{"name":"Shaman","overview":"[h1]The Shaman[\/h1]\r\n[table]\r\n[tr]\r\n[th]Level[\/th]\r\n[th]Proficiency\r\nBonus[\/th]\r\n[th]Features[\/th]\r\n[th]Cantrips\r\nKnown[\/th]\r\n[th]Spells\r\nKnown[\/th]\r\n[th]Spell\r\nSlots[\/th]\r\n[th]Spell\r\nLevel[\/th]\r\n[th]Totems\r\nCrafted[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]1st[\/td]\r\n[td]+2[\/td]\r\n[td]Totem Magic, Primordial, Spirit Guide[\/td]\r\n[td]3[\/td]\r\n[td]3[\/td]\r\n[td]1[\/td]\r\n[td]1st[\/td]\r\n[td][\/td]\r\n[\/tr]\r\n[tr]\r\n[td]2nd[\/td]\r\n[td]+2[\/td]\r\n[td]Totems[\/td]\r\n[td]3[\/td]\r\n[td]4[\/td]\r\n[td]2[\/td]\r\n[td]1st[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]3rd[\/td]\r\n[td]+2[\/td]\r\n[td]Totemic Specialty[\/td]\r\n[td]3[\/td]\r\n[td]5[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]4th[\/td]\r\n[td]+2[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]6[\/td]\r\n[td]2[\/td]\r\n[td]2nd[\/td]\r\n[td]2[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]5th[\/td]\r\n[td]+3[\/td]\r\n[td][\/td]\r\n[td]4[\/td]\r\n[td]7[\/td]\r\n[td]3[\/td]\r\n[td]3rd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]6th[\/td]\r\n[td]+3[\/td]\r\n[td]Archetype Feature[\/td]\r\n[td]4[\/td]\r\n[td]8[\/td]\r\n[td]3[\/td]\r\n[td]3rd[\/td]\r\n[td]3[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]7th[\/td]\r\n[td]+3[\/td]\r\n[td]Spirit Walk[\/td]\r\n[td]4[\/td]\r\n[td]9[\/td]\r\n[td]3[\/td]\r\n[td]4th[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]8th[\/td]\r\n[td]+3[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]4[\/td]\r\n[td]10[\/td]\r\n[td]3[\/td]\r\n[td]4th[\/td]\r\n[td]4[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]9th[\/td]\r\n[td]+4[\/td]\r\n[td][\/td]\r\n[td]4[\/td]\r\n[td]11[\/td]\r\n[td]3[\/td]\r\n[td]5th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]10th[\/td]\r\n[td]+4[\/td]\r\n[td]Archetype Feature[\/td]\r\n[td]5[\/td]\r\n[td]12[\/td]\r\n[td]3[\/td]\r\n[td]5th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]11th[\/td]\r\n[td]+4[\/td]\r\n[td]Spiritual Awakening (6th level)[\/td]\r\n[td]5[\/td]\r\n[td]12[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]5[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]12th[\/td]\r\n[td]+4[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]13th[\/td]\r\n[td]+5[\/td]\r\n[td]Spiritual Awakening (7th level)[\/td]\r\n[td]5[\/td]\r\n[td]13[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]14th[\/td]\r\n[td]+5[\/td]\r\n[td]Archetype Feature[\/td]\r\n[td]5[\/td]\r\n[td]14[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]6[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]15th[\/td]\r\n[td]+5[\/td]\r\n[td]Spiritual Awakening (8th level)[\/td]\r\n[td]5[\/td]\r\n[td]14[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]16th[\/td]\r\n[td]+5[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]15[\/td]\r\n[td]4[\/td]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]17th[\/td]\r\n[td]+6[\/td]\r\n[td]Spiritual Awakening (9th level)[\/td]\r\n[td]5[\/td]\r\n[td]15[\/td]\r\n[td]5[\/td]\r\n[td]5th[\/td]\r\n[td]7[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]18th[\/td]\r\n[td]+6[\/td]\r\n[td]Archetype Feature[\/td]\r\n[td]5[\/td]\r\n[td]16[\/td]\r\n[td]5[\/td]\r\n[td]5th[\/td]\r\n[td]8[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]19th[\/td]\r\n[td]+6[\/td]\r\n[td]Ability Score Improvement[\/td]\r\n[td]5[\/td]\r\n[td]16[\/td]\r\n[td]5[\/td]\r\n[td]5th[\/td]\r\n[td]8[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]20th[\/td]\r\n[td]+6[\/td]\r\n[td]Totem Mastery[\/td]\r\n[td]5[\/td]\r\n[td]16[\/td]\r\n[td]5[\/td]\r\n[td]5th[\/td]\r\n[td]8[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n[h2]Shaman[\/h2]\r\n\r\nThe highwaymen descend on a strangely dressed girl,paying no thought to the odd-looking pole she stabs\r\ninto the ground as they surround her\u2014until that\u00a0pole belches gouts of crimson flame, igniting their\r\ncloaks and beards and searing their lungs when\u00a0they open their mouths to curse her.\r\nWreathed in the spirit of the cave winds, a dwarf\u00a0vaults the escarpment and barrels into a band\r\nof orcs. Quick to gather himself, he swings\u00a0his warhammer in wide circles, buffeting his\r\nstartled enemy with a blasting wind, scattering\u00a0them in all directions.\r\nA dust-covered party of adventurers stagger from an ancient tomb, badly wounded\r\nby a collapsed ceiling, but before they have a\u00a0chance to feel defeated, a gentle rain starts to\r\nfall, washing away dust, vanishing bruises, mending bones, and restoring vigor.\r\nShamans are powerful spellcasters who call\u00a0upon their ancestors for divine knowledge and\r\nupon the forces of nature to heal their allies\u00a0and punish their foes. Shamans act as sacred\r\nintermediaries between the natural and the\u00a0supernatural world, using magic to cure\r\nillness, foretell the future, and harness elemental forces to help their tribes and clans\r\nin troubled times. Shamans create their\u00a0own reality, having discovered the weave\r\nafter experiencing an inner awakening. \r\n\r\n[h2]Ancestors and Elements[\/h2]\r\n\r\nAs the spiritual leaders of their tribes and clans,\u00a0shamans commune with the unseen spirits that walk\r\namong us\u2014their dead ancestors and other creatures that\u00a0inhabit the spirit world, both benevolent and malevolent.\r\nShamans also revere the spirits that dwell in all things\u2014\u00a0trees and mountains, heirlooms and apples, waterfalls and\r\nshooting stars. A powerful shaman can manipulate these\u00a0spirits to gain hidden knowledge and to access the secret\r\nopenings through which the inexhaustible elemental\u00a0energies of the cosmos pour into the world.\r\nAdventuring shamans use their spiritual power to\u00a0restore health to injured allies, leap into the fray with\r\nweapons enhanced with elemental energy, and devastate\u00a0enemies from afar with lightning strikes, earthquakes,\u00a0and lava bursts.\r\n\r\n[h2]Totems[\/h2]\r\n\r\nShamans use totems to call forth the aid of powerful\u00a0spirits and to focus the four elements\u2014air, earth, fire, and\u00a0water\u2014to help themselves and their allies or to hinder\u00a0those who threaten them.\u00a0\r\n[h2]Creating a Shaman[\/h2]\r\n\r\n\u00a0 \u00a0 When creating a shaman, think about where your character comes from, his or her place in the world, and their\r\nconnection to the tribe or clan where they spent their formative years. Talk with your GM about an appropriate\r\norigin for your shaman. Were they instructed by an older shaman? Did they come from a distant land, making\r\nthem an oddity in your campaign? Or is the campaign set in the wilds, where shamanic practices are common?\r\nConsider why your character walks with one foot in the spirit world. Perhaps your character had a dramatic encounter with a maleficent spirit and survived the experience, or was born during a blizzard or earthquake, which was interpreted as a sign that becoming a shaman was your character\u2019s destiny. What led your shaman to take up the adventuring life?\r\nDoes the tribe or clan require their shaman to spend time in the outside world before returning to lead them\r\nin spiritual matters? Did monsters or an invading horde drive your shaman out of their homeland? Or maybe your\r\nshaman was cast out from their people because of a crime committed, a taboo violated, or a coup that removed\r\nyour shaman from a position of authority. Perhaps your character was a runaway or orphan, befriended by a wandering shaman; or maybe their homeland was befouled by evil, and they took up an adventuring life in hopes of returning one day to cleanse it.\r\n\r\n[h2]Quick Build[\/h2]\r\n\r\n\u00a0 \u00a0 You can make a shaman quickly by following these suggestions. First, Wisdom should be your highest attribute,\r\nfollowed by Strength or Constitution. Second, choose\r\nthe Outlander background. Third, choose [i]control flames[\/i],\r\n[i]guidance[\/i], and [i]thunderclap[\/i] as your cantrips, and choose\r\n[i]earth tremor, cure wounds[\/i], and [i]thunderous smite[\/i] as your\r\n1st-level spells.\r\n\r\n\r\n[h2]Multiclassing As A Shaman[\/h2]\r\n\u00a0 \u00a0 To multiclass as a shaman, you must have a Wisdom score\r\nof at least 13. If you are multiclassing into shaman from\r\nanother class, you gain proficiency with woodcarver\u2019s\r\ntools.\r\n\u00a0 \u00a0 If you have both the Spellcasting class feature and the\r\nTotem Magic class feature from the shaman class, you can\r\nuse the spell slots you gain from the Totem Magic feature\r\nto cast spells you know or have prepared from classes\r\nwith the Spellcasting class feature, and you can use the\r\nspell slots you gain from the Spellcasting class feature to\r\ncast shaman spells you know.","hitdice":"d8","hitpointsfirstlevel":"8 + your Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + your Constitution modifier per shaman level after 1st","armorproficiencies":"Light armor","weaponproficiences":"Simple weapons","tools":"Woodcarver\u2019s tools","savingthrows":"Wisdom, Charisma","skills":"Choose two from Animal Handling, Athletics,\r\nHistory, Insight, Medicine, Nature, and Survival","equipment":"You start with the following equipment, in addition to the\r\nequipment granted by your background:\r\n\u2022 (a) a spear or (b) any simple melee weapon\r\n\u2022 (a) 4 javelins or (b) a shortbow and 20 arrows\r\n\u2022 (a) leather armor, an explorer\u2019s pack, and a totemic\u00a0focus\r\nAlternatively, you can ignore the equipment here and in\r\nyour background, and buy 5d4 \u00d7 10 gp worth of equipment from the equipment chapter in the core rules.","spellcasting":"[left][h1]Shaman Spells[\/h1]\r\n[\/left][left][h3]Cantrips[\/h3]\r\n[\/left][left]Acid Splash[\/left][left]Booming Blade[\/left][left]Control Flames[\/left][left]Frostbite[\/left][left]Guidance[\/left][left]Gust[\/left][left]Lightning Lure[\/left][left]Magic Stone[\/left][left]Mending[\/left][left]Message[\/left][left]Mold Earth[\/left][left]Primal Savagery[\/left][left]Produce Flame[\/left][left]Resistance[\/left][left]Shape Water[\/left][left]Spare the Dying[\/left][left]Thunderclap[\/left][left][h3]1st level[\/h3]\r\n[\/left][left]Absorb Elements[\/left][left]Alarm[\/left][left]Bane[\/left][left]Bless[\/left][left]Ceremony[\/left][left]Chromatic Orb[\/left][left]Create or Destroy Water[\/left][left]Cure Wounds[\/left][left]Detect Evil and Good[\/left][left]Detect Poison and[\/left][left]Disease[\/left][left]Earth Tremor[\/left][left]Find Familiar[\/left][left]Fog Cloud[\/left][left]Healing Word[\/left][left]Identify[\/left][left]Protection from Evil and[\/left][left]Good[\/left][left]Searing Smite[\/left][left]Thunderous Smite[\/left][left]Thunderwave[\/left][left]Unseen Servant[\/left][left]Zephyr Strike[\/left][left][h3]2nd level[\/h3]\r\n[\/left][left]Augury[\/left][left]Continual Flame[\/left][left]Dust Devil[\/left][left]Earthbind[\/left][left]Enhance Ability[\/left][left]Find Steed[\/left][left]Find Traps[\/left][left]Flaming Sphere[\/left][left]Gentle Repose[\/left][left]Healing Spirit[\/left][left]Lesser Restoration[\/left][left]Locate Animals or Plants[\/left][left]Locate Object[\/left][left]Morden\u2019s Earthen Grasp*[\/left][left]See Invisibility[\/left][left]Skywrite[\/left][left]Spike Growth[\/left][left]Warding Wind[\/left]\r\n\r\n[h3]3rd level[\/h3]\r\n\r\n[left]Bestow Curse[\/left][left]Clairvoyance[\/left][left]Elemental Weapon[\/left][left]Erupting Earth[\/left][left]Haste[\/left][left]Lightning Bolt[\/left][left]Magic Circle[\/left][left]Meld into Stone[\/left][left]Protection from Energy[\/left][left]Remove Curse[\/left][left]Revivify[\/left][left]Sleet Storm[\/left][left]Speak with Dead[\/left][left]Spirit Guardians[\/left][left]Tidal Wave[\/left][left]Thunder Step[\/left][left]Wall of Sand[\/left][left]Wall of Water[\/left][left]Water Breathing[\/left][left]Water Walk[\/left][left]Wind Wall[\/left][left][h3]4th level[\/h3]\r\n[\/left][left]Conjure Minor[\/left][left]Elementals[\/left][left]Control Water[\/left][left]Death Ward[\/left][left]Elemental Bane[\/left][left]Find Greater Steed[\/left][left]Fire Shield[\/left][left]Ice Storm[\/left][left]Locate Creature[\/left][left]Stone Shape[\/left][left]Stoneskin[\/left][left]Storm Sphere[\/left][left]Wall of Fire[\/left][left]Watery Sphere[\/left][left][h3]5th level[\/h3]\r\n[\/left][left]Awaken[\/left][left]Commune[\/left][left]Conjure Elemental[\/left][left]Contact Other Plane[\/left][left]Control Winds[\/left][left]Dispel Evil and Good[\/left][left]Greater Restoration[\/left][left]Hallow[\/left][left]Maelstrom[\/left][left]Planar Binding[\/left][left]Raise Dead[\/left][left]Scrying[\/left][left]Skill Empowerment[\/left][left]Transmute Rock[\/left][left]Wall of Stone[\/left][left][h3]6th level[\/h3]\r\n[\/left][left]Bones of the Earth[\/left][left]Chain Lightning[\/left][left]Find the Path[\/left][left]Investiture of Flame[\/left][left]Investiture of Ice[\/left][left]Investiture of Stone[\/left][left]Investiture of Wind[\/left][left]Move Earth[\/left][left]Primordial Ward[\/left][left]Wall of Ice[\/left][left]Wind Walk[\/left][left][h3]7th level[\/h3]\r\n[\/left][left]Etherealness[\/left][left]Fire Storm[\/left][left]Plane Shift[\/left][left]Regenerate[\/left][left]Resurrection[\/left][left]Whirlwind[\/left][left][h3]8th level[\/h3]\r\n[\/left][left]Antipathy\/Sympathy[\/left][left]Control Weather[\/left][left]Earthquake[\/left][left]Incendiary Cloud[\/left][left]Tsunami[\/left][left][h3]9th level[\/h3]\r\n[\/left][left]Astral Projection[\/left][left]Foresight[\/left][left]Storm of Vengeance[\/left][left]True Resurrection[\/left][left][b]*renamed spells[\/b][\/left]","features":"[h2]Spirit Guide[\/h2]\r\n\r\nYour spiritual connections have taught you to work more\u00a0effectively with certain otherworldly beings.\r\nYou can speak, read, and write Primordial, the language\u00a0of the elemental planes. Primordial is a guttural language,\r\nfilled with harsh syllables and hard consonants.\r\n\r\nAdditionally, you have advantage on Charisma checks\u00a0you make when interacting with spirits or elementals.\u00a0\r\n\r\n[h2]Totem Magic[\/h2]\r\nAs a medium of the elemental and spiritual realms, you\u00a0can cast shaman spells. See chapter 10 in your player\u2019s\r\nhandbook for the general rules on spellcasting and the\u00a0end of this document for the shaman class spell list.\r\n\r\n[h3]Cantrips[\/h3]\r\n\r\nYou know three cantrips of your choice from the shaman\u00a0spell list. You learn additional cantrips of your choice at\r\nhigher levels, as shown on the Cantrips Known column of\u00a0the Shaman table.\r\n\r\n[h3]Spell Slots[\/h3]\r\n\r\nThe Shaman table shows how many spell slots you have.\u00a0The table also shows what the level of those slots is; all\r\nof your spell slots are the same level. To cast one of your\u00a0shaman spells of 1st level or higher, you must expend a\r\nspell slot. You regain all of your spell slots when you finish\u00a0a short or long rest.\r\n\r\n[h3]Spells Known of 1st Level and Higher[\/h3]\r\n\r\nAt 1st level, you know three 1st-level spells of your choice\u00a0from the shaman spell list.\r\nThe Spells Known column of the Shaman table shows\u00a0when you learn more shaman spells of your choice of 1st\r\nlevel and higher. A spell you choose must be of a level no\u00a0higher than what\u2019s shown in the table\u2019s Spell Level column\r\nfor your level.\r\n\r\nAdditionally, when you gain a level in this class, you can\u00a0choose one of the shaman spells you know and replace it\r\nwith another spell from the shaman spell list, which also\u00a0must be of a level equal to or lower than your spell slot\u00a0level.\r\n\r\n[h3]Spellcasting Ability[\/h3]\r\n\r\nWisdom is your spellcasting ability for your shaman\u00a0spells, so use your Wisdom whenever a spell refers\r\nto your spellcasting ability. In addition, you use your\u00a0Wisdom modifier when setting the saving throw DC for\r\na shaman spell you cast and when making an attack roll\u00a0with one.\r\n\r\nSpell save DC = 8 + your proficiency bonus +\u00a0your Wisdom modifier\r\nSpell attack modifier = your proficiency bonus +\u00a0your Wisdom modifier\r\n\r\n[h3]Spellcasting Focus[\/h3]\r\n\r\nYou can use a totem focus as a spellcasting focus for your\u00a0shaman spells in place of any material components that\r\ndo not have a gold piece cost.\r\nA totem focus costs 1 gp and is made from your choice\u00a0of a common metal, wood, stone, bone, coral, or glass.\r\nThe image depicted on your totem focus normally has\u00a0personal significance and is tied to nature.\r\n\r\n\r\n\u00a0 \u00a0 On your path to becoming a shaman, you studied the\u00a0craft of carving totems\u2014wooden poles roughly 3 inches\r\nin diameter and about 3-feet tall. With painstaking effort,\u00a0you learned to carve the entire length of your totems and\r\nwere then taught how to imbue them with magic. After\u00a0completion, the essence of the totem binds with your\r\nspirit, allowing you to call upon its power.\r\n\r\n[h2]Shaman Totems[\/h2]\r\n\r\n\r\n\u00a0 \u00a0 Starting at 2nd level, you can craft and bond with two\u00a0totems of your choice. Your totem options are detailed at\r\nthe end of the class description. When you gain certain +shaman levels, you can craft and bond with additional\r\ntotems of your choice as shown in the Totems Crafted\u00a0column of the Shaman table.\r\n\r\n\u00a0 \u00a0 \u00a0Additionally, when you gain a level in this class, you\u00a0can choose to break your spiritual bond with one of your\r\ntotems and replace it with another totem that you could\u00a0make at that level.\r\n\r\n[h3]Using Your Totems[\/h3]\r\n\r\n\u00a0 \u00a0 As an action, you can plant a totem at a point within 5\u00a0feet of you, and in doing so summon its spiritual essence.\r\nThis essence is considered neither a creature nor an object, though it has the spectral appearance of the totem it\r\nrepresents.\r\n\u00a0 \u00a0 Unless otherwise noted, a totem lasts up to 1 minute\u00a0before it is dismissed and once you plant a totem, you\r\nmust dismiss it and finish a short or long rest before you\u00a0can plant it again. You can dismiss one of your totems\r\nearly as an action or a bonus action on your turn. If you\u00a0fall unconscious, all of your totems that you have planted\r\nare dismissed automatically.\r\n\u00a0 \u00a0 When you plant a totem, it triggers its magical effect,\u00a0as detailed in the totem\u2019s description. A creature can\r\nonly benefit from one totem of the same kind at a time.\u00a0If a totem makes an attack roll, the attack bonus is equal\r\nto your shaman spell attack bonus. If a totem requires a\u00a0creature to make a saving throw, the DC is equal to your\r\nspell save DC.\r\n[h3]Totemic Specialty[\/h3]\r\n\r\n\u00a0 \u00a0 At 3rd level, an inner awakening reveals the shamanic\u00a0path you must take. Choose one of the following specialties: Totemic Enhancement, Totemic Elementalism,\u00a0or Totemic Restoration.\u00a0\r\n\r\n\u00a0 \u00a0 Your choice grants you features\u00a0at 3rd level and again at 6th, 10th, 14th, and 18th levels.\r\nThese specialties are detailed below.\r\n\r\n[h2]Ability Score Improvement[\/h2]\r\n\r\n\u00a0 \u00a0 When you reach 4th level, and again at 8th, 12th, 16th,\u00a0and 19th level, you can increase one ability score of your\r\nchoice by 2, or you can increase two ability scores of your\u00a0choice by 1. As normal, you can\u2019t increase an ability score\r\nabove 20 using this feature.\r\n\r\n[h2]Spirit Walk[\/h2]\r\n\r\n\u00a0 \u00a0 At 7th level, you can cast [i]commune[\/i] as a ritual, contacting\u00a0a spirit, such as a dead ancestor or an elemental, rather\r\nthan a deity.\r\n\r\n[h2]Spiritual Awakening[\/h2]\r\n\r\n\u00a0 \u00a0 Starting at 11th level, you are more attuned to the elemental and spiritual nature of the universe. Choose one\r\n6th-level spell from the shaman spell list as this Spiritual\u00a0Awakening. When you gain a level in this class, you can\r\nchoose one of your awakened spells and replace it with\u00a0another spell of the same level.\r\n\u00a0 \u00a0 You can cast your awakened spell once without expending a spell slot. You must finish a long rest before you can\r\ndo so again.\r\n\r\n\u00a0 \u00a0 At higher levels, you gain more shaman spells of your\u00a0choice that can be cast in this way: one 7th level spell\r\nat 13th level, one 8th level spell at 15th level, and one\u00a09th-level spell at 17th level. You regain all uses of your\r\nSpiritual Awakening when you finish a long rest.\r\n\r\n[h2]Totemic Mastery[\/h2]\r\n\r\nAt 20th level, you are a master of planting and using your\u00a0totems. Any totem that requires you to finish a short or\r\nlong rest before you can plant it again can now be planted\u00a0at will, and any totem that requires you to finish a long\r\nrest before you can plant it again can now be planted after\u00a0you finish a short or long rest. In addition, you can now\r\nplant your totems as a bonus action.\r\n\r\n\r\n\r\n","subclasses":"[h1]Totemic Specialties[\/h1]\r\n\r\nEvery shaman\u2019s path eventually comes to a fork in the\r\nroad where they must choose how their magic develops\r\ngoing forward.\r\n\r\n[h2]Totemic Enhancement[\/h2]\r\nWarriors at heart, the shaman of Totemic Enhancement\r\nchooses to specialize in magic that bolsters their own and\r\ntheir allies\u2019 ability to deal damage in melee combat.\r\n\r\n[h3]Bonus Proficiencies[\/h3]\r\nWhen you choose this specialty at 3rd level, you gain\r\nproficiency with medium armor, shields, and martial\r\nweapons.\r\n\r\n[h3]Fighting Style[\/h3]\r\nAlso at 3rd level, you adopt a particular style of fighting as\r\nyour specialty. Choose one of the following options from\r\namong those available to the fighter class: Dueling, Great\r\nWeapon Fighting, or Two-Weapon Fighting. You can\u2019t\r\ntake a Fighting Style option more than once.\r\n\r\n[h3]Extra Attack[\/h3]\r\nStarting at 6th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action on your turn.\r\n\r\n[h3]Enhancement Totem Boost[\/h3]\r\nAt 10th level, your understanding of totemic magic has\r\nincreased. Your totems now have additional effects if they\r\npossess an Enhancement Boost.\r\n\r\n[h3]Spirit Beast[\/h3]\r\n\u00a0Starting at 14th level, you gain the services of a pair of\r\nspectral animals. These creatures can take the form of\r\nany beast that the shaman finds most fitting. As a bonus\r\naction, you can summon the beasts to the material realm\r\nand command them to pursue and distract a creature\r\nof your choice that you can see within 30 feet of you.\r\nYou and your allies have advantage on melee attack rolls\r\nagainst the creature until the start of your next turn, after\r\nwhich the beasts return to the spirit realm until you use\r\nthis feature again.\r\nYou can use this feature a number of times equal to your\r\nWisdom modifier (a minimum of once). You regain all\r\nexpended uses when you finish a long rest.\r\n\r\n[h2]Totemic Elementalism[\/h2]\r\nHeeding the call of nature\u2019s destructive wrath, shamans of\r\nthe Elemental Totem focus their magic into totems and\r\ninto casting combat spells that harness the elements of air,\r\nearth, fire, or water.\r\n\r\n[h3]Elemental Attunement[\/h3]\r\n\r\nBeginning when you choose this specialty at 3rd level,\r\nwhenever one of your totems deals acid, cold, fire, lightning, or thunder damage, add your Wisdom modifier to\r\nthat damage.\r\nIn addition, choose one of the following damage types:\r\nacid, cold, fire, lightning, or thunder. You gain resistance\r\nto damage of the chosen type.\r\n\r\n[h3]Elemental Amplification[\/h3]\r\nStarting at 6th level, any totem related to your specialty\r\nthat has an Elemental Boost now has a radius of 30 feet if\r\nits normal radius was 15 feet.\r\n\r\n[h3]Elemental Totem Boost[\/h3]\r\n\r\nAt 10th level, your understanding of totemic magic has\r\nincreased. Your totems now have additional effects if they\r\npossess an Elemental Boost.\r\n\r\n\r\n[h3]Elemental Augmentation[\/h3]\r\n\r\n\r\nStarting at 14th level, whenever one of your totems deals\r\nacid, cold, fire, lightning, or thunder damage you can\r\napply the following effects to your targets. This feature\r\ncannot inflict multiple instances of the same effect. For\r\nexample, a creature whose AC is reduced by acid damage\r\ncan\u2019t have their AC reduced further by this feature.\r\n[table]\r\n[tr]\r\n[th]Damage Type[\/th]\r\n[th]Effect[\/th]\r\n[\/tr]\r\n[tr]\r\n[td]Acid[\/td]\r\n[td]The target\u2019s AC is reduced by 2 until the\r\nstart of your next turn[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Cold[\/td]\r\n[td]The target's speed is reduced by 10 feet\r\nuntil the end of its next turn[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Fire[\/td]\r\n[td]The target takes an extra 1d6 fire damage[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Lightning[\/td]\r\n[td]The target can't take reactions until the\r\nstart of your next turn[\/td]\r\n[\/tr]\r\n[tr]\r\n[td]Thunder[\/td]\r\n[td]The target is pushed up to 5 feet away from\r\nthe totem and is deafened until the end of\r\ntheir next turn[\/td]\r\n[\/tr]\r\n[\/table]\r\n\r\n\r\n[h3]Elemental Overload[\/h3]\r\nAt 18th level, you have mastered the elemental magic\r\npresent in the world. As a bonus action, you can summon\r\nan aura of elemental chaos around your totems that lasts\r\nfor one minute. While the aura persists, you can use your\r\naction to cause each hostile creature within 15 feet of one\r\nof your totems to take 1d4 acid damage, 1d4 cold damage,\r\n1d4 fire damage, 1d4 lightning damage, and 1d4 thunder\r\ndamage. This damage counts as a totem effect for the purposes of your Elemental Augmentation feature.\r\nOnce you use this feature, you can\u2019t use it again until\r\nyou finish a long rest\r\n\r\n[h2]Totemic Restoration[\/h2]\r\nShamans of Totemic Restoration choose this specialty because they are gentle souls that wish to ease the aches and\r\npains of those around them, using their magic to mend\r\nbones or remove sickness.\r\n\r\n[h3]Bonus Proficiencies[\/h3]\r\nBeginning at 3rd level, you gain proficiency with medium\r\narmor and shields, as well as the herbalism kit. If you are\r\nalready proficient with the herbalism kit, you gain proficiency in your choice of one type of Artisan\u2019s Tools.\r\n\r\n[h3]Healing Wave[\/h3]\r\n\r\nAlso starting at 3rd level, whenever one of your totems\r\nrestores hit points to a creature, the creature regains\r\nadditional hit points equal to your Wisdom modifier\r\n(minimum 1).\r\n\r\n[h3]Restorative Amplification[\/h3]\r\n\r\nStarting at 6th level, any totem related to your specialty\r\nthat has a Restoration Boost now has a radius of 30 feet if\r\nits normal radius was 15 feet.\r\n\r\n[h3]Totemic Restoration Boost[\/h3]\r\nAt 10th level, your understanding of totemic magic has\r\nincreased. Your totems now have additional effects if they\r\npossess a Restoration Boost.\r\n\r\n[h3]Soul Anchor[\/h3]\r\nStarting at 14th level, your training and knowledge has\r\nlead to insights into the spirit realm and how to remain\r\nconnected to life, granting you advantage on death saving\r\nthrows made on your turn.\r\nIn addition, instead of making a death saving throw on\r\nyour turn, you can choose to regain half your maximum\r\nhit points. Once you use this feature in this way, you must\r\nfinish a long rest before you can do so again.\r\n\r\n[h3]Rain Dance[\/h3]\r\nAt 18th level, as a bonus action on your turn, you can begin a ritual of complex dance steps and ululating sounds\r\nto summon a restorative rain cloud that lasts for 1 minute.\r\nThe cloud forms at a point you can see 20 feet directly\r\nabove you in a 30-foot radius. A light rain fills the cylinder, and the area is lightly obscured to hostile creatures.\r\nThis feature does nothing if you can\u2019t see a point in the air\r\nwhere the rain cloud could appear.\r\nOn each of your turns until the dance ends, you can use\r\nyour action to channel the rain\u2019s healing energy, causing\r\nyou and each friendly creature in the rain to regain hit\r\npoints equal to 3d8 + your Wisdom modifier. You can\r\nmaintain the dance while taking other actions. This feature has no effect on undead or constructs.\r\nOnce you use this feature, you must finish a long rest\r\nbefore you can use it again\r\n\r\n\r\n\r\n[h1]List of Shaman Totems[\/h1]\r\nIf a totem has prerequisites, you must meet them to craft\r\nand use it. You can craft and imbue a totem at the same\r\ntime that you meet its prerequisites.\r\nStarting at 10th level, some totems have additional\r\neffects known as Totemic Boosts. There are three types of\r\nTotemic Boosts, one for each totemic specialty: Enhancement Boosts, Elemental Boosts, and Restoration Boosts. \r\n\r\n\r\n[h2]Eagle Eye Totem[\/h2]\r\n[i]Prerequisite: 7th Level\r\n[br][\/i]\r\nWhen you plant this totem, it becomes invisible. As an action, you can see from the perspective of the totem until\r\nthe start of your next turn. During this time, you are blind\u00a0with regard to your own senses. The totem has truesight\r\nto a distance of 15 feet and darkvision to a distance of 120\u00a0feet.\r\nThis totem lasts up to 8 hours. \r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a long rest.\r\n\r\n[b]Enhancement Boost[\/b]: [b]All-Seeing Eye[\/b]. The totem has\u00a0truesight to a distance of 120 feet. In addition, while using\r\nthe totem, you can see up to 1 mile away with no difficulty and can discern even fine details as though looking\r\nat something no more than 100 feet away. Additionally,\u00a0dim light doesn\u2019t impose disadvantage on your Wisdom\r\n(Perception) checks.\r\n\r\n[h2]Earthbind Totem[\/h2]\r\nWhile this totem is planted, the ground underneath it\u00a0becomes a churning quagmire and the 15 feet around it is\r\ntreated as difficult terrain for hostile creatures.\r\n[br]Once you plant this totem, you can\u2019t plant it again until\u00a0you finish a short or long rest.\r\n\r\n[b]Elemental Boost[\/b]:[b] Hungering Earth[\/b]. When you plant\u00a0this totem, each hostile creature within 15 feet of the\r\ntotem must succeed on a Strength saving throw or be\u00a0restrained while the totem remains planted. A creature\r\nrestrained by the terrain can use its action to make a\u00a0Strength check against your spell save DC. On a success,\r\nit frees itself.\r\n[h2]Elemental Blast Totem[\/h2]\r\n\r\nWhen you plant this totem, choose one type of damage:\u00a0acid, cold, fire, lightning, or thunder. As a bonus action\r\non your turn, you can cause it to spit a bolt of elemental\u00a0energy at a hostile creature you can see within 15 feet of\r\nthe totem. Make a ranged spell attack against the target.\u00a0\u00a0On a hit, the target takes 1d8 damage of the chosen type.\r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a short or long rest.\r\n\r\n[b]At Higher Levels[\/b]. This totem\u2019s damage increases by\r\n1d8 when you reach 5th level (2d8), and again when you\r\nreach 11th level (3d8), and 17th level (4d8).\r\n\r\n[b]Elemental Boost[\/b]: [b]Malleable Blasts[\/b]. This totem\u2019s damage\r\nignores damage resistance. In addition, whenever you use\r\nthe totem to attack, you can change the damage to a different type: acid, cold, fire, lightning, or thunder damage\r\n\r\n[h2]Elemental Resistance Totem[\/h2]\r\n[i]Prerequisite: 7th level[\/i]\r\n[br]When you plant this totem, choose one of the following\u00a0damage types: acid, cold, fire, lightning, or thunder. While\r\nwithin 15 feet of this totem, you and your allies have resistance to damage of the chosen type.\r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a short or long rest.\r\n\r\n[b]Restoration Boost[\/b]: [b]Surging Waters[\/b]. When you or an\u00a0ally take acid, cold, fire, lightning, or thunder damage,\r\nyou can use your reaction to change the type of resistance granted by the totem to resistance of that type. This\r\nchange occurs right before the damage is taken. \r\n\r\n[h2]Farcasting Totem[\/h2]\r\n\r\nWhen you plant this totem, you can either infuse it with\u00a0a shaman cantrip that you know or spend a shaman spell\r\nslot to infuse it with a shaman spell that you know.\r\nWhile the totem is planted, you can cast the infused\u00a0spell as though you were in the totem\u2019s space without\r\nspending a spell slot, though you must use your own\u00a0senses. If the spell has a range of touch, you can cast it on\r\na target that you can see within 15 feet of the totem. If the\u00a0spell has a range of self, you can choose a willing creature\r\nthat you can see within 15 feet of the totem and treat it\u00a0as if it were the caster. If the spell requires concentration,\r\nyou must maintain concentration for it.\r\nThis totem lasts up to 1 hour. The totem is dismissed\u00a0early when you cast the infused spell, unless the spell is a\u00a0cantrip.\r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a short or long rest.\r\n\r\n[b]Elemental Boost[\/b]:[b] Quickened Spell[\/b]. If the infused spell\u00a0has a casting time of 1 action, you can instead cast it as a\r\nbonus action.\r\n\r\n[h2]Grace of Air Totem[\/h2]\r\n[i]Prerequisite: 7th level[\/i]\r\n[br]While within 15 feet of this totem, you and your allies\u00a0have a +2 bonus to ranged attack rolls.\r\n[br]Once you plant this totem, you can\u2019t plant it again until\u00a0you finish a long rest.\r\n\r\n[b]Elemental Boost: Buffeting Winds[\/b]. When you or an ally\u00a0within 15 feet of the totem hits with a ranged attack, the\u00a0target can be pushed up to 10 feet away.\r\n\r\n[b]Restoration Boost: Warding Winds.[\/b] Ranged attacks\u00a0made against you and your allies within 15 feet of the\u00a0totem have disadvantage\r\n\r\n[h2]Grounding Totem[\/h2]\r\n[i]Prerequisite: 7th level[\/i]\r\n[br]When a hostile creature within 15 feet of this totem casts\u00a0a spell of 3rd level or lower, the spell fails and has noeffect and the totem is dismissed.\r\nWhen a hostile creature within 15 feet of this totem\u00a0casts a spell of 4th level or higher, and you are within 15\r\nfeet of the totem, you can use your reaction to spend a\u00a0shaman spell slot. The spell has no effect if its level is less\r\nthan or equal to the level of the spell slot you used. When\u00a0you do this, the totem is dismissed.\r\n[br]Once you plant this totem, you can\u2019t plant it again until\u00a0you finish a long rest.\r\n\r\n[h2]Guidance Totem[\/h2]\r\nWhen you plant this totem, you summon a wise and\u00a0knowledgeable spirit. You and friendly creatures within\r\n15 feet of the totem have advantage on Intelligence and\u00a0Wisdom checks as they converse with the spirit to receive\r\nguidance and counsel.\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]Restoration Boost: Foresight.[\/b]\u00a0The spirit also gives guidance to you and each creature of your choice within 15\u00a0feet of the totem about a future occurrence. Once, when\u00a0the creature makes an ability check before they finish a\u00a0long rest, they can choose to gain advantage on that roll.\u00a0They must choose to do so before making the roll.\r\n\r\n[h2]Guardian Totem[\/h2]\r\nWhen a creature you can see attacks a target other than\u00a0you within 15 feet of this totem, you can use your reaction to impose disadvantage on the attack roll using a\u00a0spectral shield of force.\r\n[br]Once you plant this totem, you can\u2019t plant it again until\u00a0you finish a short or long rest.\r\n\r\n[b]Enhancement Boost: Guardian Spirit.[\/b] When you use\u00a0your reaction in this way, the target gains half cover from\u00a0the shield until the start of their next turn.\r\n\r\n[h2]Healing Stream Totem[\/h2]\r\nYou can use a bonus action to cause a creature of your\u00a0choice within 15 feet of this totem to regain 1 hit point.\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]At Higher Levels.[\/b] This totem\u2019s healing increases to 1d4\u00a0when you reach 5th level, and again by 1d4 when you\r\nreach 11th (2d4), and 17th level (3d4).\r\n\r\n[b]Restoration Boost: Shielding Swells.[\/b] If a creature is already at maximum hit points when healed by this totem,\r\nthey gain temporary hit points instead.\r\n\r\n[h2]Healing Tide Totem[\/h2]\r\n[i]Prerequisite: 12th level[\/i]\r\n[br]When you plant this totem, you and each friendly creature within 15 feet of it immediately regain 3d8 hit points\u00a0and the totem is dismissed.\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]At Higher Levels.[\/b] This totem\u2019s healing increases by 1d8\u00a0when you reach 17th level (4d8).\r\n\r\n[b]Restoration Boost: Cloudburst.[\/b] Any creature healed by\u00a0this totem can choose to immediately expend a number\r\nof Hit Dice up to your Wisdom modifier (minimum\u00a01) and restore hit points just as they would after\u00a0finishing a short rest.\r\n\r\n[h2]Hungering Spirit Totem[\/h2]\r\nIn exchange for power, you and your allies can feed\u00a0some of your life essence to the spirits conjured by this\r\ntotem. When you or an ally start their turn within 15 feet\u00a0of this totem, they can choose to expend a number of\r\nHit Dice up to your proficiency bonus. Until the totem is\u00a0dismissed, attacks they make deal extra damage equal to\r\nthe number of Hit Dice spent.\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]Enhancement Boost: Bloodlust.[\/b] When you or an ally\u00a0hit with an attack while within 15 feet of this totem, you\r\n(or they) can choose to expend a Hit Die. Roll the Hit Die\u00a0and add it to the damage roll. Once a creature does this, it\r\nmust finish a short or long rest before it can do so again.\r\n\r\n[h2]Lightning Rod Totem[\/h2]\r\n[i]Prerequisite: 7th level[\/i]\r\n[br]Once per turn, when a hostile creature within 15 feet of\u00a0the totem is hit with a weapon attack, it takes an extra 1d6\r\nlightning damage.\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]At Higher Levels.[\/b] This totem\u2019s damage increases by 1d6\u00a0when you reach 11th level (2d6), and again when you\r\nreach 17th level (3d6).\r\n\r\n[b]Elemental Boost: Shock Seeker.[\/b] When a creature takes\u00a0the lightning damage caused by this totem, they have disadvantage on Dexterity saving throws against your spells\u00a0until the start of their next turn.\r\n\r\n[b]Enhancement Boost: Malleable Strikes[\/b]. When you plant\u00a0this totem, you can choose to change the type of damage\r\nfrom lightning to one of the following types instead: acid,\u00a0cold, fire, or thunder damage.\r\n\r\n[h2]Resolution Totem[\/h2]\r\nWhile within 15 feet of the totem, you and your allies\u00a0have advantage on saving throws made against charm,\r\nfear, or sleep effects from spells or abilities.\r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a short or long rest.\r\n\r\n[b]Restoration Boost: Cleansing Waves[\/b]. While within 30\u00a0feet of the totem, you can use a bonus action on your turn\r\nto remove one of the following temporary conditions\u00a0from another creature within 30 feet of the totem: blinded, charmed, deafened, frightened, poisoned, or stunned.\r\n\r\n[h2]Sanctuary Totem[\/h2]\r\n[i]Prerequisite: 7th level[\/i]\r\n[br]While this totem is planted, all creatures and objects\u00a0within 15 feet of the totem are invisible to creatures further than 15 feet away from the totem. The effect ends for\u00a01 minute if a creature within 15 feet of the totem makes\u00a0an attack or casts a spell.\r\nThis totem lasts for up to 8 hours.\r\n[br] Once you plant this\u00a0totem, you must finish a long rest before you can plant it\u00a0again.\r\n\r\n[b]Restoration Boost: Cave of Respite.[\/b] You and friendly\u00a0creatures that finish a short or long rest while within 15\r\nfeet of this totem gain temporary hit points equal to half\u00a0your shaman level plus your Wisdom modifier. A creature\r\ndoesn\u2019t receive this benefit if they spend more than 10\u00a0minutes outside the effect of this totem during the rest.\r\n\r\n[h2]Skyfury Totem[\/h2]\r\n[i]Prerequisite: 7th level[\/i]\r\n[br]Your attacks, and the attacks of friendly creatures score a\u00a0critical hit on a roll of 19 or 20 while within 15 feet of this\r\ntotem. If an affected creature normally scores a critical hit\u00a0on a roll of 19 or 20, then they score a critical hit on a roll\r\nof 18\u201320; if they normally score a critical hit on a roll of\u00a018\u201320, then they score a critical hit on a roll of 17\u201320.\r\n[br]Once you plant this totem, you can\u2019t plant it again until\u00a0you finish a long rest.\r\n\r\n[b]Elemental Boost: Seismic Strikes[\/b]. When a creature\u00a0under the effects of this totem scores a critical hit with\r\na ranged attack, they can roll one additional damage die\u00a0when determining the extra damage for the critical hit.\r\n\r\n[b]Enhancement Boost: Thundering Blows[\/b]. When a\u00a0creature under the effects of this totem scores a critical hit\r\nwith a melee attack, they can roll one additional damage\u00a0die when determining the extra damage for the critical\u00a0hit.\r\n\r\n[h2]Stoneskin Totem[\/h2]\r\nWhen you plant this totem, choose one type of damage:\u00a0bludgeoning, piercing, or slashing. You and your allies\r\nhave resistance to damage of the chosen type dealt by\u00a0nonmagical weapons while within 15 feet of this totem.\r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a short or long rest.\r\n\r\n[b]Enhancement Boost: Earthen Shield.[\/b] You and your\u00a0allies have resistance to all bludgeoning, piercing, and\r\nslashing damage dealt by nonmagical weapons while\u00a0within 15 feet of this totem.\r\n\r\n[h2]Stunning Surge Totem[\/h2]\r\n[i]Prerequisite: 7th level[\/i]\r\n[br]When you plant this totem in the ground, hostile creatures within 15 feet must make a Constitution saving\u00a0throw or become stunned until the end of their next turn.\r\n[br]Once you plant this totem, you must finish a short or\u00a0long rest before you can plant it again.\r\n\r\n[b]Enhancement Boost: Static Charge.[\/b] While within 15\u00a0feet of the totem, you can use your action to repeat the\r\neffect as if you had planted the totem again. A creature\u00a0that has been stunned by this totem before has advantage\r\non the saving throw.\r\n\r\n[h2]Tempest Totem[\/h2]\r\n[i]Prerequisite: 12th level[\/i]\r\n[br]When you plant this totem, you can change the weather conditions within 1 mile of the totem, changing the\u00a0precipitation, temperature, or wind by one stage as if with\u00a0the control weather spell. This totem lasts 1 hour. When\r\nthe totem is dismissed, the weather gradually returns to\u00a0normal.\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]Elemental Boost: Storm Speaker.[\/b] You can change the\u00a0weather within 2 miles of the totem and may alter the\r\nprecipitation, temperature, or wind by up to two stages,\u00a0instead of one.\r\n\r\n[h2]Tower Totem[\/h2]\r\nWhen you plant this totem on a surface, a spectral tower\u00a0rises from it. The tower is 15-feet wide on each side and\r\nrises to a height of your choice up to 30 feet, lifting the\u00a0totem and anything in its space. The tower stops rising\r\nbefore it reaches 30 feet if it or something on it touches\u00a0another surface.\r\nThough the tower is magical in nature, it takes on the\u00a0appearance and feel of the surface it was placed upon and\r\nrequires a successful DC 10 Strength (Athletics) check\u00a0to climb. When the totem is dismissed, the tower lowers\r\nback to the surface until it disappears.\r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a short or long rest.\r\n\r\n[b]Enhancement Boost: Sky Scraper.[\/b] When you plant the\u00a0totem, you can make the tower rise up to 60-feet high. In\r\naddition, you can use an action to change the height of\u00a0the tower to be between 1 and 60 feet.\r\n\r\n[b]Elemental Boost: Lightning Bound.[\/b] A hostile creature\u00a0that begins climbing the side of the tower or ends its\r\nturn on the tower must each make a Constitution saving\u00a0throw, taking 3d8 points of lightning damage on a failed\r\nsave, or half as much on a successful one. If a creature that\u00a0fails this saving throw had to make a Strength (Athletics)\r\ncheck to climb the tower, it must make a DC 10 Strength\u00a0(Athletics) check or fall.\r\n\r\n[h2]Tranquility Totem[\/h2]\r\n\r\nWhile within 15 feet of this totem, a creature can finish\u00a0a short rest in 30 minutes or a long rest in 4 hours. In\r\naddition, creatures that need sleep only require half the\u00a0usual amount. A creature doesn\u2019t receive these benefits\r\nif it spends more than 10 minutes outside of the totem\u2019s\u00a0radius during the short or long rest.\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]Enhancement Boost: Mountainous Endurance[\/b]. Each\u00a0creature that finishes a long rest under the effect of this\r\ntotem has advantage on Constitution checks made to\u00a0avoid exhaustion from traveling for more than 8 hours in\r\na day. This benefit lasts until it finish a long rest. In addition, each creature can travel at a fast pace without taking\r\na penalty on passive Wisdom (Perception) scores.\r\n\r\n[b]Restoration Boost: Restful Regrowth.[\/b] Each creature\u00a0that finishes a short rest under the effect of this totem and\r\nspends one or more Hit Dice regains additional hit points\u00a0as if they had spent one additional Hit Die. Each creature\r\nthat finishes a long rest under the effect of this totem regains additional Hit Dice equal to your Wisdom modifier.\r\nAdditionally, each creature that finishes a long rest under\u00a0the effect of this totem reduces their exhaustion level by 2,\r\nrather than 1.\r\n\r\n[h2]Traversal Totem[\/h2]\r\nWhen you plant this totem, you can create a stretch of\u00a0special terrain that begins from where you planted the totem, extending up to 30 feet long and 5 feet wide, shaped\u00a0in any way you choose. This terrain might manifest itself\r\nin the form of vines growing up a wall, tree roots forming\u00a0a bridge, lily pads or ice floating on water, a path of clouds\r\nfloating in the air, or some other phenomenon of your\u00a0choice. It acts as a solid surface that can be walked and\r\nclimbed on, though any creature can freely pass through\u00a0it if they choose to. The terrain disappears when the totem\u00a0is dismissed.\r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a short or long rest.\r\n\r\n[b]Elemental Boost: Earth Shaper.[\/b] The stretch of terrain\u00a0can be up to 60 feet long.\r\n\r\n[b]Enhancement Boost: Zephyr Steps.[\/b] You and your allies\u00a0have advantage on Dexterity (Acrobatics) checks while\r\non the special terrain. In addition, climbing the terrain\u00a0doesn\u2019t cost you or your allies extra movement.\r\n\r\n[h2]Volcanic Totem[\/h2]\r\n[i]Prerequisite: 7th level[\/i]\r\n[br]When you plant this totem, it begins glowing with malevolent orange light. As a bonus action on your turn, you\u00a0can cause it to erupt in an explosion of fire. Each creature\u00a0within 15 feet of the totem must make a Dexterity saving\r\nthrow, taking 8d6 points of fire damage on a failed save or\u00a0half as much on a successful one. The totem is dismissed\r\nwhen you do this.\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]At Higher Levels.[\/b] This totem\u2019s damage increases by 1d6\u00a0when you reach 11th level (9d6), and again when you\u00a0reach 17th level (10d6).\r\n\r\n[b]Elemental Boost: Lava Bed.[\/b] After you cause the totem\u00a0to erupt, the area within 15 feet of the totem becomes difficult terrain for the next minute. Any creature that enters\u00a0the area or ends its turn there takes 1d6 fire damage. A\u00a0creature can take this damage only once per turn.\r\n\r\n[h2]Voodoo Totem[\/h2]\r\nWhen you plant this totem, choose an ability. Creatures of\u00a0your choice within 15 feet of this totem have disadvantage\r\non ability checks made with the chosen ability.\r\n[br]Once you plant this totem, you can\u2019t plant it again until you finish a short or long rest.\r\n\r\n[b]Enhancement Boost: Grave Strikes.[\/b] Once per turn,\u00a0when a friendly creature within 15 feet of the totem hits\r\na hostile creature within 15 feet of the totem, the hostile\u00a0creature takes an extra 1d6 necrotic damage. This damage\r\nincreases to 2d6 at 17th level.\r\n\r\n[b]Restoration Boost: Rip Tide.[\/b] Once per turn, when a\u00a0friendly creature within 15 feet of the totem hits a hostile\r\ncreature within 15 feet of the totem, the friendly creature\u00a0regain 1d6 hit points. This healing increases to 2d6 at\u00a017th level.\r\n\r\n[h2]Windfury Totem[\/h2]\r\n[i]Prerequisite: 12th level[\/i]\r\n[br]While within 15 feet of this totem, you and your allies\u00a0gain a +2 bonus to AC and may make one additional\r\nweapon attack whenever taking the Attack action.\u00a0\r\n[br]Once you plant this totem, you must finish a long rest\u00a0before you can plant it again.\r\n\r\n[b]Enhancement Boost: Static Frenzy.[\/b] Creatures under the\u00a0effect of this totem have advantage on Dexterity saving\u00a0throws. In addition, their speed is doubled until the end\u00a0of their turn.\r\n\r\n\r\n\r\n\r\n[center][b]All credit to[\/b][\/center][center]DAWNFORGED SHAMAN[\/center][center][b]Design[\/b][\/center][center]Andrew Armstrong[\/center][center][b]Additional Design[\/b][\/center][center]Alexander Yount and Caleb Willden[\/center][center][b]Editing & Layout[\/b][\/center][center]Jack Elmy[\/center][center][b]Illustrations[\/b][\/center][center]Jon Pintar and William Harvey[\/center][center][b]Webmaster[\/b][\/center][center]BWH Design[\/center][center][b]Marketing[\/b][\/center][center]Yanick Goossens[\/center][center][b]DawnforgedCast, LLC[\/b][\/center][center]www.youtube.com\/DawnforgedCast[\/center][center]www.dawnforgedcast.org[\/center][center]dawnforged@hotmail.com[\/center]","tabledata":"","tags":"DawnForged, Shaman, Elemental, Enhancement, Restoration","isShared":"on","templateId":"25","blockId":"273754"}