The tome of the shaman A guide to the spiritual guides of tyr.

Shaman An old frail orc sits amongst a pack of warriors. A scene that is normally out of place for a race that values strength above all things. However his place becomes clear as the stones rise to his command. The gates of the fort are meaningless as the now towering earthen behemoth that used to be the frail old man bashes the gate to splinters. The defenders planned siege all but ruined in the face on this old orc, his strength and then further cunning sealing their fate. Dieing from a nigh incurable illness a red kobold sits alone in a cave his brethren leaving him for fear of spreading the infection. He begs for anyone to help him, unbenounced to him someone is listening. The long dead spirit of a red dragon his ages lost ancestor takes pity on him. He feels a warmth build in his lungs, soon painful, almost unbearable he can barely think let alone breath and then he exhales. All the pain, sickness and fear leaves him all at once as a jet of flame sears the surrounding stone black as coal. A shaman is born. Learning and Wisdom Spirits of the long dead are a subtle but powerful source of knowledge and wisdom. Lifetimes of lessons learned and insight on the world's workings. Shaman seek all this and more, acting as sponges for even the tiniest insight. Shaman understand that people, animals, magical creatures and even places have manafest spirits with lessons to teach. You but need to learn to listen. They can harness this knowledge to lead their tribes, teaching them as they have been or using these lessons to manifest supernatural powers at the behest of those same spirits. One could get lightning to lash the desired target by simply asking the spirit of wind or for the spirits of the forest to lash out by manipulating their rage. While they excel at helping the party as a whole using their ability to cast supportive spells they differ from other supportive classes by being poor healers in the conventional sense. Rather focusing on maintaining abilities like haste or enhance ability then either gumming up the battlefield for their opposition or destroying them from afar. Combining that with their expertise in a skill, potent natural information gathering skills and ability to maintain two concentration spells at a time using totems to produce a somewhat unique form of support. Forever a student A shaman may start due to a galvanizing moment in their life like interacting with a spirit or another shaman, however a true spiritual leader of a people is not made in an evening. The truth of the matter is that a young shaman often has to set out on a pilgrimage to learn the lessons he needs to help lead. Even truer than that is many do not return, those who do may not return for years even decades. Those few who do return easily become the wisest of the tribe and prove a core part to its long term survival. They always learn that you never stop learning and that it's always best to listen carefully, becoming master students as well as teachers.

The Shaman Level Proficiency Bonus Features Cantrips Known Spells Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting,Elemental Warding 1 2 2 — — — — — — — — 2nd +2 Ancestral Knowledge 1 2 4 — — — — — — — — 3rd +2 Teaching 1 3 4 2 — — — — — — — 4th +2 Ability Score Improvement 2 3 4 2 — — — — — — — 5th +3 ─ 2 4 4 3 1 — — — — — — 6th +3 Teaching Feature 2 4 4 3 1 — — — — — — 7th +3 ─ 2 5 4 3 2 1 — — — — — 8th +3 Ability Score Improvement 3 6 4 3 2 1 — — — — — 9th +4 ─ 3 7 4 3 2 1 1 — — — — 10th +4 Teaching Feature 3 7 4 3 2 2 1 — — — — 11th +4 ─ 3 7 4 3 3 2 1 1 — — — 12th +4 Ability Score Improvement 3 8 4 3 3 2 2 1 — — — 13th +5 ─ 3 9 4 3 3 3 2 1 1 — — 14th +5 Teaching Feature 4 9 4 3 3 3 2 1 1 — — 15th +5 ─ 4 9 4 3 3 3 3 2 1 1 — 16th +5 Ability Score Improvement 4 10 4 3 3 3 3 2 1 1 — 17th +6 ─ 4 11 4 3 3 3 3 2 1 1 1 18th +6 Spirit Sight 5 12 4 3 3 3 3 2 2 1 1 19th +6 Ability Score Improvement 5 13 4 3 3 3 3 2 2 1 1 20th +6 Spirit Totem 5 13 4 3 3 3 3 2 2 1 1 Creating a Shaman When you create your shaman you should first focus on what has brought you to shamanism, most people don't unwillingly enter this profession. Maybe you were inspired by another shaman, maybe it's due to your need to explore beyond or a thirst for power. After you have made your choice I would think on how you think your character views the world outside their home. They might be fearful, being told stories of how the outside world is cursed or dangerous. Maybe your character is a young idealist excited and headstrong in their need to see and experience everything, the outside world being an almost mystical treasure trove of unexplored intrigue. Quick build You can quickly and easily make a shaman by using these basic suggestions. Focus on Intelligence as your highest ability score followed by Constitution if your taking the teachings of earth we recommend prioritising Constitution as you will often be near the front of a fight. Take the hermit background and choose spells like Fireball, Conjure Elemental, Haste, Enhance Ability and Cure Wounds. You excel at using multiple concentration spells so be sure to have a few learned. Class Features As a shaman you gain the following class features. Hit Points Hit Dice: 1d6 per shaman level

1d6 per shaman level Hit Points at 1st Level: 6 + your modifier

6 + your modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per shaman level after 1st Proficiencies Armor: Light

Light Weapons: Simple Melee Weapons

Simple Melee Weapons Languages: Primordial Saving Throws: Intelligence, Constitution

Intelligence, Constitution Skills: Choose three from Arcana, History, Nature, Persuasion, Religion, Medicine, Perception and Survival Equipment You start with the following equipment in addition to the equipment offered by your background: (a) Quarterstaff or (b) any simple melee weapon

(a) Diplomat's Pack or (b) Explorer's Pack

Leather armor, shamanistic focus and a censer

Elemental warding When wearing no armor or light armor you can choose resistance to one of the following elements of your choice. You can choose fire, cold or lightning. You can swap out this effect at the end of a short rest. Spellcasting Using your understanding of the spirits and your shamanistic focus you can beseech or trick them to destroy your enemies or assist your allies. Preparing and Casting Spells The shaman table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You always have your spells known prepared, because you have the rituals committed to memory. However because of this you have a limit to your total known non-cantrip spells. The number of spells you know is listed in the spells known of the shaman table. If you decide to learn a new one beyond your limit you must forget another spell to make room. Extra spells from other sources like feats do not count towards this number. Cantrips At first level, you know one cantrip of your choice from the shaman spell list. You also know the Snap Lightning cantrip. You learn additional cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Shaman table. Spellcasting Ability Intelligence is your spellcasting ability for your Shaman spells, since your magic draws upon your understanding of spirits and recalling traditional rituals. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence 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 Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Spellcasting with Totems Unique to shaman is the ability to cast a spell using a totem. When casting a spell that requires concentration you can choose to instead place a totem in an unoccupied space within 5 feet. The totem has 10 AC, Your Constitution mod + half your shaman level rounded down in HP and concentrates on the spell for you using your statistics. You can do this a number of times equal to your half your Intelligence mod rounded down then you must complete a short rest. Only one totem can be active at a time and lasts only as long as the spell it's concentrating on. Ritual Casting You can cast shaman spell as a ritual if that spell has the ritual tag. Spellcasting Focus You can use shamanistic focus as a spellcasting focus for your spells. Often items like an important object belonging to your ancestors or an elementally charged orb. Ancestral Knowledge Starting at level 2 level, choose one of your skill proficiencies. You gain expertise in those skill doubling your proficiency bonus in those skills. Additionally whenever you make a roll to recall information you have expertise in you can spend 1 minute in a meditative trance. When in this trance you can gain information from a perspective far into the past or from a spirit with more insight on the topic than yourself. Choose your teachings Starting at level 3 you choose the lessons that will define how you use your shaman abilities. You can choose the teachings of earth or the teachings of fire or the teachings of the ancestors. Your lessons offer you new feature at 3rd level and again at levels 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. Spirit sight Starting at level 17 your sight can pierce even the ethereal and magical. You now passively can see creatures that are traveling the ethereal plane. You can also see invisible creatures or illusions on a perception check above 15. Spirit Totem Starting at level 20 you can call the spirits to the most powerful totem you can create. You place it as an action and all allies within 60 feet gain an extra action. You can only use this power once per long rest and creatures can only benefit from from this totem once per long rest.

Teachings of Earth The Teachings of earth focus on turning your wisdom and intellect into physical strength. Core to their teachings is a skill known as the mantle of earth. The mantle is a powerful armor of stone that the shaman uses to get in close and crush their opposition. The mantle of earth Starting at level 3 when you adopt the teachings of earth you can now use the mantle of earth. As a bonus action you become covered in a stone armor. You gain your Constitution + shaman level in temporary HP and gain the following benefits while the HP holds. Melee attacks use your Intelligence mod to determine a hit.

Your melee attacks now deal 1d8 + Intelligence mod in bludgeoning damage replacing your normal melee attack.

Your melee attacks gain any magic benefits of your current weapon including +1,+2,+3 traits.

You become a large creature unless the space is too small.

Your strength based rolls use Intelligence mod instead.

You can't cast spells.

You can't concentrate on spells.

You can't take the dash action.

You have disadvantage on dexterity based skills even if given advantage. You can exit this form as a bonus action and can use this skill a number of times equal to your Intelligence mod. Using this ability while already using mantle simply adds to the temporary HP. You regain half the uses rounded up on a long rest. Stoneform Starting at level 6 you know and can cast the Earth Tremor, Absorb Elements and Meld into Stone Spells even when using the mantle of earth. These spells do not count towards your spells known limit and you always know them. If Absorb Elements absorbs the same damage type as your elemental warding you instead become immune and your next melee deals an additional 2d6 of that element instead. Difficult terrain caused by Earth Tremor also has no effect on you while using the mantle of earth. Earthen knowledge Starting at level 10 you can re-roll any failed Intelligence ability check. Once you use this skill you can't use it again until you complete a long rest. Additionally when you hold an object made of stone or metal you can glimpse some moment in the items history. It might the last time a mortal interacted with the object or a moment of great importance. Mantle of the mountain Starting at level 14 your mantle of earth becomes the mantle of the mountain. The mantle now adds your proficiency bonus + class level + Constitution in temporary HP. You gain several new skills. Rockslide: If you move a minimum of 20 feet in a straight line you can expend a spell slot as a reaction. Any further movement in that direction allows you to move through other creature's spaces. They must make a dexterity save against your Spell save DC or take 1d6 bludgeoning damage for each level of spell slot spent and then get knocked prone. If you run into a wall or structure it takes double damage from this ability. Slab: As an action spend a spell slot and target a creature standing on or near a stone or earth surface. A angled slab of stone thrusts out of the surface and punts the unit towards you into melee range. The targeted creature must make a dexterity saving throw or suffer the effect and damage of the skill. The range of the spell is 10 feet and deals 2d4 bludgeoning damage. The range of the spell and it's damage increases by 5 feet and 2d4 bludgeoning damage for each level of spell slot spent. Molten Strike: When you make a melee attack you can expend a bonus action and a spell slot to change your attack into a molten strike. The creature takes an additional 1d4 bludgeoning damage for each level of spell slot spent. The strike is so powerful it makes the ground beneath it molten in a square that extends 5 feet from the targets sides and fifteen feet behind them. Anyone ending their turn in that space takes 1d6 fire damage for every level of spell slot that was spent. The ground remains molten for 1 minute.

Teachings of Fire The teachings of fire focus on using the raw power of fire to obliterate your opponents. Cleansing yourself and allies in the process. Elemental Favor Starting at level 3 when you adopt the teachings of fire you gain twice your Intelligence mod in elemental favor charges. As a bonus action select an evocation spell and spend the appropriate charges and spell slots. Next turn when you take an action the stored spell is automatically cast. If you are unable to do so or do not want to cast the spell the spell slot and the favor is refunded. This ability allows you to cast two spells in a single turn but you can't spend more than 6 favor at once. You regain your favor at the end of a long rest. Spell slot Favor required 0 2 Favor 1 3 Favor 2 4 Favor 3 5 Favor 4 6 Favor Exhale Starting at level 6 as an action you can ignite yourself in a cleansing fire. Sacrifice one quarter of your maximum health rounded down and remove any ailments, poisons or curses afflicting you. You then exhale and produce a 60 foot long 5 foot wide line of flame. Those caught in the line must make a dexterity saving throw against your spell save DC. Those who fail the dexterity save take fire damage equal to the health lost divided evenly amongst those who fail the save. You gain 2 favor in the process. Any favor above your maximum natural amount is lost upon a long rest. You can additionally do this once a day to another willing humanoid sacrificing one quarter of their health to cleanse them of any ailments, poisons or curses by taking part in a 1 minute long ritual firedance. However you gain no favor and they do not produce a jet of flame upon completion. Note that supernaturally strong illnesses, poisons or curses may still linger through this effect. Burning Sight Starting at level 10 whenever you make wisdom ability roll or save you may re-roll the dice. Once you use this skill you must complete a long rest before you can do it again. Additionally on a search action above 15 you can see a creature's body heat through surface under 10 feet thick. Power Transfer Starting at level 14 as a bonus action can give or receive a spell slot of any level to an ally. Both parties must be willing, capable of using that spell slot and within 30 feet. Once you use this ability you must complete a long rest to do so again.

Teachings of the Ancestors The teachings of the ancestors focus on protecting your allies and disrupting enemies. Summoning angry spirits to slow down your enemies. They also excel at information gathering from those same dead spirits. Ghost Incense Starting at level 3 you can ignite a special censer filled with a unique incense. The low hanging fog brings a general sense of malaise upon your foe's and sparks the rage of angry spirits towards you. You can ready and unready the cencer as a bonus action. When readied on the beginning of the next turn the low hanging fog will fill a 20 foot radius around you. Whenever an attack hits a creature in your fog you can spend your reaction to try and redirect some of the damage. The creature must make a wisdom saving throw against your spell save DC or you can spend your hit points to reduced the damage of that attack by half the hit points spent rounded up. You can't reduce the damage by more than half of what it dealt rounded up. Angry Spirits Starting at level 6 your incense can coalesce and spike the wrath of spirits. As an action you can summon any number of spirits into spaces filled by your fog. You can summon up to your Intelligence mod in spirits, each time you exceed this number you lose 5 hit points. These spirits act like traps or terrain features that move with you, for example if you move 5 feet north they all will move 5 feet north. You can move them independently of yourself by spending your own movement. The spirits are hidden require a perception check against your spell save DC to see them. Once triggered they become visible to everyone. Rageing - Takes the form of wolves or thrashing humanoids. Purely offencive in nature, these spirits focus on lashing out at creatures that pass near them. Seething - Takes the form of clawed hands or paws reaching from the earth. Counts as two spirits fills a large space making it hard terrain. Hunting - Takes the form of hawks or skeletal humanoids. Attempts to blind those who pass near them reducing their sight range. Wrathful - Takes the form of the great elk or charging barbarian. These spirits knock individuals who pass near them prone. Screaming - Takes the form of a horrifying screaming figure. Counts as two spirits. Deafens creatures who stand near it. Stat blocks can be found for each individual spirit in the creature section of the document. Words of the Ancestors Starting at level 10 you can cast Speak with Dead at will. All the limitations of of the spell still apply. However when you do so with your censor active you can get visual representations as long as the corpse is willing to do so. You can also allow a willing spirit to possess you taking actions as you for a time. If at any time you are unwilling to continue you can force the spirit out at will. Otherwise the possession can last a maximum of 24 hours total before they can never possess you again. Dense Mist Starting at level 14 you can make your fog do a number of new things. Obscure: Spend 10 hit points and action or bonus action to obscure those inside the fog until the end of your next turn. Anyone looking inside or outside while active must make a perception check against your spell save DC or be unable to see through the mist's border for 1 hour. Horrify: Spend 10 hit points and an action to cover those inside with a terrifying visage until the end of your next turn. Any creature looking inside must make a wisdom save against your spell save DC. If they fail they become unable to enter the mist willingly becoming too afraid to enter. If they unwillingly enter the fog they use their movement to attempt to leave the fog. They can re-attempt the save at the end of each of the creature's turns. Lash or Grab: As an action or bonus action you force a creature near the border of your fog to move. When you use this ability the creature you choose must make a strength save against your spellcasting DC. On a failure the creature can be pulled up to 10 feet away into your fog or pushed 10 feet out of your fog. This ability takes the shape of a clawed or skeletal hand.

Unique Spells Snap Lightning evocation cantrip Casting Time: 1 action

1 action Range: Self (60-foot line)

Self (60-foot line) Components: S, V

S, V Duration: instantaneous A small flash of lightning 60 feet long and five feet wide blasts forth from your hand. Each creature in the line must make a dexterity saving throw. If the creature fails it takes 1d4 thunder damage, they take no damage on a successful save. The line stops once it reaches a second target, a wall or it's 60 feet max range. The damage dice increases to 1d6 at fifth level, 2d6 at 11th and 3d6 at 17th level. Summon Mote conjuration cantrip Casting Time: 1 action

1 action Range: 5 feet

5 feet Components: S, V

S, V Duration: Concentration, up to 24 hours. This spell creates a elemental ally. Choose a small source of Fire, Water or Earth and it will form a Mote of that element. A mote is a tiny elemental who can do specific things based on their element and last 24 hours before the spell must be cast again. A mote is a CR 0 elemental. Stonegrip Conjuration Cantrip Casting Time: 1 action

1 action Range: 30 feet

30 feet Components: S, V , M (Small Stone)

S, V , M (Small Stone) Duration: Concentration, up to 1 minute. You create two stone fists that reach up and grab the target in it's space. They attempt to grapple the creature forcing the target to make a strength or dexterity saving throw against your Spell Save DC. The stone fists have all your statistics but have 10 AC 15 HP and make grapple checks using your spell save DC. Once the grapple is broken the hands crumble to dust. At higher levels. If you cast this spell using a spell slot of 1st or higher, the duration of the spell increases by 1 minute and the health of the fists increases by 10 for each level of slot spent. Impale 1st-level Conjuration Casting Time: 1 bonus action

1 bonus action Range: 30 feet

30 feet Components: S, V , M (Small Stone)

S, V , M (Small Stone) Duration: Instantaneous You create a stone spike and hurl it at the target. The target must make a Constitution save against your spell save DC. If they fail they're considered impaled and take 1d4 piercing damage. Impaled creatures have their speed halved for each spike they're impaled with. The impaled creature can remove the spikes as an action. At higher levels. If you cast this spell using a spell slot of 2nd level or higher, the spell creates an additional spike for each spell slot above 1st. Strands to Javelins 1st-level transmutation Casting Time: 1 action

1 action Range: Self

Self Components: S, V, M (Strand of hair)

S, V, M (Strand of hair) Duration: Instantaneous You take a strand of hair and magically create two javelins tipped with poison. When these spears hit a target they must make a Constitution saving throw or take an additional 1d4 and become poisoned for the next minute. the poison is single use and the spears crumble to dust after 1 hour. At higher levels. If you cast this spell using a spell slot of 2nd or higher, The spell creates an additional 2 javelins for each spell slot above 1st. If you spend a spell slot of 3rd or higher they no longer crumble to dust after an hour. Ghost Wolf 2st-level transmutation Casting Time: 1 minute (ritual)

1 minute (ritual) Range: 30 feet

30 feet Components: S, V, M (wolf paw)

S, V, M (wolf paw) Duration: Concentration, up to 24 hours You assume the form of the ghost wolf, it maintains all your statistics but increases your movement to 50 feet, and have a +2 bonus to stealth checks. You cannot cast this spell as a totem and can end the spell as a bonus action. At higher levels. If you cast this spell using a spell slot of 3rd or higher, Your ghost wolf form gains an additional 5 feet movement and an additional +2 to stealth for each 2 spell slots above 2nd level.

Haunt 2nd-level Necromancy Casting Time: 1 action

1 action Range: 10 feet

10 feet Components: S, V , M (Ashes)

S, V , M (Ashes) Duration: Variable You whisper the name of a dark spirit and direct it's wrath against a creature. The creature must make a charisma saving throw. If they fail they become haunted and are unable to go above 1 level of exhaustion due to the intense nightmares and visions they see while they sleep. Every 24 hours after the first they may re-attempt the save and upon a success the effect ends and the caster becomes aware that the spell has ended. Stone Disk 3rd-level Conjuration Casting Time: 1 action

1 action Range: Self

Self Components: S, V , M (Fine sand)

S, V , M (Fine sand) Duration: Concentration, up to 24 hours You beseech the earth to carry you to a destination and a 15 foot wide, 15 foot long and 10 foot deep piece of the terrain you're standing on breaks off and glides on a cushion of sand to your destination. The terrain is a sentient elemental and only listens to your commands. It will only make it's way to the location designated but can take detours at your command. Howl 4th-level Evocation Casting Time: 1 action

1 action Range: Self

Self Components: S, V , M (Water droplet)

S, V , M (Water droplet) Duration: Instantaneous You open your mouth and blast the target with the raging frost of the north. They must make a Constitution saving throw or become brittle. Creatures wearing metal armor have disadvantage on this save. Brittle targets suffer a reduction in armor class based on the material table included. Though they can't have their AC reduced below 10 by this spell. Material AC Reduced Cloth 1 Fur 2 Leather 3 Stone 6 Metal ALL Magical ALL The magic section of the table refers to magic spells or effects that add armor class like mage armor. Once the creature is dealt Bludgeoning, Piercing, Slashing or Fire damage the effect ends. If the creature is immune to cold damage then they're considered immune to the brittle effect. At higher levels. If you cast this spell using a spell slot of 5th or higher, you can target an additional creature for each level of spell slot above spent above 4th. Howling Razor Hail 9th-level Conjuration Casting Time: 1 action

1 action Range: Self

Self Components: S, V , M (Elemental Core)

S, V , M (Elemental Core) Duration: Concentration, up to 1 minute While you maintain concentration on this spell it continues. A towering pillar of a cloud appears centered on you. It spreads out to 360 feet from the center and the area below the clouds is immediately filled with a raging blizzard. All creatures have their vision reduced to 30 feet maximum and ranged attacks have disadvantage. Due to it's nature you can't use a totem to maintain this spell. Each round you maintain concentration on this spell, the blizzard produces additional effects on your turn. Every creature in the storm must make a Constitution save or suffer the applicable effects of the storm. Successful saves half any damage you may take rounded down and you are unaffected by the non damage components of the storm. Each effect from the previous turns remains as the new ones occur. Round 2. Hail as sharp as razors begins to fall. Each creature takes 2d12 slashing damage. However the razor hail does not fall within 5 feet of the caster rendering it a safe space. Ranged attacks become impossible in general, getting struck down by the hail. Round 3. The cold becomes unbearable for those without extensive cold protection. Those without extensive protection take 2d12 Cold damage. Those who are completely unprotected have their movement reduced by 10 as they begin to suffer frostbite. Round 4. The storm starts to scream and the ice picks up. The snow begins pileing onto the ground and even the well protected begin to suffer a minimum of 2d12 Cold damage, those who don't have extensive protection can add this to the cold damage they already take. Those who are unprotected lose an additional 10 feet of movement as the ffrostbite gets worse. Round 6. The storm begins to take a life of it's own and you have extensive trouble keeping it's rage in check. The area around you no longer becomes a safe zone from the razor hail. Weaker wooden structures may begin to falter under the battering of the hail and weight of the snow. Creatures in the storm suffer the brittle effect as if the Howl spell was used on them. Round 8 - 10. The storm is officially out of your control. The caster must make all concentration checks with disadvantage. Unlike any other stage of the spell if you lose concentration instead of ending the spell it does not end but instead continues on it's own accord. The storm will continue for the next 24-hours.

Shaman Spell list Cantrips (0 Level) Chill Touch

Control Flames (EE)

Create Bonfire (EE)

Dancing Lights

Fire Bolt

Frostbite (EE)

Guidance

Gust (EE)

Light

Poison Spray

Produce Flame

Ray of Frost

Resistance

Shocking Grasp

Snap Lightning (Shaman)

Spare the Dying

Stonegrip (Shaman)

Summon Mote (Shaman)

Thunderclap (EE)

True Strike 1st Level Absorb Elements

Bane

Burning Hands

Bless

Chromatic Orb

Create or Destroy Water

Comprehend Language

Cure Wounds

Detect Evil and Good

Detect Magic

Detect Poison & Disease

Earth Tremor (EE)

Find Familiar

False Life

Feather Fall

Fog Cloud

Healing Word

Ice Knife (EE)

Impale (Shaman)

Hellish Rebuke

Hunter's Mark

Jump

Longstrider

Protection from Evil and Good

Purify Food and Drink

Ray of Sickness

Strands to Javelins (Shaman)

Thunderwave 2nd Level Aid

Animal Messenger

Augury

Barkskin

Blindness/Deafness

Continual Flame

Dust Devil (EE)

Enhance Ability

Find Traps

Flame Blade

Gentle Repose

Ghost Wolf (Shaman)

Gust of Wind (EE)

Heat Metal

Haunt(shaman)

Levitate

Locate Animals or Plants

Locate Object

Maximilian's Earthen Grasp (EE)

Misty Step

Pass without Trace

Protection from Poison

Pyrotechnics (EE)

Ray of Enfeeblement

Scorching Ray

See Invisibility

Shatter

Silence

Skywrite

Snilloc’s Snowball Swarm (EE)

Warding Wind(EE) 3rd Level Bestow Curse

Call Lightning (EE)

Clayrvoyance

Counterspell

Elemental Weapon

Erupting Earth (EE)

Fireball

Flame Arrows

Fly

Gaseous Form

Haste

Lightning Bolt

Meld into Stone

Melf's Minute meteors (EE)

Protection from Energy

Remove Curse

Revivify

Sleet Storm

Speak with Dead

Spirit Guardians

Stinking Cloud

Stone Disk (Shaman)

Tidal Wave

Tongues

Wall of Sand (EE)

Wall of Water (EE)

Water Breathing

Wind Wall 4th Level Banishment

Conjure Minor Elementals

Control Water

Divination

Elemental Bane (EE)

Fire Shield

Freedom of Movement

Howl (Shaman)

Ice Storm

Locate Creature

Stoneshape

Stoneskin

Storm Sphere (EE)

Wall of Fire

Watery Sphere(EE) 5th Level Cloudkill

Commune

Cone of Cold

Conjure Elemental

Contact Other Plane

Contagion

Control Winds (EE)

Dispel Evil and Good

Hallow

Immolation (EE)

Legend Lore

Maelstrom (EE)

Passwall

Planar Binding

Scrying

Transmute Rock (EE)

Wall of stone 6th Level Bones of the Earth (EE)

Chain Lightning

Eyebite

Find the Path

Flesh to Stone

Heal

Investiture of Flame (EE)

Investiture of Ice (EE)

Investiture of Stone (EE)

Investiture of Wind (EE)

Magic Jar

Move Earth

Otiluke's Freezing Sphere

Sunbeam

True Seeing

Wall of Ice

Wind Walk 7th Level Delayed Blast Fireball

Etherealness

Firestorm

Prismatic Spray

Whirlwind(EE) 8th Level Abi-Dalzim’s Horrid Wilting

Control Weather

Earthquake

Glibness

Incendiary Cloud

Mind Blank

Sunburst

Tsunami 9th Level Astral Projection

Foresight

Howling Razor Hail (Shaman)

Meteor Swarm

Power Word: Heal

Power Word: Kill

Storm of Vengeance

True Resurrection

Wish Key (Shaman) : Spells unique to the shaman class. (EE) : Spells from the elemental evil supplement. Spells from the elemental evil supplement.

Summonable Creatures and Objects The totem is a basic item used by shaman to concentrate on a spell on the shaman's behalf. It's an inanimate piece of wood blessed by or possessed by a spirit that maintains the spell. It should be treated as an extension of its caster but with it's own health and armor. however this stat block should help make decisions in a more abnormal situation. Totem Small construct, Neutral Armor Class 10

10 Hit Points (Constitution mod + half your shaman level rounded down.)

(Constitution mod + half your shaman level rounded down.) Speed Unable to move once placed. STR DEX CON INT WIS CHA 0 (-5) 0 (-5) Same as caster Same as caster Same as caster Same as caster Condition Immunities Blinded, Charmed, Deafened, Poisoned, Stunned.

Blinded, Charmed, Deafened, Poisoned, Stunned. Senses None

None Languages None

None Challenge 0 (0 XP) Concentrating. This creature focuses on concentrating on it's spell. If it loses concentration or the spell ends it becomes inert and its HP drops to zero. The Stone disk is an animated chunk of land 15ft wide and 15ft long. It carries whoever and whatever is on it's back. This includes structures like a small building. It glides on a cushion of sand to it's destination. Stone Disk Huge Elemental, neutral Armor Class 17 (Natural armor)

17 (Natural armor) Hit Points 126 (12d10+60)

126 (12d10+60) Speed 60ft, Swim 40ft, Burrow 30ft STR DEX CON INT WIS CHA 20 (+5) 8 (+1) 20 (+5) 5 (-3) 10 (0) 5 (-4) Condition Immunities

Senses Tremorsense 60 Ft

Tremorsense 60 Ft Languages Primordial, Terran

Primordial, Terran Challenge 4 ( XP) Living Terrain. This creature will carry any structure sitting upon it when it is summoned and safely deposits on the ground where it dies or is dismissed. Skittish. This creature will not engage in direct combat unless cornered and automatically fails intimidation checks. Earth Glide: The elemental can burrow through non magical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Trampling Charge. If the Disk moves at least 20 ft. straight toward a creature and then hits it with a Trample Attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the Disk can move and additional 20 ft through its space as a Bonus Action. Actions Trample Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit 5 (1d6 + 5)

Motes are tiny elementals summonable by the shaman using the cantrip summon mote. They require a source to be summoned like a candlelight or glass of water. Mote: Fire Tiny elemental, Neutral Armor Class 10 (natural armor)

10 (natural armor) Hit Points 5

5 Speed 20ft fly. (Can hover.) STR DEX CON INT WIS CHA 10 (+4) 15 (+2) 15 (+1) 6 (-4) 10 (-2) 7 (+5) Condition Immunities Exhaustion, Petrified, Poisoned

Exhaustion, Petrified, Poisoned Senses Passive Perception 10

Passive Perception 10 Languages Primordial, Ignan

Primordial, Ignan Challenge 0 (0 XP) Firey. Touching this creature deals 1 damage and attacking costs the mote 1HP per point of damage it causes. Bonfire. This creature can become a small fire or torchfire if offered proper fuel like wood. Actions Spark. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 1 fire. Mote: Rock Tiny elemental, Neutral Armor Class 15 (natural armor)

15 (natural armor) Hit Points 10

10 Speed 10ft fly. (Can hover.) STR DEX CON INT WIS CHA 10 (+4) 20 (+5) 15 (+1) 6 (-4) 10 (-2) 7 (+5) Condition Immunities Exhaustion, Petrified, Poisoned

Exhaustion, Petrified, Poisoned Senses passive Perception 10, Tremorsense 60 ft

passive Perception 10, Tremorsense 60 ft Languages Primordial, Terran

Primordial, Terran Challenge 0 (0 XP) Crumbling. Attacking costs the mote 1HP per point of damage it causes. Earth Glide. The elemental can burrow through non magical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through. Actions Slam. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 1 Bludgoning. Mote: Water Tiny elemental, Neutral Armor Class 10 (natural armor)

10 (natural armor) Hit Points 5

5 Speed 10ft fly. (Can hover.) STR DEX CON INT WIS CHA 10 (+4) 15 (+2) 15 (+1) 6 (-4) 10 (-2) 7 (+5) Condition Immunities Exhaustion, Petrified, Poisoned

Exhaustion, Petrified, Poisoned Senses passive Perception 10

passive Perception 10 Languages Primordial, Aquan

Primordial, Aquan Challenge 0 (0 XP) Cold. Attacking costs the mote 1HP per point of damage it causes. Water form. This creature can become a small puddle or ice. Actions Frost. Melee Weapon Attack: +2 to hit, reach 5ft., one target. Hit 1 Cold.