Shaman Hit Points Hit Dice: 1d8 per shaman level

1d8 per shaman level Hit Points at 1st Level: 8 + your Constitution modifier

8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Shaman level after 1st Proficiencies Armor: Light

Light Weapons: Simple

Simple Tools: Woodcarver’s tools Saving Throws: Wisdom, Intelligence

Wisdom, Intelligence Skills: Choose two from Arcana, History, Insight, Medicine, Nature, Perception, Religion, and Persuasion Equipment You start with the following equipment, in addition to the equipment granted by your background:

Choose two from Arcana, History, Insight, Medicine, Nature, Perception, Religion, and Persuasion You start with the following equipment, in addition to the equipment granted by your background: (a) 2 simple weapons (b) a simple weapon and a shortbow with 20 arrows

(a) a priest's pack or (b) an explorer's pack

Leather armor, druidic focus, Woodcarver’s tools Class Features As a shaman, you gain the following class features Primordial At 1st level, you can speak and write primordial. Spellcasting Cantrips At 1st level, you know two cantrips of your choice from the shaman spell list. You learn additional shaman cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the shaman spell list. The Spells Known column of the shaman table shows when you learn more shaman spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the shaman spells you know and replace it with another spell from the shaman spell list, which also must be of a level for which you have spell slots. You regain all expended spell slots when you finish a long rest. Spellcasting Ability Wisdom is your spellcasting ability for your shaman spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a shaman spell you cast and when making an attack roll with one. Spell Save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a shaman spell as a ritual if that spell has the ritual tag and you know the spell. Spellcasting Focus You can use a druidic focus as a spellcasting focus for your druid spells. Totems Starting at 2nd level, you can use your bonus action to plant a totem into the ground. Chose a spot within 30 feet of you that you can see. You can use your action to move the totem to another spot within 30 feet of you. You can have 1 totem up at the same time. The totem persists for 1 minute or until you are incapacitated. You can use this feature twice. You regain expended uses when you finish a short or long rest. Your shaman level determines the totems you can summon, as shown in the Totems table. Totems Level Totem level 2nd 1 6th 2 10th 3

The Shaman 1.1 Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Primordial, Spellcasting 2 2 2 — — — — — — — — 2nd +2 Totems, Shamanic Path 2 3 3 — — — — — — — — 3rd +2 — 2 4 4 2 — — — — — — — 4th +2 Ability Score Improvement 3 5 4 3 — — — — — — — 5th +3 — 3 6 4 3 2 — — — — — — 6th +3 Shamanic path feature, Totem Improvement 3 7 4 3 3 — — — — — — 7th +3 — 3 8 4 3 3 1 — — — — — 8th +3 Ability Score Improvement 3 9 4 3 3 2 — — — — — 9th +4 — 3 10 4 3 3 3 1 — — — — 10th +4 Shamanic path feature, Totem Improvement 4 11 4 3 3 3 2 — — — — 11th +4 — 4 12 4 3 3 3 2 1 — — — 12th +4 Ability Score Improvement 4 12 4 3 3 3 2 1 — — — 13th +5 — 4 13 4 3 3 3 2 1 1 — — 14th +5 Shamanic path feature 4 13 4 3 3 3 2 1 1 — — 15th +5 — 4 14 4 3 3 3 2 1 1 1 — 16th +5 Ability Score Improvement 4 14 4 3 3 3 2 1 1 1 — 17th +6 — 4 15 4 3 3 3 2 1 1 1 1 18th +6 Echo of the Elements 4 15 4 3 3 3 3 2 1 1 1 19th +6 Ability Score Improvement 4 15 4 3 3 3 3 2 1 1 1 20th +6 Reincarnation 4 15 4 3 3 3 3 2 2 1 1 Totems known At 2nd level you chose 2 totems to add into your totems known list. You learn one more type at levels 8, and 14. On your turn, you can use your actions, reactions and bonus actions to use actions, reactions and bonus actions of the totems you summon. The totems don't take actions, bonus actions or reactions on their own. The totems' statistics is listed below Shamanic Path At 2nd level, you choose one of the shamanic paths. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th 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. Echo of the Elements At 18th level, when you plant a totem you can plant one additional totem for the duration. Reincarnation At 20th level if you die from something rather than old age you can resurrect in the place of your choice that is familiar to you on the same plane of existence in 60 seconds with hull hp and all of your spell slots restored. Once you use this feature, you cannot use it again for a year. If you die of old age, you are reincarnated as a newborn child of DMs choice. The child retains all the memories you had and your level. In the moment of your death you chose a point in time when the memories are revealed to the child, you also can reveal different memories at different points. Even if the child is unaware of his shamanic features, he can benefit from them. Shamanic Paths At 2nd level, you choose to follow a shamanic Path. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Elemental Path A spellcaster who harnesses the destructive forces of the elements.

Path Spells At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Elemental Path Spells table. Once you gain access to these spells, they don't count against the number of spells you know. If you gain access to a spell that does not appear on the shaman spell list, the spell is nonetheless a shaman spell for you. Elemental Path Spells Level Spells 3rd Scorching Ray, Shatter 5th Lightning Bolt, Lava Burst' 7th Wall of Fire, Ice Storm 9th Maelstrom, Immolation Elemental Fury At 2nd level every time you cast a spell of the level higher than 1 that deals damage you get the number of points of elemental fury equal to the level of the spell divided by 2 rounded up. The maximum number of elemental fury point you can have is equal to your level. Once you finish a long rest the number of elemental fury points is set to 0. Earth Shock At 2nd you can use your action to deal d6 force damage to a creature you can see within 60 feet for each fury points you spend Flame Shock At 6th level you can use your bonus action to spend 3 elemental fury points to set the target you can see on fire. While the target is on fire it takes 1d6 fire damage damage at the end of it's turn until it takes an action to put itself out or somebody alse does that. Elemental Focus At 10th level, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2. Elemental Overload At 14th level, сhoose one of the following damage types: acid, cold, fire, lightning, or thunder. When you cast spells of level 1 or higher that deal the chosen type of damage you can add your spellcasting modifier to the damage rolls. Enhancement Path A totemic warrior who strikes foes with weapons imbued with elemental power. Path Spells At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Enhancement Path Spells table. Once you gain access to these spells, they don't count against the number of spells you know. If you gain access to a spell that does not appear on the shaman spell list, the spell is nonetheless a shaman spell for you. Enhancement Path Spells Level Spells 3rd Flame Blade, Rockbiter' 5th Haste, Thunder Step 7th Staggering Smite, Mordenkainen’s Faithful Hound 9th Banishing Smite, Steel Wind Strike Bonus Proficiency At 2nd level, you gain proficiency with martial weapons, medium armor and shields, you also can use weapons you are proficient with as spellcasting focus. Fighting style At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again. Defense: While you are wearing armor, you gain a +1 bonus to AC. Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Extra attack Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Windfury Beginning at 10th level, when you roll 18 or higher on your weapon attack roll. You can make one more attack as part of the same attack. You can make a maximum of 1 additional attacks a turn this way. At level 14 the roll required to do the additional attacks becomes 16 and the maximum of additional attacks a turn becomes 2 Restoration Path A healer who calls upon ancestral spirits and the cleansing power of water to mend allies' wounds. Path Spells At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Elemental Path Spells table. Once you gain access to these spells, they don't count against the number of spells you know. If you gain access to a spell that does not appear on the shaman spell list, the spell is nonetheless a shaman spell for you.

Restoration Path Spells Level Spells 3rd Lesser Restoration, Healing Spirit 5th Revivify, Mass Healing Word 7th Death Ward, Spiritual Link 9th Greater Restoration, Raise Dead Bonus Cantrip When you choose this path at 2nd level, you learn the Guidance cantrip. Resurgence Starting at 2nd level, during a short rest, you choose expended spell slots to recover. The spell slots can have 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. You can't use this feature again until you finish a long rest. Unity with Water At 6th level, you can breathe water and your swimming speed is equal to your walking speed. Deep Healing At 10th level, when you heal a target that is below half its hp maximum you can add your shaman level rounded down to the healing. Ancestral Vision At 14th level, When an ally within 60 feet you that can see is reduced to 0 hit points you can use your reaction to make him instead be reduced to 1 hp if the effect that reduced him to 0 hp doesn’t destroy his body. Once you use this feature, you must finish a short or a long rest before you can use it again. Voodoo Path These dastardly magic users are adept at manipulating the spirits in order to effect creatures' combat abilities. Path Spells At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Voodoo Path Spells table. Once you gain access to these spells, they don't count against the number of spells you know. If you gain access to a spell that does not appear on the shaman spell list, the spell is nonetheless a shaman spell for you. Voodoo Path Spells Level Spells 3rd Hold Person, Ray of Enfeeblement 5th Bestow Curse, Slow 7th Polymorph, Blight 9th Hold Monster, Enervation Homeopathy At 2nd level, You gain proficiency with Alchemist’s supplies and Hebalism kit. Voodoo Doll At 2nd level, You can spend half an hour of work to create a Voodoo doll. You can do it as part of the short rest. You can use your action to establish connection between the doll and a creature you can see within 240 feet that looks similar to the doll (the same overall shape). If you do so, you can make the creature have disadvantage on one saving throw and one ability check of your choice for 1 minute. If you attach some small body parts like blood, finger nails or hair that belong to the creature you connect to the doll it gets disadvantage on all of it's saving throws and ability checks and you can establish the connection over any distance on the same plane of existence and you do not need to see the creature. Once you use this feature, you must finish a long rest before you can use it again. Adaptation At 6th level, You can use your action to establish connection between the doll and a willing creature you can see within 240 feet that looks similar to the doll to grant it a bonus to ability checks and saving throws equal to you proficiency modifier for 1 minute. Once you use this feature you must finish a long rest before you can use it again. Spiritual Potency At 10th level, you can use the Vodoo dolls feature twice before you must finish a long rest. Voodoo Mastery At 14th level, you can use your action to destroy the doll. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save or half as much damage on a successful one. If it fails the save, it additionally has disadvantage on its attacks until the end of its next turn. If you attach some small body parts that belong to the creature you connect to the doll the damage is 16d8 and it makes no saving throw and is paralyzed until the end of its next turn. Once you use this feature, the connection is destroyed. Once you use this feature, you must finish a long rest before you can use it again.

Totems Searing Totem Armor Class 12

12 Hit Points 11(2d6 + 4) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Fire

Fire Damage Immunities Poison

Poison Damage Vulnerabilities Damamge caused by water Actions Firebolt. Ranged Attack: Firebolt cantrip as if cast by the summonner + 1d6 additional fire damage on a hit. . Earthbind Totem Armor Class 15

15 Hit Points 11(2d6 + 4) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Damage Immunities Poison Stonebinding aura 30 ft. The terrain is difficult for the duration. Actions Rumble All creatures within the aura must make a strength save agains your spellcasting dc or be knocked prone. . Lightning Rod Totem Armor Class 12

12 Hit Points 11(2d6 + 4) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Lightning

Lightning Damage Immunities Poison Lightning Rod aura 30 ft. When a friendly creature lands a successful weapon attack, they deal additional 1d4 lightning damage . Ancestral Protection Totem Armor Class 12

12 Hit Points 11(2d6 + 4) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Ancestral Protection aura 30 ft. At the end of each of your turns one friendly creature of your choice gains temporary hit points equal to your spellcasting modifier. The hit points persist for the duration. . Skyfury Totem (Elemental Path only) Armor Class 12

12 Hit Points 11(2d6 + 4) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Skyfury aura 60 ft. When you cast a spell that deals damage of level 1 or higher you add 1 more damage die but not more then to 1 target for a spell. .

Windfury Totem (Enhancement Path only) Armor Class 12

12 Hit Points 11(2d6 + 4) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Windrush aura 30 ft. The speed of allies is increased by 10 feet and they ignore difficult terrain Actions Windfury Choose a creature. When it makes a weapon attack within the aura they can make aт additional weapon attack a turn for the duration. When you first plant the totem, you can choose a creature to be a target of this effect. You can spend your action to choose another creature to be the target of the effect, but only one creature can be affected by it at once. . Healing Tide Totem (Restoration Path only) Armor Class 12

12 Hit Points 11(2d6 + 4) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Southing aura 30 ft. If a friendly creature makes a death save within the aura, it does so with advantage. If ir rolls 18 or higher it becomes conscious at 1 hp. Actions Healing You can expand a spell slot of level 1 or higher. Choose a creature within the aura range. It regains 1d8 + your spellcasting modifier of hit points. This spell has no effect on undead or constructs. At Higher Levels: The healing increases by 1d8 for each slot level above 1st. . Voodoo Totem (Voodoo Path only) Armor Class 12

12 Hit Points 11(2d6 + 4) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Reactions: Weaken. When an enemy creature within 30 feet makes an attack you can use your reaction to give it a -2 to hit. You must do it before the attack roll. . Searing Totem (level 2) Armor Class 13

13 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Fire

Fire Damage Immunities Poison

Poison Damage Vulnerabilities Damage caused by water Actions Firebolt. Ranged Attack: Firebolt cantrip as if cast by the summonner + 2d6 additional fire damage on a hit.

. Earthbind Totem (level 2) Armor Class 17

17 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Damage Immunities Poison Stonebinding aura 30 ft. The terrain is difficult for the enemies for the duration. Actions Rumble All enemies within the aura must make a strength save against your spellcasting dc or be knocked prone and take 1d8 bludgeoning damage. . Lightning Rod Totem (level 2) Armor Class 13

13 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Lightning

Lightning Damage Immunities Poison Lightning Rod aura 30 ft. When a friendly creature lands a successful weapon attack they deal additional 2d4 lightning damage . Ancestral Protection Totem (level 2) Armor Class 13

13 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Ancestral Protection aura 30 ft. All friendly creatures within the area have +1 ac. At the end of each of your turns two friendly creatures of your choice gain temporary hit points equal to your spellcasting modifier. The hit points persist for the duration. . Counterstrike Totem (level 2) Armor Class 13

13 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Reactions Counterstrike Whenever an enemy within 30 feet of the totem deals damage to a friendly creature you can use your reaction to cast Fire Bolt cantrip as if cast by the summoner from the totem.

. Grounding Totem (level 2) Armor Class 16

16 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Reactions Grounding Whenever an enemy within 90 feet of the totem makes a ranged spell attack against a friendly creature within 30 feet of the totem you can use your reaction to make the totem a target of that attack after the attack roll but before you know if the attack hit or not. . Skyfury Totem (level 2, Elemental Path only) Armor Class 13

13 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Skyfury aura 60 ft. When you cast a spell that deals damage of level 1 or higher you add 1 more damage die but not more then to 2 targets for a spell. . Windfury Totem (level 2, Enhancement Path only) Armor Class 13

13 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Windrush aura 30 ft. The speed of allies is doubled, they don't provoke opportunity attacks and they ignore difficult terrain. Actions Windfury Choose a creature. When it makes a weapon attack within the aura it can make an additional weapon attack a turn for the duration. When you first plant the totem you can choose a creature to be a target of this effect. You can spend your action to choose another creature to be the target of the effect, but only one creature can be affected by it at once. . Healing Tide Totem (level 2, Restoration Path only) Armor Class 13

13 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Southing aura 30 ft. If a friendly creature makes a death save within the aura it does so with advantage. If it rolls 18 or higher it becomes conscious at 1 hp. Actions Healing You can expand a spell slot of level 3 or higher. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: The healing increases by 1d8 for each slot level above 1st. .

Voodoo Totem (level 2, Voodoo Path only) Armor Class 13

13 Hit Points 22(4d6 + 8) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Reactions: Weaken. When an enemy creature within 30 feet makes an attack you can use your reaction to give it a -5 to hit. You must do it before the attack roll. . Level 3 Searing Totem (level 3) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Fire

Fire Damage Immunities Poison

Poison Damage Vulnerabilities Damage caused by water Actions Firebolt. Ranged Attack: Firebolt cantrip as if cast by the summonner + 3d6 additional fire damage on a hit. . Earthbind Totem (level 3) Armor Class 19

19 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Bludgeoning, Piercing, And Slashing From Nonmagical Weapons Damage Immunities Poison Stonebinding aura 30 ft. The terrain is difficult for the enemies for the duration. If they end the turn in the aura, they must make a strength save agains your spellcasting dc or become grappled. Actions Rumble All enemies within the aura must make a strength save agains your spellcasting dc or be knocked prone and take 1d8 bludgeoning damage. . Lightning Rod Totem (level 3) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Lightning

Lightning Damage Immunities Poison Lightning Rod aura 30 ft. When a friendly creature lands a successful weapon attack they deal additional 3d4 lightning damage Actions Stunning zap A creature must make a constitution saving throw against your spellcasting dc or be stunned until the end of it's turn.

Ancestral Protection Totem (level 3) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Ancestral Protection aura 30 ft. All friendly creatures within the area have +2 ac. At the end of each of your turns three friendly creatures of your choice gain temporary hit points equal to your spellcasting modifier. The hit points persist for the duration. If a creature within double the aura range of the totem goes unconscious or dies, you can use your reaction to destroy the totem and restore it back to consciousness with 1 hp and 10 temporary hp. . Counterstrike Totem (level 3) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Reactions Counterstrike Whenever an enemy within 30 feet of the totem deals damage to a friendly creature you can use your reaction to cast Fire Bolt cantrip as if cast by the summoner + 2d6 additional fire damage on a hit. . Grounding Totem (level 3) Armor Class 18

18 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Reactions Grounding Whenever an enemy within 90 feet of the totem makes a ranged spell attack against a friendly creature within 30 feet of the totem you can use your reaction to make the totem a target of that attack after the attack roll but before you know if the attack hit or not. Absorbtion. Whenever firendly creatures within 30 feet of the totem take damage from the aoe you can use your reaction to absorb the damage. Maximum ammount of damage the totem can absorb is equal to the totem current hp X 2. When the totem absorbs damage in such a way it take one point of damage for each 2 points of damage absorbed. . Liquid Magma Totem (level 3) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Resistances Fire

Fire Damage Immunities Poison

Poison Damage Vulnerabilities Damage caused by water Actions Hurl Magma. every creature in a 10 ft radius sphere makes a dexterity save agains your spellcasting dc. They take 5d6 fire damage and a failed save or half as much damage on a successful one. .

Skyfury Totem (level 3, Elemental Path only) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Skyfury aura 60 ft. When you cast a spell that deals damage of level 1 or higher you add 2 more damage dice but not more then to 4 targets for a spell. . Windfury Totem (level 3, Enhancement Path only ) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Windrush aura 30 ft. The speed of allies is doubled, they don't provoke opportunity attacks and they ignore difficult terrain. Actions Windfury Choose 2 creatures. When they make a weapon attack within the aura they can make a additional weapon attack a turn for the duration. When you first plant the totem, you can choose 2 creatures to be a target of this effect. You can spend your action to choose another creature to be the target of the effect, but only two creatures can be affected by it at once. . Healing Tide Totem (level 3, Restoration Path only) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Southing aura 30 ft. If a friendly creature makes a death save within the aura, it does so with advantage. If it rolls 18 or higher it becomes conscious at 1 hp. All friendly creatures regain the maximum number of hit points possible from any healing within the aura. Actions Healing You can expand a spell slot of level 3 or higher. Choose up to six creatures in a the aura range. Each target regains hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels: The healing increases by 1d8 for each slot level above 1st. . Voodoo Totem (level 3, Voodoo Path only) Armor Class 14

14 Hit Points 33(6d6 + 12) Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Blinded, Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned Damage Immunities Poison Voodoo aura 30 ft. When enemies within the aura land attacks the damage they deal is reduced by the summoner's proficiency modifier but not to less than 1. Reactions: Weaken. When an enemy creature within 30 feet makes an attack you can use your reaction to give it a -5 to hit. You must do it before the attack roll.

List of Shaman Spells Cantrips (0 Level) Booming Blade

Control Flames

Create Bonfire

Fire Bolt

Green-Flame Blade

Gust

Lightning Lure

Mold earth

Ray of Frost

Shape Water

Thunderclap 1st level Level Absorb Elements

Burning Hands

Ceremony (Ritual)

Cure Wounds

Detect Magic (Ritual)

Feather Fall

Fog Cloud

Healing Word

Heroism

Hex

Searing Smite

Speak with Animals (Ritual)

Thunderous Smite

Thunderwave 2nd Level Aganazzar’s Scorcher

Aid

Augury (Ritual)

Calm Emotions

Continual Flame

Dragon's Breath

Dust Devil

Earthbind

Enhance Ability

Flaming Sphere

Gust of Wind

Heat Metal

Levitate

Locate Animals or Plants (Ritual)

Maximilian’s Earthen Grasp

Pass Without Trace

Pyrotechnics

Warding Bond

Warding Wind

Bloodlust' 3rd Level Call Lightning

Clairvoyance

Conjure Animals

Create Food and Water

Elemental Weapon

Feign Death (Ritual)

Fly

Gaseous Form

Glyph of Warding

Phantom Steed (Ritual)

Remove Curse

Sleet Storm

Speak with Dead

Spirit Guardians

Water Breathing (Ritual)

Water Walk (Ritual)

Wind Wall

Erupting Earth

Tidal Wave

Wall of Sand 4th Level



Conjure Minor Elementals

Control Water

Divination (Ritual)

Elemental Bane

Fabricate

Freedom of Movement

Hallucinatory Terrain

Mordenkainen’s Private Sanctum

Stone Shape

Stoneskin

Storm Sphere

Watery Sphere

Lightning Shield'

Spiritual link' 5th Level Animate Objects

Awaken

Commune with Nature (Ritual)

Conjure Elemental

Contact Other Plane (Ritual)

Control Winds

Dream

Greater Restoration

Reincarnation

Passwall

Rary’s Telepathic Bond (Ritual)

Scrying

Transmute Rock

Wall of Stone 6th Level Chain Lightning

Find the Path

Forbiddance (Ritual)

Flesh to Stone

Heal

Investiture of Flame

Investiture of Stone

Investiture of Wind

Move Earth

Planar Ally

Primordial Ward

Soul Cage

True Seeing

Wind Walk 7th Level Etherealness

Plane Shift

Project Image

Regenerate

Reverse Gravity

Whirlwind 8th Level Abi-Dalzim’s Horrid Wilting

Control Weather

Earthquake

Tsunami

Telepathy

Trap the Soul 9th Level Astral Projection

Foresight

True Resurrection

Mass Polymorph