a result of the flame shock spell
You extend you hand an manifest ice around the legs of a that you cast, it takes an additional 2d6 fire damage.
creature you can see within range. The target must make a At higher levels. When you cast this spell using a spell slot
Strength saving throw. It takes 2d10 cold damage on a failed of 4th level or higher, the damage increases by 1d6 for each
save, or half as much damage on a successful one. A creature slot level above 3rd.
that fails their saving throw has their speed reduced to 0 until
the start of your next turn.
14
Chain Heal This spell ends prematurely if its material component is
ever not on your person. If you are brought back from the
4th-level evocation
dead by this spell while you still have a penalty from a
Casting Time: 1 Action previous reincarnation, the penalty is cumulative.
Range: 30 Feet
Components: V, S Sundering
Duration: Instantaneous 5th-level evocation
You cause a deluge of restorative water to rush between Casting Time: 1 Action
creatures you can see. Choose a creature you can see within Range: Self (60-foot line)
range. It recovers hit points equal to 3d8 + your spellcasting Components: V, S
ability modifier. The water then rushes to another creature Duration: Instantaneous
within 15 feet and restores 2d8 hit points. A third creature
You strike the earth, and explosively sunder the ground in a
within 15 feet of the last then recovered 1d8 hit points.
line originating from you that is 60 feet long and 5 feet wide.
At higher levels. When you cast this spell using a spell slot
The line follows the elevation of the ground, even travelling
of 5th level or higher, the initial healing increases by 1d8 and
up walls or down cliffs. Each target within 5 feet of this line
it can jump to one addition creature.
must succeed on a Dexterity saving throw or take 6d8
bludgeoning damage, and be knocked prone. A creature that
Thunderstorm
succeeds on its saving throw takes half as much damage and
4th-level evocation
isn't knocked prone.
Casting Time: 1 Action In addition, the ground in the sundered line becomes
Range: Self (15-foot radius) difficult terrain until cleared. Each 5-foot-square portion of
Components: V, S the area requires at least 1 minute to clear by hand.
Duration: Instantaneous At higher levels. When you cast this spell using a spell slot
You erupt with thunderous might, knocking enemies away of 6th level or higher, the damage increases by 1d8 for each
from you. Each creature within 15 feet of you must succeed level above 5th.
on a Constitution saving throw or take 5d8 thunder damage,
and be pushed 15 feet away from you. A creature that
Spirit Link
succeeds on its saving throw takes half as much damage and 7th-level abjuration
isn't pushed. Casting Time: 1 Action
In addition, unsecured objects that are completely within Range: 30 Feet
the area of effect are automatically pushed 10 feet away from Components: V, S
you by the spell's effect, and the spell emits a thunderous Duration: 1 Minute (c)
boom audible out to 300 feet.
You call upon ancestral power to link together the spirits of
At higher levels. When you cast this spell using a spell slot
allies for protection. Choose any number of creatures within
of 5th level or higher, the damage increases by 1d8 for each
range. For the duration, you and any target of this spell are
slot level above 4th.
linked together. Whenever a linked creature takes damage,
that damage is instead split amongst all of the linked
Reincarnation creatures evenly. If damage cannot be split evenly, whatever
5th-level necromancy
creature has the highest total hit points takes the largest
Casting Time: 10 minutes amount.
Range: Self If a linked creature would be reduced to 0 hit points, but
Components: V, S, M (a bejeweled ankh worth 500 gp) not outright killed, they instead gain hit points equal to your
Duration: 10 days shaman level and are severed from the link of this spell.
You protect your soul with the power of the elements. If you Whenever a creature is severed from the link of this spell, you
die during the spell's duration, you are instantly returned to must make a concentration check to maintain concentration
life with half your hit points and the material component of on this spell.
the spell is consumed.
This spell neutralizes any poisons and cures normal
diseases afflicting you when you died. It doesn't, however,
remove magical diseases, curses, and the like; if such effects
aren't removed prior to dying, they still afflict you.
This spell closes all mortal wounds and restores any
missing body parts.
Coming back from the dead is an ordeal. You take a −2
penalty to all attack rolls, saving throws, and ability checks.
Every time you finish a long rest, the penalty is reduced by 1
until it disappears.

15
Totemic Recall
Talents Prerequisite: 10th level
Beginning at 5th level, you gain a talent from the following As an action, you can regain the use of one of your totems
list. You gain additional talents at 10th and 15th level. You that requires a short rest to reuse.
must meet the prerequisite for a talent to learn it. Once you use this talent, you must finish a long rest before
using it again unless you expend a spell slot of 4th level or
Shaman higher to use it again.

Ancestral Empowerment Eye of the Storm


Prerequisite: 5th level Prerequisite: 10th level, Elemental
You gain an additional spell depending on which element you Whenever you or a totem you control scores a critical hit, you
are attuned to: gain 2 Fulminating charges.
Additionally, as a bonus action, you can empower your
Attunement of Air. Lightning Bolt
Fulminating Charges, gaining a number of them equal to your
Attunement of Earth. Slow
proficiency bonus and until the end of your turn when you
Attunement of Fire. Fireball
spend Fulminating Charges, they deal an additional die of
Attunement of Water. Spirit Shroud (cold damage only)
damage.
You are able to cast the spells you gain from this talent Once you use this talent, you must finish a long rest before
once without expending a spell slot. You must finish a long using it again unless you expend a spell slot of 4th level or
rest before you can cast the spell in this way again. higher to use it again.

Elemental Fury Crash Lightning


Prerequisite: 5th level, Elemental Prerequisite: 10th level, Enhancement
You can now hold an additional 2 Fulminating charges and As an action, you slam your weapon down and send out a
can spend an additional 1 when using them. You can add burst of lightning. Creatures within a 15-foot cone in front of
your Wisdom modifier to the damage of your Fulmination you must make a Constitution saving throw. A creature takes
feature. lightning damage equal to 3d10 + your shaman level on a
failed save or half as much damage on a success. A creature
Windfury Weapon that fails their saving throw also becomes conductive until
Prerequisite: 5th level, Enhancement the end of your next turn. Whenever you hit a conductive
You gain an additional option for your Imbue Weapon feature. creature with a weapon attack, it deals an additional 1d6
Additionally, you gain 1 more use of your Imbue Weapon lightning damage to that creature, and any others within 5
feature between rests. feet of it (except for you).
Windfury Weapon. Attacks with this weapon score a Once you use this talent, you must finish a long rest before
critical hit on a 19 or 20 and deal an additional 1d6 using it again unless you expend a spell slot of 4th level or
bludgeoning damage on a hit. On a critical hit, the additional higher to use it again.
damage dice from this talent can be rerolled on a result of 6,
adding the new result onto the total damage. Wavespeaker's Blessing
Prerequisite: 10th level, Restoration
Resonant Waters When your Deep Healing feature triggers additional healing
Prerequisite: 5th level, Restoration on a creature below half of their hit point maximum, an
You can spend two charges of your Guiding Tides to additional creature within 10 feet of the target regains hit
empower a spell of 1st level or higher that heals a creature. points equal to half your shaman level.
An empowered spell gives any creatures affected by the spell Additionally, as an action, you can expend water droplets
temporary hit points equal to your Wisdom modifier. from your Guiding Tides feature to replenish your strength.
Additionally, once while your Riptide feature is active, you You can recover an expended spell slot. The level of the spell
can use your bonus action to empower the feature until the slot equals 1 for every 3 water droplets you expend, up to a
end of your next turn. While empowered, Riptide's healing maximum of 12 droplets.
dice become d6s. Once you use this talent, you must finish a long rest before
using it again.

16
Mana Spring Totem Tidal Elemental Totem
Prerequisite: 15th level Prerequisite: 15th level, Enhancement
This totem lasts until the start of your next turn. A creature When you plant this totem, a Water Elemental is summoned
within 5 feet of the totem can use an action to channel magic to fight along side of you. The elemental is friendly to you and
from the totem to restore their power. The creature regains your allies and follows your commands (no action required)
either a spell slots of a level up to 5th, or the use of a talent or for the duration of the totem. The elemental remains for the
feature that could be recovered on a short rest. duration of the totem or until it is reduced to 0 hit points. It
A creature can only benefit from a Mana Spring Totem acts at the end of your turn in initiative.
once between long rests regardless of the shaman that places Restoration Boost: Torrent. While within 15 feet of the
it. elemental, your Riptide dice become d8s and whenever you
Once you place this totem, it can't be placed again until you restore hit points with a spell, feature, or totem, you restore
finish a long rest. additional hit points equal to your proficiency bonus.
This totem lasts a number of rounds equal to your Wisdom
Magma Elemental Totem modifier.
Prerequisite: 15th level, Elemental Once you place this totem, it can't be placed again until you
When you plant this totem, a Fire Elemental is summoned finish a long rest.
to fight along side of you. The elemental is friendly to you and
your allies and follows your commands (no action required)
for the duration of the totem. The elemental remains for the
duration of the totem or until it is reduced to 0 hit points. It
acts at the end of your turn in initiative.
Elemental Boost: Lava Surge. While within 15 feet of the
elemental, you have advantage on spell attack rolls and if you
deal fire damage to a creature, you deal additional fire
damage equal to half your shaman level.
This totem lasts a number of rounds equal to your Wisdom
modifier.
Once you place this totem, it can't be placed again until you
finish a long rest.

Storm Elemental Totem


Prerequisite: 15th level, Enhancement
When you plant this totem, an Air Elemental is summoned
to fight along side of you. The elemental is friendly to you and
your allies and follows your commands (no action required)
for the duration of the totem. The elemental remains for the
duration of the totem or until it is reduced to 0 hit points. It
acts at the end of your turn in initiative.
Enhancement Boost: Stormflurry. While within 15 feet of
the elemental, you have advantage on melee attack rolls and
when you hit a creature with an attack, it deals additional
lightning damage equal to your Wisdom modifier.
This totem lasts a number of rounds equal to your Wisdom
modifier.
Once you place this totem, it can't be placed again until you
finish a long rest.

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