Elemental Shaman, Variant (5e Class)

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Shaman Shamans are mortal mediators between mortals and the elemental spirits. Often spiritual guides of their communities, these powerful practitioners commune with the ancestors and seek to balance the raging elemental forces, and can call upon them in battle to scorch and blast their enemies, or to strengthen and heal their allies. A Shaman can enhance their weapons with elemental effects, smite enemies with lightning strikes and bursts of lava, and summon powerful elementals to their aid.

The Shaman is a hybrid class, able to specialize in offensive spellcasting, melee damage dealing, or healing. As such, the class is considered highly adaptable and versatile. A Shaman can also use a selection of stationary totems to gain a wide variety of effects, from restoring mana and automatically healing allies to snaring foes and attacking the Shaman's enemies. Shaman are versatile and formidable opponents, able to respond to any situation with a range of unique abilities.

Creating a Shaman Shamans channel the raw power of the elemental spirits rather than divine forces like Clerics or Paladins. They work in harmony with the elements, rather than bending them to their will—misusing this power may even sever their connection to the elements.

With that in mind, what drew you to the calling of the Shaman? Were you raised from birth to tread this path or did you discover it later in life? Shamans are oftentimes leaders of their clan or tribe, were you such a leader or trained under such a leader? What has drawn you into your current adventure and why are you wandering in such a way?

You can make a Shaman quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by constitution and intelligence.

Second, choose the Hermit background. Third, pick a sling and 20 stones, then a mace and a wooden shield, and finally an explorer's pack.

As a Shaman you gain the following class features.

Hit points Hit Dice: 1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per shaman level after 1st

Proficiencies Armor: Light Armor, Shields Weapons: Simple Weapons Tools: Herbalism kit Saving Throws: Wisdom, Constitution Skills: Choose 3 from Athletics, Acrobatics, Nature, Insight, Medicine, Perception, Survival Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) A Sling and 20 stones or (b) 3 Javelins (a) A mace and a wooden shield or (b) Any one simple weapon (a) a dungeoneer's pack or (b) an explorer's pack Leather Armor, an Herbalism Kit, and a Pouch of Dirt

Shaman Table -Spell Slots per Spell Level- Level Proficiency Bonus Features Cantrips 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spell Casting, Primordial speech, Commune with the Elements 2 2 - - - - - - - - 2nd +2 Elemental Shield, Totems 2 3 - - - - - - - - 3rd +2 Shamanistic calling 2 4 2 - - - - - - - 4th +2 Ability Score Improvement 3 4 3 - - - - - - - 5th +3 Ghost Wolf 3 4 3 2 - - - - - - 6th +3 Shamanistic calling Feature 3 4 3 3 - - - - - - 7th +3 - 3 4 3 3 1 - - - - - 8th +3 Ability Score Improvement 3 4 3 3 2 - - - - - 9th +4 - 3 4 3 3 3 1 - - - - 10th +4 Totemic Projection 4 4 3 3 3 2 - - - - 11th +4 - 4 4 3 3 3 2 1 - - - 12th +4 Ability Score Improvement 4 4 3 3 3 2 1 - - - 13th +5 - 4 4 3 3 3 2 1 1 - - 14th +5 Bloodlust 4 4 3 3 3 2 1 1 - - 15th +5 Shamanistic calling Feature 4 4 3 3 3 2 1 1 1 - 16th +5 Ability Score Improvement 4 4 3 3 3 2 1 1 1 - 17th +6 - 4 4 3 3 3 2 1 1 1 1 18th +6 Conduit of the Elements 4 4 3 3 3 3 1 1 1 1 19th +6 Epic Boon 4 4 3 3 3 3 1 1 1 1 20th +6 - 4 4 3 3 3 3 2 2 1 1


Spellcasting Spell Save DC = 8 + proficiency bonus + Wisdom modifier

Spell Attack Modifier = proficiency bonus + Wisdom modifier

You know a number of spells equal to your Level + Your Wisdom modifier however you cannot know any spells which have a spell level higher than your current maximum spell slot level. The spells you know can be exchanged out once per level.

Primordial speech You learn Primordial if you don’t already know it.

Commune with the Elements Entering a trance-like state for 1 hour, you commune with nearby elements: fire, earth, water, air, and local spirits allowing them to express emotions, visions, or whispers to you. Their mood may affect your own, causing distractions or emotional shifts at DM discretion.

Totems At 2nd level, you gain the ability to summon elemental totems, each representing one of the four elements (Air, Earth, Fire, and Water). You can have one active totem per element at a time. If you summon a new totem of the same element, the previous one immediately disappears. You can summon each element’s totem a number of times per long rest equal to your proficiency bonus. When you gain this feature, you learn one totem per element. You gain an additional totem choice at 6th level, again at 13th and again at 18th level.

Totems have the following statistics AC: Totems have an AC of 10 Hit points: equal to your Shaman level Area of effect range: totems have a range of 30 ft unless stated otherwise Range: Totems can be placed within 30ft of the Shaman in an unoccupied space Effect dice: the totem’s effect dice increases by 1d4 at lvl 6, again at lvl 13 and again at 18th lvl to a maximum of 4d4 at 18th lvl. Duration: Totems last for 1 minute unless stated otherwise.

Air Totems

Sentry Totem Components: Palm branch, eyes of a creature with darkvision Area of effect range: 60 ft Duration: 1 hour

You can choose to see through this totem instead of your own, when you do so you see the totem's surroundings, and you are blind for as long as you do so. You gain 60 ft of darkvision when seeing through this totem at 6th, 60 ft of tremorsense at 13th, and 60 ft of truesight at 18th level.

Windwall Totem Components: Palm branch, a wind instrument

This totem generates strong wind, which disperses fog, smoke, and gases. Prevents Small or smaller flying creatures/objects from passing through. Lifts loose, lightweight materials upward. Imposes disadvantage on ranged attacks passing through (except for large/heavy projectiles). Blocks creatures in gaseous form from passing.

Grace of Air Totem Prerequisite: 6th-Level Shaman Components: Palm branch, feather of a beast

You and friendly creatures within range of this totem gain +1 to Dexterity ability checks, Dexterity saving throws, and attack rolls where the user’s Dexterity is added to the attack roll. The bonus to ability checks and saving throws increases by +1 at 13th and again at 18th level.

Windfury Totem Prerequisite: 6th-Level Shaman Components: Palm branch, vial of air captured during a storm

Creatures of your choice within this totem’s range can make an additional melee weapon attack with the same weapon against the same target on an attack roll of 19-20 that hits. This increases in potency to 18-20 at 13th level, 17-20 at 18th level, etc. Weapon attacks already affected by a Mana Stream Totem, a Flametongue Totem or a Strength of Earth Totem cannot also be affected by the Windfury Totem.

Earth Totems

Earthbind Totem Components: Oak branch, 50 ft of rope, 1 pound of clay Area of effect range: 10 ft

The area within this totem’s range becomes difficult terrain. At 6th level, you are not affected by this totem. At 13th level, your allies are not affected by this totem. At 18th level, creatures within range of this totem that are in the air must make a Strength saving throw at the beginning of each of their turns, or fall to the ground prone.

Stoneclaw Totem Components: Oak branch, claw of a cr 1/4 or greater beast, a melee weapon

When an unfriendly creature starts its turn within this totem’s range, it must make a Wisdom saving throw against your spell save DC or become taunted. Taunted creatures must move toward and attack the totem if able. The effect ends if the creature succeeds a saving throw at the start of its turn or the totem is destroyed. The totem’s HP increases by +5 at 6th, 13th, and 18th level.

Stoneskin Totem Prerequisite: 6th-Level Shaman Components: Oak branch, hide of a cr 1/4 or higher beast, a shield

When you and friendly creatures within this totem’s range take non magical bludgeoning, piercing, or slashing damage, that damage is reduced by 2. This damage reduction is increased by 2 at 13th and again at 18th level.

Strength of Earth Totem Prerequisite: 6th-Level Shaman Components: Oak branch, a shard of granite, marble, or obsidian

You and friendly creatures within range of this totem gain +1 to Strength ability checks, Strength saving throws, and attack rolls where the user’s Strength is added to the attack roll. The bonus to ability checks and saving throws increases by +1 at 13th and again at 18th level. Weapon attacks already affected by a Mana Stream Totem, a Flametongue Totem or a Windfury Totem cannot also be affected by the Strength of Earth Totem.


Fire Totems

Blazing Hearth Totem Components: Pine branch, a volcanic stone, charcoal dust

The Blazing Hearth Totem creates an aura of pleasant heat, providing warmth and endurance. Creatures of your choice within range of this totem gain resistance to cold damage and advantage on Constitution saving throws against exhaustion caused by extreme environments. additionally If a creature within range of the totem ignites an object (such as a torch, weapon, or spell component), the fire burns hotter and lasts twice as long as usual.

Searing Totem Components: Pine branch, sulfur and phosphorus, a ranged weapon.

At the start of each of your turns, this totem fires a bolt of fire towards a creature of your choice. Make a ranged spell attack against the target on a hit the target takes 1d4 fire damage.

Fire Nova Totem Prerequisite: 6th-Level Shaman Components: Pine branch, dry tinder, flint, steel

At the start of your next turn, this totem radiates a shockwave of fire, destroying itself in an explosion. Creatures other than you within this totem’s range must make a Dexterity saving throw, on a failed save they take 2d4 fire damage and are pushed 5 ft away from the totem. On a successful save, creatures take half damage and are not pushed.

Flametongue Totem Prerequisite: 6th-Level Shaman Components: Pine branch, head of an adder, spices

Creatures of your choice within this totem’s range gain an additional 1d4 fire damage to melee weapon attacks. Weapon attacks already affected by a Mana Stream Totem, a Strength of Earth Totem or a Windfury Totem cannot also be affected by Flametongue Totem.


Water Totems

Cleansing Totem Components: Cedar branch, vinegar, olive oil, salt

You and allies within this totem’s range gain advantage on Constitution saving throws against diseases or being poisoned and resistance to Poison damage.

Healing Stream Totem Components: Cedar branch, waterskin filled with pure water

At the start of each of your turns, target creature of your choice within range of the Totem restores 1d4 Hit Points. If the creature is dying, unconscious or not in combat, it doesn't benefit from the healing of this totem.

Resistance Totem Prerequisite: 6th-Level Shaman Components: Cedar branch, charcoal, blood of a humanoid creature

You and allies within this totem’s range gain resistance to one of the following damage types of your choice: cold, fire, lightning or thunder. You can choose an additional damage type at lvl 13 and again at 18th lvl

Mana Stream Totem Prerequisite: 6th-Level Shaman Components: Cedar branch, wine

Damaging spells cast by you and allies within this totem’s range deal additional +1 damage. Spells that restore hit points cast by your or your allies within this totem’s range restore +1 additional hit points. Bonus damage dealt and hit points regained increases by +1 at 13th and again at 18th level. Weapon attacks already affected by a Flametongue Totem, a Strength of Earth Totem or a Windfury Totem cannot also be affected by Mana Stream Totem. Elemental Shield At 2nd level, you gain access to Elemental Shields, automatically learning Water Shield. Your second shield is determined by your Shamanistic Calling at 3rd level. Shields last for 1 minute and require an action to activate or dismiss. Shields can only be cast on yourself unless stated otherwise, and you can have only one active at a time. You can use this feature a number of times equal to your Wisdom modifier, regaining all uses on a long rest.

Water Shield At 2nd level, you gain access to Water Shield, surrounding you with three globes of living water. Each time you're hit by an attack, a globe is consumed. When all three globes are used, you regain a 1st-level spell slot. While active, you have resistance to fire damage.

Shamanistic calling At 3rd level, you choose an Shamanistic calling. Choose Destruction, Enhancement, or Restoration, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 6th and 15th level.

Ghost Wolf At 5th level, you can transform into a Ghost Wolf by expending a 1st-level or higher spell slot. This form lasts for 1 hour or until you fall unconscious. Your movement speed is doubled. You gain advantage on Dexterity (Stealth) checks due to your semi-transparent form. You gain advantage on saving throws against movement-impairing effects, including difficult terrain. You cannot attack while in this form, casts spell or use any objects requiring hands.

Elemental Resonance At 6th level you have learned to attune to elemental energy, harnessing residual magic from your spellcasting. When you cast a Shaman spell, you gain Elemental Resonance Points (ERP) equal to: 1d4 + 2 - the spell’s level (minimum 1 ERP). You can store an amount of ERP equal to your Shaman level. When you deal Cold, Fire, Lightning, or Thunder damage with a Shaman spell, you can increase the damage by 1 to a single target of the spell for each 2 ERP spent. You can spend up to your Wisdom modifier in ERP per spell. This feature can be used once per turn.

Totemic Projection At 10th Level, your mastery over the elemental powers bound to your totems increases and you are able to relocate your totems using your spiritual powers as well as summon multiple totems at the same time. As a bonus action you can move one or more active totems to an unoccupied space for each within 30 ft of you. In addition you can expend a spell slot when summoning a totem to summon multiple additional totems of different elements simultaneously. You summon a number of additional totems equal to the spell slot level used. You can use this ability a number of times equal to your Wisdom modifier per long rest.

Blood Lust Starting at 14th level, as an action, you unleash a primordial war cry. You and allies within 30 ft that hear this war cry, can take an extra action on their next turns. This feature can be used once per long rest.

Conduit of the Elements At 18th level, your understanding of the elements has grown and you can freely change the damage type of any spell you cast to Cold, Fire, Lightning, or Thunder as you cast it.

Epic Boon At level 19 you gain an Epic Boon feat or another feat of your choice for which you qualify. Boon of Energy Resistance is recommended.

Shamanistic calling: Enhancement Elemental Tread At 3rd level, your steps leave faint elemental traces; smoldering embers, frost, swirling dust, or gentle tremors. These signs fade quickly but mark you as touched by primal forces.

Wind Shield Also at 3rd level, you gain access to Wind Shield, surrounding you in swirling winds. While active, you gain +1 AC, resistance to thunder damage, and increased walking speed equal to 5 times your proficiency bonus.

Warrior of the Elements At 3rd level, you gain proficiency in medium armor and martial melee weapons. You can use your Wisdom modifier for attack and damage rolls with melee weapons.

Additionally your training with weapons allows you to use the mastery properties of two kinds of simple or martial melee weapons of your choice, such as great-axes and handaxes. Whenever you finish a long rest, you can practice weapon drills and change one of those weapon choices.

Fighting Styles When you follow this calling you gain a Fighting Style feat of your choice.

Imbue Weapon Also at 3rd level you can empower your weapon attacks with elemental power. As a bonus action, you can expend a 1st level or higher spell slot to imbue a held melee weapon you are proficient with. Choose Cold, Fire, Lightning or Thunder when you imbue the weapon, add 1d4 damage of that type when you deal damage to a creature with that weapon. For each 2 spell slot levels above 1st, the extra damage increases by 1d4 (e.g., 2d4 for 3rd level, 3d4 for 5th level). A weapon can have only one infusion at a time and it lasts until a long rest. If a non-Shaman wields the weapon, the infusion fades immediately. Imbued weapons count as free hands for casting but still incur melee spellcasting penalties within 5 ft.

Resonant strikes At 6th level, you can spend 4 Elemental Resonance Points (ERP) to take the Attack action for free once on each of your turns.

Air Ascendance At 15th level you become one with the elemental energies or air. You can cast the spell Investiture of Wind once per long rest without using a spell slot, if cast in this way the spell doesn’t require concentration. Shamanistic calling: Destruction Spirit Echoes At 3rd level, spirits flicker near you in whispers, chills, or ghostly flashes at dusk or sacred sites. Their presence lingers, drawn to your elemental power.

Lightning Shield Also at 3rd level, you gain access to Lightning Shield, surrounding you with 3 charges of crackling lightning. When a creature ends its turn within 5 ft, it takes 1d4 lightning damage, consuming a charge. When all charges are used, you can cast a 1st-level spell for free using your reaction. While active you gain resistance to lightning damage.

Totemic Destruction Additionally your knowledge of primordials and spirits grants you access to a powerful destructive totem. This totem is a spirit based totem and so can coexist next to the 4 elemental totems as a 5th totem.

Spirit Totem Ancestral Echo Totem Components: A wooden sigil, a piece of obsidian, a shard of elemental crystal

The Ancestral Echo Totem hums with raw elemental power, reacting to the destructive magic of its creator. When you cast a spell that deals Cold, Fire, Lightning, or Thunder damage to a creature, the totem deals 1 damage of the same type as the triggering spell to a creature of your choice within range of the totem. The damage increases by 1 at 6th level, 13th level, and 18th level.

Unleashed Fury At 6th level, you can spend 4 Elemental Resonance Points (ERP) once per turn to cast a free spell. It needs to be a 1st level spell that normally costs an action or a bonus action to cast, you cast it using a bonus action The spell is cast at its lowest level and does not consume a spell slot. Spells cast this way do not generate ERP.

Flame Ascendance At 15th level you become one with the elemental energies or fire. You can cast the spell Investiture of Flame once per long rest without using a spell slot, if cast in this way the spell doesn’t require concentration. Shamanistic calling: Restoration Ripple of Still Waters At 3rd level, our presence calms the anxious and quiets the wild. A soothing breeze or scent of fresh rain often accompanies you.

Earth shield Also at 3rd level, when you choose this calling, you gain access to Earth Shield, which can be cast on a creature within 30 ft unlike the other shields. While active, it reduces non magical damage by 1 and has 3 charges. When the target takes damage, a charge is expended, and they heal 1d4 HP. The shield dissipates after all charges are used.

Spirit link Additionally, as an action, you can link the souls of two allies so that they both benefit from your elemental restoration.

Both allies need to